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Old 10-08-10, 10:51 AM   #901
SashaKA001
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The question is how to reduce the detection range of submarines destroyers, a little time pursuit, and most importantly damage inflicted by depth charges PL and the accuracy of their falling into the PL?
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Old 10-08-10, 11:02 AM   #902
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Quote:
Originally Posted by SashaKA001 View Post
The question is how to reduce the detection range of submarines destroyers, a little time pursuit, and most importantly damage inflicted by depth charges PL and the accuracy of their falling into the PL?
to reduce the detection range adjust the difficulty levels (init.aix file). For the rest requires hex editing files.
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Old 10-08-10, 11:09 AM   #903
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Quote:
Originally Posted by TheDarkWraith View Post
to reduce the detection range adjust the difficulty levels (init.aix file). For the rest requires hex editing files.
I understand there needs to be changed, yes or no

Quote:
# needs to be <= sim.cfg [AI detection] Lost Contact Time (in seconds)
# this is the time that if a unit is a director and the contact lost time >
# MAX_CONTACT_LOST_DC_TIME it waits until contact lost time is this value before
# heading back to convoy and following it's waypoints (not part of HK group)
DIRECTOR_DISTANCE_FROM_CONTACT = 750.0;
DIRECTOR_SETUP_SPEED = 0.5;
DIRECTOR_SEARCH_TIME = 900.0; # 15 mins
thanks, me so much, just asking to learn how to reduce. and all.
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Old 10-08-10, 11:30 PM   #904
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IRAI seems to work great for me. I had DDs looking for me and dropping DCs for nearly 8 hours. Thank god I'm in mid 1940
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Old 10-09-10, 08:46 AM   #905
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Do destroyers run out of DC´s after some time?
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Old 10-09-10, 09:39 AM   #906
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Quote:
Originally Posted by Frantic8882 View Post
Do destroyers run out of DC´s after some time?
That I'm not sure of. In real life they did.
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Old 10-13-10, 05:04 AM   #907
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Hi.TDW.

I found a mistake in your MOD,Please look at PIC,When I set the AI destroyer's waypoint 3 loop point to waypoint 1,Destroyers should not be deleted in the last waypoint. The same mission: destroyer will be deleted at last point,AI destroyers are no longer loop point when use your IRAI MOD,
Can you remove this bug? Thanks!


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Old 10-13-10, 07:23 PM   #908
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You can´t run, you can´t hide... this is hell, man
Thx for your great job, TDW.
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Old 10-16-10, 02:15 PM   #909
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v0.0.27 released. See post #1 for details

The sonarman should be a little better now at detecting contacts.
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Old 10-16-10, 08:00 PM   #910
W_clear
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Quote:
Originally Posted by TheDarkWraith View Post
v0.0.27 released. See post #1 for details

The sonarman should be a little better now at detecting contacts.
Hi TDW
I tested it a n with the same simple mission。1.2 version of the AI destroyers can fire DC accurately aligned SUB ,But your AI has to bypass the SUB 。I Upload this simple mission to you for test. Please feel anti-submarine capability of 1.2 version 。Then test your AI。Thanks。

http://www.file-upload.net/download-2895932/Data.rar.html

Last edited by W_clear; 10-16-10 at 10:01 PM.
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Old 10-17-10, 05:05 PM   #911
DavyJonesFootlocker
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IRAI seems to be a bit unrealistic. I'm in a Type V!!B in 1939 at a depth of 90m at 2 knots silent running and still DDs can pinpoint me. In fact there seems to be a lot of escorts in 1939. I thought they didn't have so many for convoys. But there should be a balance as these uber destroyers is a bit too much. Everytime one pics me up I end up dead.
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Old 10-17-10, 05:09 PM   #912
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Quote:
Originally Posted by DavyJonesFootlocker View Post
IRAI seems to be a bit unrealistic. I'm in a Type V!!B in 1939 at a depth of 90m at 2 knots silent running and still DDs can pinpoint me. In fact there seems to be a lot of escorts in 1939. I thought they didn't have so many for convoys. But there should be a balance as these uber destroyers is a bit too much. Everytime one pics me up I end up dead.
if you have the difficulty settings set to 1.0 then yes, IRAI is VERY hard. I do not control the number of escorts spawned with convoys - that is game controlled.

I suggest you adjust the difficulty settings to find a setting to your liking (\data\Scripts\AI\init.aix):

###################### Difficulty parameters ####################
# Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
# for non-merchants
VISUAL_DIFFICULTY = 1.0;
HYDROPHONE_DIFFICULTY = 1.0;
RADAR_DIFFICULTY = 1.0;
SONAR_DIFFICULTY = 1.0;
# for merchants
VISUAL_DIFFICULTY_MERCHANT = 1.0;
HYDROPHONE_DIFFICULTY_MERCHANT = 1.0;
RADAR_DIFFICULTY_MERCHANT = 1.0;
SONAR_DIFFICULTY_MERCHANT = 1.0;
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Old 10-17-10, 05:14 PM   #913
DavyJonesFootlocker
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What do you suggest to strike a balance? I don't want it too easy.
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Old 10-17-10, 05:20 PM   #914
TheDarkWraith
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Quote:
Originally Posted by DavyJonesFootlocker View Post
What do you suggest to strike a balance? I don't want it too easy.
1.0 to 0.95 would be considered Very hard difficulty
0.95 to 0.9 would be considered Hard difficulty
0.9 to 0.8 would be considered Medium hard difficulty
0.8 to 0.7 would be considered Medium difficulty
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Old 10-17-10, 05:22 PM   #915
DavyJonesFootlocker
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Thanks TDW.
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