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Old 07-03-19, 01:38 AM   #11
XenonSurf
Sea Lord
 
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,703
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I have replayed the scenario, this time attacking from my maximal torpedo range which is 3000m for my early GE electric torpedo, this doesn't make a difference to find me surrounded by all escorts afterwards, because my distance to the closest destroyer at the moment of torpedo launch was about 1100m. I fired all my 4 forward tubes, 2 electric+2 steam, and immediately headed away 120m, 5knots.

All my torpedos have missed, but I noticed that the CV didn't leave the scene, he was just circling together with the other escorts a little apart, so I got it later after making a persiscope survey, very stupid AI, I thought the carrier was miles away already which he was not, I got in a 1500m good solution to sink it this time. After this, same scenario as before I'm surrounded by all escorts, but this time they seem a lot weaker to find me...
The circling carrier, although a crazy tactic was ok, because this was 'Easy' difficulty in my modding list, meaning a competence level set in the IRAI 0.41 between 0.60-0.88 (1.0 is maximum). With high difficulty I expect the carrier to leave the scene immediately at max. speed.

I will repeat the scenario with various IRAI difficulty settings to see how my 'difficulty levels' work, I can see up to now that they do what they are supposed. Also the carrier has launched planes after my first attack run, it was 23.00 GMT, a bit off, but it's also ok because I set this in the Generic Patcher.


@Bstanko6,
The proximity alert sirene is still there, even with the improved TWoS OHII ship compositions. But I prefer this sirene to the game CTD I would get otherwise because of the infamous 'capital ship damaged only CTD'.


.
XS

Last edited by XenonSurf; 07-03-19 at 01:51 AM.
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