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Old 05-03-10, 10:14 AM   #46
ddrgn
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LOL, I don't get the same behaviours... Your playing some sort of dumbed down version yuorself, check your other mods.

If my mod had the problems you mention I would have fixed it.

Play one of my single player maps on 100% realism. I bet you don't get one torpedo hit.

Thanks for the feedback, next time just go back and praise the other modders work without bashing mine.
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Old 05-03-10, 11:12 AM   #47
ddrgn
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FYI - There will always be a critic, but when you decide you want to be one and review or provide feedback about a guys mod, make sure you give some accurate details so we can provide the best work we can.

1) When your testing a mod like these, do not test them in the campaign. I have proven in my past posts that the units in the campaign have been placed as "competent" On a scales 0-4 you have a % of 20. Poor being 0, competent being 20% of its capability. So if your testing my mod with crappy units your feedback is worthless.

2) Some of the variables I use to test mods.

-ELITE UNITS ALWAYS
-DAY AND NIGHT CONFIGURATIONS
-US/UK/CAN DD's and CORVETTES
-SINGLE MISSIONS FOR TESTING IN TC
-SPEEDS CHECKED 0-20 knots
-DEPTH TESTED, +6 to -250m
-CLEAR AND FOGGY CONDITIONS
-SCOPES UP SCOPES DOWN
-SILENT RUNNING ON/OFF
-RANGE FROM TARGETS
-AMOUNT OF SURFACE VESSELS
-BATTLE STATIONS ON/OFF
-LATE/MID/EARLY SENSORS
-SUB CREW ATTRIBUTES
-WEATHER CONDITIONS, SWELLS ETC
-WIND SPEED 0-15 knots


If your variables are not controlled your feedback is worthless. We are not changing dials on a screen nor are we swapping textures which is easily critiqued. These mods get a little deeper into the meat of the game. And it is required when feedback is given you report your variables precisely.

I am quite happy with this mod, in my gaming experience in MP, even the best of us struggle against the improved sensors, damage and crew ratings.
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Old 05-03-10, 11:23 AM   #48
Krauter
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Hey ddr

Just a question, I am currently running Feared Hunters 2.0 and U-boat Killer AI. With this the DDs are (In Campaign, this is not really a critique or anything like that) alot better then what they are. I actually have to try to evade now, such as I need to dive after shots and go 1-2knts.

Now my question for you is; will, with Feared Hunters or a combination of Mods, the DDs in SH5 ever bring the pucker factor up to what Ducimus's cans are capable of in his Trigger Maru series of Mods?
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Old 05-03-10, 12:22 PM   #49
ddrgn
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Quote:
Originally Posted by Krauter View Post
Hey ddr

Just a question, I am currently running Feared Hunters 2.0 and U-boat Killer AI. With this the DDs are (In Campaign, this is not really a critique or anything like that) alot better then what they are. I actually have to try to evade now, such as I need to dive after shots and go 1-2knts.

Now my question for you is; will, with Feared Hunters or a combination of Mods, the DDs in SH5 ever bring the pucker factor up to what Ducimus's cans are capable of in his Trigger Maru series of Mods?

Hi Krauter,

What capabilities do you mean exactly?
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Old 05-03-10, 12:41 PM   #50
doomlordis
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Hi, sorry didnt mean to come over negative, it was just an observation. Does a patrol have to end before your/a AI mod will become active?
I was swapping them out on the same saved Campaign , approaching a large convoy.
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Old 05-03-10, 12:57 PM   #51
ddrgn
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Quote:
Originally Posted by doomlordis View Post
Hi, sorry didnt mean to come over negative, it was just an observation. Does a patrol have to end before your/a AI mod will become active?
I was swapping them out on the same saved Campaign , approaching a large convoy.
Hi, I don't see why you would need to start a new patrol, it should work without doing that as it affects no files in your MyDocuments/SH5 folder. Although you may want to try docking and installing.

I released a mod called the elite campaign, it works well with either my mod or any AI, Sensor or DC mod. It changes the campaigns units from competent to elite. Try testing the mods with that installed you should see an improvement.

Last edited by ddrgn; 05-03-10 at 01:34 PM.
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Old 05-03-10, 01:02 PM   #52
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Will do , did you try my decks, changes them to wood on Types A+C

http://www.subsim.com/radioroom/show...ighlight=decks

I am working on some new graphical mods, the AI stuff i will leave to you guys!
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Old 05-03-10, 01:06 PM   #53
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Yes I certainly did and still do, great work!
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Old 05-03-10, 06:58 PM   #54
Krauter
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Basically with Duci's mod, it is almost (well really it is) unrealisitically difficult to attack Convoys.

DDs have their sensors and aggression beefed up alot. For instance, in SH4 Stock you can run around at PD and wreak havoc on Convoys. With Duci's Mod, the sole act of poking your scope up for a peek can cause the DDs to swarm after you. They are very hard to evade and generally you had to launch your torps from well over 1500-2000 yards.

What I'm wondering is if your Mods will bring the Limey Cans this level of tenacity.
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Old 05-03-10, 08:02 PM   #55
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Sure, its quite possible to do that but is it realistic in the U-boat war to be spotted from 11k away? I played TMO religiously until SH5 so I know it well.

Is it realistic to always be detected? No matter what you do? Because in TMO you will never be able to sneak into a convoy undetected. That is never, and I challenge anyone to show me a video convoy with ELITE escorts and sneak in undetected. IN the interest of making TMO extra difficult I think the whole submarine purpose (stealth attacks) was defeated. In real life u-boats could and did fire torpedoes before being detected.

I played more TMO MP than anyone here, hands down. I know TMO was hard, and I like a hard game too.. But his stuff was unrealistic when it came to convoy attacks and AI sensors.

Is it realistic to have your scopes spotted from 11km away?

When it was sub vs one dd his mod would shine. But having 8 escorts coming from each corner of the convoy detecting you at silent running with a depth 300 ft? I don't think so.

U-boats ate convoys alive, it was not uncommon for "one" boat to sink 3-4 freighters in one attack.
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Old 05-12-10, 01:28 PM   #56
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This mod required no changes after patch 1.2 and is 100% compatible with the latest version of the game.
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Old 05-19-10, 01:44 PM   #57
doomlordis
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I have moved back to this mod from killer uboat one (killer uboat is too killer imo), i have a couple of questions though.

Why did you choose 7000m (4.35 miles)for AI detection? seems a little short ranged to me, in reality at sea from 1.7meters high you can see over 10 km on a clear day.

You have also made the detection by sonar and hydrophone easier to evade, i tried it like this and found it very easy to get away.
By returning it to stock it is much better balanced (for me).

I keep all other changes you have made and i am enjoying it a lot, so thanks.
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Old 05-19-10, 02:30 PM   #58
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Quote:
Originally Posted by doomlordis View Post
Why did you choose 7000m (4.35 miles)for AI detection? seems a little short ranged to me, in reality at sea from 1.7meters high you can see over 10 km on a clear day.

You have also made the detection by sonar and hydrophone easier to evade, i tried it like this and found it very easy to get away.
By returning it to stock it is much better balanced (for me).

Hi,

could you post your changes, please?
I'm interested in your solution

Greets,
Paco.
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Old 05-19-10, 03:16 PM   #59
doomlordis
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in the sim.cfg

changed the sonar and hydrophone sensitivity from 0.5 back to 1.

The visual detection time had been increased from 15seconds to 60 , i set it to 30 seconds.

Lost contact time at 60 seconds is fine imo.

I will be changing the visual range up to 11000 meters but this is done using goblin.
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Old 05-19-10, 05:14 PM   #60
ddrgn
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Simply changed the visual detection to allow subs a chance to sneak up from distance without having scopes or boat spotted from too far out, making the convoys/single freighters zigzag and speed up. I find this numbers works out nicely.

Submerge when at 7km from your contact.

This is highly debatable, "How far should a warship/freighter spot a submarine at?".....

My opinion is only that an opinion, but I dont think that freighters and merchants would spot conning towers 11.5 km away, and if they were, certainly they were not perfect eagle eyes each time.

Here is a bit about Otto Kretschmer and Patroclus, around the time he torpedoed the Laurentic. Note the fact that even at 300m he was unseen:

"A third torpedo was fired at the Laurentic at 23.30 hours from a distance of 250 metres into the hole opened by the first torpedo, at this time the lookouts spotted the U-boat on the surface and Kretschmer had a hard time in evading the gunfire. In the meantime, HMS Patroclus began picking up survivors instead of participating in the fight against the U-boat and her lookouts did not see U-99 only 300 metres away. A first torpedo struck the ship at 00.22 hours, a second at 00.44 hours and a third at 01.18 hours, but then the lookouts spotted the U-boat and Kretschmer had again to evade the gunfire." -taken from uboat.net

So again, highly debatable, I think 7km is just about right.
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