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Old 03-08-10, 07:23 PM   #16
Capt. Morgan
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Quote:
Originally Posted by Bubblehead1980 View Post
...In the book Silent Running by Admiral James Calvert who was on the USS Jack, Calvert mentions the Japanese actively pinging when just patrolling with the convoys, which gave away the convoys location.
Yes, If we could hear the pinging from a long distance then the stock AI behaviour would be much more acceptable. Unfortunatly, IMHO, this aspect isn't handled all that well in the game.

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Originally Posted by TheBeast View Post
This is something that has bothered me since I read about it. Approximately 90% of all IJN DD's didnt even have Active Sonar. ...
I've started a thread in the general SHIV discussions http://www.subsim.com/radioroom/showthread.php?t=163955 because I'm curious about some of the same things. There are some people here with an astounding knowledge of the Pacific Theatre history.

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Originally Posted by razark View Post
In addition to this, did the escorts occasionally "go active" while escorting a convoy/task force? If so, some sort of a random timer to switch the active sonar range on for a period might be good.
That would be very cool. Another possibility is that Nicolas could modify his program so that 5%-10% of the time, the fix would have no effect. That would make things quite interesting!
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Old 03-08-10, 10:11 PM   #17
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Default amazing development

this would revolutionize TMO... it must be easy to get in, but to choose your method of attack and escape tactics... most interesting
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Old 03-08-10, 10:31 PM   #18
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Since TMO popped up.

If one really wanted to make TMO easier, just go into the sim.cfg, and in the hydrophone section, increase the noise factor to like.. ehh.. 0.45 or .5, on upwards.

Working on SH5's AI reminded of something, which i encountered in SH4, but forgot about. I had a devil of a time making the AI not dumb because of thermal layers. They work a little too well, and are random in depth. Infact, thermal layers are like a klingon cloaking device. All one had to do was dive deep, kick it into 1 or 2 kts in speed and go AFK for awhile.

To counter that, i had to ramp up the AI's hydrophones. Unfortunatly this has had the added side effect of making the AI's hydrophones above the layer a little too sensitve. What forced this situation was the thought that Thermal layers are part of a PTO game, and shouldn't be removed. Infact, i really disliked lessening them, which at one point i did. Perhaps i should next time i update?

I have to say, tuning the AI in the atlantic ocean where thermal layers are not in play is infinitely easier.

edit: I just noticed the mod here is an EXE. Must be doing some hardcore changes. I don't feel so bad now.
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Old 03-09-10, 12:03 AM   #19
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I for one do not want TMO's AI easier but if it makes it easier to slip in a convoy, then tough as hell to get away, i can live with it.Will try it out when begin next patrol.

Ducimus, modding SH 5 eh? not giving up on TMO are you? good luck though, from what I hear SH 5 needs all help it can get.
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Old 03-09-10, 12:07 AM   #20
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Quote:
Originally Posted by TheBeast View Post
This is something that has bothered me since I read about it. Approximately 90% of all IJN DD's didnt even have Active Sonar. Can't remeber where I read it but it seemed to be a very reliable source.

-TheBeast

90% is a bit high....USS Plunger on it's first war patrol ran into a DD that had active sonar, shocked the Plunger and she took quite a drubbing.At begin of war the smaller escorts like coastal types prob didnt have active but by 43 and on, most did, nearly every book and war patrol ive read reports pinging by active sonar, too many to cover the alleged 10 percent that only had active sonar.Anyway, 90% is still a really high. Just a heads up
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Old 03-09-10, 01:59 AM   #21
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Thxs for the MOD OP.. I have a bit of a problem though.
I can launch SH4 with it np but apparently youre supposed to hear a peep to let you know its running?

Ive tried 2 ways
pressing Ctrl-Alt-T
Alt-Tabbing and pressing the button

No Beep LOL

Regards
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Old 03-09-10, 12:25 PM   #22
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mmh not sure, yes you must hear a beep.
the game is 1.5?
I suggest to enable the fix and try to test if its working in a single mission.
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Old 03-09-10, 12:29 PM   #23
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Quote:
Originally Posted by Bubblehead1980 View Post
I for one do not want TMO's AI easier but if it makes it easier to slip in a convoy, then tough as hell to get away, i can live with it.
Thats was the idea!

----------------
One note:
The fix works with any mod not only tmo.
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Old 03-09-10, 12:50 PM   #24
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Quote:
Originally Posted by Ducimus View Post
Since TMO popped up.
What forced this situation was the thought that Thermal layers are part of a PTO game, and shouldn't be removed. Infact, i really disliked lessening them, which at one point i did. Perhaps i should next time i update?
Since with this fix, you get detected by enemy active sonar only when they go alarm. I plan reducing the impact of thermal not removing but less (in my game). For people not using the ai fix, if you remove or reduce in tmo the layers can get impossible to sneak on convoys without being detected even at 400 ft?
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Old 03-09-10, 03:02 PM   #25
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Quote:
Originally Posted by Vonsteel View Post
Thxs for the MOD OP.. I have a bit of a problem though.
I can launch SH4 with it np but apparently youre supposed to hear a peep to let you know its running?

Ive tried 2 ways
pressing Ctrl-Alt-T
Alt-Tabbing and pressing the button

No Beep LOL

Regards
The Beep comes from the internal PC speacker and not your sound card. Is your PC speaker enabled in your BIOS configuration?
Some new computers dont even have a default PC speaker.

-TheBeast
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Old 03-10-10, 04:07 PM   #26
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hmm an issue here....


put the AI fix in my SH 4 folder, ran it, clicked launch SH 4, then ALT TAB, clicked enable AI fix, back to SH 4.Thing is the load screen is U boat mission, not the TMO load screen.So basically its launching the stock SH 4 and not TMO 19, which obviously is not good because I want to play TMO.

Should this fix be in the mods folder in my SH 4 folder? help, i want to use this but wont play without TMO.
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Old 03-11-10, 12:06 PM   #27
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The program do not touch any mod, it just launch sh4. If you see uboat mission screen on startup it because is launching a installation of sh4 without tmo enabled.
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Old 03-11-10, 08:13 PM   #28
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well TMO is enabled but I relaunched game and pretty sure the AI fix was working because they didnt detect me in calm seas when were close, in the past they wouldve picked me up.After the attack they were pretty tough for most part, its early 1943 so Jap ASW even in TMO isnt the toughest yet.
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Old 03-11-10, 08:15 PM   #29
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Thank for the feedback Bubblehead.
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Old 03-11-10, 08:17 PM   #30
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The mod is now included with another fix of interest:
http://www.subsim.com/radioroom/showthread.php?t=164448
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