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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
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The problem I have with Wolfpacks is that they fire off all their torpedoes in a continuous steam without reloading.
Here is an example of the British sub doing it. http://www.mediafire.com/view/?xtybctoz49teln0 Last edited by V13dweller; 02-02-13 at 01:07 AM. |
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#17 |
Navy Seal
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Yes they fire the first shot as a salvo
![]() But then they evade, reload one, fire, evade etc |
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#18 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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So they fire all their ammunition then not reload?
Because the British subs in my game fire all 10 of their torpedoes at once, but then they keep lining up shots and not firing. This also happens when I spawned a VIIB sub, they fire all 10 of their front torpedoes (Excluding the external torpedo) And then never fire again. |
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#19 | |
Navy Seal
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The boats will fire all four torps at the forst target they get a run on and will then goto 40m to reload. If attacked at 40m they will got to 80m. When the next torp is loaded the will set for an attack run again. This repeats until there are no torps left or no targets detected and they will go back to follow way points. Are you saying the first volly is 10 torps ![]() ![]() |
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#20 |
Navy Seal
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look here for the script that controls the ai subs
C:\Ubisoft\Silent Hunter 5\data\Scripts\AI there are 4 but look at this one to see what the do "Sub-Attack" ![]() |
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#21 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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As you aid before, the first volley is ten torpedoes, I am not sure why, or what to do in the sub attack .aix to fix it.
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#22 | |
Navy Seal
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![]() Sound like this is an issue with the UK subs only - where is Gap when you need him ![]() The German boats do not do this. The aix - I would not suggest that you change it - just have a look. You can see how it works like a flowchart. 1 - is contact an air unit - if yes follow command etc 2 - is contact a merchant - if yes do this etc 3 - is contact a warship blah blah You can then follow down the script and see what the ai is being told to do under some conditions. Is boat taking damage - if yes dive to 40m. Is boat taking damage and is underwater - if yes dive to 100m etc |
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#23 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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For some reason, when ever I use IRAI, they never give up, even after days and days, they never go away, is this a bug?
Because even when disabling limited O2 I can stay underwater for weeks, and they still don't go away or run out of ammunition. If this is a bug, I will cease to use this mod until it is fixed. Recently, I only have been using IRAI for mission testing, and even then, If the destroyers of both sides Allies and Axis, find a submarine, they never give up. Making this mod more of a hindrance instead of making it more realistic. Last edited by V13dweller; 02-02-13 at 05:15 AM. |
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#24 |
Navy Seal
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If the DDs are from a convoy, they will stop when they no longer detect you for 30 mins. Also if the convoy gets #km away, they will reform their convoy duties. SO you need to make less noise and/or go deeper.
If it is a HK group attacking you - this will take longer. They dont give up so easy Last edited by Trevally.; 02-02-13 at 05:46 AM. |
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#25 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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