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08-23-16, 09:04 PM | #1531 | |
CTD - it's not just a job
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Going by the looks of things, it may well be that I was between two or three groups when they got me earlier, and when trying to get into the East China Sea, I could well have encountered four or five of them... again: wow But where's the merchant vessels my last patrols???... Going by what I'm seeing in v2.0 of FotRS, the DDs had super ears and super eyes, and super guns... I'll be posting an XL spreadsheet later this evening with some figgers from the sim.cfg files of FotRS v1.3, 2, the 5 levels, and stock. Velly intellesting. Ducimus' Evil Airplanes have nothing on AOTD_MadMax and his DD groups... - especially when you can't use your radar for any form of targeting or tracking... Edit: The "AI Levels Study.XLS" file is in the WIP area. I don't know why, but after I looked at it in Google Sheets, it makes a 2nd copy of it. Now I don't know which is which... but interesting stuff. For the most part, I have no idea what I'm looking at... Last edited by propbeanie; 08-23-16 at 09:35 PM. Reason: added cdrsubron7 quote & xls sheet uploaded |
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08-24-16, 07:35 AM | #1532 |
CTD - it's not just a job
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I've moved that spreadsheet into a folder "Propbeanie Spreadsheets" under the "WIP" folder off the root. Also in there now with it is a look at the Sensors.cfg and the Contacts.cfg files. The "FotRS AI Levels" changes only the Sim.cfg file. FotRS v2 changes the Sensors.cfg, FotRS v1.3 does not. They both change Contacts.cfg.
If you see duplicates in the Google folder, the ones with the "X" as the leading character are the XLS sheets. The one that has a mini-grid is the Google Sheets cache version. Right-click on the XLS version, choose "Open with..." and then "Google Sheets", and you'll be able to see them with or without a spreadsheet program. |
08-24-16, 08:33 AM | #1533 |
Navy Seal
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So the hunter-killer groups are an FOTRS 2.0 addition. I propose we eliminate them. They never existed in RL and the Japanese had no capacity to make them. If we want to leave a couple that would be okay. That way we could tell skippers where they are and if they're seeking a challenge they could engage them just like Bungo Pete.
Propbeanie, I would love it if you added a TMO 2.5 column to all your sensor and AI analysis sheets!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 08-24-16 at 08:43 AM. |
08-24-16, 08:57 AM | #1534 | |
CTD - it's not just a job
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Edit: Well, I'm forgetting (oldmanitis) that I do not have the same hard drive I had three years ago, and my copy of v1.7 is apparently gone - at least, I *thought* I had v1.7. I can only find minimal mention of v1.7 anywhere on the internet... I'm almost certain it was the last one that ran in SH4 v1.4, and I'm almost equally certain there was a "patch" that allowed it to run in SH4 v1.5, or am I dreaming?... Been too long ago. I've had breakfast since then, and can't even remember what I had for that meal... Last edited by propbeanie; 08-24-16 at 10:14 AM. Reason: dream, dream, dream dream dream dream, dream... |
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08-24-16, 10:26 AM | #1535 |
Navy Seal
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I think 1.7 values would be great. But finding TMO v1.7 is going to be really difficult. If I'm lucky I have a copy squirreled away on my hard drive at home. I just lost my Teamviewer connection with that computer, so I think that Any Video Converter choked on the video I'm processing from last night and may have crashed the computer. At least it locked it up!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
08-24-16, 10:59 AM | #1536 | |
Sink'em All
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How do you want to modify them? Using the ME I should be able to make any changes necessary. Addition Note: These are the mis files listings for the Hunter Killer Groups in FOTRSU 1. '41a Jap Hunter Killers 25 groups 2. '42a Jap Hunter Killers 50 groups 3. '42b Jap Hunter Killers 52 groups 4. '43a Jap Hunter Killers 61 groups 5. '44a Jap Hunter Killers 25 groups 6. '44b Jap Hunter Killers 23 Groups Total 236 groups of at least 2 DD each. There are some rocket launcher DDs in '44b.
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines Last edited by cdrsubron7; 08-24-16 at 11:28 AM. |
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08-24-16, 11:20 AM | #1537 |
CTD - it's not just a job
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If you have v1.7, I'd appreciate getting a copy of it, or else put it up here, if you can't find it on-site either (Note: I was searching on Ducimus, and I have found several releases that were actually under "SHIV Modding Community" - and several other files are "rescued" by others)... Version 1.7 (I thought) was all I played back in the day when I couldn't justify the SH4 v1.5 "upgrade" with U-boats Missions (family & food comes first). It was the only way to get "fixes" for SH4 v1.4. I do not remember a "patch" file for it, but there apparently is one...
In the meantime, there are three new XLS sheets up on the Google drive under WIP/Propbeanie Spreadsheets, and all have the "FileName"CFGaddedTMO25.xls nomenclature. Nothing major, but there are changes. I'm going to go through a lot of Ducimus' Release Posts now, because he makes mention oftentimes of what he did and why, often referring to the devs and them pointing things out to him. I've found the "Trigger_Maru_ver_17.pdf" and read through it. It's amazing what a person forgets in a short span of time (and how prolific some modders, ie: CapnScurvy, were - err, ARE!)... Of note, I found a TMO v1.6 and patch here, which I do remember playing (and crashing - too many other mods). I'd never noticed, or don't remember this: " Changelog is as follows: Quote: ... - reduced lost contact time from 30 to 15 Why the reduced contact time? I have it on good authority that the functionality of how lost contact time works was fundamentally changed in patch 1.3. The rough gist of it is no longer a flat variable used across the board, but used differently based on skill level of the AI, and if the AI is a convoy escort, or not a convoy escort. For a destroyer that is not part of a convoy, lost contact time is used thusly: Code: 2 * (skill * 4 + 2) * lost_contact_time -/+ 30%. Where as Skill level starts at 0 and ends at 1, where as 1 is elite. Non elite skill levels become fractions residing between 0 and 1. For convoy escorts, the functionality of " Lost contact time= " remains the same. In addition, regardless if the escort is a convoy escort or not, lost contact time is now calculated from the time that the escort arrives on location. " Also, does the Zones.cfg play a role in the AI settings also?... I've also been on another site (that shall remain nameless and little-used), strictly for research, mind you, and some of the comments directed towards Ducimus... my gosh. Much nicer here nowadays. . Last edited by propbeanie; 08-24-16 at 12:04 PM. |
08-24-16, 12:11 PM | #1538 |
Sink'em All
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OK, started working on the Hunter Killer Groups. I've eliminated all but two of the groups from '41a. These two are in Empire waters.
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
08-24-16, 12:25 PM | #1539 |
Sink'em All
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Here is '42a. I left 3 groups in this one. Empire waters again and also Truk.
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
08-24-16, 12:45 PM | #1540 | |
Navy Seal
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Ducimus worked for the GWX team once. In the process, he was spending 10 hours a day modding, plus holding down a full time job and a family. There was only time for one of them. He even had health related issues from the time he spent hunched over a keyboard. He blamed the GWX team for that overwork and actively looked for opportunities to get in their face. They accepted the challenge and the donnybrook was on. However, I believe that Ducimus overworked himself on his own project, TMO, to the same result. He lost all enjoyment of the game and people in general. At least people around here! I kept asking him to relax and just play the game for awhile. Wouldn't do it. He was a driven man. And that character defect is why TMO is so good. And it is why TMO was always a solitary project. There is to "team" in Ducimus! I always enjoyed his mod and got along fine with him. But sometimes he was way over the line.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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08-24-16, 12:54 PM | #1541 | |
Navy Seal
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That's for U-boats! Please seal the changes into a JSGME installable bottle and leave overnight on Funk and Wagnall's front porch (the Some Assembly Required directory).
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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08-24-16, 01:07 PM | #1542 | |
Sink'em All
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Will do, boss. Just for the record, here is a list of the other Hunter Killer Groups. 42b Empire water and Truk again 43b Tokyo Bay to Bungo Suido 44a Again Tokyo Bay to Bungo Suido 44b Just Tokyo Bay
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
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08-24-16, 01:24 PM | #1543 |
Sink'em All
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300FOTRSU_Hunter Killer has been uploaded.
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
08-24-16, 02:45 PM | #1544 |
Pacific Thunder
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I have Trigger Maru 1.7 & Trigger Maru 1.7.2 if you want it.
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08-24-16, 03:19 PM | #1545 |
Grey Wolf
Join Date: Jun 2011
Location: UK
Posts: 752
Downloads: 393
Uploads: 0
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Nice work Cdrsubron7 - I will give it a go
At all my fellow testers and RR - I am at a bit of a loose end right now I am working on a few visual updates for the map, but nothing serious, nothing that needs to be core - they are optional extras If there is anything in particular you want me to look at I will happily give it a go Otherwise I am just going to start dummy careers and sail around and blow scheisse up - erm - I mean playtest
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