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Old 09-24-10, 07:28 AM   #841
7thSeal
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At the time of having problems I was using the VIIC 41, wonder if that had anything to do with it? I tried re-installing the mod even downloaded it again during the time but with the same results, as soon as I deleted that file and re enabled the mod is the only way I could get my hydrophone listening again. The hydrophone would work fine when I would jump on it and listen but not with my operator listening before deleting it.
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Old 09-24-10, 07:29 AM   #842
TheDarkWraith
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Quote:
Originally Posted by Antar View Post
All unit ELITE level: 1942 / equipmment: middle war
+ Merchants are not reacting when ubaot is detected by escort,
- Uboat with full speed and high evade manoeuvres at hi-speed, and enter into convoy at periscope depth: escort do not catch me, and works as they do not listen me - they do not attack me.
can you send me the test mission you used for the above? I'd like to see what's going on with the AI with this.
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Old 09-24-10, 08:28 AM   #843
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
can you send me the test mission you used for the above? I'd like to see what's going on with the AI with this.
Here is mistake with "in plus" description ("+" sign), my fault:
+ Merchants react when uboat is detected by escort,


I use max speed and run into convoy at periscope depth (to see unit localization / map update). When I use no speed or small flank I was detected and sunk very fast. But with hi-speed and evade the enemy escort cannot find me and cannot prepare successful (or other) attack.

Three missions are available here, install by JSGME:
Small convoy (8 merch) with 5 DD / middle war equipment
1) All units competent level
2) All units elite level
3) All units elite level for multiplayer mode (2 players)
http://www.filefront.com/17316020/Military_convoy.zip
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Last edited by PL_Andrev; 09-24-10 at 08:40 AM.
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Old 09-24-10, 08:43 AM   #844
TheDarkWraith
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Quote:
Originally Posted by Antar View Post
Here is mistake with "in plus" description ("+" sign), my fault:
+ Merchants react when uboat is detected by escort,


I use max speed and run into convoy at periscope depth (to see unit localization / map update). When I use no speed or small flank I was detected and sunk very fast. But with hi-speed and evade the enemy escort cannot find me and cannot prepare successful (or other) attack.

Three missions are available here, install by JSGME:
Small convoy (8 merch) with 5 DD / middle war equipment
1) All units competent level
2) All units elite level
3) All units elite level for multiplayer mode (2 players)
http://www.filefront.com/17316020/Military_convoy.zip
you are at periscope depth during this but is your scope up? If so, which scope is raised? Do you keep it raised all the time?
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Old 09-24-10, 08:56 AM   #845
THE_MASK
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Quote:
Originally Posted by Antar View Post
Here is mistake with "in plus" description ("+" sign), my fault:
+ Merchants react when uboat is detected by escort,


I use max speed and run into convoy at periscope depth (to see unit localization / map update). When I use no speed or small flank I was detected and sunk very fast. But with hi-speed and evade the enemy escort cannot find me and cannot prepare successful (or other) attack.

Three missions are available here, install by JSGME:
Small convoy (8 merch) with 5 DD / middle war equipment
1) All units competent level
2) All units elite level
3) All units elite level for multiplayer mode (2 players)
http://www.filefront.com/17316020/Military_convoy.zip
I just downloaded and played that . I went to 100 meters and ahead flank , they triangulated my position . I could hear more than 1 escort pinging so basically i was screwed .
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Old 09-24-10, 09:33 AM   #846
laribe
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Great job as usual on .26 and the only problem I have is that the DDs make a good run but do not drop. In this report they are DCing but in game they just pass over









The other 1 is after a ship was hit.
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Old 09-24-10, 09:55 AM   #847
TheDarkWraith
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Quote:
Originally Posted by laribe View Post
Great job as usual on .26 and the only problem I have is that the DDs make a good run but do not drop. In this report they are DCing but in game they just pass over
The other 1 is after a ship was hit.
in the first screenshot everything is there for them to DC...operation Plaster is set and firing of DCs is enabled....don't know why they aren't dropping DCs....what depth were you at when this happened?

The second screenshot I see a problem: the commander is trying to set a tactic but it's being overrun by the TerminateOperationComm tactic. I see why the TerminateOperationComm is being set - it's unable to continue the current tactic (CanContinueCurrentTactic == 0). How many ships were in this group? Any of them merchants? I can't see exactly which tactic the commander was trying to set in the second screenshot. This could potentially cause a bad bug.
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Old 09-24-10, 10:21 AM   #848
laribe
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Looking at it there are 5 DDs and 8 merchants in 1 group. It is pretty good as the merchants veer off and normally 3 or 4 DDs attack and keep me down and inflict damage. If they dropped on every run it would be even better!

Uploaded with ImageShack.us

This one dropped
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Old 09-24-10, 10:47 AM   #849
Hunter990s
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Hello Guys,

the behaviour of the escorts is what i was looking for!! good Job !!!

they detect me and start to attack, even if i go to 190 m deep.

They throw a lot of DC but none of them ever hurt me

Is it possible to increase the accuracy of the DD throwing DC ??

I even increased the HP and the max Radius of the DC (DC-barrels sim , Zon ...) but im still not really afraid of the DD
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Old 09-24-10, 11:00 AM   #850
TheDarkWraith
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Quote:
Originally Posted by Hunter990s View Post
Hello Guys,

the behaviour of the escorts is what i was looking for!! good Job !!!

they detect me and start to attack, even if i go to 190 m deep.

They throw a lot of DC but none of them ever hurt me

Is it possible to increase the accuracy of the DD throwing DC ??

I even increased the HP and the max Radius of the DC (DC-barrels sim , Zon ...) but im still not really afraid of the DD
which items did you adjust for the DC? And which DCs specifically did you adjust? I have a list of all DCs used by the ships so I can tell you if you adjusted the correct ones or not.
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Old 09-24-10, 11:16 AM   #851
Hunter990s
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DC Barrels.sim :

ammun_Deptcharge --> explosion_ range increased to 90
explosion_impulse increased to 2100

DC Barrels.zon :

ammo Damage info --> MaxEF to 90
MaxRadius to 50


DC_X_H.zon :

ammun_Deptcharge --> explosion range to 90
explosion impulse to 2000

hope thin informations are useful
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Old 09-24-10, 11:43 AM   #852
TheDarkWraith
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here are all the DCs used in game:

DCs used by ships:
YGun_Mk9 (A37045D30F9BBF28) uses: A294330B0BC0EE13 - found in DC_barrels.sim
Airborne_DC (CC38CCAD564754C5) found in guns_radars_01
DCRack_Mk9 (122D0A1E978137EE) uses: A294330B0BC0EE13 - found in DC_barrels.sim
KGun_Mk9 (31B84DE8D21A095C) uses: A294330B0BC0EE13 - found in DC_barrels.sim
Hhog (4588AA716FFAB05B) uses: E194621AC35D377B - found in DC_X_H.zon
YGun (67FC49500C425900) uses: E43032E245CE51DD - found in DC_barrels.sim
DCRack (D687FCC130542A7B) uses: E43032E245CE51DD - found in DC_barrels.sim
KGun (F591EAC4B3374B00) uses: E43032E245CE51DD - found in DC_barrels.sim

the hex numbers are read from the hex editor and thus are backwards

you need to be adjusting the minradius and maxradius not the ones you have adjusted
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Old 09-24-10, 12:58 PM   #853
Hunter990s
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hmm,

I don`t know which programm to use to find and change this items

im using skwas silent hunter editor...

Last edited by Hunter990s; 09-24-10 at 01:02 PM. Reason: oh and yes, im a "moddig noob"
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Old 09-24-10, 01:16 PM   #854
TheDarkWraith
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Quote:
Originally Posted by Hunter990s View Post
hmm,

I don`t know which programm to use to find and change this items

im using skwas silent hunter editor...
not familiar with skwas's tool so I can't be much help. The hex IDs I have given you probably need to be reversed to be used in his tool. Or you can use a hex editor and adjust them (the best tool you'll ever use!)
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Old 09-24-10, 01:50 PM   #855
capt-jones
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ahoy TheDarkWraith
keep up the good work just downloaded your last update 026 great work lots of dc attacks lots of damage to sub all compartments flooding even got the torpedo room and the sonar room and even the kitchen got flooded,another leap forward for sh5,this was one of the great things about sh3 trying too control flooding !"a game within a game" water did actually pass over the kitchen and sleeping quarters .so is it possible too mod the water to rise over doorways this then might put the hatch doors to good use ,anyway it looks like you are heading in the right direction keep it up BTW also tried the fx update0.3 another awesome mod cheers for now
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