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Old 08-07-10, 06:43 PM   #391
THE_MASK
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Surely animated crew on the sub AI would be possible ?
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Old 08-07-10, 07:22 PM   #392
Madox58
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There's no waypoints info for AI Subs.

Perhaps they need added?
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Old 08-08-10, 03:09 AM   #393
Rickster1
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DW, thanks for this mod I think the balance is now pretty good. i am at the moment under going a dc attack by 3 destroyers after sinking one and the dc atttack is challenging but not yet fatal.
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Old 08-08-10, 06:29 AM   #394
Lemke
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Very nice mod!

I tried a wolfpack attack, and it worked like a charm. The wolfpack was on an interception course with the convoy, so I didn't really have to radio them when I sighted the convoy. When contact was made, the AI subs turned towards the convoy, still running at 14 knots. After getting shot at by merchantmen and escorts, they dived and proceeded at max speed. This particular convoy had only 2 escorts, so the AI subs were able to fire quite a lot of torpedoes, and they were able to sink at least 3 ships and damage 5 more (which I helped to send to the bottom!).

NICE!!!!

During another wolfpack attack some time later, the AI subs didn't do so well (there were at least 6 escorts) and sunk only 1 ship and damaged 2. But it still worked!

Haven't tried to actually call the wolfpack for an attack though... I usually stick with a wolfpack, hoping that it will bump into a convoy within my patrol area...

My suggestions for further improving the AI subs:

- maybe it would be possible to make the AI subs sail at top speed when on surface and a convoy is spotted (they normally sail at 14 knots on surface)
- AI subs should dive when they get their first deckgun hit from escorts/merchantmen, and not after getting 10+ hits
- some AI subs are seen zigzaging while underwater, which reduces their speed and doesn't look realistic
- AI subs engage the escorts, usually without success (they only fire steam torps, and these are easily detected by the escort crew): I think the AI subs should rather avoid shooting at escorts and concentrate on merchantmen - exept if there are only escorts remaining. After all, subs were designed to sink merchant tonnage (if they could), not escorts!
- it would be nice to see the AI torpedoes on the nav map (and also the location of the sunk AI subs), that would allow a more entertaining use of the external cam

Anyways, this is a MAJOR improvement over the stock version!!! THANKS A LOT and keep up the good work!!!

Last edited by Lemke; 08-08-10 at 06:46 AM.
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Old 08-08-10, 06:44 AM   #395
TheDarkWraith
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Quote:
Originally Posted by Lemke View Post
My suggestions for further improving the AI subs:

- maybe it would be possible to make the AI subs sail at top speed when on surface and a convoy is spotted (they normally sail at 14 knots on surface)
- AI subs should dive when they get their first deckgun hit from escorts/merchantmen, and not after getting 10+ hits
- some AI subs are seen zigzaging while underwater, which reduces their speed and doesn't look realistic
- AI subs engage the escorts, usually without success (they only fire steam torps, and these are easily detected by the escort crew): I think the AI subs should rather avoid shooting at escorts and concentrate on merchantmen - exept if there are only escorts remaining. After all, subs were designed to sink merchant tonnage (if they could), not escorts!
- it would be nice to see the AI torpedoes on the nav map (and also the location of the sunk AI subs), that would allow a more entertaining use of the external cam

Anyways, this is a MAJOR improvement over the stock version!!! THANKS A LOT and keep up the good work!!!
This version was the first rewrite of the sub AI. As so it only includes tactics for all ships. The next version v0.0.16 will include tactics that deal with different ships (merchants, escorts, subs, unknown, etc.).
The AI subs diving on damage received is configurable. Right now it's set to 30% damage before they dive when heading in to attack a target.
As far as AI subs zigzagging underwater there's nothing I can do about that. That's them lining up for their torpedo shot.
Not sure if I can get the AI sub's torpedoes to show on the map or if I can get the game to show destroyed AI subs on the map
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Old 08-08-10, 06:55 AM   #396
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Thank you TheDarkWraith , Very Well done
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Old 08-08-10, 07:07 AM   #397
Lemke
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Quote:
Originally Posted by TheDarkWraith View Post
This version was the first rewrite of the sub AI.
I know, but you still managed to do some fantastic work here!!!

Quote:
Originally Posted by TheDarkWraith View Post
The next version v0.0.16 will include tactics that deal with different ships (merchants, escorts, subs, unknown, etc.)
I hope escorts can also be configured to be considered secondary targets by the AI subs, that would allow the convoys to be really slaughtered!!!

"The player doesn't have much direct interaction with the wolfpacks, with the AI boats, but if he keeps shadowing convoys and keeping contact with the convoys in the area that the wolfpacks operate, then the AI boats will also join the battle. The wolfpack will have an operational area and if you shadow convoys in that area, the wolfpacks will be able to react."
http://www.subsim.com/ssr/sh5/preview_sh5_jan2010B.php

Does anyone know if this works? If so, what is the maximum range to call in a wolfpack?
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Old 08-08-10, 07:19 AM   #398
TopcatWA
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Great Mod.
Thanks for all the work gone into this.
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Old 08-08-10, 07:21 AM   #399
bert8for3
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Brilliant mod, many thanks DW.

Had become used to aircraft just flying over/past; got caught napping and astonished when first aircraft after installing mod not only attacked, but came around again!
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Old 08-08-10, 07:32 AM   #400
spf69
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nice work yet again D.W. thank you for your mods.
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Old 08-08-10, 07:43 AM   #401
7thSeal
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I was making a night attack on a convoy and had two ships left. I decided to surface and finish with deck gun but was missing quite a bit with the seas a little rough and darken night. I was zoomed in and could see the wake from the ship but it look like it was getting closer and I thought it was maneuvering to avoid any torpedoes so I just kept firing. After a few more shots I zoomed out and that freaking ship was bearing down right on top me trying to ram. I panicked but managed full throttle and he caught just the tail end of my sub which caused alot of noise but didn't manage to do much damage since I was able to get partially out of the way. I pay more attention now when in the middle of a convoy.
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Old 08-11-10, 10:55 AM   #402
Barso
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I had uninstalled SH5 with no intention of returning to it but I just had to try this mod.
You sir have just saved SH5.
I can't believe how incredible this mod is and look forward to what your future plans are for it.
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Old 08-11-10, 11:29 AM   #403
SeaTurtle
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Quote:
2. This is subjective, but I'm in doubt about damage inflicted by aircraft's machine guns. When my eagle-eyed watch let the Hurricane close undetected, after taking a few shots I had damaged diesels, deck gun, periscope and flack gun, what is ok I think. Watch Officer was also wounded but he deserved it But I'm concerned about hull damage: 83% Hull Integrity after that attack. Machine guns was really so lethal? I'm only asking 'cause I dont have any historical info.

3. This is also subjective, but what about visual detection range? My eagle-eyed watch (no pun intended this time ) is able to spot ships from far away while I can't see a thing using UZO, binoculars, periscope. Ships they spotted are far beyond range of my optic instruments. I use emtguf's reworked scopes included with Your UI mod, if that matters.

Anyway keep up great work And I wonder what % of SHV price should UBISOFT transfer to Your account.
I think the machine guns can do pretty good damage to your sub, i've read some documents about it, seems to be realistic. But i've been an IL2 player with some naval attacks and surfaced subs firing their AA to my plane, and it's more dangerous for you - as a pilot - than what you can do with your own aircraft machine gun... so I think as a plane, I shouldnt be attacking a surfaced sub except If I have a torpedoe or a bomb to drop on it... or if the sub is diving. otherwise the risk is more important for a plane to rush over a sub only for a machinegun/AA duel... some AA to your plane can break your engine or kill the pilot and in the middle of the sea, your are done !

And yes, the watchman can see the boats beyond the optic instruments, this is a very precious guy on the sub
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Old 08-11-10, 01:22 PM   #404
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
The next version v0.0.16 will include tactics that deal with different ships (merchants, escorts, subs, unknown, etc.).
Great news!!!


- coordination / cooperation with AI wolfpacks?
- follow convoy, inform BdU and wait for wolfpack?
- attack targets with torpedoes by AI escort ships?
- attack spotted submarines with torpedoes by AI escort ships?
- attack spotted submerged submarines with torpedoes by AI escort ships?
- attack spotted submerged submarines with torpedoes by AI planes?
- BdU cooperation with fuel / ammo / position reports?
- and with Enigma / Ultra game?
- refuel or resupply at sea messages?
- refuel or resupply at sea action with friendly merchant or submarine?
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Old 08-11-10, 03:44 PM   #405
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Are Leigh Lights modelled in the game? If not, can they be?

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