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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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Friendly ships and Sonar and Submarines
Are the Italian and German Destroyers armed with Sonar? Because in a mission I created, the friendly ships don't seem to track or attempt to destroy the allies U-class submarine once they dive.
The ships seem to only attack on the surface. And the all submarines I spawn in the editor, as soon as they see an enemy ship, they dive and crash into the seafloor and just grind againts it in a direction I have not plotted for them, any idea's why? The Submarines also surface randomly, then get sunk, they also defy the course set by them. |
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#2 | |
Black Magic
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#3 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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Thank you for your input, I will try your mod right away
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#4 |
Black Magic
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#5 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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Also, are the enemy and friendly AI subs capable of using their deck guns?
Last edited by V13dweller; 01-20-13 at 11:06 AM. |
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#6 |
Black Magic
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#7 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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And can the Montecuccoli cruiser use the single depth charge rack it has, and does it have a sonar to make use of this rack?
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#8 |
Black Magic
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If a unit has DCs it will use them. In order to see if a unit has some kind of sensor you need to open it's .sns file found in \data\Sea\unit name. To see what equipment it has (guns, etc.) open up the .eqp file. These can be opened with Notepad.
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#9 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thinking out loud, two possible fixes come to my mind... - trying the same fix suggested by you yesterday - moving the gun into the Library/ShipParts folder, and changing accordingly the path to the gun in sub's eqp file. But before any other test, I would try equipping a surface unit with this gun, and see if by any chance the problem is in sub AI routines rather than in the gun itself ![]() |
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#10 |
Navy Seal
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TheBeast was testing this where he put other guns on AI uboats.
They still did not fire |
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#11 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#12 | |
Navy Seal
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![]() It had the whole discussion, test files and missions where it was all tested ![]() |
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#13 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#14 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
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I made a test for the enemy submarines and the Friendly Destroyers, The Friendly destroyers are useless when it come to depth charges, they barely use them, probably once in the test, they just circle around where the subs are underwater, and just wait for them to surface.
Is this meant to happen? |
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#15 |
Stowaway
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Depth charges were more of a harassing tool. You had to get really lucky to actually get a kill with one.
Boat commanders would use them sparingly to try to harass the crew into surfacing. Otherwise, if you can ping away with active sonar, it's really only a matter of time before they have to come up. Having said that, I'm not sure if IRAI is just trying to be hyper real in your situation, or if it is actually a bug. |
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