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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1336 |
Silent Hunter
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Yes, agree, sounds interesting ! Looking forward to the new version....
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#1337 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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What we do in life echoes in Eternity |
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#1338 |
Lieutenant
![]() Join Date: Jun 2007
Location: Abbotsford BC Canada
Posts: 258
Downloads: 141
Uploads: 0
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So I'm trying to understand what IRAI_0_0_30_No_Aircraft_Spotting_At_Depth actually does. I've read most of this thread, there's a lot of pages, but I'm wondering if it's meant to hide you from nosy aircraft when you're submerged, or the opposite?
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#1339 | |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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We will stay for it. Sounds very promissing. ![]() |
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#1340 |
Ace of the deep .
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What it means is , if you are submerged then the only way to spot aircraft is for you too physically spot them yourself with the periscope . No hints from the crew .
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#1341 | |
Lieutenant
![]() Join Date: Jun 2007
Location: Abbotsford BC Canada
Posts: 258
Downloads: 141
Uploads: 0
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#1342 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
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I have a request. Would it be possible to modify the behavior (speed) of the escorts? When the escort starts with interception, move relatively slowly - 14-16 knots -unrealistic and I can escape at the speed of 17 knots on the surface...
In many books written by submarine hunters - destroyers and corvettes captains) stated that after the detection of a submarine got to the place at maximum speed.
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U-552 Tiger IDF |
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#1343 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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TDW, is possible to have different behavior for the taskforces in a specific timeframe? Like making them less dangerous in 39, but extremely aggressive in 45? That would help a lot in the new campaign where after 43 the fun is over. Also improve their radar detection skill.
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#1344 | |
Officer
![]() Join Date: Feb 2011
Location: The Pampas
Posts: 239
Downloads: 27
Uploads: 0
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#1345 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
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Really? Great! Can´t wait for the new IRAI-version!
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U-552 Tiger IDF |
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#1346 | |
Navy Seal
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Early Mid Late Do these settings have any effect in IRAI ![]() |
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#1347 | |
Black Magic
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![]() IRAI is going release state now, no more alpha versions ![]() ![]() Have a couple of things to finish up on it (some ship AI stuff and I would like to try and revise the airplane AI some more) Change log/release notes as of now: v1.0.0 - first official release (non-BETA and non-ALPHA state thus release state) - revised AI tactics for unknown contacts - adjusted AI tactics for new PT Boat unit - increased explosion range of DCs to 150m (this allows for more shaking of uboat when DCs explode) - changed depth precision of DCs to 2.5m - fixed problem of when unit has no waypoints to follow it would come to all stop. Now the unit will set it's throttle to 0.5 to allow it to maneuver - single ship (non-convoy and not HK) tactics against airplanes revised. If airplane is > 8000m from ship then ship will continue following waypoints. If airplane is < 8000m but > 1500m then ship will start zig-zagging and go to 75% max speed. If airplane is < 1500m then ship will maneuver to place airplane at ~90 degrees to it and speed is increased to full throttle. - MERCHANT_CONTACT_DETECTED_SPEED_CHANGE_MIN changed from 0.5 to 0.8 - MERCHANT_ZIGZAG_CONTACT_DISTANCE changed from 3000m to 5000m - for single merchant: if sub distance to merchant <= MERCHANT_CONTACT_DETECTED_WAYPOINTS_DISTANCE and >= MERCHANT_ZIGZAG_CONTACT_DISTANCE then merchant will zig-zag and change speed. If sub distance to merchant < MERCHANT_ZIGZAG_CONTACT_DISTANCE then the merchant will change heading and speed - CONVOY_LEADER_ACTION_SPEED_CHANGE_MIN changed to 0.75 - CONVOY_LEADER_ACTION_SPEED_CHANGE_MAX changed to 0.9 - tactics that weren't differentiating between air and non-air contacts now do (and have different tactics for them) - AI subs now have tactics against airplanes - sub AI vastly improved (they do not die easily anymore due to stupid AI behavior). Sub AI will now play 'cat and mouse' with contacts while trying to attack/evade them. Sub AI will now try to keep the convoy escorts/battleships 'entertained' so player can wreak havoc on convoys. If convoy has no escorts then they will procede to wreak havoc on convoy. - single ship AI (merchant and warship) greatly improved - convoy leader AI greatly improved - evasion tactics revised (and greatly improved) - AI no longer has pin-point accuracy on unknown contacts. Now they will search in the direction (and range) the unknown contact is believed to be (it is random how they search and is finally what I've always wanted to accomplish with this). If they believe the unknown is submerged then they will also drop DCs while searching. |
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#1348 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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Great job. Will have to take a look when you release, but before I have to repair my scope issue. I sent you a PM, TDW.
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#1349 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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I tested this version long time and i can confirm that is a masterpiece
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#1350 |
Black Magic
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