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Old 01-03-12, 08:11 AM   #1621
charognard
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TDW is there any way to make DD faster when they have have loocked the sub, and if is there any parameter to change for most precise deep charge...
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Old 01-03-12, 10:08 AM   #1622
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Quote:
Originally Posted by charognard View Post
TDW is there any way to make DD faster when they have have loocked the sub, and if is there any parameter to change for most precise deep charge...
By faster I'm assuming you mean speed wise? I have them running at 1.0 throttle when they detect you so the only way to speed them up would be to edit their .cfg files and change their max speed.

The depth charges currently have +-3.5m accuracy. To change that you have to edit the .sim files for the depth charges. You have to change this parameter:

0000024C 64 65 70 74 68 5F 70 72 65 63 69 73 69 6F 6E 00 depth_precision.
0000025C 00 00 60 40 ..`@

0x40600000 is 3.5
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Old 01-03-12, 10:19 AM   #1623
charognard
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Originally Posted by TheDarkWraith View Post
By faster I'm assuming you mean speed wise? I have them running at 1.0 throttle when they detect you so the only way to speed them up would be to edit their .cfg files and change their max speed.

The depth charges currently have +-3.5m accuracy. To change that you have to edit the .sim files for the depth charges. You have to change this parameter:

0000024C 64 65 70 74 68 5F 70 72 65 63 69 73 69 6F 6E 00 depth_precision.
0000025C 00 00 60 40 ..`@

0x40600000 is 3.5
Great

Actually, we are playing multiplayer with this mod config :
Newui 6,3,7
Irai0,3
Irai0,3,1
Is it good or must we put IRAI befoe new UI ?

Concerning DD, we have see during our multiplayer game, when they spoted a player, it run at 12-15knt on sub position, like DD in search mode. Normaly, the DD must go at 20-24knt on the sub, and after slow down and make the DC attack...

Concerning DC attack, most of time, DC are about 40-50m around the sub...

Thx for the answer I hope it ll help us to have a more dangerous IA, because in actual state, you can t die by IA...
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Old 01-07-12, 12:21 AM   #1624
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Recently added this MOD to my soup & so far, so good. I was never attacked by an air patrol during the entire Coastal Waters mission. Never had to dive once to avoid a plane though I had plenty of sightings. Maybe I was just lucky, I don't know.

After I added the MOD, enroute to the British Supplies Mission I was attacked by two units of air patrol. What a pleasant surprise! I hate a boring transit!

Thanks TDW!
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Old 01-07-12, 05:12 AM   #1625
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Quote:
Originally Posted by jrescalante View Post
Recently added this MOD to my soup & so far, so good. I was never attacked by an air patrol during the entire Coastal Waters mission. Never had to dive once to avoid a plane though I had plenty of sightings. Maybe I was just lucky, I don't know.

After I added the MOD, enroute to the British Supplies Mission I was attacked by two units of air patrol. What a pleasant surprise! I hate a boring transit!

Thanks TDW!
I believe IRAI MOD should only be installed/updated/changed while in bunker.
This may be why you didn't get attacked during Coastal Waters.

Also, you can adjust the settings in this MOD to flavor.
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Old 01-07-12, 10:38 AM   #1626
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Sorry Beast. After reading my post, it did give the impression that I may have added it during my patrol. That was not the case. I did add it in the bunker. As a matter of fact, I have learned from experience that unless the MODs documentation or the original post says it is safe to add at any time, I wait until I’m in the bunker. Unfortunately, it is not always stated in one place or the other.
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Old 01-07-12, 03:52 PM   #1627
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Well Done!

It is always best practice to install/update/change any MOD while in bunker.
Some MOD's may even require starting new Career for changes to take effect unless you want to manually edit many settings in Save Game files.
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Old 01-07-12, 04:27 PM   #1628
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after many and many test, a DD with waypoint set on 20knt. When i m detected at 10km, DD ( W&W ) down at 15knt and come on me...

The only time where it use his full speed, is for esquive a torpedo...

:/ am i alone in this case ??
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Old 01-07-12, 05:52 PM   #1629
Sepp von Ch.
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No, I also asked for it some time ago, but TDW wrote, that this will be modified in the next official version of IRAI.
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Old 01-10-12, 03:46 PM   #1630
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in SH4 - TMO 2, A/C were able to visually sight Submerged Submarine to depth as much as 50 meters (150 feet).
In clear waters of Pacific this may be true but not so much for dark mirky waters of North Sea and North Atlantic.

Is it possible to maybe enable new AI Sensor for A/C ONLY that allows A/C to visually Sight Submerged Submarine at depth of 10-15 meters (30-45 feet) or Periscope Depth.

Regards!
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Old 01-10-12, 05:29 PM   #1631
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Dont know, but IA is totaly break in MP game, just finished an another MP game now, we were 2 sub VIIB, 2 convoy, and 12 DD.

Well, there is just one sub who s taking the DD agro, the other sub stay alone, even he fire some torpedoes on DD or Merchants.

The only good point is, some escort stay with convoy, but don't attack the secondary sub when it attack convoy.

With 8 DD on me, at IP, and 5knt, i m taking no damage, sunk 3 Troop transport and 4 DD... Really borring, I d like play MP but i think i ll come back on SH3-4 where IA is really a challenge... SH5 i love this game at all and graphisme, many good ideas and modders are making a great work, but UBI are realy stupids thiefs !

In campain, i feel escort are really more deadly... SH5 is finaly just a solo game, in the actual state.
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Old 01-10-12, 06:04 PM   #1632
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Quote:
Originally Posted by charognard View Post
Dont know, but IA is totaly break in MP game, just finished an another MP game now, we were 2 sub VIIB, 2 convoy, and 12 DD.

Well, there is just one sub who s taking the DD agro, the other sub stay alone, even he fire some torpedoes on DD or Merchants.

The only good point is, some escort stay with convoy, but don't attack the secondary sub when it attack convoy.

With 8 DD on me, at IP, and 5knt, i m taking no damage, sunk 3 Troop transport and 4 DD... Really borring, I d like play MP but i think i ll come back on SH3-4 where IA is really a challenge... SH5 i love this game at all and graphisme, many good ideas and modders are making a great work, but UBI are realy stupids thiefs !

In campain, i feel escort are really more deadly... SH5 is finaly just a solo game, in the actual state.
The problem is because of how the AI in SH5 works. A group of ships is assigned a leader. That leader can only handle one contact at a time. The leader is responsible for setting the current tactic to be used. The current tactic dictates what the remaining ships do/don't do. Let's say that some ships are assigned protect convoy (from my IRAI mod). Those ships will stay with the convoy no matter what. They will not break rank even if you are 500 feet away from them. But enter inside of the convoy and they will break rank and seek you out. Now let's say some of the other ships are assigned plaster role. Their job is to seek out subs and DC them. Now let's say one of them finds a sub. He will in turn radio his buddies to come join the party. Thus is why they never try and seek out the second sub. The only time you would see some of the ships with the convoy break rank and go after another ship/sub was if they were assigned the role guard convoy and they spotted you.
Now we could spin this into another scenario. Let's say that the leader has his eyes on a ship/airplane contact. The tactic that it will set will have nothing to do with subs thus the chances of it sending out escorts to look for subs is slim to none.
In my IRAI mod if I didn't set a tactic or I set a tactic that let everyone 'be on their own' you wouldn't have convoys sailing in nice rows of ships following one another being led by an escort. It would be mayhem. It's a fine balancing act to get ships to follow another and to make the AI responsive.
If the actual group routines worked for the AI I could much more with them. But those functions always cause CTDs when I try to use them.
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Old 01-11-12, 12:31 AM   #1633
Stew U-582
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Dear TDW,
Love your work but have a few questions.

I recently added your 31update. I have a few interesting things I noticed
and wondered if its working as intended on my pc. Firstly Ill explain the conditions.
1. I still have IRIA 0.0.30 installed followed by 31
2. I installed while in port but not new carear.
3. this is the only change to mod loadout and seemed to work fine before.
4. Im unsure if there is a problem or its working as intended.

Its early in the war , late 1939 ,
I found a Taskforce with several escorts and two battleships.
I gave one battleship 2 electric torps , long range 2500m ,then dived to 130m at slow speed to avoid detection engaging silent running at 100m.
some depth charges have been droped but not very close to me.
I havnt heard any sonar pings , maybe im too deep ?
The other Battleship whent wild and has crashed into 2 escorts
spliting one in halfand sinking it. The escorts dont seem to have any idea
where I am. At this point I thought the AI might be malfunctioning so
I saved game and wrote this post.

Does this sound like possible AI behaviour Im use to the AI being much
harder but its very early in the war and I thought I might be posible
Ive encountered some novice crews without deep operating asdic.

Any comments would be apreciated.

Thanks
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Old 01-11-12, 01:16 AM   #1634
charognard
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Quote:
Originally Posted by TheDarkWraith View Post
The problem is because of how the AI in SH5 works. A group of ships is assigned a leader. That leader can only handle one contact at a time. The leader is responsible for setting the current tactic to be used. The current tactic dictates what the remaining ships do/don't do. Let's say that some ships are assigned protect convoy (from my IRAI mod). Those ships will stay with the convoy no matter what. They will not break rank even if you are 500 feet away from them. But enter inside of the convoy and they will break rank and seek you out. Now let's say some of the other ships are assigned plaster role. Their job is to seek out subs and DC them. Now let's say one of them finds a sub. He will in turn radio his buddies to come join the party. Thus is why they never try and seek out the second sub. The only time you would see some of the ships with the convoy break rank and go after another ship/sub was if they were assigned the role guard convoy and they spotted you.
Now we could spin this into another scenario. Let's say that the leader has his eyes on a ship/airplane contact. The tactic that it will set will have nothing to do with subs thus the chances of it sending out escorts to look for subs is slim to none.
In my IRAI mod if I didn't set a tactic or I set a tactic that let everyone 'be on their own' you wouldn't have convoys sailing in nice rows of ships following one another being led by an escort. It would be mayhem. It's a fine balancing act to get ships to follow another and to make the AI responsive.
If the actual group routines worked for the AI I could much more with them. But those functions always cause CTDs when I try to use them.
Yes i have understand how tactics and leader work.

I have set a mission with 2 convoy, and on ub near of each. Well, the first sub detected taunt the escort and all DD from the 2 convoy ( exept few who stay with marchants ). Even if the second is at 5km...

I have tryed to set in my mission single DD, indépendant groups from convoy and DD grouped with marchand, in all case, it s the same...

But, this isn t the main problem, if 8 DD come on the first contact and kill it, after they can go on the second, but, 8 DD elite, set with late equipement, can t kill an IP sub running fast, it s the most important probleme. In sh3, if you stay at IP, the first DC have great chance to kill you...
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Old 01-11-12, 03:03 AM   #1635
TheDarkWraith
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Quote:
Originally Posted by Stew U-582 View Post
Dear TDW,
Love your work but have a few questions.

I recently added your 31update. I have a few interesting things I noticed
and wondered if its working as intended on my pc. Firstly Ill explain the conditions.
1. I still have IRIA 0.0.30 installed followed by 31
2. I installed while in port but not new carear.
3. this is the only change to mod loadout and seemed to work fine before.
4. Im unsure if there is a problem or its working as intended.

Its early in the war , late 1939 ,
I found a Taskforce with several escorts and two battleships.
I gave one battleship 2 electric torps , long range 2500m ,then dived to 130m at slow speed to avoid detection engaging silent running at 100m.
some depth charges have been droped but not very close to me.
I havnt heard any sonar pings , maybe im too deep ?
The other Battleship whent wild and has crashed into 2 escorts
spliting one in halfand sinking it. The escorts dont seem to have any idea
where I am. At this point I thought the AI might be malfunctioning so
I saved game and wrote this post.

Does this sound like possible AI behaviour Im use to the AI being much
harder but its very early in the war and I thought I might be posible
Ive encountered some novice crews without deep operating asdic.

Any comments would be apreciated.

Thanks
31 really loosened up the AI's sensors (thermal layer was made much more effective). Remove 31 (it's just a single file) and they will be back to normal. You can also set the difficulty settings for escorts/warships to 100/100. That will give you a workout. If you're really feeling bold disable the fatigue model also.
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