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Old 04-25-12, 09:37 PM   #1801
TheDarkWraith
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Originally Posted by sober View Post
I read something in the patch 1.2 readme about something similar .
Patch 1.2 change list
===================
Bugs and issues
- Fix for CO2 not being saved correctly
-Fix for crew morale
- Fix for weather being reset to clear weather after load
- Fixes for crewmen showing under water under certain conditions
- Fixes for ships exploding in ports or hitting the shore
Just checked what changed and it appears that they modified shcollisions.act. Time to open it up and take a peek inside
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Old 04-25-12, 10:04 PM   #1802
THE_MASK
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Just checked what changed and it appears that they modified shcollisions.act. Time to open it up and take a peek inside
I dont think they changed much LOL . When playing the single mission In spite of everything 9 times out of 10 the dds still head towards the shore and explode with patch 1.2 .
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Old 04-25-12, 10:11 PM   #1803
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v0.0.36 released. See post #1
Just when I was about to test v0.0.35 oh well.
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Old 04-25-12, 10:57 PM   #1804
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The only thing i would change is
IRAI_0_0_36_ByTheDarkWraith\data\Cfg\Sensors
;Submarine player sensors detection parameters
[SensorParameters]
;Visual.
Visual range factor=0.30 ;[>=0] was 0.5, decreased by 25%
Visual fog factor=0.75

Change to
;Submarine player sensors detection parameters
[SensorParameters]
;Visual.
Visual range factor=0.30 ;[>=0] was 0.5, decreased by 25%
Visual fog factor=0.875

I use sobers fog V10
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Old 04-26-12, 09:35 AM   #1805
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Tested the new version, tried attacking a task force of DDs surrounding an aircraft carrier. The DDs behaved as TDW described, they didn't have pinpoint accuracy but it was still a pretty brutal fight. I enjoyed it very much, apart from this unfortunate incident:

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Old 04-26-12, 09:44 AM   #1806
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Tested the new version, tried attacking a task force of DDs surrounding an aircraft carrier. The DDs behaved as TDW described, they didn't have pinpoint accuracy but it was still a pretty brutal fight. I enjoyed it very much, apart from this unfortunate incident:
Not too much I can do about that. Collision avoidance is hard coded.

Did you notice that the capitol ships no longer come to investigate you unless you're surfaced? That was another thing that people were complaining about in previous versions.

What do you think of the AI's search routines?

And the aircraft, did you run into any of them?
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Old 04-26-12, 09:49 AM   #1807
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Well, the capital ships kept circling around me, just like the destroyers, and they even passed over me a couple of times. In fact, they kept getting in the way of the dds search patterns, so the DDs often had to stop and let the capital ship pass or even back away to make room for it.

I didn't encounter any aircraft, unfortunately. I liked the search routine, it was methodical but I didn't get the feeling that the dds were cheating at any time. I think one of the dds was the leader, as he would stop every once in a while and just listen, while the others continued to attack.
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Old 04-26-12, 10:18 AM   #1808
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Well, the capital ships kept circling around me, just like the destroyers, and they even passed over me a couple of times. In fact, they kept getting in the way of the dds search patterns, so the DDs often had to stop and let the capital ship pass or even back away to make room for it.

I didn't encounter any aircraft, unfortunately. I liked the search routine, it was methodical but I didn't get the feeling that the dds were cheating at any time. I think one of the dds was the leader, as he would stop every once in a while and just listen, while the others continued to attack.
Sounds like I need to work more on the capital ships

The dd you think was the leader was actually the director. He now searches until he thinks he has a contact. Once he thinks he has a contact he goes all stop and listens for some time. If it's a false hit then he continues searching If it's not a false hit then he will continue listening and call in the cavalry.
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Old 04-26-12, 10:36 AM   #1809
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I think you can definitely be proud of what you've achieved with the AI so far. You've managed to eliminate the "cheating" AI which knew exactly where the player is, and replaced it with a perfectly functioning AI that knows how to use a useful search pattern. In addition, you've made it so that the AI can be dumbed down if one wanted to do so using the DC disturbances mod, but IMO this mod is no longer required.

I will continue to test the AI further and report back. One thing I wanted to ask you: does the game model the level in the sea beneath which the dds can no longer track you (I forget the name, it had to do with the amount of heat trapped above the layer I suppose)?

When the dds were hunting me, I dropped below 150 meters, hoping to hide beneath that layer, but it didn't work. I even tried standing completely still at around 160 meters, but the dds just slowed down to a crawl and listened to me for a bit, and then continued to shell me to bits. The positioning of the depth charges didn't feel like cheating, and they were definitely missing with most of them, but by that time I was running out of ideas and just decided to go to periscope depth and see if I could hurt the capital ship. Once I reached 11 meters and extended the periscope, the ships did not fire at me, but one of the dds immediately turned toward me, passed overhead and dropped the killing blow.
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Old 04-26-12, 11:03 AM   #1810
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Originally Posted by Sartoris View Post
I will continue to test the AI further and report back. One thing I wanted to ask you: does the game model the level in the sea beneath which the dds can no longer track you (I forget the name, it had to do with the amount of heat trapped above the layer I suppose)?

When the dds were hunting me, I dropped below 150 meters, hoping to hide beneath that layer, but it didn't work. I even tried standing completely still at around 160 meters, but the dds just slowed down to a crawl and listened to me for a bit, and then continued to shell me to bits. The positioning of the depth charges didn't feel like cheating, and they were definitely missing with most of them, but by that time I was running out of ideas and just decided to go to periscope depth and see if I could hurt the capital ship. Once I reached 11 meters and extended the periscope, the ships did not fire at me, but one of the dds immediately turned toward me, passed overhead and dropped the killing blow.
Yes the game does model the thermal layer. In this version I reduced the effectiveness of the thermal layer. This value definitely needs tweaking to get to the correct value. What you do can for me is play with this value to find a good value for it. It's in \data\cfg\sim.cfg under the Sonar header. Increase in small values (.05 to 0.1) at a time.

The reason one of the dds turned towards you is because of the ramming routine I added. If they have you on any of their sensors and they can determine that you are at a depth that they can ram effectively then they will try to ram you. Even when trying to ram they are still allowed to fire guns and DCs
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Old 04-26-12, 03:17 PM   #1811
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It sounds brilliant. And it is brilliant. Thank you TDW. However I'm still testing around Scapa. I know it is a problematic part of the map, I've read about that depth problem so maybe that's it. I was there again, capital ship opened massive fire at me which felt very intense, not very accurate, got only few hits which I also consider as realistic. However destroyers were only shining at me, didn't open fire and remained stationary. Once I submerged that was it, I could do anything I wanted around the harbor. And they still remained stationary.

Sorry to bother you with such comments and I urge you to not to take it as disrespect. I would hardly play this sim if there was no IRAI mod. I'm convinced the AI can do things mentioned in a readme as well as when I read the comments of the other guys here and it all sounds incredible how far you've pushed things so far. But this Scapa raid is so bloody easy at the moment. If I've missed some of your comments about Scapa then I'm sorry...
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Old 04-26-12, 03:36 PM   #1812
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Sorry to bother you with such comments and I urge you to not to take it as disrespect. I would hardly play this sim if there was no IRAI mod. I'm convinced the AI can do things mentioned in a readme as well as when I read the comments of the other guys here and it all sounds incredible how far you've pushed things so far. But this Scapa raid is so bloody easy at the moment. If I've missed some of your comments about Scapa then I'm sorry...
No disrespect taken I'm not entirely sure why all those warships come to all stop and shut everything down. It appears because of a depth problem with ocean floor. If they are not in alert status everything is ok. Once they switch into alert status and they are in shallow waters they are broke and can't do anything. I've been looking in SHCollisions.act for answers and stumbled upon something I've been looking for in regards to magnetic detonators. I'm still looking for the solution to this warship problem I'm looking for the function call that changes their status from cruise to alert. Once I find that it may shed some light on the answer.
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Old 04-26-12, 04:18 PM   #1813
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Originally Posted by Sartoris View Post
Tested the new version, tried attacking a task force of DDs surrounding an aircraft carrier. The DDs behaved as TDW described, they didn't have pinpoint accuracy but it was still a pretty brutal fight. I enjoyed it very much, apart from this unfortunate incident:

In an effort to minimize these kind of 'encounters' I have removed the ability of the HK leader to try and ram surfaced sub contacts if it's a capital ship (Battleship or aircraft carrier). I also noticed that the game is unreliable in reporting a sub's depth - it varies based on class of ship Thus I found a mean value to use -4m

v0.0.37 released. See post #1

Any comments on the new plane and/or sub AI?
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Old 04-26-12, 04:32 PM   #1814
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Playing the campaign , when i encounter some planes i will give a report . Submerged 150 meters . Did some evasive manouvres trying to get the dds behind me by running at flank speed then stopping . Escorts moving away aft of me . Dared to go 1 knot . The damn listener has sent them back . I managed to evade the dds by going to 175mts and all stop . There is no way i will be engaging a convoy with escorts if i have less than 200mts under keel . I think that is pretty realistic , i had depth on my side .

Last edited by THE_MASK; 04-26-12 at 07:30 PM.
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Old 04-26-12, 11:16 PM   #1815
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Originally Posted by sober View Post
Playing the campaign , when i encounter some planes i will give a report . Submerged 150 meters . Did some evasive manouvres trying to get the dds behind me by running at flank speed then stopping . Escorts moving away aft of me . Dared to go 1 knot . The damn listener has sent them back . I managed to evade the dds by going to 175mts and all stop . There is no way i will be engaging a convoy with escorts if i have less than 200mts under keel . I think that is pretty realistic , i had depth on my side .
If you install the patch for the magnetic detonators it also fixes the sub not taking any damage (hull integrity never decreasing). Thus be very wary of DCs - you will incur hull damage from them
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