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Old 08-05-10, 01:12 PM   #361
marleymen
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I think the way to avoid 6 DD´s to kill you it is to think before atack. Not at shallow waters, atack at long distance, at night and the side there are less DD´s, that you can evade them after shooting your 4 eels. Go deeper, and Silent Running.

Pray.
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Old 08-05-10, 01:31 PM   #362
brian.larkin
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Originally Posted by marleymen View Post
I think the way to avoid 6 DD´s to kill you it is to think before atack. Not at shallow waters, atack at long distance, at night and the side there are less DD´s, that you can evade them after shooting your 4 eels. Go deeper, and Silent Running.

Pray.
Yeah that was my thought too. No longer do i go hunting the 4 or 5 destroyers in the group.

No longer running on the surface in between the merchants banging away with my deck gun.


Convoy moving at 5 knots. 4 fish fired at around 1200m at 2 separate targets. 2 kills.. move to 150-200m depth.. maneuvering at 1-5 kts...

Didn't matter. 6 destroyers came out of nowhere..

No pinging either, just maneuvering over the top of me. DC'ing every once in a while. But not sustained or anything.

Full battery, so i just spend the next 8 hours (game time) maneuvering near the bottom trying to get away.


I'm sure it's just me, but with IRAI it seems like the enemy is just Too "computer like"...

What about a random "reduce effectiveness/alertness" every once in a while to simulate combat fatigue?

I don't mind having to trail the bottom at 1 kt for 8 hours... I just want a reasonable assurance that I can make it out! i.e. 25-50% chance...

Much better the way it is now than stock though.
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Old 08-05-10, 01:53 PM   #363
TheDarkWraith
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Quote:
Originally Posted by brian.larkin View Post
What about a random "reduce effectiveness/alertness" every once in a while to simulate combat fatigue?
an excellent idea.....a random value that if triggered says crew is fatigued and they need to resume with the group. Though with HK groups you're just dead as the group is right there.
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Old 08-05-10, 02:08 PM   #364
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an excellent idea.....a random value that if triggered says crew is fatigued and they need to resume with the group. Though with HK groups you're just dead as the group is right there.
What about reduced hydrophone capability? or alertness? or ability to make turns, or speed changes, or something!

Give us a chance!

Then I'll play those 8 hours.. hoping that they'll make a mistake and I'll be able to sneak out.
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Old 08-05-10, 05:55 PM   #365
THE_MASK
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Maybe some poeople have the elite campaign mod with IRAI and makes it too unrealistic . If we had something like 10% chance spawn elite class between 1939 and 1942 , 50% chance spawn elite in 1943 , and other random % spawn diffrent class warships . Also % chance tired lookout crew at night .

Last edited by THE_MASK; 08-05-10 at 06:40 PM.
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Old 08-05-10, 06:45 PM   #366
THE_MASK
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Could we have a random set of AI surface ships sensors cfg files with each one having a slight diffrence but enough to be just noticably diffrent in game and a diffrent one loaded each time you start the game. The same with the AI scripting , everytime you load the game you wont know what script variable you are getting .
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Old 08-05-10, 07:05 PM   #367
Krauter
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I am one of those that enjoy the game with very hard escorts. If I were to use Elite Campaign Mod would I install it before IRAI?
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Old 08-05-10, 07:06 PM   #368
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I am one of those that enjoy the game with very hard escorts. If I were to use Elite Campaign Mod would I install it before IRAI?
Yes .
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Old 08-05-10, 07:08 PM   #369
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Thanks for that
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Old 08-06-10, 02:24 AM   #370
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Next issue to update IRAI mod:

http://www.subsim.com/radioroom/showthread.php?t=170401

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Quote:
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I'm doing Black Pit now and there is a lot of wolfpack activity there, including a mission with "sink million ships using wolpack tactics". So instead of hunting convoys, I hunted our u-boats trying to find and join a wolfpack. Finally I managed to find a big one, 9 u-boot heading west in close formation. So I joined them hoping for a great hunt.
AI wolfpack tactics:
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Few hours after I joined them, we run right into a huge convoy with heavy escort and all that goodies. Gues what this lame wolfpack did? They broke up. Those retards in front crash dived and sailed away at 50m, 2 in next row got 1 shoted by the escorts and the last row in back managed to sail away on high speed. I left all alone against mad escorts and zig-zag'in ships.
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Old 08-06-10, 07:05 AM   #371
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sadly the sub AI is in worse shape than the airplane AI. There are limited functions that one can use and the ones available aren't really that good I've asked the devs for more info on it (received some info for airplanes but had already figured out 99% of what was received) so hopefully they come through with some information that isn't listed or I haven't figured out yet.
When you see them 'turn tail and run' it's not because they're scared. It's because of one of the functions in the AI that tells them to go to outer limits of target sensor THEN they can try and line up an attack
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Old 08-06-10, 07:10 AM   #372
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Aye, it's the evasion behaviour. Had me a bit puzzled too.
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Old 08-06-10, 08:57 AM   #373
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
sadly the sub AI is in worse shape than the airplane AI.


Look, I don't know that this is good idea for IRAI mod (or maybe for other independent project), but Magnum in first part of my mail wrote:

(...) instead of hunting convoys, I hunted our u-boats (...)

Maybe is possible to prepare a script which will control the player localization on map?
On campaign files we can manually read position of all wolfpacks (I think), so if player is closer than 500km he can receive a order to join to the nearest wolfpack...

Of course this is only proposal and don't know is possible...
Hmm... how can I open the included campaign file?
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Old 08-06-10, 12:41 PM   #374
Zedi
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I feel you TDW, the wolfpack is just retarded. Made a random mission to prove it: download here. Then watch and cry.
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Old 08-06-10, 09:28 PM   #375
TheDarkWraith
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Quote:
Originally Posted by Magnum View Post
I feel you TDW, the wolfpack is just retarded. Made a random mission to prove it: download here. Then watch and cry.
you won't cry anymore! I just rewrote the sub AI (first draft). Results are GREATLY improved sub AI They fire torpedoes quite often now but I can't get them to fire cannons. Has anyone ever seen the sub AI fire cannons?

Ok this is awesome.....using the mission link above I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!

and this was just the first draft of the sub AI......

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