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Old 03-20-11, 09:47 AM   #16
TheDarkWraith
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5 minutes is way too long. You are basically invisible! I'm thinking somewhere in the 15-45 seconds range would be good for modelling this in game
As far as hedge hogs I can make a small disturbance for them that lasts for a smaller amount of time. Seems like that is what is needed for them.
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Old 03-20-11, 10:23 AM   #17
TheDarkWraith
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v2.0 released. See post #1 for details.

Received some info about hedge hogs and how they are not implemented properly in game. They should only detonate on contact. I'm looking for a way to make this happen in SH5 currently.
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Old 03-20-11, 10:41 AM   #18
stoianm
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Quote:
Originally Posted by TheDarkWraith View Post
v2.0 released. See post #1 for details.

Received some info about hedge hogs and how they are not implemented properly in game. They should only detonate on contact. I'm looking for a way to make this happen in SH5 currently.
thanks... 45 seconds sound like an good compromise.. i will try this in game
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Old 03-20-11, 12:09 PM   #19
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I tried v2 again with PQ-17. Totally different result, I was detected early and a DD made a beeline for my location...




However he lost me after his DC run and the other escorts had trouble regaining contact..







unfortunately, there are too many skilled escorts and the water is not deep enough, so my boat was eventually sunk (I miss being invisible ).

I did notice however that the AI has difficulty maintaining contact and was not able to use its usual tactic of planting the "director" right on top of my boat, so it is a step in the right direction.

PQ-17 is too tough though, I will have to work up a more realistic scenario.
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Old 03-21-11, 11:18 AM   #20
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This is a huge improvement TDW and a more than wellcome help to us poor kaleuns (since IRAI you seemed to be much on allies side ).

Now one can apply more realistic scape tactics. The "director" being able to hear you even in the middle of a DC run is no more .
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Old 03-21-11, 02:01 PM   #21
Cpt. Grouch
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I was just looking into this the other night. Going to download the mod and try it out tonight!

Also, we have hedgehogs in SH5?!?

Now thats just mean.
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Old 03-21-11, 07:25 PM   #22
Bilge_Rat
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so I tried out a 1940 scenario in deep water vs 3 "competent" escorts, 2 corvettes and 1 sloop.

At first I thought I was on to something since the escorts had trouble locating me and dropped DCs far from me:




but they eventually zeroed in and sunk me with the third DC attack which was spot on and at the exact depth:







The DC mod helps, but I think the IRAI AI is just too good.
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Old 03-22-11, 01:58 AM   #23
THE_MASK
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This is what i have none merchant difficulty at . Seems to work well .
# for non-merchants
VISUAL_DIFFICULTY_MIN = 85;
VISUAL_DIFFICULTY_MAX = 95;
HYDROPHONE_DIFFICULTY_MIN = 85;
HYDROPHONE_DIFFICULTY_MAX = 95;
RADAR_DIFFICULTY_MIN = 85;
RADAR_DIFFICULTY_MAX = 95;
SONAR_DIFFICULTY_MIN = 85;
SONAR_DIFFICULTY_MAX = 95;
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Old 03-22-11, 05:45 AM   #24
Obelix
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This Silent Hunter did not know! Simply superb work!
Thank you!
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Old 03-22-11, 07:45 AM   #25
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Everyone is different. Its all about how you try to evade. I for one havent really ever been in danger in IRAI. I find that sinking a ship, and diving underneath it at flank speed and doing a 180 or 90 after passing under at silent running seems to confuse the hell out of any DDs. At least thats what i've noticed, maybe just luck.
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Old 03-22-11, 07:52 AM   #26
stoianm
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Quote:
Originally Posted by mobucks View Post
Everyone is different. Its all about how you try to evade. I for one havent really ever been in danger in IRAI. I find that sinking a ship, and diving underneath it at flank speed and doing a 180 or 90 after passing under at silent running seems to confuse the hell out of any DDs. At least thats what i've noticed, maybe just luck.
- i use the same tactic when i hunt an convoy and i fire at close range... i evade under the convoy at flank speed and when i am other side i go silent and change heading... it is true... the DDs search in oposite side... where i was when i fired my torps
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Old 03-22-11, 08:00 AM   #27
Jaguar
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Quote:
Originally Posted by stoianm View Post
- i use the same tactic when i hunt an convoy and i fire at close range... i evade under the convoy at flank speed and when i am other side i go silent and change heading... it is true... the DDs search in oposite side... where i was when i fired my torps
As long you don´t get a shipwreck upon your deck it seems a sound strategy . Tried once. Didn´t work. Probably my bad.
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Old 03-22-11, 08:05 AM   #28
Bilge_Rat
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Quote:
Originally Posted by mobucks View Post
Everyone is different. Its all about how you try to evade. I for one havent really ever been in danger in IRAI. I find that sinking a ship, and diving underneath it at flank speed and doing a 180 or 90 after passing under at silent running seems to confuse the hell out of any DDs. At least thats what i've noticed, maybe just luck.
agreed. If you plan it well, they will never detect you and you can escape.

I am more trying to test if it is possible to escape after they have detected you and are running their IRAI search routine.

The answer may be that the IRAI escort AI is too deadly at sonar difficulty 100 and it has to be toned down somewhere in the 85-95 range.

However, from my preliminary tests, I think the DC mod can still be tweaked. I suspect the disruption time and/or noise factor can be increased, but still have to run some trials.
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Old 03-22-11, 03:17 PM   #29
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BTW, we should not forget that the DCs explosions' disturbed water presented a major trouble to active sonar as well. Is this modelled in?

Another thing with ASDIC - is it affected by knuckles you make when evading? The disturbance caused by radical rudder movement create long living water disturbance that is present as a false target on active sonar screen.
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Old 05-26-11, 07:49 PM   #30
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Thank you TheDarkWraith
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