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09-17-10, 02:32 AM | #781 | |
Chief
Join Date: Aug 2010
Location: Rivoli (Italy)
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09-17-10, 02:44 AM | #782 | ||||
Grey Wolf
Join Date: Feb 2009
Posts: 992
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After sub contact DD near convoy increases activity with sub listening, looping... It was not perfect, but really works fine. But it is more questions about wolfpack or multiplayer game. How the escort can do if they detect second or third contact with or without contact with first? How the escort can do if merchant is attacked/sunk? Quote:
Of course I mean only warships, no escort. Quote:
At SH3/SH4 convoy zigzags with changing course by 90°, but with mathematical precision (with angle and time). At TDW mod ships at convoy change the course... but with ony 10-20° and each ship in other direction. At SH4 convoy can break the formation: ships after target keep corse, ships before targeted ship changes their course by 90° and swim around uboat. Slowing down in good tactics (each ship slows down separatelly) but they do not return to initial speed, and some units do not accelerate his speed. It looks like speed formula is "but no more than initial convoy speed". Test: what about ship speed if max sped is 12 and tactics give order 20kt? Quote:
What about escort level?
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09-17-10, 04:03 AM | #783 | |
Watch
Join Date: Apr 2005
Posts: 25
Downloads: 192
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minimum setting in game, if it could be done? DW Learning the de-bugger and all the scripts looked as if they work as per your guide in the missions I tried, I will try a few more
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09-17-10, 11:43 AM | #784 | |
Frogman
Join Date: Jul 2007
Location: Nebraska...
Posts: 303
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This is where the fast loading times come from. Not that much to load up when loading your campaign its all generated during your actual patrol. @Antar I like the sig
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I'm a gas pumpen, tire and brake changin, fix anything, jet fuel drinken, USAF Crew Chief. |
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09-17-10, 12:57 PM | #785 |
Chief
Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
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nice situation....for my sub
convoy 6 merchants 4 escorts I managed to sink 1 troop transport and damage another one then I expected the sub chase, but no contacts on sonar then I go to peri depth...and on peri I saw the whole convoy dead in the water I sank 2 Black Swan sloops and 2 more merchants then I went to 150 mt deep and left the convoy strange....I expected that the convoy went on its route leaving me behind |
09-17-10, 03:49 PM | #786 |
Samurai Navy
Join Date: Mar 2010
Posts: 592
Downloads: 199
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Well it depends alot on the leader and whether or not you sank him. When the leader goes down then all sorts of strange things can happen. As for my gameplay and wanting things to go right or reasonable .... don't sink the leader. Its a bug from the get go.
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09-17-10, 04:12 PM | #787 |
Watch
Join Date: Apr 2005
Posts: 25
Downloads: 192
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Was you running the AI debugger by chance?
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09-17-10, 04:18 PM | #788 |
Samurai Navy
Join Date: Mar 2010
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09-17-10, 04:51 PM | #789 |
Watch
Join Date: Apr 2005
Posts: 25
Downloads: 192
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As DW posted, it can happen if you do not refresh when in debugger mode. It did to me
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09-18-10, 03:24 AM | #790 |
Chief
Join Date: Aug 2010
Location: Rivoli (Italy)
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I don't think I sank the leader...how do I know which is the leader?
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09-18-10, 04:09 AM | #791 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
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I said many times that IRAI need to be used with Elite Campaign mod. That way, all units in the campaign are elites with competent crew and advanced sensors &tactics. The stock AI strategy works just great no matter if is a single mission, campaign or MP. They have the right strategy for every situation, the only problem with them is that they loose contact under 80m and no dc's under 50m.
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09-18-10, 05:13 AM | #792 |
The Old Man
Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
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If it is so, then that's the biggest flaw in your proposal. Perfect enemy that always does the right thing is a gameplay killer. Such enemy didn't also exist in reality, so this wouldn't get us closer to "100% realism". This war was a series of failed experiments, trial and error, lucky shots and plain bad fortune - for both sides.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
09-18-10, 09:05 AM | #793 | |
Grey Wolf
Join Date: Feb 2009
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IRAI is tested and reported with different conditions: - novice, poor, competent, veteran, elite for attacker - novice, poor, competent, veteran, elite for attacked - agressive / defensive tactics for escorts Maybe these conditions cause that sametimes IRAI works perfects, and at other - not...
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09-18-10, 09:53 AM | #794 |
Watch
Join Date: Apr 2005
Posts: 25
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I agree with AVM, it was a game of chance for the escorts in the first part of the war although they could all be considered moderate in game terms. I think the merchants were in another class, their tactics could be erratic, novice in game terms.
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09-18-10, 02:02 PM | #795 |
Samurai Navy
Join Date: Mar 2010
Posts: 592
Downloads: 199
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