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Old 04-15-21, 09:03 AM   #1
Fifi
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Default Merchant behavior

Is there a way to make merchants accelerate instead of slowing down when attacked?
Is it hard coded?
In real life, wouldn’t they accelerate, trying to escape?
That always puzzled me.
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Old 04-15-21, 12:52 PM   #2
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Quote:
Originally Posted by Fifi View Post
Is there a way to make merchants accelerate instead of slowing down when attacked?
Is it hard coded?
In real life, wouldn’t they accelerate, trying to escape?
That always puzzled me.
Yeah, just as it has about torps dudding out & exploding well short of target.. yet, merchie's keep right on plodding along as if there isn't a care in the world or that a torp just exploded off their port/starboard bow...

Do love how they will semi scatter about, yet.. as you pointed out, seem to do so at a snails pace... with every once in a blue moon, you may get 1 or 2, in a major convoy, that will seem to go to almost star trek/star wars light speed in the blink of an eye... though. Not often enough & in some cases too ludicrously fast.

M. M.

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Old 04-15-21, 02:39 PM   #3
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Quote:
Originally Posted by Fifi View Post
Is there a way to make merchants accelerate instead of slowing down when attacked?
Is it hard coded?
In real life, wouldn’t they accelerate, trying to escape?
That always puzzled me.
Irl in a convoy, not necessarily for various reasons. Solo, perhaps. LGN1 made a "reaction" mod if interested.
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Last edited by John Pancoast; 04-15-21 at 03:54 PM.
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Old 04-15-21, 03:48 PM   #4
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This is the mod by LGN1:

https://www.mediafire.com/file/ejqku...rm_Mod.7z/file

You may be able to get some insight on what is going on.

This a copy of the readme :

Torpedo Alarm Mod Readme

LGN1

January 2018

This mod solves a problem which has annoyed me for many years: the missing reaction of ships to premature torpedo explosions (when you attack a ship and the torpedo prematurely explodes the ship/convoy just continues as if nothing has happened). I think this is higly unrealistic.

This mod causes ships to react as being hit when a torpedo explodes within the range of 1000m.

Known issues: There are no damage textures to a ship's hull when a torpedo hits it. Unfortunately, I was not able to fix this. However, for players who do not use the external camera, this should hardly matter.

Best, LGN1
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Old 04-16-21, 06:08 AM   #5
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Thanks but this mod is not what i was looking for...
Furthermore i think it’s already included in NYGM & Ccom12.

Was looking for ships changing speed when attacked or when they spot us, but accelerating instead of slowing down and become sitting ducks.

Not in convoy, even though it happened when multi attacks, some convoys were completely disorganized and disbanded...ships sailing full speed in all directions to escape
More for lonely ships or couples ships.
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Old 04-16-21, 08:28 AM   #6
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Fifi,

Found this, have a look at this thread ... may be something to review;

https://www.subsim.com/radioroom/sho...d.php?t=150164

this is the mod file;

https://www.subsim.com/radioroom/dow...do=file&id=942

Hope this may help.

Good hunting,
FUBAR295
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Old 04-16-21, 08:47 AM   #7
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Thanks again Fubar
I know this mod from SH4 and I’ve used it in my old SH4 installs.
It’s fixing the ships inertia, nothing with the merchant behavior when spotted

I’m quite sure no existing mod correct this behavior, as i don’t remember anyone complaining about!
I might be the only one
But if i was a merchant captain, and with a U-Boat spotted in the vicinity, i certainly never slow down to make a better target! That’s just logical...
I would run full speed zigzagging trying to escape
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Old 04-16-21, 09:02 AM   #8
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Quote:
Originally Posted by Fifi View Post
Thanks but this mod is not what i was looking for...
Furthermore i think it’s already included in NYGM & Ccom12.

Was looking for ships changing speed when attacked or when they spot us, but accelerating instead of slowing down and become sitting ducks.

Not in convoy, even though it happened when multi attacks, some convoys were completely disorganized and disbanded...ships sailing full speed in all directions to escape
More for lonely ships or couples ships.
Fwiw, that mod is not part of NYGM.
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Old 04-16-21, 09:17 AM   #9
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Fifi,

It is a annoying problem, I agree, and not real logical.

Just trying to help anyway I can to solve the issue.

Good hunting,
FUBAR295
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Old 04-16-21, 09:26 AM   #10
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Mr. Broken Record here; ships in AOD exhibit the behavior you wish.
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Old 04-16-21, 09:41 AM   #11
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Found this thread talking about the issue, you may have already read it.

https://www.subsim.com/radioroom/showthread.php?t=84441

The slowing down according the Beery is the lead merchant that the convoy is tied to for speed control is damaged, the rest of the convoy slows also. It appears to be hard coded.

An idea for a mod may be to make a damage proof, unsinkable lead ship, possibly made transparent or invisible in some way or have the torpedoes go through the lead ship without any damage. Then the convoy at least would not slow.

Good hunting,
FUBAR295
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Old 04-16-21, 10:42 AM   #12
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Quote:
Originally Posted by FUBAR295 View Post
Found this thread talking about the issue, you may have already read it.

https://www.subsim.com/radioroom/showthread.php?t=84441

The slowing down according the Beery is the lead merchant that the convoy is tied to for speed control is damaged, the rest of the convoy slows also. It appears to be hard coded.

An idea for a mod may be to make a damage proof, unsinkable lead ship, possibly made transparent or invisible in some way or have the torpedoes go through the lead ship without any damage. Then the convoy at least would not slow.

Good hunting,
FUBAR295
Yes, known issue when you hit and sink the leader ship, but what I’m looking for is for lonely ships not convoys.

When a convoy is under attack, it could be normal they all slow down (ie 9knots to 5/6 knots) to let the escorts doing their job...

For lonely ships (or when they are 2) it’s not normal in my opinion, because without escort they become too easy targets.
Normal behavior in this case would be to accelerate full speed and escape, trying to distance the U-Boat (day time U-Boats attacks were submerged and quite easy to overrun once spotted)
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Old 04-16-21, 12:06 PM   #13
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Quote:
Originally Posted by Fifi View Post
[...]
I’m quite sure no existing mod correct this behavior, as i don’t remember anyone complaining about!
I might be the only one
But if i was a merchant captain, and with a U-Boat spotted in the vicinity, i certainly never slow down to make a better target! That’s just logical...
I would run full speed zigzagging trying to escape
I'm shure you know that this is hardcoded.
I'm also shure you are not the only one, or the first one, complainig this Merchant behavier.
https://www.subsim.com/radioroom/sho...d.php?t=125118

I think this speed slowdown cannot be changed by a single bit change. It may need a cuple of bytes and knowledge handling them.
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Old 04-16-21, 12:32 PM   #14
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Quote:
Originally Posted by Hebe Vollmaus View Post
I'm shure you know that this is hardcoded.
I'm also shure you are not the only one, or the first one, complainig this Merchant behavier.
https://www.subsim.com/radioroom/sho...d.php?t=125118

I think this speed slowdown cannot be changed by a single bit change. It may need a cuple of bytes and knowledge handling them.
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