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Old 04-23-12, 05:01 PM   #1726
Trevally.
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Can you tell me where you see this Sober

There are only 2 that I know about (Scapa) and they are ment to be like this.

Edit: your post has gone. This was about the DDs with no waypoints.
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Old 04-23-12, 05:03 PM   #1727
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Maybe you need to start a new campaign to see these new values in game . Does the game pulls some numbers from the SH5 save game files instead of the main game folder ? Classic example is the ini file . It takes the info from the save game file after you start a career , never the main game folder .
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Old 04-23-12, 05:10 PM   #1728
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Quote:
Originally Posted by Trevally. View Post
Can you tell me where you see this Sober

There are only 2 that I know about (Scapa) and they are ment to be like this.

Edit: your post has gone. This was about the DDs with no waypoints.
Sorry , i shouldnt post without checking . you are correct V1.8 only has a couple . again my bad sorry .
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Old 04-23-12, 05:35 PM   #1729
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Quote:
Originally Posted by sober View Post
Did you un enable water disturbances mod .
I did.

Now I ran another test from the same save game. Have new 0033, 0031 upgrade and Shoot at periscope IRAI and that was actually something. Searching was still rather sporadic, but Shoot at periscope IRAI made them bring hell upon me, it felt good actually. As soon as they saw the scope they opened fire. Well well...it's getting somewhere. Thanks for all the suggestions guys. I think I'm gonna start my new "test" campaign with 0033+0031+Shoot at periscope IRAI and I'll see.
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Old 04-23-12, 05:36 PM   #1730
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I'll check to the values in the sim.cfg file for 33 vs 31 to see if I screwed up and replaced the file

what v34 is going to bring to the table:
- speed restrictions based on crew ability removed. Now just a calculated speed restriction based on damage to the ship is used (no more outrunning the escort - only if it's badly damaged will you be able to do this)
- optimizations done to reduce memory / cpu cycle requirements
- working on when a docked unit goes into alert taking it out of docked status and into some other status (cross fingers on this one!)
- working on revamping plane AI to be more stealthy when approaching a contact (if it works then spotting planes will be very hard for you and your crew - you won't be able to spot them till it's way too late)
- some roles and ops removed as not needed by the changes made in v33
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Old 04-23-12, 05:58 PM   #1731
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I'll try to make some time tomorrow or the day after that to test the new files.

I'm very glad to see you working on the AI some more!
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Old 04-23-12, 06:40 PM   #1732
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Quote:
Originally Posted by Sartoris View Post
I'll try to make some time tomorrow or the day after that to test the new files.

I'm very glad to see you working on the AI some more!
Well I was playing the game and the AI pissed me off because it was acting dumb and the AI subs were dying off to fast and not hitting their targets so I finally had enough and jumped back into modding IRAI again
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Old 04-23-12, 08:19 PM   #1733
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Found many problems and have been corrected. For one the ramming routine was hosed up because of a change I made some versions ago...wondered why no one was ever trying to ram me!

And things just got very interesting: ships will now shoot at you if they have spotted you and you are within the depth range and you are within the specified distance range...and this is not using Rongel's method This means being submerged isn't safe anymore when you are close to a warship

There are two ways ships can fire upon you when submerged:
- if they visually detect you or radar detects you and you are <= 8000m from them and <= 25m depth
- if they detect you on hydro or sonar and you are <= 2000m from them and <= 25m depth

Poor AI subs get slaughtered now

While testing a Battleship fired all guns at a submerged AI sub....there was no chance for survival Man this is brutal...I think Scapa Flow will be much harder now...

Last edited by TheDarkWraith; 04-23-12 at 08:36 PM.
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Old 04-24-12, 12:31 AM   #1734
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That sound really good TDW!

Quote:
- speed restrictions based on crew ability removed. Now just a calculated speed restriction based on damage to the ship is used (no more outrunning the escort - only if it's badly damaged will you be able to do this)
I'm especially happy about this one

Also curious to see how are the DD's acting when firing underwater sub, how many minutes they shoot the area or do they stop when you are out of their trigger area.
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Old 04-24-12, 12:36 AM   #1735
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Quote:
Originally Posted by Rongel View Post
That sound really good TDW!

I'm especially happy about this one

Also curious to see how are the DD's acting when firing underwater sub, how many minutes they shoot the area or do they stop when you are out of their trigger area.
They will continually shoot as long as the contact is within the parameters specified If the contact dives to > 25m depth then they will quit shooting
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Old 04-24-12, 01:15 AM   #1736
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Also figured this out:


That's the ship AI shooting starshells on their own (and this is not the work of FX_Update!)

I understand now how it works but the current implementation is flawed. There will be limited starshell activity in upcoming version. Version after that I will make the implementation correct.

Last edited by TheDarkWraith; 04-24-12 at 01:44 AM.
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Old 04-24-12, 01:43 AM   #1737
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And for those who don't think the hedge hogs are working:


They are working I think the main problem is the spread pattern is too big, the weapon's (launcher) range is too small, and they fall too fast

Last edited by TheDarkWraith; 04-24-12 at 02:45 AM.
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Old 04-24-12, 02:39 AM   #1738
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v0.0.34 released. See post #1

Welcome to the start of the new hell...

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Old 04-24-12, 03:18 AM   #1739
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Hi TDW,

Many thanks,

Looking forward to trying this out!

One thing, the link to 34.1 on page one points to the IRAI_upgrade_to_v_0_0_31.zip

Regards
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Old 04-24-12, 03:46 AM   #1740
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Just to confirm, it's okay to install the 31 update after the new 34 version? And should the new IRAI be installed after FX update and NewUI?
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