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Old 07-24-10, 02:07 PM   #271
Zedi
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Originally Posted by TheDarkWraith View Post
now that my UIs mod (>v3.8.0) has the ability to filter what the nav map and TAI maps can display I'm spending a lot of time running test missions to learn what all the values in the sim.cfg file do. Once I figure this out this will allow me to make the AI much better. I have some questions though regarding visual range.
I have a test mission using an Elite V&W destroyer due north of me @ 10kms range moving at 5 knots heading straight for me. I am surfaced, at all stop, facing due north also (to provide very little surface area for them to see). Time is midday (sun directly overhead), no clouds, no wind, no waves. At what range should this V&W destroyer be able to spot me?
I think you should leave the visual range as it was in stock, that was pretty oke. Range depends on a lot of factors, ship height, weather, crew (elite or nubs), sub speed and direction .. it's a pretty delicate balance there. I never felt any trouble with the visual range, but with the AI reaction...

Btw, is this http://en.wikipedia.org/wiki/Hedgehog_(weapon) is still exist in SH5? I saw it last time in SH3, never since.
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Old 07-24-10, 02:08 PM   #272
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Quote:
Originally Posted by Magnum View Post
I think you should leave the visual range as it was in stock, that was pretty oke. Range depends on a lot of factors, ship height, weather, crew (elite or nubs), sub speed and direction .. it's a pretty delicate balance there. I never felt any trouble with the visual range, but with the AI reaction...

Btw, is this http://en.wikipedia.org/wiki/Hedgehog_(weapon) is still exist in SH5? I saw it last time in SH3, never since.
oh I think you'll like what I've done with the AI's visual now
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Old 07-24-10, 02:51 PM   #273
TheDarkWraith
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Here's what I've come up so far with the AI visual:

the way I had it before was totally FUBAR! I've spent lots of time testing and come up with these values for an elite escort with sun directly overhead, no fog, no wind, no waves, and sub at surface:

with sub at 90 degrees to escort his visual detection ranges at the following bells are:
0 - 9.8km
2 - 11.7km
5 - 13.0km

with sub at 0 degrees to escort his visual detection ranges at the following bells are:
0 - 5.6km
2 - 7.0km
5 - 8.5km

now I'm adjusting the light, fog, and night variables
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Old 07-24-10, 03:01 PM   #274
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Quote:
Originally Posted by TheDarkWraith View Post
Here's what I've come up so far with the AI visual:

the way I had it before was totally FUBAR! I've spent lots of time testing and come up with these values for an elite escort with sun directly overhead, no fog, no wind, no waves, and sub at surface:

with sub at 90 degrees to escort his visual detection ranges at the following bells are:
0 - 9.8km
2 - 11.7km
5 - 13.0km

with sub at 0 degrees to escort his visual detection ranges at the following bells are:
0 - 5.6km
2 - 7.0km
5 - 8.5km

now I'm adjusting the light, fog, and night variables
Are the 0 degree and 90 degree values flip flopped? If I am pointing directly at the escort 0 degree, shouldm't I be harder to spot?
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Old 07-24-10, 03:03 PM   #275
TheDarkWraith
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Quote:
Originally Posted by TheBeast View Post
Are the 0 degree and 90 degree values flip flopped? If I am pointing directly at the escort 0 degree, shouldm't I be harder to spot?
when I say 0 I mean you are pointing at escort.

Here's what the submerged values look like with periscope up:

ordered bell of:
0 - 950m
2 - 1050m
5 - 1700m

So do these values for surfaced and submerged look right or correct? If not, what should they be under the conditions I posted?
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Old 07-24-10, 04:59 PM   #276
marleymen
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I´m agree with TheBeast.

For example,

1.- If you´re 0 degree to escort (less visible) then you should be visible at 5.6km.
2.- But if you´re 90 degree (more visible ) to escort you should be visible far away, at 9.8km.

Aren´t they flip flopped?
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Old 07-24-10, 07:38 PM   #277
TheDarkWraith
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Finally done testing and setting up the AI's visual. Wow, some drastic changes. This chart shows the AI's visual performance now (in v0.0.12) versus stock and v0.0.11:

Code:
; v0.0.12 gives the following performance figures (Elite unit)  (Note: angle 0 means pointing at enemy unit, bell 0 is all stop):
; all values are in Kms
;
; Day surfaced, no wind, no clouds, no fog, no waves
;bell    0   2   5
;angle
;90     9.2 10.4 11.0  (stock 14.8, 14.8, 15.2, IRAI v0.0.11 14.6, 14.6, 15.1)
; 0     6.6 7.9 8.7  (stock 13.7, 13.8, 14.2, IRAI v0.0.11 13.4, 13.4, 14.0)
;
; Day submerged, no wind, no clouds, no fog, no waves
;bell    0   2   5
;       1.6 1.9 2.8  (stock 8.5, 8.5, 9.2, IRAI v0.0.11 7.8, 8.0, 8.7)
;
; Night surfaced, no wind, no clouds, no fog, no waves
;bell    0   2   5
;angle
 90     3.7 5.0 5.8  (stock 12.2, 12.2, 12.8, IRAI v0.0.11 12.4, 12.4, 13.1)
; 0     1.9 2.8 3.5  (stock 10.0, 10.0, 10.9, IRAI v0.0.11 10.2, 10.5, 11.4)
;
; Night submerged, no wind, no clouds, no fog, no waves
;bell    0   2   5
;      0.25 0.3 0.5  (stock 2.6, 2.8, 3.3, IRAI v0.0.11 3.3, 3.4, 3.9)
what is important here is the tactics you use to setup your day attack. Aspect plays a big part in detection now and so does having the sun behind you inline with the enemy. Waves are good/bad - good in that when the enemy is in the valley of the wave their detection range goes down - bad in that when the enemy is riding the crest of the wave their detection range goes up. But this up/down has a positive side - it resets the 'timer' used to say they have detected you if you haven't been detected and are right on the outskirts of their detection range. Fog also plays a big part in detection ranges now.
If there's one thing to notice about the chart it's that the enemy's night detection range has been drastically reduced. They no longer have infra-red or night vision scopes anymore
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Old 07-24-10, 08:05 PM   #278
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Is this AI visual settings on a vanilla game ? Do you have any mods that affect the AI settings ? Why i ask this is because with these mods its pretty spot on .

Last edited by THE_MASK; 07-24-10 at 08:29 PM.
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Old 07-24-10, 08:09 PM   #279
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Quote:
Originally Posted by sober View Post
Is this AI visual settings on a vanilla game ? Do you have any mods that affect the AI settings ?
don't understand what you're asking.

Also just changed the way the ship's speed is determined vs damage. As the ships accrue damage their speed will decrease according to the amount of damage they have

No magic skills I'm not familiar with. The settings in the chart are the maximum AI visual detection ranges based on an Elite unit (that chart does not affect your crew AI)
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Old 07-24-10, 10:54 PM   #280
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Does this Mod create challenging AI or just adds more options for them to use?
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Old 07-24-10, 11:03 PM   #281
TheDarkWraith
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Quote:
Originally Posted by Krauter View Post
Does this Mod create challenging AI or just adds more options for them to use?
definitely more challenging
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Old 07-25-10, 02:09 AM   #282
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v0.0.12 released. See post #1 for details
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Old 07-25-10, 02:45 AM   #283
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Great and a big big thank you TDW !

Greets
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Old 07-25-10, 03:30 AM   #284
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Can anyone reupload it to mediafire or whatever ? trobles with downloading (
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Old 07-25-10, 04:03 AM   #285
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Quote:
Originally Posted by TheDarkWraith View Post
...Waves are good/bad - good in that when the enemy is in the valley of the wave their detection range goes down - bad in that when the enemy is riding the crest of the wave their detection range goes up.
...
This part is very impressive, but ... on high waves, even if the sky is clear and sunny, the visibility should reduce very much. If my ship is popping up and down due to high waves, it should be very hard to track down targets at far distance. For example, on 100% realism I can't use the uzo, its just impossible. Only binoculars and even with those is hard to leep track of a distant target. Luck that I have an uber crew who dont have any issues uzing the uzo on stormy weather. Of course, depends on ship type because a BB should not have major problems riding smooth on high waves, but a small DD...

Personally I find it extremely hard to spot a sub on a wavy sea, the crew should be in a constant alert and no eye fatigue. I remember a documentary about Titanic's watch crew and how hard their life was when they had to stay for hours in a harsh cold weather and facing hard winds. Was no wonder that they had problems to spot a huge iceberg, not to mention a dark low profile sub ...
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