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Old 01-30-11, 12:27 AM   #1051
TheDarkWraith
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Here is a test version of v0.0.30 of IRAI. This version will fix some problems with the fatigue model in the warships that I noticed. It will also induce more randomess in the warships/escorts/merchants. After every 4 tiers of fatigue new random numbers will be selected for each sensor. The difficulty levels now have min and max numbers for them. A random number is chosen between those min and max numbers for each sensor for EACH contact (and also every watch rotation) so every contact (and each watch) will be unique in its sensor's effectiveness. Currently only the warships are done (The merchants visual is done though). I'll let you all test this out while I get some sleep. I'll finish the merchants tomorrow (the hydrophone, sonar, and radar parts).

Unzip straight to MODS folder. Enable after IRAI or MO.

http://www.filefront.com/17869093/IR...t-Warships.7z/

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Old 01-30-11, 06:06 AM   #1052
stoianm
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Hi TDW,

Here is my story:

I installed the test version of v0.0.30 of IRAI.

I attacked a convoy (the convoy has 2 DDs - one in front and one in the back).

The DDs wich was in the front of convoy came after me - he made 3 attacks on me - and after that he finished all the dept charges.

The DDs from the back of convoy remained with the convoy. After a 1 and a half day (game time) the DD from the front abandoned chasing me .

So, what do you think -are they reacted in the manner that you expected?

Best regards!
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Old 01-30-11, 11:10 AM   #1053
TheDarkWraith
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that tells me I didn't mess anything up with the changes I made Being that the fatigue model was messed up before and due to new randomness of the sensor effectiveness based on unit/watchcrew you should've found it easier or harder to escape an escort at times.
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Old 01-30-11, 04:06 PM   #1054
TheDarkWraith
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finished all the changes so that merchants get the same randomness.

Now I'm trying to figure out why the mines I made will give hull damage but the depth charges won't This just blows my mind. I give the depth charges the same settings as the mine and still no hull damage
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Old 01-30-11, 06:09 PM   #1055
BowfinSS287
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woot....your back to IRAI

with regards to hull damage,i really like the way it is now
your boat can take a pounding,as systems become damaged
it becomes harder to control your boat (but you have time to repair)
depth charge attacks that cause hull damage in the passed
were far too short one or two close hits and the hull would be
down to 40% and its game over man....game over
with IRAI 0.29 i've had great depth charge attacks,lasting
hours....repairing damage...controlling flooding....great fun
sometimes the damage gets so bad, i have to surface and other
times i lose control due to flooding and sink to the bottom.
I think the damage model is perfect

Maybe others would disagree,to that end could you offer 2 version
IRAI 0.30.....damage as it is now
IRAI 0.30a....with new hull damage

thanks for one of the most important mods for SH5
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Old 01-30-11, 06:18 PM   #1056
TheDarkWraith
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Quote:
Originally Posted by BowfinSS287 View Post
woot....your back to IRAI

with regards to hull damage,i really like the way it is now
your boat can take a pounding,as systems become damaged
it becomes harder to control your boat (but you have time to repair)
depth charge attacks that cause hull damage in the passed
were far too short one or two close hits and the hull would be
down to 40% and its game over man....game over
with IRAI 0.29 i've had great depth charge attacks,lasting
hours....repairing damage...controlling flooding....great fun
sometimes the damage gets so bad, i have to surface and other
times i lose control due to flooding and sink to the bottom.
I think the damage model is perfect

Maybe others would disagree,to that end could you offer 2 version
IRAI 0.30.....damage as it is now
IRAI 0.30a....with new hull damage

thanks for one of the most important mods for SH5
damage model isn't changing....I can't for the life of me get the sub to take hull damage. Yet with the mines I made the sub gets hull damage. I don't understand Nothing is changing with regards to damage incurred from DCs.

You'll like the new randomness to the ships. You don't know what to expect at any time
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Old 01-30-11, 06:28 PM   #1057
BowfinSS287
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thats great....looking forward to full version with merchants and warships

'kill the leader bug' gone'.....{Bowfin does backflip}

never knowing what to expect, just keeps getting better and better

thanks
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Old 01-30-11, 08:56 PM   #1058
TheDarkWraith
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This is a historic day for SH5 ship AI......the kill the leader bug has finally been put to rest Even if the leader kills himself by running into another ship or something someone else takes over The randomness of the AI has been greatly improved also

v0.0.30 released. See post #1 for details
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Old 01-30-11, 09:12 PM   #1059
stoianm
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Good job.

So, in new version the number assigned for ships (related to how hard will be the game are randomly picked now) and we must not touch the settings that you made in init.aix! I think i understod.

I am going now to test mission 'Wolfpacks''.

Last days you made a lot of things - very productive - thanks!

Best regards!
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Old 01-30-11, 09:21 PM   #1060
TheDarkWraith
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Quote:
Originally Posted by stoianm View Post
Good job.

So, in new version the number assigned for ships (related to how hard will be the game are randomly picked now) and we must not touch the settings that you made in init.aix! I think i understod.

I am going now to test mission 'Wolfpacks''.

Last days you made a lot of things - very productive - thanks!

Best regards!
You can still adjust, that's why they are there. The values have changed that's all and you have min and max for each sensor. The values are now 0-100 with 0 being no sensor. Default values are 85 for min and 100 for max for each sensor. Intermediates will probably want to use 85 min and 95 max and beginners will probably want to use 80 min and 90 max.
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Old 02-01-11, 03:27 PM   #1061
TheDarkWraith
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What does everyone think of v0.0.30? Are you finding it a bit easier to evade/escape now? Has anyone noticed convoys coming to a halt if you kill the leader? And how are the HK groups?
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Old 02-01-11, 03:28 PM   #1062
THE_MASK
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Servers are down for half a day . Cannot play .
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Old 02-01-11, 03:52 PM   #1063
Ragtag
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Quote:
Originally Posted by TheDarkWraith View Post
What does everyone think of v0.0.30? Are you finding it a bit easier to evade/escape now? Has anyone noticed convoys coming to a halt if you kill the leader? And how are the HK groups?
Everything hooked to ubisoft are down. Maintainance. Says they will be back in about 2 hours time. Will surely test this out
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Old 02-01-11, 04:06 PM   #1064
marleymen
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I uninstalled MO and all other sound and map mods 3 days ago because of I was playing almost perfect but the game went so slowly loading. Getting out seaport was a complete problem (no docks,etc) and CTD.

Staying for the new MO release to install and see if returns to normal.

(I made a defrag and saw if any MS Visual C++ was the problem but that isn´t the issue)

When will be ready for test new version TDW?

*sorry for the offtopic
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Old 02-01-11, 04:38 PM   #1065
TheDarkWraith
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Quote:
Originally Posted by marleymen View Post
I uninstalled MO and all other sound and map mods 3 days ago because of I was playing almost perfect but the game went so slowly loading. Getting out seaport was a complete problem (no docks,etc) and CTD.

Staying for the new MO release to install and see if returns to normal.

(I made a defrag and saw if any MS Visual C++ was the problem but that isn´t the issue)

When will be ready for test new version TDW?

*sorry for the offtopic
what are your system specs? How much ram and what OS and 32 or 64 bit?
Did you start a brand new career with MO or try to use an existing one? If you tried to use an existing one you will CTD at some point in it.
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