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Old 09-06-10, 05:28 PM   #721
TheDarkWraith
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ok using the Funnel smoke test mission I was able to identify some bugs in the AI logic. One was a HUGE bug that prevents the escorts from seeking you out when you are 'unknown'. Fixing bugs now......
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Old 09-06-10, 08:50 PM   #722
THE_MASK
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I played the funnel smoke mission . As soon as a torpedo hit an escort he started going backwards .
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Old 09-06-10, 09:28 PM   #723
TheDarkWraith
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Quote:
Originally Posted by sober View Post
I played the funnel smoke mission . As soon as a torpedo hit an escort he started going backwards .
I've seen that happen also. Trying to figure out why.

Boy I really FUBARd the IRAI mod starting with v0.0.20. This is taking some time to sort out and fix
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Old 09-06-10, 11:44 PM   #724
heisig1958
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Danke TDW,
für Deine super Arbeit.
Gruß Ralf!
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Old 09-07-10, 01:17 AM   #725
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This Mod is AMAZING Thank you TheDarkWraith
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What we do in life echoes in Eternity
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Old 09-07-10, 03:30 AM   #726
TheDarkWraith
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v0.0.25 released. See post #1 for details

This fixes the major bugs found as posted in earlier posts. There are a couple of minor things that need to be fixed but that can be done in next version.
I want to ensure that the AI is solid now in every scenario. Someone test this version with the funnel mission and post results please I tested it and the AI is very reactive now in this single mission. That was a great single mission to use for debugging/error finding btw
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Old 09-07-10, 03:54 AM   #727
THE_MASK
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Played the funnel smoke mission . I fired 4 torps at the escort and as soon as it spotted a torp (GAS) it reversed at full speed ( it was going forwards at fast speed then reversed instantaneously) . Maybe have some script torpedo avoidance (dont reverse) . I played it again and this time the escort turned towards the direction of the torps and headed towards the direction they were fired .

Last edited by THE_MASK; 09-07-10 at 04:23 AM.
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Old 09-07-10, 05:02 AM   #728
laribe
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Used 25 to play Funnel smoke, sank CV. Close escort carried on steaming ? Should have turned back as the master was dead in the water.

The HK group turned towards contact and took a very slow cruise down the course. I could have got the other targets before they even got within asdic range. I think it should have a faster search speed now. As it was they never even got a sniff of me

I must admit I never saw any DDs going astern.

I tried out Military convoy, which I got from the forum somewhere, and what seemed to happen was that the DDs got the contact but only one was actually dropping DCs on it, even though they seemed to work in pairs on the attack run.

Bye the bye does someone know the attack run speed and minimum DC depth as I am trying to make some sense of this.

Last edited by laribe; 09-07-10 at 07:53 AM.
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Old 09-07-10, 08:56 AM   #729
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Any HK group or convoy where you kill the leader will introduce the kill the leader bug present in the game. I have mitigated the results of this kill the leader bug as best as possible by letting each unit act as an independent. When they go independent there are no more tactics - thus I cannot guarantee any specific behavior. This is probably what you all are seeing now. In my testing with .25 I never killed the leader - I just damaged it. I really wish that Ubi would release another patch that addresses this kill the leader bug issue.
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Old 09-07-10, 01:40 PM   #730
andritsos
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hi, ur mod are really great, so i think the best we can do is make them better by reporting you problems and give you suggestions and ideas.
Today i played operation pedestal and i noticed something a bit strange: there are lot of planes coming to attack, however they attack you( good that they attack), but attack you and not the italian task force.Is there something like a priority for enemy planes to attack your human controlled u boat? or the u boat is higher in priority than a whole task force. Something like that made me come with an idea: is there a scale of priority in targets?so that enemies plane attack first the BB and cruiser ratehr attack you? or do some random, like 70 % of planes attack the task force and the rest attack you?
i really want to thank this community for the amazing job done!
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Old 09-07-10, 06:50 PM   #731
BowfinSS287
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version .25 is the same as before.....cripple the carrier and the escorts
stop dead in the water. I ran many tests and got the same result every
time, the one time i missed the carrier the destroyers turned towards
me and were preforming an S pattern to their approach...nice
this kill the leader bug is really killing me...
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Old 09-08-10, 01:04 AM   #732
laribe
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Yes found the same thing. What I did note was when I hit 1 of the DDs the others started hunting and attacking, but still not dropping that many DCs.
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Old 09-08-10, 01:10 AM   #733
TheDarkWraith
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Quote:
Originally Posted by laribe View Post
Yes found the same thing. What I did note was when I hit 1 of the DDs the others started hunting and attacking, but still not dropping that many DCs.
How can they drop DCs when they have no clue where you are? In that test mission you are an 'unknown' contact to them. As an unknown they do not know where you are or how far away you are. If by chance during their search they discover you then you will get pounded hard by DCs. But majority of the time, if you maneuver, they will not find you.
In previous versions (around .12.-.15) I 'told' the escorts where you were so that they had a very good chance of discovering you. To me that was very unrealistic. I like it now where they search for you and if by chance they find you then you get pounded by DCs. To me that's more lifelike.

EDIT:

Do you all know how to use the AI debugger built into the game? If so, info from that will greatly help me fine tune and fix errors with this mod as the dynamics of it are far greater than any one person or group of people could possibly test. The info I would like to see is:
- Commander: what tactic is set. There should only be one set in his list - if there are multiple ones set then there's a problem in my code
- Units: what role is assigned to each unit. Again, only one role should be assigned to each unit - multiple roles indicate problem in my code
- If the commander has a tactic set then no entries under ShipNavigate should be highlighted (# means in use) - this applies to the commander and all units of the group. Check all trees to ensure nothing is set
- If you cripple the commander or kill it see if the tactic 'Operation Error' is set or not. It should be to let the units act independently. If it's not set what is set?

The AI debugger is a very powerful tool once you understand how to use it. Just be sure to hit the reload script button every once in awhile. I've found that using the AI debugger can cause tactics to 'hang' and pressing the reload script button from time to time cures this.

Last edited by TheDarkWraith; 09-08-10 at 01:47 AM.
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Old 09-08-10, 02:23 AM   #734
laribe
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I will have a go on the de-bugger and see what happens I would disagree about your tactics though, as I stated before, in real life if it was even thought there was contact an attack was started, as you had in your earlier versions.

Speaking for myself I would prefer your earlier version mixed with your later version tactics, apart from that cursed bug
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Old 09-08-10, 02:51 AM   #735
andritsos
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question, i have put ur irai mod and the no hydrophone , in an order with others mods, what i noticed is that enemy planes in pedestal attack you ratehr the task force, second you say that there is a mission wolfpacks but in historical mission there is nothing, is my mod activated? i will give you my mod order later as i cant remember it now,
How to use and where when use teh debugger, thanks a lot
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