![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Chief
![]() |
![]()
Hey All,
I was going to slip into Tyne Harbour yesterday, and was pounced on by 8 DD and a patrol boat (wow they are fast). The boat wasn't harmed, but something funny occurrect that made me wish for better AI in escorts. All 9 escorts, proceeded to my last seen location, and stopped surrounding it. All 9 spotlighted the same location, and all 9 began oddly, firing cannon and machine gun fire into that spot, even though I was 100m below surface. lol Why no depth charges lol What I'd love to see, is one go to that spot n circle, while the others fan out n circle around that spot trying to pick me up. That's what a human would do. Just wish they were harder. I am using Open Horizons II, and also Haramirs self aware escorts, but so far, I'm disappointed with enemy AI. I even had an escort 200m from me while I sank all the ships in port and it didn't respond. It just pinged me and didn't move. lol I doubt modders could make escorts better, n more human like, but jeez it'd be nice. |
![]() |
![]() |
![]() |
#2 |
Black Magic
![]() |
![]()
you need my IRAI mod
![]() ![]() |
![]() |
![]() |
![]() |
#3 | |
Navy Seal
![]() |
![]() Quote:
![]() A brand new AI, and quite hard!
__________________
|
|
![]() |
![]() |
![]() |
#4 |
Ensign
![]() Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
|
![]()
While I think IRAI is an improvement (and a great one at that) it doesnt transform the game into smart AI
Examples I can sit and spam the depth to bottom and not have it effect those searching for me I can move into a harbour and attack with deck guns taking all the merchants and coastal boats out without aircraft or destroyers coming in There is not intelligent and well coordinated AI even with mods, sorry but thats my view |
![]() |
![]() |
![]() |
#5 | |
Navy Seal
![]() |
![]() Quote:
![]() I have tested this many times when TDW was adding the est range to contact using a ping. I was attacked every time by the Frigate in the mission I was using for the test ![]() |
|
![]() |
![]() |
![]() |
#6 | |
Navy Seal
![]() |
![]() Quote:
For air - ports are on the whole protected from air attacks by threat zones. Use single mission to get rid of these zones for your testing ![]() |
|
![]() |
![]() |
![]() |
#7 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
|
![]()
Not AI, but I working on escort weapons at the moment. I'm trying to make them a bit more lethal. According to what I've read some ships of Tribal, A and B class all had a few KGuns added during the war. Ive managed to get 2 extra working KGuns on each of those and landed the "A" turret on A and B class and added hedgehog which becomes available end of 42 to mid 43. Added 2 extra DC throwers to Flowers nestled nicely in gaps along the superstructure too.
I find DC loadout to be too high in general 40 dcs per Kgun is a bit much. If I'm depth charged during gameplay, they never run out. A flower with 2 racks carried~70 in real life. KGuns carry 5 or 6 reloads each, but this is perhaps too low for gameplay whereas 40 (stock game for KGun) is too high. Plus there is inconsistancy between the Mk9 and standard versions in terms of ammo loadout. I'm currently looking at 35 per rack, and 12 to 18 or even 24 per KGun / YGun. Some escorts carried well over 100 during the war. Fixing Hog Island too... all its turrets are inverted under the deck.. just need rotating and will try to add a main gun on the stern if possible. |
![]() |
![]() |
![]() |
#8 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]()
Jace,
you are invited to take part into this open project. I think that your changes to ship and aircraft armaments would nicely fit into it ![]() But I warn you: I am an history and realism maniac ![]() ![]() |
![]() |
![]() |
![]() |
#9 |
Ocean Warrior
![]() |
![]()
I think it was a big understatement
![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
![]() |
![]() |
![]() |
#10 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() |
![]() |
![]() |
![]() |
#11 | |
Ocean Warrior
![]() |
![]() Quote:
![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
|
![]() |
![]() |
![]() |
#12 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
|
![]()
So no 18 inch turrets on a trawler then...
![]() |
![]() |
![]() |
![]() |
#13 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() |
![]() |
![]() |
![]() |
#14 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
|
![]()
I wanted to make some corvette skins for a long time. Flower class has so many great camo schemes and there are some great websites cataloging them like bob pearson's.
The mapping on the AO is tricky though. ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#15 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() lately I have been working on the historical camouflage scheme of the Appalachian class command ships. It is not finished yet, but what I got so far ain't that bad: ![]() ![]() ![]() Yes, figuring out their mapping is not easy. Nonetheless there is a way to paint camo schemes directly on the diffuse map which not everyone is aware of: ![]() ![]() http://www.subsim.com/radioroom//sho...2&postcount=75 |
|
![]() |
![]() |
![]() |
|
|