![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 |
Rear Admiral
![]() |
![]()
Visual routine, undeinably is always checked. I think the " one sensor at a time" issue for the AI resides predominatly when talking about sensors underwater. For example, sound contacts disappearing from the map when you raise your periscope (periscope seems to be tied in to visual routines somehow as you get "ship spotted" when you raise it,), or the patch 1.3 "bug" where sonar contacts would interfere with radar contacts.
|
![]() |
![]() |
![]() |
#17 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
Uploads: 0
|
![]()
Perfection of AI subsearch capability difficulty is impossible, since there is always the uncontrollable variable called "player preferance". Maybe we should just perfect the balance between VERY HARD and reasonble reality. With the MOD intended from the getgo for those who want the AI searching to be VERY HARD.
I've ported all the AI "sub searching ability" files to my custom MOD SET over from TM 1.4. Just because the game could be considered in need of these files to increase the challenge. I think TM 1.4 is truely VERY HARD in this regard. So since i like things slightly more balance towards less hard, i'm using my custom submarines and torpedoes. I guess i'm approximately increased 25% in some select areas that will balance my survival towards surviving rather than being sunk by the new boost in AI seaching abilities. Give and take. I'm working on tested my MOD set to post as a very minor MOD for those who want a few things enhanced to use in any VERY HARD mod like TM 1,4. Balance is always based on a set of personal gameplay style preferance. Thanks for TM 1.4 Decimus. I think i've found "perfection" in the sense of how my other MOD balance with your tough AI. What the Japs capabilities actually were will have to be kept second to making the game the most fun. The USA is full of traitors all the time anyways, so let's just consider that another Clinton type scoundrel sold off our military secrets to the Japs this time. And like the way Standard Oil gave the Nazis our synthetic fuel secrets and artificial rubber given away by another traitor. On and on it goes. |
![]() |
![]() |
![]() |
#18 |
Loader
![]() Join Date: Mar 2006
Location: Houston, TX
Posts: 89
Downloads: 34
Uploads: 0
|
![]()
Ducimus,
It would be interesting if you had the time/interest to make a historically accuracy supermod. It would be the prefect compliment to TM and would be appreciated by many "rivet counters" looking for that perfect mod. |
![]() |
![]() |
![]() |
#19 |
Rear Admiral
![]() |
![]()
Well, i feel that RFB has its place in this community, so i respectfully leave the rivet counting up to Beery. Assuming he ever stops playing with hobbits, elves, and other fairy fauna and gets RFB updated.
![]() |
![]() |
![]() |
![]() |
#20 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
Uploads: 0
|
![]()
Excellent info Ducimus! Did you borrow that sonar chart from www.de220.com? I started a new career using TM 1.4 tonight and am very impressed. haven't run into any DD's yet--just 4 single ships so far (all dispatched in the hope of creating a better world
![]() Only thing I believe I'll add is the Hardcore Torpedo Mod--I doubt that'll upset mods in TM. My torpedos still work too well for early war (now that I've said that I bet it'll change LOL). Thank You for putting together such a Great Mod package!!! Cheers! Peto |
![]() |
![]() |
![]() |
#21 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
You said
Quote:
Does this apply to aircraft as well? tater |
|
![]() |
![]() |
![]() |
#22 |
Rear Admiral
![]() |
![]()
Pretty sure the answer thats a big affirmative
![]() |
![]() |
![]() |
![]() |
#23 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
Interesting.
I'm not a big fan of the air attack paradigm in SH4, frankly. The patrol planes wouldn't bother me as singletons, but every time I see 2 Mavis flying boats together I want to scream. They must use a LOT of planes to patrol if they double up like that, lol. I've been thinking of redoing maritime patrol with real patrols. Meaning planes flying waypoints on the map. In that case, if there were patrol planes nearby and a trawler spots you... tater |
![]() |
![]() |
![]() |
#24 |
Rear Admiral
![]() |
![]()
on small problem with that i learned from scripting in SH3. Aircraft in RND groups are essentually handed as ships. They just don't behave correctly, and they'll even show up as a "small convoy" if you have a 5 or 6 of em. If you really want to thin out aircraft, take a visit to the LAND folder and examine airbase cfg's.
![]() |
![]() |
![]() |
![]() |
#25 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
![]()
I have looked at the cfgs, actually, and in fact I have a mod (internal) with very seriously altered air groups for land AND carrier air groups (IMO CVs should have either NO aircraft, or at most 2-3 zeros (CAP---my zeros have no bombs)) since they didn't launch every plane all the time, only for strikes, and then they'd be off to hit the enemy CVs (or whatever) not all attacking your sub).
For patrols, planes would ALWAYS be single planes, never a group. martime patrol and "group" are mutually exclusive terms, lol. It defeats the purpose of searching wide areas to group aircraft. So I'd make a wedge for each single aircraft, and set the timings so they happened the right number of times during daylight. As for their behavior, yeah, I have no idea ![]() I did a couple tests and they did attack me on the surface. |
![]() |
![]() |
![]() |
#26 | |
Loader
![]() Join Date: Mar 2006
Location: Houston, TX
Posts: 89
Downloads: 34
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#27 | ||
Rear Admiral
![]() |
![]() Quote:
My philosphy has always been different. While i have my preference to the pacific, ultimatly the theater to me is only a backdrop that provides a context, because what i really want is just a plan flat out, "Submarine simulator" with all its trappings. To me a sub simulator is an excercise in submarine tactics and approach's, of sinking ships, and that "payoff" that comes afterwards, gritting my teeth trying to outguess my pursers when the hunter becomes the hunted. In short, its a more generalized view of sub simming, again the location only a historical backdrop or context. This is probably why, while ill stick with historical detail in some aspects, but stray away from it in others due to my more generalized view of whats involved in a sub simulator. To me its all about the Tactics, the approach, the moment you work up for when you finally shoot the torpedos, was your solution correct? the moment of truth to see if they hit, right down to evasion, and the gut wrenching fear if you make a wrong decision as a captain while being hunted. All these things to me play their part, and theres nothing more boring to me, then shooting ships with impunity, i'd may as well be playing an interactive screensaver. So in sum, i don't think im the person the rivet counting crowd would want working on RFB. |
||
![]() |
![]() |
![]() |
|
|