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Old 04-24-12, 04:22 PM   #1756
TheDarkWraith
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Quote:
Originally Posted by libindi View Post
all the difficulty levels at 1.0


how do i leave all the difficulty levels at 1.0?do i need to edit some files?
If you leave the values as is (don't edit the init.aix), aka as designed, then everything is as it should be
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Old 04-24-12, 05:54 PM   #1757
ADMIRALTIA
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The link to the upgrade to v0.034.1 leads us to the upgrade to v0.030.1
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Old 04-24-12, 06:01 PM   #1758
0rpheus
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Quote:
Originally Posted by TheDarkWraith View Post
FX_Update had my version of starshells that I made for SH3 that relied upon entries in the unit's .eqp file and an invisible gun. The starshells in IRAI are handled by the game itself - no editing files or anything. I just tell the game fire starshells and it does the rest

Aha! In that case, I'll report back on the performance as & when I encounter them.
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Old 04-24-12, 06:18 PM   #1759
TheDarkWraith
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Originally Posted by ADMIRALTIA View Post
The link to the upgrade to v0.034.1 leads us to the upgrade to v0.030.1
Yep, it's ok. That 'upgrade' is just one file - sim.cfg. This file makes the AI easier to cope with
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Old 04-24-12, 06:46 PM   #1760
THE_MASK
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Playing the campaign and western approaches mission in the happy times . Just found one of the biggest escorted convoys i have ever seen in SH5 . Time to test IRAI .
Mods i am using related to IRAI

AI_sub_crew_1_0_1_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_0_Real_Navigation
Manos Scopes-patch for 16x9
IRAI_0_0_34_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
TDW_No_Hydrophone_On_Surface_1_1_0

PS also a good time to test the new bose headphones i bought yesterday .
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Old 04-24-12, 07:22 PM   #1761
TheDarkWraith
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Quote:
Originally Posted by sober View Post
Playing the campaign and western approaches mission in the happy times . Just found one of the biggest escorted convoys i have ever seen in SH5 . Time to test IRAI .
Why are you using the upgrade? Have you tried the enemy AI without the upgrade? I find the upgrade makes them WAY too easy to evade/escape from

I'm currently testing v35. Watching the new (again) AI sub behavior to ensure they don't get slaughtered by the ship's gunfire along with some other things
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Old 04-24-12, 07:31 PM   #1762
THE_MASK
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Quote:
Originally Posted by TheDarkWraith View Post
Why are you using the upgrade? Have you tried the enemy AI without the upgrade? I find the upgrade makes them WAY too easy to evade/escape from

I'm currently testing v35. Watching the new (again) AI sub behavior to ensure they don't get slaughtered by the ship's gunfire along with some other things
Ok , i wont use the upgrade . I had a ctd so i will send you the Dbgview .
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Old 04-25-12, 01:24 AM   #1763
TheDarkWraith
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v35 is shaping up to be another great version

v0.0.35 - made changes to sim.cfg to make it a little easier for AI to detect you
- enemy is allowed to search for contact longer
- operation plaster now has ability to ram contact if close enough to the surface
- HK leader now has ability to ram contact if close enough to the surface
- corrected bug where if leader was unable to follow waypoints it could possibly come to all stop (and the rest of the ships in group come to all stop also)
- more optimizations done
- changed how AI ships can fire guns at submerged contacts. If they spot you visually or they spot you on sonar (not hydro!) and you are <= 20m depth and within 8000m they will open fire
- rewrote sub AI so they don't get slaughtered by ship gunfire (they minimize exposure to it)
- corrected bug where if single unit was unable to follow waypoints it could come to all stop
- changed hedgehogs fall speed to 6.5
- changed hedgehogs launcher to max range of 200, diameter to 70
- fixed bug of when torpedo detected a unit could come to all stop vice trying to avoid torpedo
- Airplanes now hang around if they have cannons available and will not resume waypoints until your sub has submerged or it runs out of ammo. Also if a plane has no bombs and no torpedoes but it has cannons then it will come and investigate you (in previous versions it would just keep following waypoints)
- Airplanes (excluding torpedo bombers) now change altitudes as they are coming to investigate you, drop bombs on you, or shell you to death. This is something I've been trying to do for many months!
- When an airplane initially spots a contact it will drop down close to the water surface for it's initial run. If it's a torpedo bomber then it will stay close to the water until it delivers it's torpedo. If it's a bomber or a plane that has no bombs or torpedoes then it will pop up and make it's 'bomb run' at 3000m from the contact. This makes for a very nasty surprise because you have little to no warning that an airplane is tracking you!

Note the entries about the airplanes

Hope to have this available here very soon

Last edited by TheDarkWraith; 04-25-12 at 08:57 AM.
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Old 04-25-12, 02:17 AM   #1764
TheDarkWraith
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Quote:
Originally Posted by thebeasle View Post
Thanks TDW! Still okay to use the no surface aircraft spotting and hyrdrophone add on from v0.30 ?
You should take these from my add-on mods thread

Quote:
Originally Posted by Kentrat View Post
One thing, the link to 34.1 on page one points to the IRAI_upgrade_to_v_0_0_31.zip

Regards
You were correct. I have removed that link as I feel you do not need to dumb down the AI anymore.
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Old 04-25-12, 02:21 AM   #1765
TheDarkWraith
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v0.0.35 released. See post #1

The new hell just got worse

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Old 04-25-12, 02:57 AM   #1766
THE_MASK
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Playing with realistic sensors enabled in the ingame options .
I tried to attack a convoy from within but had no chance against the dds . You will need to shadow the convoy and wait for wolfpack or try a spread shot from a long way off if there is lots of dds . Actually in hindsite i should have radioed the convoy in and then scouted for a few days to see how many dds there were . Star shells , ramming , the pinpoint accuracy is gone . Lost for words actually . You have taken the AI and made it realistic . Brilliant . I did notice when firing a salvo at the convoy from a few kilometers away , as soon as i fired the torps the ships all fired there star shells . would it be possible to have a delay . I think i will start a new campaign and just cruise up and down Kiel harbor , too scared to go anywhere else .

Last edited by THE_MASK; 04-25-12 at 08:16 AM.
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Old 04-25-12, 03:04 AM   #1767
Sartoris
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Another new version! You are a machine, TDW!

I'll try my best to test it today before I go to work and post my impressions here.
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Old 04-25-12, 06:48 AM   #1768
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Quote:
Originally Posted by TheDarkWraith View Post
v0.0.35 released. See post #1

The new hell just got worse

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Old 04-25-12, 08:51 AM   #1769
TheDarkWraith
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Quote:
Originally Posted by sober View Post
I did notice when firing a salvo at the convoy from a few kilometers away , as soon as i fired the torps the ships all fired there star shells . would it be possible to have a delay . I think i will start a new campaign and just cruise up and down Kiel harbor , too scared to go anywhere else .
That will be a hard one to do I might have an idea...
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Old 04-25-12, 09:04 AM   #1770
TheDarkWraith
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Quote:
Originally Posted by Sartoris View Post
Another new version! You are a machine, TDW!
No machine, just determined. Once something pisses me off (common in software) I will work tirelessly to fix it or make it do what I want it to do (exploitation). I was playing the game and the AI pissed me off royally because it was acting completely dumb. I couldn't take it anymore I'd been putting off working on the new versions of IRAI long enough. It was time to put the GR2 Editor/Viewer to the side for a little while and put my modding hat back on

Today I will look into all the problems that have been reported with Scapa Flow to see what the AI is doing/not doing. I have to update my OHII first then I'm off to Scapa
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