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Old 08-04-07, 08:12 AM   #316
Ranma13
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Is it normal to not be able to find any merchants to destroy? I've done 3 separate patrols now and the only ships I've sunk was 1 merchant and 2 fishing boats, which I didn't want to sink, but there was a lack of targets...

Also, is the deck gun severely underpowered? The medium merchant I sank, I placed about 50 HE rounds into it aiming for the waterline but the ship didn't even start smoking. I had to sink it with a torpedo. Even the fishing boats took about 5 hits each, and considering it's a high-explosive round against a small, wooden boat...
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Old 08-04-07, 08:48 AM   #317
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What month/year is it, and where is your patrol?

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Old 08-04-07, 11:35 AM   #318
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Don't suppose there's any easy way for you to make it less feasible to attack ports? I seem to be able to merrily sit in harbors for hours launching torps one by one and waiting for ships to sink without the harbor gunboats or planes/destroyers coming to harass me. It's not really that fun so I've just been rounding out tonnage requirements with it if I'm having trouble finding targets, but I'd like the game to make such activity much more life-threatening.
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Old 08-04-07, 03:46 PM   #319
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I have to say, i am frustrated with the AI. Not because its hard, but because i can't understand why people say its hard.

ive created a single mission, much akin to the U-505 mission from Sh3. And quite frankly, im sneaking away, and im not even trying. Its just frustrating. Maybe the small adjustments i made (listed above somewhere) made them stupid, but the adjustments were minor tweaks.

I think im going to give up on trying to get the AI just right, im just not seeing what people are complaing about. Im trying to, i really am, but im just not seeing it.
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Old 08-04-07, 04:05 PM   #320
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Harbors are pretty weak in SH4 frankly.

My anchorages are a little trickier, but not much. US subs simply didn;t go into harbors, IMO harbors need to be deathtraps. Possible, but only for the truely legendary of damn lucky.

I could make the mines actually realistic, but if I do that, you'd be sensible to just not go into ports, lol.
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Old 08-04-07, 04:14 PM   #321
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why is my wacth crew still blind? I thought you fixed that?
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Old 08-04-07, 07:15 PM   #322
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Ducimus - I have to agree with you that I am not seeing the AI as a challenge. I just finished my first "100% realism" patrol with TM 1.3 - and brought home 120k+ tons (earliest date possible - 1941 start). Granted I did use reload 2x, and stumbled into a task force headed right at me - but even that "battle" wasn't all that dangerous.

Since your using Tater's campaign layers, is it possible those have tweaked down the escorts? I am only using TM1.3 with an overlay of realisitic ship sinking mod, which shouldnt have done anything to the AI. I also have tweaked my torp settings to what I personally feel is more appropriate - a CL shouldnt take more than 2, nore should a medium freighter. I got a total of 2 (yes 2!) dud torps (they hit but didnt go boom) - and I brought 1 home - the rest went off as desired. Granted I did set em to contact only although that toggle isnt supposed to work post 1.3 patch.

It may be what I saw was an anomaly. The TF had 7 DD's, 2 Hiryu CV's, a Maya and Furatake, one CL and one CVE. My first salvo stopped one CV and the Furatake, a snapshot hit the Maya and aft shot put a fish each into the CL and other CV. The group stopped, so whichever was the AI leader he was dead in the water but not sunk... patch shoulda fixed that... but anyway, went deep, motored off quiely and after reloads it was shooting fish in a barrel... 5 of the 7 escorts just sat still in formation, though I didn't waste torps on em - the other 2DD's roamed a bit from around where they lost contact with me. Even when my LONG range shots started hitting (6500+yds, slow speed torp shots) most of the escorts never moved. Once the heavies were gone, the CVE finally was made the "leader" and the group chuggered on, leaving just the CL with a big ole hole in its side. I sat and waited till it finally died after another torp and headed home. All told I took a total of less than 20 DC's in return, and that was while I was ducking and dodging to get my aft shot in. Once tubes were emptied I just went to 200' (layer was about 155') and silent running and slipped out at 2 knots. Really was too easy.

One thing I did note - and maybe its just me - but the only time I heard pinging was when I was in periscope view. Escort could be pinging me like mad but as soon as I swapped stations, no ping. He wouldn't have stopped I don't figure, so I dunno what to think. Ideas?

Now - with all that said Ducimus - lemme say this - I started using TM because RFB isnt 1.3 compatible, but your work is excellent and I appreciate it. You have made SH4 better with TM, and considering its a heck of a game stock - thats saying something. If I can be of help with my limited skills in any way, let me know. Thanks!
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Old 08-04-07, 07:40 PM   #323
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Quote:
Originally Posted by WilhelmSchulz.
why is my wacth crew still blind? I thought you fixed that?

With such specific information, exactly what kind of answer do you expect to get from me? You may as well go to the local police station and say, "Hey i saw some dude run a red light!"
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Old 08-04-07, 07:49 PM   #324
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I had attacked a Merchant but he got away so I surfaced to chace him down but when my wach reganed contact he was close enough for mim to see me and he was turning away.
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Old 08-04-07, 08:03 PM   #325
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Cut out the depth charge medicine.

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Old 08-04-07, 08:54 PM   #326
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When i adjusted the watchcrew visuals, i was very conservative, because i didnt want to go overboard and a have super human watch crew. The main point of the adjustments was so that this didn't happen:
http://img.photobucket.com/albums/v2...-6-2007_21.jpg

If i adjusted it any more, then id have people complaining about the uber watch crew with xray vision.
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Old 08-04-07, 10:22 PM   #327
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Hi! Ducimus, finaly got my new rig runn'n the way I want so got TM 1.4, played around with single missions and war patrols and must say WOW, Awsome compile of mods and as usual,Luv yer tweaks, Thar be a method to yer madness
Anyhow started a newcareer out of Manila with yer favorite boat, S42 class headed for Luzon Straight, ran into Task force of Kongo BB, heavy cruiser an such, Play at 86% realism, not quite hardcore yet Plotted course to intercept and ready the boat for attack, all went well. Manually targeting the closest BB, fired a salvo of 3 fish at 1500 yd with a slight spread, 3 perfect hits, she started listing heavily and capsized, 30,000 tons to start a patrol with only 12 fish
http://i188.photobucket.com/albums/z...g?t=1186280412

Alude the 3 escorts by knowing when to zig and when to zag, use 2/3 when called for and crew , boat escaped to continue patrol without a dent. Any skipper who can hit 100K with this mod since Ducimus reduced merchant tonnage and a SBoat without cheating, I'd personaly eat my shorts
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Old 08-04-07, 10:56 PM   #328
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Quote:
Originally Posted by Ducimus
When i adjusted the watchcrew visuals, i was very conservative, because i didnt want to go overboard and a have super human watch crew. The main point of the adjustments was so that this didn't happen:


If i adjusted it any more, then id have people complaining about the uber watch crew with xray vision.
That is what happend. But worse!
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Old 08-05-07, 12:26 AM   #329
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Was your crew fatigued? Im having a hard time with this because my watch crew is spotting lifeboats at 7000 to 8000 meters.
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Old 08-05-07, 01:40 AM   #330
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Quote:
Originally Posted by Ducimus
Was your crew fatigued?
Not that I can tell. I had only been at Battle stations for aout 30-45 min(love the B key option ).
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