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01-13-12, 02:37 PM | #1651 | |
Black Magic
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It would be best to open up the AI editor in game and see what's going on. That way you can see whether they have a contact detected or not when your periscope is up. If they don't then that's why they aren't firing guns |
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01-14-12, 06:30 AM | #1652 | |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
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Quote:
I'm going to be a pain in the XXX and continue with this... Another test: I was surrounded with PT boats and merchants with guns. Periscope was up, and I had the map contacts on, so I could see I was clearly in sight. No shooting. Then I surfaced, and the firing started. I quickly dived again, but left periscope up and in sight. All firing stopped... I have been searching the forums about this, and some people have asked about this earlier, also in SH 3 threads. Some people say it's working and there is no problem. So is it just my setup, faulty IRAI installation or what? Would be real nice if somebody could really confirm this issue. Because it sure isn't working on my game... PS. What is the AI editor, and how can I use it in game? EDIT: I added planes to the scenario: I was submerged, periscope up, ships and patrol boats didn't attack, but the planes opened fire like they should! |
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01-16-12, 02:40 PM | #1653 |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
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A-ha!
Finally managed to get the ships to fire at my periscope. It only happens when there is other u-boat or a ship that the enemy is firing. I made a single mission where there is a friendly u-boat. Both of use were submerged. I lifted the periscope and made sure that I was spotted. Nothing. Theb the other u-boat surfaced and enemies opened fire at it. And it was only then, that the nearby ships targeted my periscope and attacked me. They were clearly dividing their firepower between us. And when the other u-boat was destroyed the firing stopped, and they left my periscope alone. I bet that the situation in Trevally's wolfpack mission was the same, that there was one surfaced u-boat that triggered the periscope shooting. So they can shoot at your periscope when you are submerged and spotted, but only if they have the "shooting mode" already going on by shooting at other ships. |
01-16-12, 03:58 PM | #1654 | |
Black Magic
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if has contact: if contact is submarine: if submarine is surfaced: <---- more than likely what they did |
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01-16-12, 05:20 PM | #1655 |
Navy Seal
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Good find Rongel
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01-17-12, 04:28 AM | #1656 | |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Quote:
I guess the IRAI is telling the planes to attack last known place of the sub after it's dissappeared, because the ships acted that way too. That seemed to be little too much and it could cause difficulties in large convoys. Needs more testing... |
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01-21-12, 08:57 AM | #1657 |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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Tested more of this periscope shooting...
Unfortunately replacing the Ship:CanFireCannons() with Plane:CanFireCannons() causes the ships to act like planes. I sneaked to this big convoy, and when the first torpedo hit, all ships that had guns started to fire at my general direction (where the ships thought I was, I was undetected I think). They continued to shoot aproximately 15 minutes and caused pretty nice chaos! I think at least three of them were destroyed by friendly fire! So it seems the only way to fix this is through exe modding... Still it was nice to see a bit more aggressive ships. Currently when you are in periscope depth and periscope is up, surface ships can't do anything to you, if they don't have DC's (except ram). |
02-01-12, 05:22 AM | #1658 |
Ace of the deep .
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IRAI_0_0_30\sensors\
[SensorParameters] ;Visual. does this line look ok Visual range factor=0.5;0.30 ;[>=0] was 0.5, decreased by 25% should these factors be the other way around ? |
02-01-12, 09:21 AM | #1659 |
Seasoned Skipper
Join Date: Apr 2007
Location: Huelva, Spain
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02-01-12, 11:10 AM | #1660 |
Black Magic
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02-01-12, 11:21 AM | #1661 |
Seasoned Skipper
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
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02-01-12, 11:51 AM | #1662 |
Machinist's Mate
Join Date: May 2010
Location: South Korea
Posts: 127
Downloads: 902
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i want to play more difficult
thanks to this mod but i want to play more difficult
can you fix the depth charges's explosion radius? up.. Last edited by lmy76128; 02-01-12 at 12:16 PM. |
02-01-12, 02:59 PM | #1663 |
Black Magic
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02-01-12, 05:43 PM | #1664 |
Ace of the deep .
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02-01-12, 05:50 PM | #1665 |
Seasoned Skipper
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
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