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Old 11-16-08, 02:47 PM   #841
Hitman
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So the enemy AI will always be nearly blind at night?

That will the make the game too easy and unenjoyable
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Old 11-16-08, 02:52 PM   #842
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Quote:
Originally Posted by Hitman
So the enemy AI will always be nearly blind at night?

That will the make the game too easy and unenjoyable
Do you have any other "test" cases to validate the above comment ?
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Old 11-17-08, 03:06 PM   #843
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Quote:
Do you have any other "test" cases to validate the above comment ?
???

I asked first if such poor visual sensor behaviour from enemy ships at night was normal, and you replied YES.

I asumed that by answering that you meant that as far as your experience goes, it would be normally like that, i.e. poor visual sensor behaviour at night.

Why do I need to provide more cases? I asked you expecting you would know the answer and you did answer as if you knew it, only to put now my conclusions in doubt?

I really don't get it, must be either my poor understanding of US sense of humour or language :hmm:
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Old 11-17-08, 06:26 PM   #844
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Quote:
Originally Posted by Hitman
Quote:
Do you have any other "test" cases to validate the above comment ?
???

I asked first if such poor visual sensor behaviour from enemy ships at night was normal, and you replied YES.

I asumed that by answering that you meant that as far as your experience goes, it would be normally like that, i.e. poor visual sensor behaviour at night.

Why do I need to provide more cases? I asked you expecting you would know the answer and you did answer as if you knew it, only to put now my conclusions in doubt?

I really don't get it, must be either my poor understanding of US sense of humour or language :hmm:

The reason for the comment was that you gave me the idea that you think that the current AI night visual capability is broken and makes OM unplayable. My response to the question

Quote:
Is this enemy sensor behavior normal
was "yes" as far as I know the current AI Visual Mod in OM is working correctly, maybe I need to expanded my comment a little to make it more clear. The following comments are from the author ( Teddy Bär ) of the current AI Visual Mod



Quote:
The NYGM AI Visual Sensor Mod brings to the game a more challenging AI that will keep the player guessing resulting in what I hope is a situation where the player is forced to behave more like a submarine captain who is operating behind enemy lines.

We often hear of the submarine making daring raids on the surface seemingly invisible to the enemy, these exciting stories are told over and over again as no-one really wants to hear the less exciting stories where the submarine was detected and force to run with its tail between it legs or where there is no story to tell other than the merchant ship detected the submarine at a great range and simply turned tail and ran away.

The aim and I believe the early results point to the NYGM AI Visual Sensor Mod achieving all the above.

For example during the day the Escort AI may visually detect the submarine bow on in 0mps winds anywhere from 10,300 metres to as little as 7100 metres, That is a variation of over 3000 metres!

In one series of tests I ran reloading the same scenario I was detected at the following ranges; 9600; 7100; 8300; 9600; 10,300. In addition, in this series of tests I ran reloading the same scenario I was often able to turn around and retreat without detection.

In one scenario at night which included 4 escorts and a convoy of 15 merchant ships I was able to sail between the lead and flank escort cutting through the 1st and 2nd row of the convoy and turning down between the 2nd and 3rd column and out the back of the convoy undetected!

Don't think that at night you are invisible as in some of the scenario reloads with my broadside to the Escort for an extended period of time I was detected anywhere from 2000 to 4000 metres or in other instances where I stayed too long in ‘orbit’ in relation to the moving ships I was detected by the merchant ships.

The Merchant AI visual detection is well down on that of the Escorts and you can expect during the day that the Merchant AI sometimes to be quite good at visually spotting you coming in bow on, say 7000 metres and at other times appear to be almost totally blind where you get within say 3500 metres.

My statement

Quote:
Do you have any other "test" cases to validate the above comment ?
was to find out if you have seen this condition other than the post you made earlier, if the answer was yes, then request the details of those encounters
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Old 11-17-08, 09:57 PM   #845
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just was wondering if you had any plans on releasing a patch much similer to the new RFB patch, which will resolve some issues withe the new damage mod. most notably how after putting 4 torps into a large composite it sails off into the sunset at 10+ kts. I know the new RFB patch addresses this issue. I currently play with

TMO
OM
TMO enable u-boat

cheers mate
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Old 11-17-08, 10:59 PM   #846
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Quote:
Originally Posted by claybirdd
just was wondering if you had any plans on releasing a patch much similer to the new RFB patch, which will resolve some issues withe the new damage mod. most notably how after putting 4 torps into a large composite it sails off into the sunset at 10+ kts. I know the new RFB patch addresses this issue. I currently play with

TMO
OM
TMO enable u-boat

cheers mate

Yes Patch 1 is in the works, more than likely will be out by the end of the week
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Old 11-18-08, 05:58 AM   #847
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is there a possibility to play the admiral scheer in the campaign? if its possible what is to do?
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Old 11-18-08, 07:32 AM   #848
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Quote:
Originally Posted by Rene
is there a possibility to play the admiral scheer in the campaign? if its possible what is to do?
Sorry to tell you that the answer is no
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Old 11-18-08, 07:13 PM   #849
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Default OMv500 Patch 1 Readme

OMv500 Patch 1 Readme

Fixes a problem with the ship damage model where ships would continue to steam on with hits to the machinery spaces.
Some adjustments made to the visual spotting behavior for the player's submarine.
Adjustments to Uboat crew manning
Added Hunt I/II/III Class DE
Added T Class DD
Added U Class DD
Added Single Mission - RUM 440329 "The Hunt for U-223"

See the following post

http://www.subsim.com/radioroom/show...2&postcount=48


Go to first post for download link
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Old 11-18-08, 10:39 PM   #850
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No download link at pointed location. Went to first post of thread, and saw a preview for a Med campaign, but no link for a patch.
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Old 11-18-08, 10:43 PM   #851
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hey Lurker, thanks for the great mod. Sorry to to be first to report a problem, but I just tried to start a U-boat campaign using clean 1.5 + OMv500 + Patch 1, July 1st 1941 Flotilla 1 in a VIIC. When I chose the "docked at tender" starting option, I immediately start taking heavy damage as soon as the game finishes loading. Looks like the sub starts out in a bit too shallow waters.
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Old 11-18-08, 10:45 PM   #852
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pythos, look at the first post in *this* thread.
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Old 11-18-08, 11:41 PM   #853
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Quote:
Originally Posted by dogshu
hey Lurker, thanks for the great mod. Sorry to to be first to report a problem, but I just tried to start a U-boat campaign using clean 1.5 + OMv500 + Patch 1, July 1st 1941 Flotilla 1 in a VIIC. When I chose the "docked at tender" starting option, I immediately start taking heavy damage as soon as the game finishes loading. Looks like the sub starts out in a bit too shallow waters.
Your comments have been noted
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Old 11-23-08, 11:00 PM   #854
Ivan Putski
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Thanks lurker, just d/l Patch 1. Puts
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Old 11-25-08, 02:52 PM   #855
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Default Ship dead in the water still shows speed of 7 knots

I looked through this thread but couldn't find this problem reported. I've sent 3 torpedos into a merchant. Looking at the ship, she's dead in the water but looking through the scope it still registers as moving a 7 knots. So any torpedo I try to fire now has an incorrect solution and misses. I don't use manual targeting, not sure if that would solve this or not but I'm not there yet. This has happened a few times. I'm wondering if this is a conflict with another mod that I'm running.

RFB_v1.52_102408
RFB_German Audio Files
RSRDC_RFBv15_V396
OpsMonsun_V500
Optics2 over Stock
small nav tools w_chrono w_hires dials w_better scope
Spaxs SH4 Uboat SPEECH FIX_V8
sobers compass mod_version 1.6
sobers RFB1.5 hud
OMV500_Patch1
FJB Camera Mod
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