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Old 10-25-13, 10:12 AM   #1
Hotjoe
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Join Date: Sep 2013
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Default AI stop performing actions after a couple minutes.

Started a new campaign (OH) in Mamel. Sank a merchant and sailed to some port a few km's NW of danzig (forget the name but its on the bay) and there was a german capitol ship and a couple DD's sitting off the coast with their guns trained at the port but not firing. I sailed towards the coast past the ships and decided I had to save the game and leave.

WELL when I loaded it back up the ships were all of a sudden firing over my head, shelling the port! (pretty cool actually, immersive) so I high tailed it out of there back towards the ships but within 2 minutes they all stopped firing. Thought this was odd. So I saved the game and re loaded and they were firing again . Then same thing, a minute or so later they stopped firing. What might be causing this? It seems similar to the "Super DD" bug fix where they wont stop stalking you unless you save and reload the game again.

Wasnt sure which thread to post this in so I posted my own. Assuming it has something to do with IRAI or the OH campaign. Heres my mod list:



Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\MODS]

Accurate German Flags
sobers game loading tips V8 SH5
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Sobers Sky Mechanics v1
Water reflections intensity varied by available sunlight by TheDarkWraith
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Bullet_spark_test
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
silentmichal's interior mod 1.2.3
SH5 Longer Repairs v.1.01
Capthelms SH5 Audio Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters

Last edited by Hotjoe; 10-25-13 at 10:40 AM.
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Old 10-25-13, 11:42 AM   #2
gap
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I think I know what goes on: some German guns have sharshells in their ordnance loadout but for some reason, once they fire a starshell salvo, they get stuck at maximum elevation. Might be a stock bug, or one induced by IRAI. Until TDW looks into it, the one fix is removing starshells from their ammunition loadout.
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Old 10-25-13, 02:01 PM   #3
plj
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Nope .. no starshell issue here.

What happned is this:

You went there, and by the time you got to the port, the little coastal boat was shelled to death by them. Doesnt take more then a few shots either. The ships WONT fire on docked ships.

You saved, and reloaded .. and the coastal boat gets spawned again .. shelled to the bottom, and the ships have no target again and sit there.
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Old 10-25-13, 04:56 PM   #4
Hotjoe
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Quote:
Originally Posted by plj View Post
Nope .. no starshell issue here.

What happned is this:

You went there, and by the time you got to the port, the little coastal boat was shelled to death by them. Doesnt take more then a few shots either. The ships WONT fire on docked ships.

You saved, and reloaded .. and the coastal boat gets spawned again .. shelled to the bottom, and the ships have no target again and sit there.
aha! that makes sense now that I think about it, cause I sent that little boat to the bottom with my flak gun each time. But if I remember correctly when I first got there the little boat was still there sailing around and the ships werent firing.
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Old 10-25-13, 05:04 PM   #5
plj
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Quote:
Originally Posted by Hotjoe View Post
aha! that makes sense now that I think about it, cause I sent that little boat to the bottom with my flak gun each time. But if I remember correctly when I first got there the little boat was still there sailing around and the ships werent firing.
I'll check if I remembered correct .. if I get a chance .. perhaps I'm wrong, and they do attack docked merchants, and they kill off those when their not saved damage is no longer applied.

This is a hidden cheat as well .. go to a harbor, shoot up the ships that are docked till you have their tonnage registered, save, load, repeat. Kinda dumb how damage is saved .. needs a mod imho.
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Old 10-25-13, 06:29 PM   #6
Hotjoe
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Quote:
Originally Posted by plj View Post
I'll check if I remembered correct .. if I get a chance .. perhaps I'm wrong, and they do attack docked merchants, and they kill off those when their not saved damage is no longer applied.

This is a hidden cheat as well .. go to a harbor, shoot up the ships that are docked till you have their tonnage registered, save, load, repeat. Kinda dumb how damage is saved .. needs a mod imho.
Yep thats actually what I would do to sort of "skip over" the baltic mission and move onto Kiel. Sink 2 ships docked at Danzig and I have my tonnage. Does seem kinda silly doesnt it.
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