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Old 09-24-10, 02:51 PM   #856
SteelViking
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Originally Posted by Hunter990s View Post
hmm,

I don`t know which programm to use to find and change this items

im using skwas silent hunter editor...

I find that Goblin is better to use on SH5 .sim files than S3D is. Just a suggestion.
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Old 09-24-10, 04:18 PM   #857
SteelViking
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Originally Posted by capt-jones View Post
ahoy TheDarkWraith
keep up the good work just downloaded your last update 026 great work lots of dc attacks lots of damage to sub all compartments flooding even got the torpedo room and the sonar room and even the kitchen got flooded,another leap forward for sh5,this was one of the great things about sh3 trying too control flooding !"a game within a game" water did actually pass over the kitchen and sleeping quarters .so is it possible too mod the water to rise over doorways this then might put the hatch doors to good use ,anyway it looks like you are heading in the right direction keep it up BTW also tried the fx update0.3 another awesome mod cheers for now
I am almost positive that I can increase the height that the flooding water reaches inside each room. I have ran into the controllers used to render the water in the sub before due to all my work on the interior. However, I am pretty sure that it won't actually cause the flooding to spread. The graphics for flooding, and the actual flooding of the sub affect wise are not linked that way.

In other words, when the graphic of the water in a room goes above a door threshold, it will not spill into the next compartment.

TDW, do you have any incite into the dynamics of the subs damage/flooding characteristics?
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Old 09-24-10, 05:37 PM   #858
TheDarkWraith
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Originally Posted by SteelViking View Post
TDW, do you have any incite into the dynamics of the subs damage/flooding characteristics?
sorry, no. Haven't looked into any of that stuff yet.
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Old 09-25-10, 03:00 AM   #859
Capt Jack Harkness
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Hey TDW, just wanted to let you know that the uboot_sensors.sim file in this version of IRAI is not compatible with the one in the FX update and UI mod; the new behavior of the DF loop and antenna is not visible when IRAI is last on the install list. Oh, and what would be the proper install order of all three of them?
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Old 09-25-10, 03:11 AM   #860
Zedi
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I wanna register a complain against a brit bomber that almost riped my boat in pieces. The boat is so damaged now that is already week since the repairs started and the batteries are still not repaired Excellent work TDW!

I have to admit that I also miss a sh3 or 4 damage and crew control panel. Wish I could order repair priorities, see whos injuried and whos not, give out orders not just standing there and do nothing. Because in sh5 we can do absolutely nothing when the boat is damages... just tc and wait.
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Old 09-25-10, 03:34 AM   #861
Abd_von_Mumit
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Originally Posted by Magnum View Post
I have to admit that I also miss a sh3 or 4 damage and crew control panel. Wish I could order repair priorities, see whos injuried and whos not, give out orders not just standing there and do nothing. Because in sh5 we can do absolutely nothing when the boat is damages... just tc and wait.
Hmm. In my version I can at least assign damage repair team to a certain task - repair this, repair that first. No queue, but it's still something. Check this - I am sure you have this possibility as well.
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Old 09-25-10, 08:27 AM   #862
tonschk
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Originally Posted by SteelViking View Post


I am pretty sure that it won't actually cause the flooding to spread. The graphics for flooding, and the actual flooding of the sub affect wise are not linked that way.

In other words, when the graphic of the water in a room goes above a door threshold, it will not spill into the next compartment.
This is a pity , the ideal was if the flooding was able to spill progressively to every compartment ( unless the hatch is closed )

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Old 09-25-10, 08:44 AM   #863
Zedi
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Originally Posted by Abd_von_Mumit View Post
Hmm. In my version I can at least assign damage repair team to a certain task - repair this, repair that first. No queue, but it's still something. Check this - I am sure you have this possibility as well.
I'm not sure I can understand what are u talkin about... is a mod or something? Because I can't change the repair list order. I had to get back to the base for a full repair... which is also pretty realistic.

Anyway, is the first time when I saw my sub different compartment flooded, the engine room was a mess. Now I learned to be very careful with the planes.. no more dodging and fight back. If one of their bombs hit the sub, game over.
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Old 09-26-10, 03:42 AM   #864
Zedi
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Torpedo miss. The AI airforces are just awsome in this mod.. topedoes, bombs, hedgehogs etc.. they drop everything they got and they do it good.




Here is the result after I messed up with a taskforce that included few Dido's All these smoking ships are the escorts searching for my sub. but none hit/damaged by me.

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Old 09-26-10, 03:54 AM   #865
Hunter990s
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ok guys im to foolish to increase the DC effect by my self

maybe you can increase the effect a bit for the next version of IRAI ?!


But i noticed an other thing:

i attacked a small convoy in the north atlantic (1940) and after the first torpedo hit, all freighters stopped for a while

maybe there is a way to improve the behavior of the convoy in such a situation ...

i go on testing
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Old 09-26-10, 05:31 AM   #866
PL_Andrev
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Quote:
Originally Posted by Magnum View Post
Here is the result after I messed up with a taskforce that included few Dido's All these smoking ships are the escorts searching for my sub. but none hit/damaged by me.
It is not possible to prepare good AI for all AI level, but is too many question for this situation. It is not criticism, but it is no way to prepare a better AI by TDW.

Is it a single mission to replay and test/upgrade AI?
What level of AI (and equipment type) is included in described situation?
What type of escorts are used?
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Old 09-26-10, 05:40 AM   #867
TheDarkWraith
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Quote:
Originally Posted by Magnum View Post
Torpedo miss. The AI airforces are just awsome in this mod.. topedoes, bombs, hedgehogs etc.. they drop everything they got and they do it good.

Here is the result after I messed up with a taskforce that included few Dido's All these smoking ships are the escorts searching for my sub. but none hit/damaged by me.
This is a possibility to see since now the 'leader' doesn't run off for HK groups. Due to the leader being possibly a battleship or carrier or heavy cruiser, they are clumsy and run into things without regard. That is why I originally had them 'running off' to avoid these problems of burning ships. But when they run off then the other ships don't attack your sub. So it's a catch-22 on what to do
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Old 09-26-10, 06:23 AM   #868
Zedi
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Is a shot from mare nostrum with Lite and Elite campaign mod on. So they are all elite with competent crew. I mostly play campaigns... over and over again :P

I was hunting those ghost Force xyz and I encountered one of those way to many taskforces that got a Dido and a light cruiser in the middle. Had no intention to engage them, so I dived at 180m deep and turned boat to evade.. but a lame armed crawler of wtf was that, passed over me and somehow he noticed my presence. Then hell got loose.. all ships got back and started to dance around me.

Also, the glued escort ships are still present. I need to run them ashore or reload the game to get rid of them. It's kinda funny.. you discovered the devs bug included in the pre-patch1.2 stock game Anyway, I still think that v 0.15-17 was the best version, never had any trouble at that time, was a pure joy to have this mod.
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Old 09-26-10, 06:25 AM   #869
Hunter990s
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I noticed an other point,

my sonarman only reports warships, so if im close to a convoy, i only can see blue contact lines !!!

ah and the hydrophone only works at 20 ++ meters, if i am on periscope dept, you can´t hear anything ...

any idea what is going on with the sonaroperator ??
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Old 09-26-10, 09:40 AM   #870
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
There are parameters in the init.aix file that one can adjust to tweak the AI for testing purposes. Try playing with all the values to help me adjust the AI. For convoy changing direction there are many parameters that affect this:
CONVOY_LEADER_ACTION_COURSE_SPEED_CHANGE_TIME = 4.0;
MERCHANT_CONVOY_LEADER_ACTION_COURSE_SPEED_CHANGE_ TIME = 2.0;
Hmmm... I changed these values 2x less and 2x, 5x higher, equal and not and I didn't see special changes in convoy ordering.

1. The most strange is that the escort always known where I am (they looking for me at correct side of convoy).

2. If escort is hearing my torpedo, why they do not react?

3. Convoy does not zigzag (always turn at stern to me)

4. Convoy does not change course at this same time - not "immediately". It looks like other ships react will high delay to commander.

--------

Edit:
It is not true that convoy is not zigzaging, at same cases leader turn to my side (at left) but only 10° for previous course. After that they change the course to stern to me.

Tested with 'military convoy / competent level mission'
Mission is available at http://www.filefront.com/17316020/Military_convoy.zip
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Last edited by PL_Andrev; 09-26-10 at 10:31 AM.
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