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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1741 |
中国水兵
![]() Join Date: Mar 2006
Location: Czech Republic Prague
Posts: 286
Downloads: 224
Uploads: 0
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WOW! Need to do some work, then I'm gonna watch speedway race tonight, but as soon as I come back I'll test it right away! Another dreamless night for me then... Thanks TDW.
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![]() ![]() First Patrol Of U-21 Part 1:http://www.youtube.com/watch?v=DqBqInzBaGc First Patrol Of U-21 Part 2:http://www.youtube.com/watch?v=WWqyTaomDjM |
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#1742 | |
Machinist's Mate
![]() Join Date: Feb 2012
Location: Dumaguete City, Negros Oriental, Philippines
Posts: 129
Downloads: 68
Uploads: 3
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![]() edit: Ah yes finally the shoot at periscope is integrated in IRAI . Makes my life harder. All hail realism and a more human like AI huzaaa ![]() ![]() |
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#1743 | ||
Navy Seal
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![]() For the sub AI and their attacking scripts - would it be possible to limit the time they spend at scope depth. (just enough time for them to set solution for torp attack, fire and then go deep again). Sorry if you have already done this - I have not tested yet ![]() |
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#1744 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Must test this out soon! |
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#1745 | |
Black Magic
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![]() I have many things to work on still for the AI ![]() ![]() |
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#1746 |
Watch
![]() Join Date: May 2011
Location: USA
Posts: 26
Downloads: 73
Uploads: 1
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Thanks TDW! Still okay to use the no surface aircraft spotting and hyrdrophone add on from v0.30 ?
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#1747 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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Tried attacking a merchant followed by three escorts. The escorts noticed the three torpedoes approaching (and missing by a mile, but let's not talk about that
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#1748 | |
Black Magic
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![]() ![]() What's your opinion of the starshells they shoot up? I like em but not sure if everyone else does. I think it adds a new level of realism. |
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#1749 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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Don't get me wrong, I like the new system! I was just trying to provide enough info for you to work with. I like the starshells a lot, though they did cause my (pretty high-end) system slow to a crawl while they were being sent up. I'll keep playing with the new AI and report back.
![]() Thanks for your support, TDW. |
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#1750 |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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#1751 |
Torpedoman
![]() Join Date: Feb 2003
Location: Sitting on the Becks crate scraping the mould off the bread...
Posts: 112
Downloads: 116
Uploads: 0
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Hi TDW, did you see my post #1739 about the 34.1 update shortcut?
Regards
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Kentrat Kapitänleutnant, U-136, (typ. VIIb 16v GTi) If God didn't want us to eat animals, He would not have made them out of meat.... |
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#1752 | |
Black Magic
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![]() The starshells sometimes cause my system to micro-pause when they are being sent up also. I can't for the life of me figure out why these starshells/flares cause a very short pause when they are being fired ![]() I'm making more changes in the next upcoming version. I've made some value changes in sim.cfg to make the enemy find you a little easier (they need a little help from all the changes made ![]() More optimizations being done on the code Rewriting the sub AI (again) so they don't get slaughtered by the AI ships gunfire (they will minimize their exposure to it) Might make some changes to the AI ship's ability to fire guns. I'm thinking about removing the hydro part of it. The more I think about it they have no clue what depth you're at when using hydro so it's unrealistic for them to fire guns. What I am going to do is add the ability to fire guns when sonar detects you. With sonar they know heading and depth so this is more realistic. The ability to fire guns at you from visual detection will remain (if they see your periscope they will open fire) HK groups are getting another operation added to them - the ability to ram. I noticed that they never tried to ram me when they spotted me close to the surface anymore. The reason is because I tell the leader to stay some distance away and circle. What I'm going to do is if the leader sees you near the surface he will make a bee line for you and try to ram you. The time the ships can search for you has increased by about 25%. This falls under the they need more help in finding you from all the changes made ![]() If I have time I'll look into making the changes to the plane AI I spoke about some posts back. I also need to correct the devs improper implementation of the ship's shooting starshells. Any input or suggestions? |
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#1753 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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I had to deactivate both flares & starshells on my old rig, as they always caused massive stutter just prior to launch. That said they really do look great, and its certainly authentic - but the performance is the biggest issue, and I've seen a fair few subsimmers posting about deactivating them for that reason. I've since upgraded GPUs, so if they are in the new IRAI I'll give them a look to see if performance is better on the new card - but it's the performance, not the visuals on the flares that concern most users I think. Only sunk one merchant so far, but will report back when I encounter them ![]() |
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#1754 | |
Black Magic
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#1755 |
Watch
![]() Join Date: Sep 2008
Posts: 17
Downloads: 79
Uploads: 0
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all the difficulty levels at 1.0
how do i leave all the difficulty levels at 1.0?do i need to edit some files? |
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