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Old 04-24-12, 04:05 AM   #1741
Swat
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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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Old 04-24-12, 05:02 AM   #1742
ADMIRALTIA
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Originally Posted by TheDarkWraith View Post

upgrade to v0.0.34.1 (testing AI sensor changes - this is to be installed after v0.0.34): http://www.gamefront.com/files/20974...o_v_0_0_31_zip
Is it for v0.0.34.1 because when I download it, it says IRAI_upgrade_to_v_0_0_31

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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Old 04-24-12, 07:51 AM   #1743
Trevally.
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Originally Posted by TheDarkWraith View Post
Found many problems and have been corrected. For one the ramming routine was hosed up because of a change I made some versions ago...wondered why no one was ever trying to ram me!

And things just got very interesting: ships will now shoot at you if they have spotted you and you are within the depth range and you are within the specified distance range...and this is not using Rongel's method This means being submerged isn't safe anymore when you are close to a warship

There are two ways ships can fire upon you when submerged:
- if they visually detect you or radar detects you and you are <= 8000m from them and <= 25m depth
- if they detect you on hydro or sonar and you are <= 2000m from them and <= 25m depth

Poor AI subs get slaughtered now

While testing a Battleship fired all guns at a submerged AI sub....there was no chance for survival Man this is brutal...I think Scapa Flow will be much harder now...
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They will continually shoot as long as the contact is within the parameters specified If the contact dives to > 25m depth then they will quit shooting
Thanks TDW - this sounds like a great improvment

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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Old 04-24-12, 08:51 AM   #1744
Rongel
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Quote:
Originally Posted by TheDarkWraith View Post
They will continually shoot as long as the contact is within the parameters specified If the contact dives to > 25m depth then they will quit shooting
Ok, sounds great. It seems that this new version makes my periscope fix uneccessary, but that's really okay!

Must test this out soon!
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Old 04-24-12, 09:44 AM   #1745
TheDarkWraith
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Originally Posted by Trevally. View Post
Thanks TDW - this sounds like a great improvment

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
I'll be working on rewriting the sub AI again today to minimize the time they are 'in the zone of fire' for AI ships so that they don't get slaughtered. I may have to adjust the ship AI's parameters for when they can fire also

I have many things to work on still for the AI I'm just finally moving in the right direction on many things
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Old 04-24-12, 10:52 AM   #1746
thebeasle
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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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Old 04-24-12, 02:04 PM   #1747
Sartoris
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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). They fired off their flares and then started searching in my general direction. I sank to about 100 meters, but I was not pinged, and they called off the search pretty soon. I guess they didn't find any trace of me. Here are some photos, but they're pretty dark, sorry about that. In the last photo my location is marked by a tiny yellow dot at the bottom. None of the dds ever came near me.







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Old 04-24-12, 02:36 PM   #1748
TheDarkWraith
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Originally Posted by Sartoris View Post
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). They fired off their flares and then started searching in my general direction. I sank to about 100 meters, but I was not pinged, and they called off the search pretty soon. I guess they didn't find any trace of me. Here are some photos, but they're pretty dark, sorry about that. In the last photo my location is marked by a tiny yellow dot at the bottom. None of the dds ever came near me.
Are you saying this is good or bad You all wanted the pin-point accuracy the warships had of finding you position removed and I accomplished it. Now they search about the general direction where they think you are and if they don't find anything within a specified amount of time they call off the search. Seems to be working as designed

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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Old 04-24-12, 03:08 PM   #1749
Sartoris
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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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Old 04-24-12, 03:37 PM   #1750
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Quote:
Originally Posted by TheDarkWraith View Post
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.
Great starshells Looking realistic in acc. to historic literature.
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Old 04-24-12, 03:41 PM   #1751
Kentrat
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Hi TDW, did you see my post #1739 about the 34.1 update shortcut?

Regards
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Old 04-24-12, 03:58 PM   #1752
TheDarkWraith
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Quote:
Originally Posted by Sartoris View Post
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.
I like the new system also Seems much more realistic in their searching for you when they have absolutely no clue where you are.

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 ). I've also identified a possible error in my code that could cause the leader to come to a stop when he is unable to follow waypoints. I've corrected this oversight so that the leader will keep moving forward if it can't follow waypoints.

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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Old 04-24-12, 04:03 PM   #1753
0rpheus
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Quote:
Originally Posted by TheDarkWraith View Post
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.
Correct me if I'm wrong, but weren't the starshells/flares part of FX_Update? Are they now in IRAI?

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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Old 04-24-12, 04:06 PM   #1754
TheDarkWraith
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Quote:
Originally Posted by 0rpheus View Post
Correct me if I'm wrong, but weren't the starshells/flares part of FX_Update? Are they now in IRAI?
FX_Update had my version of starshells that I made for SH3 that relied upon entries in the unit's .eqp file and an invisible gun. The starshells in IRAI are handled by the game itself - no editing files or anything. I just tell the game fire starshells and it does the rest
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Old 04-24-12, 04:13 PM   #1755
libindi
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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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