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Old 02-15-21, 03:38 AM   #1
Muckenberg
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Good day
To your question. Yes, I have to confirm that AI submarines fire torpedoes and can sink. I also witnessed an AI submarine duel with an escort. The AI submarine sailed at full throttle and successfully avoided depth charges. He even used reverse gear. I have no idea what depth he can dive the most. I also don't know if he can run quietly.
One thing would also interest me. How an AI submarine works when approaching an enemy. It has happened to me several times that the submarine arrived, but did not attack the enemy. She wandered around for a while, and although the target was clearly visible, it seemed as if the submarine could not see it.
I even saw a Polish submarine firing a volley of torpedoes through the periscope underwater. I was really surprised.
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Old 02-16-21, 01:43 PM   #2
Rosomaha
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Thanks for the answers, friends.
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Old 02-16-21, 01:50 PM   #3
Muckenberg
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Unfortunately, I can't confirm whether AI submarines use an onboard cannon and anti-aircraft cannons. But I would say no.
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Old 02-21-21, 06:30 PM   #4
gap
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Hi Rosomaha, sorry for the late replies.

1 - I am not sure that we are talking about the same thing, but in stock game two crew members are assigned to the deck gun. Skip to 13:17 in the video below to see them in action:



2 - AI subs can use torpedoes and they can operate both submerged and surfaced. Their Ai is pretty limited though and they CAN'T use guns.

3 - Assuming that you are using IRAI, ASW vessel's AI is pretty erratic. I think veterancy level and fatigue play a role in deciding how clever/accurate they are, but there is a certain degree of randomness involved too. Rather than as flaw, this is a feature wanted by TDW. Nonetheless, IIRC, within IRAI files there is an .ini or cfg file used for setting the general difficulty level. Try playing with its parameters if you are not satisfied with the default figures.

4 - In stock game magnetic torpedoes were bugged. If memory serves, they only worked with imported .dat units. A patch by the same TDW fixed them, meaning that now GR2 units can trigger magnetic detonators (though early in campaign they will often fail due to dud settings in sim file). If I am not mistaken, a side effect of this patch is that now magnetic torpedoes won't work on .dat units.

5 - Air torpedoes are definitely a thing in SH5. I myself experimented with them in the past. As noted by kapuhy, their setting is a bit problematic though. From my experience, one of the main problems is they going backwards once dropped. I am sure there is a fix for this but it has been a long time since I last dealt with the issue, so I wont be able to give you the details of this fix. Equipment node naming and position relative to aircraft 3D model might be a factor, but take my statements above with a pinch of salt.
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Last edited by gap; 02-22-21 at 07:58 PM.
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Old 02-22-21, 06:45 PM   #5
kapuhy
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Quote:
Originally Posted by gap View Post
If I am not mistaken, a side effect of this patch is that now magnetic torpedoes won't work on .dat units
Wait, what? That would be a huge problem as TWoS introduces so many .dat format ships that such issue would seriously degrade player's capabilities.

Ok I made a quick test with Zinbu freighter shooting 6 magnetic torpedoes at it... Well, only one detonated (and from external camera it might have gone too shallow and touch the ship). Might just have been a case of bad luck but if not, that's a bummer.
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Old 02-22-21, 07:57 PM   #6
gap
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Quote:
Originally Posted by kapuhy View Post
Wait, what? That would be a huge problem as TWoS introduces so many .dat format ships that such issue would seriously degrade player's capabilities.

Ok I made a quick test with Zinbu freighter shooting 6 magnetic torpedoes at it... Well, only one detonated (and from external camera it might have gone too shallow and touch the ship). Might just have been a case of bad luck but if not, that's a bummer.
Okay, I have performed a quick forum search and after all it seems I was wrong:

https://www.subsim.com/radioroom/sho...&postcount=325

Sorry for having spread misinformation and good hunting with magnetic torpedoes on dat units as well as on GR2 ones
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Old 02-23-21, 02:50 AM   #7
kapuhy
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Quote:
Originally Posted by gap View Post
Okay, I have performed a quick forum search and after all it seems I was wrong:

https://www.subsim.com/radioroom/sho...&postcount=325

Sorry for having spread misinformation and good hunting with magnetic torpedoes on dat units as well as on GR2 ones
Thanks for looking it up, that's a relief

It's also an important information for modders, because if I understand TDW's post correctly it means ship's "sensitivity" to magnetic torpedo depends on how it's collision spheres are set up. At a quick glance, existing TWoS ships vary greatly in this regard:





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