![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
|
![]()
So as I did a long time ago with River FF in shIII
I've been working some single mission problems for the enemy AI to work over while I watched them from God mode. While watching Three expert River Frigates from SHIV UBM Ive observed that They do do buttercups or so(ish) they do sprint and drift trading up control while the others run in. and switching in turn. but when it comes time for the run in, as the escort passes over the datum point. The Dc racks fire a roughly normal roll out. but as each thrower goes by the leading edge of the datum point they all fire on the same location theres a little disspersion but no pattern as you or I would normally expect as all the thrown dc's enter the water at roughly the same point. so I wanted to start a discussion about ideas. to correct the pattern throwing of the AI. using whatever means can be devised. for my part my first notion is to reduce the number of throwers regardless of historical accuracy and build in a refire delay in the sim file. I think that would probably work as an approximation but I wonder if anyone has other suggestions that might work without making non historical changes. suggestions anyone. M [edit] or leave a few racks with no ammo and a few with ammo and refire delay |
![]() |
![]() |
|
|