SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
02-01-11, 04:39 PM | #1066 |
Chief
Join Date: Oct 2010
Location: Highlands UK
Posts: 323
Downloads: 36
Uploads: 0
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@TDW,
Im still using your MO with Patch 1 / 2 and a couple of sound mods. Since ive installed these and been playing without problems, there have been further significant improvements to the game from your modding. i.e. Adding an extended campaign to 1945 Adding Icebergs Further Random AI improvements to IRAI Would there be a chance you could make a patch 3 for MO that includes these improvements!...?? Also, something i would like added is the ability to keep hold of your current boat and be able to change to a newer one only when available and you so wish!, Sometimes i get quite attached to my lucky boat, and its my understanding that when you reach certain points in the campaign, you are releved of your boat and given another regardless!! Thanks |
02-01-11, 05:45 PM | #1067 | |
Planesman
Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 123
Uploads: 0
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Quote:
Windows XP, 2Gb. RAM, ATi HD 5670 (latest drivers). AMD Athlon 64 X2 Dual Core 5600+ I always start a new career to test new mods, save, exit and reload (as you said to don´t have a CTD). Also I reinstalled the game complete and downloaded mods again. Without MO having much less loading time and lags. Don´t know why. A week or two I was playing perfectly. |
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02-01-11, 10:26 PM | #1068 |
Grey Wolf
Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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Please advise - should we load this over the megamod MO or uninstall that first or have you updated that as well
Rascal |
02-02-11, 07:00 AM | #1069 | |
Seaman
Join Date: Apr 2009
Posts: 41
Downloads: 102
Uploads: 0
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What are wolfpacks? -SH5 programmer, 3 months before release http://www.subsim.com/radioroom/show...=159298&page=4 |
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02-02-11, 06:23 PM | #1070 |
Grey Wolf
Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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Sorry to ask again, maybe I have missed something but I am wondering if this new version of IRAI should be installed over MO mod, and while we are about it I see that the Multiple UI mod has also been updated, should we also install this over the current version of MO and if so which of the newer mods should be installed first
While we are at it is it possible to get an ETA on any update to MO mod Regards Rascal |
02-02-11, 07:44 PM | #1071 |
Planesman
Join Date: Apr 2007
Location: Canada
Posts: 185
Downloads: 223
Uploads: 0
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i got a chance to run a test with 0.30 today, very nice indeed
i took the carrier out with a spread of 3 torpedoes and 3 escorts started their search,while the other 2 destroyers stayed close to the sinking carrier. i switched to external camera to watch what they were doing,it almost felt like someone was controlling the escorts, one went all quiet ,while the other 2 ran a pattern around my area. DC were dropped in my area and shook me up,this went on for hours,simply beautiful to watch this is a very big step forward for the AI one problem.....ships still run in reverse sometimes.....kill the reverse bug |
02-03-11, 02:33 AM | #1072 | |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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When the MO will be updated by TDW then i will not use the updates that i use now. I think it is up to you if you want to update or if you want to waith for new MO version - if you are doing the updating steps in corect oway no reason to have problems (i think)! Salute! |
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02-08-11, 09:39 AM | #1073 |
The Old Man
Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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Sticky this Mod please.
The most essential Mod ever written for the Silent Hunter series. Thank you TheDarkWraith
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***THE GENERAL*** |
02-08-11, 11:59 AM | #1074 |
Black Magic
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I haven't been able to narrow down what causes this behavior. I don't know if it's something that I have caused or if it's a game bug. When they are going in reverse what are they doing? Are they circling, going in a straight line, spiraling, ??
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02-08-11, 01:40 PM | #1075 |
Planesman
Join Date: Apr 2007
Location: Canada
Posts: 185
Downloads: 223
Uploads: 0
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I've seen it happen when one ship tries to avoid hitting another ship
it will go into reverse,then it will continue to sail around in reverse |
02-08-11, 01:41 PM | #1076 |
Black Magic
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02-08-11, 02:00 PM | #1077 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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This happens on large convoys where is a lot of escorts and all of them are rushing to rape the sub. Now, when around 12 escorts are fighting for a spot to drop charges on the poor sub, weird stuff can happen, reverse sailing included.
Later on, in the 43-45 campaign part, when the escort includes even carriers and BB's.. things are getting very ugly. The capital ships are also start to hunt the sub and this will result in a massacre. These capital ships will completely ignore any other ships in their way, no matter if they are merchants or warships. I was hunted by a carrier for 2 days and she sunk about 4 warships in the meantime. Had to reload an older save to make this stop... |
02-08-11, 02:52 PM | #1078 | |
Black Magic
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02-08-11, 03:01 PM | #1079 | |
Silent Hunter
Join Date: Apr 2002
Location: standing watch...
Posts: 3,793
Downloads: 344
Uploads: 0
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Quote:
Normally the dedicated HK group that would actually attack the sub should never be more than 4-6 escorts. Any heavy warship, and the remaining escorts should act as a "convoy" and move out of the area, leaving just a small group behind to deal with the player's boat. Can you have warships in a TF have different roles? A small group of escorts with HK role and the rest as convoy escorts?
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02-08-11, 03:08 PM | #1080 | |
Black Magic
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I tried making the leader (of an HK group) just steam on following waypoints and have the rest of the 'convoy' follow him leaving behind a team to combat the sub but it didn't work. The units left behind just sat there motionless in the water. Once I brought the leader back to the area they came alive again. |
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