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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Germany
Posts: 936
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Recent mods have made the AI actually too difficult to be historic.
I'm using RFB and Flavored to taste over another (FTT overwriting RFB, except for campaign) and the japanese are just too good in spotting me. In 1942 I was accurately detected and depth charged at 350 feet while on silent running and under a thermal layer. Merchants spot me at night at ranges around 5000 yards, making night attacks on single merchants impossible. Convoy night attacks in 1944 are also impossible because all escorts seem to have radar and run me down before I can get a visual on the merchants. This is not the Battle of the Atlantic, so while the original AI was abmysal, the mods seem to have overdone it a bit. I suppose the right way of doing this is rather editing skill levels in the campaign layer, than turning up AI sensors to paranormal levels... ![]() Otherwise, keep up the good work! ![]()
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#2 |
Sailor man
![]() Join Date: Feb 2007
Location: Guildford UK
Posts: 45
Downloads: 71
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Most of those issues are probably (I'm just guesssing) added by FTT. Ducimus designed it to be flavoured to his taste but the good news is he descibes his changes in the readmes so you can disable the mod and either remove the files you disagree with from the mod directory or tone down changes and then re-enable it.
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#3 |
Navy Seal
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Actually I don't believe the visual efficiency has anything to do with the mods. It's in the default game and yes, it is a problem. I'm hoping for it to be fixed up eventually - NYGM managed to do that quite successfuly with SHIII.
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#4 |
Torpedoman
![]() Join Date: Apr 2005
Posts: 111
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I am a bit worried about this as well,
it's true the Japanese are sometimes to easy, sometimes down right stupid. But here's my problem. Come across a convoy, most any convoy and you can be facing upward of 6 to 8 DD's!...In the Atlantic I was facing 3 or 4 sometimes 5 depending on where I was hunting. What they lack in brains they make up for in numbers ![]() The other problem I have is AI ability to go from a cold start...dead in the water!...to 30 knts in the blink of an eye! JUST AS I FIRE MY TORPEDO! ![]() |
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#5 | |
Rear Admiral
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I did design my mod to have harder AI, and im not even done with it yet ![]() But overall, as the mods name implies, its a game "flavored to taste", and i try and keep up on my documention of the changes so you can change things more to your own liking. edit: Evasion tips: - Night surface attack. Be mindful of your silloute and speed. The more speed you have, the easier you are to spot. Ideally, give the AI only your bow and dont cruise faster then 8 kts. Plan your approach carefully, and do an end-round attack when out of their line of sight. (admittidy, i could probably tone down the AI's night vision a tad) - In my last version i removed the hydrophone's thermal layer, and toned down the active sonars themal layer. So its not such a klingon cloaking device anymore. Active sonar you r shielded some, but hydrophones your not. State of the sea, is important to you. In calm seas its not just enough to go to 1/3rd and silent runing. Bring the boat down to 1kt and creep. (if its still too hard, rengage the klingon cloaking device in the sim.cfg ![]() edit: I just decided, that i guess next revision of my mod (to be posted in a day or two), ill tone down the AI's night vision, and hydrophone ablities a touch. Hopefully that will make everyone happy. ![]() Last edited by Ducimus; 04-09-07 at 01:34 PM. |
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#6 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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Whilst we are on the subject of vision, does anyone know why the 'Visual uses crew efficiency' toggle in the sensors.cfg is set to false? Does this not meen that it doesn't matter what skill rating they are they will always see you?
I've changed mine to 'true' just for giggles and I do seem to be able to get closer into the convoy I'm stalking but I'm not sure whether changing that setting has any effect on whats going on. |
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#7 | |
Navy Seal
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#8 |
Rear Admiral
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I seriously need to work on that file too. Watch crew's ablitiy to spot planes, while im sure is accurate, feels a bit lacking when you combine the whole picture of all the variables at play. To be honest, that is a file i totaly forgot about, and only saw it used in context with a 16KM visual distance mod.
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#9 |
Navy Seal
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Definitely take a look at the crew. I'm (mostly) using your sensor model at the moment, and it's my suspicion that in certain situation, especially when you jack up the TC, the enemy spotting ability can exceed your crew's, and then it gets ugly.
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#10 |
Rear Admiral
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I notice it primarly on planes. If you run with map updates on, and watch an incoming plane, you'll find yourself about halfway into the planes visual distance before the plane becomes visible to you. Its fairly consistant. In metric terms, at 1300ish TC, the plane isnt spotted tell around 4700 to 4800 meters.
with ships, ya i have ths same susption. Ive noticed when doing an endround attack on a clear/calm day, if im broadside to him, at 20 kts, it feels like hes detecting me outside his visual radius sometimes. Because he starts to zig zag, and id swear that i wasnt inside the visual arc yet. |
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#11 |
Navy Seal
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I think Visual Range Factor is where you go in that case. Perhaps the sensors .sim file is worth reviewing as well.
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#12 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
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RFB is focused on getting realistic results for careers. If that means most players are going to find that boring, so be it. RFB will never exaggerate the historical experience just for the sake of giving players lots of explosions and tense escapes. There will be other mods for that sort of fantasy nonsense. By the way, if you install any mod over RFB you're not using RFB anymore. It's only RFB if it's ONLY RFB. ![]()
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. Last edited by Beery; 04-09-07 at 05:15 PM. |
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#13 | |
Rear Admiral
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Well, the standard AI makes a pretty screensaver, ill give it that much. |
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#14 |
Navy Seal
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The default AI detection DOES need work Beery, not to make it harder but to make it a little more... alive, shall we say.
You're right, it IS very effective, but only in certain circumstances. For example there's the fact that the AI is not even set on 'competent' early in the war, when in fact Japanese ASW didn't exactly improve through the course of the war. This severely affects the early war escorts (which are anemic) and skews results for late war escorts (which may be disproportionately deadly). There needs to be a middle ground, one that doesn't make things too hard but does make the enemy at least, well, get a little angry when they find you. Not to say neccesarily effective. |
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#15 | |
Gunner
![]() Join Date: Feb 2007
Location: Houston, Texas
Posts: 99
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Many of us share your same concerns in fact I have made similar posts. You're right, this is not the Battle of the Atlantic. Some have tweaked the AI to make better use of "gameplay". But if you are looking for a more realistic experience the RFB Folks are putting together quite a fine masterpiece. Best not to mix the two Mods though I'm guessing. |
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