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Old 07-19-10, 09:35 AM   #211
TheDarkWraith
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Quote:
Originally Posted by Magnum View Post
They see the topedo wake if is steam powered. And at night, this wake is more visible than daylight. And the merchants.. gotta love them now. I'm addicted to charge the unarmerd/escorted convoys at surface by night, such a tense battle.. they really do their best to ram you or do anything just to stay alive, so now the game is a pure joy.
and you haven't even seen what the AI subs will do yet.....
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Old 07-19-10, 09:45 AM   #212
TheBeast
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I still have not seen a Torpedo Bomber sneaking in just above the waves. Have you put that in yet?
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Old 07-19-10, 09:56 AM   #213
TheDarkWraith
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Originally Posted by TheBeast View Post
I still have not seen a Torpedo Bomber sneaking in just above the waves. Have you put that in yet?
they've been in since the start. It's rare you see them in the early years....I saw one and haven't seen another since.
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Old 07-19-10, 10:31 AM   #214
TheBeast
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I should reword what I said. I have seen the Torpedo Bomber out patroling. Once there was four in a very tight trailing stack formation. I just haven't seen any sneaking in on a torpedo run as yet.

Now, with what you said about Sub AI, I am getting a paranoid complex about running on the surface. Specially running on the surface at high speed any time, day or night.

"Is it really worth the risk to run surfaced at high speed, traveling that 200+Km distance to intercept that contact report or not?"
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Old 07-19-10, 10:46 AM   #215
TheDarkWraith
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the sub AI isn't done yet. It should be available in v0.0.12.

Now more changes coming in v0.0.11: the ships now have a delay before they spot a torpedo and they can take action. Here's the formula that determines it:

basetime = Ship:Random(0.5, 2.0);
randtime = basetime - (basetime * ((Ship:GetCrewRating() + 1) / 10.0));

so we have a base time of anywhere from half a minute to 2 minutes. Crew ratings are defined as:

CREW_POOR = 0;
CREW_NOVICE = 1;
CREW_COMPETENT = 2;
CREW_VETERAN = 3;
CREW_ELITE = 4;

so an elite crews worst case scenario for responding to a torpedo sighted is: 2.0 - (2.0 * (4 + 1) / 10.0)) or 2.0 - 1.0 = 1 minute. It's best case scenario is: 0.5 - (0.5 * (4 + 1) / 10.0)) or 0.5 - 0.25 = 0.25 minutes or 15 seconds

should be releasing v0.0.11 here very soon.
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Old 07-19-10, 10:53 AM   #216
TheDarkWraith
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v0.0.11 released. See post #1 for details

I'm curious to know if there are ships still searching or patrolling backwards
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Old 07-19-10, 11:06 AM   #217
PL_Andrev
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1. I remember one situation from SH4 when convoy (or single ship) spotted/detected my uboat and after that is zig-zaging at mathematical precision (this same zigzag angle, this same distance and time between zigzags).

Is possible to add random time between single zigzags and different zigzaging angle to harder difficulty of escaping ship/convoy?


2. What about detection mechanism by active sonar in depth?
In one of SH3 mod (Uboat Total War) was implemented this solution as on screeenshot.
What about SH5? Active sonar works correctly on both sides of SH5's escort but what about working in depth?
Unfortunatelly I dont know how he implemented that...
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Old 07-19-10, 12:54 PM   #218
Zedi
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Quote:
Originally Posted by Antar View Post
1. I remember one situation from SH4 when convoy (or single ship) spotted/detected my uboat and after that is zig-zaging at mathematical precision (this same zigzag angle, this same distance and time between zigzags).

Is possible to add random time between single zigzags and different zigzaging angle to harder difficulty of escaping ship/convoy?
I posted a report few post ago, they are going mad and break any rule we knew so far. Some merchie go slow, some go fast and more of that.. some desperately try to ram you. Never saw such an active AI in SH so far.

I restarted the campaign with 100% realism and this time with this mod installed, it's a complete different game. As I said earlier, give this man an emblem or 'moder of the year' title, he truly deserve it.
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Old 07-19-10, 03:23 PM   #219
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I agree, great modder makes this game so much better and playable, well done keep up the great work and thanks.
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Old 07-19-10, 03:42 PM   #220
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Quote:
Originally Posted by Antar View Post
1. I remember one situation from SH4 when convoy (or single ship) spotted/detected my uboat and after that is zig-zaging at mathematical precision (this same zigzag angle, this same distance and time between zigzags).

Is possible to add random time between single zigzags and different zigzaging angle to harder difficulty of escaping ship/convoy?

2. What about detection mechanism by active sonar in depth?
In one of SH3 mod (Uboat Total War) was implemented this solution as on screeenshot.
What about SH5? Active sonar works correctly on both sides of SH5's escort but what about working in depth?
1. It's currently not possible to add random time between single zigzags and/or making the zigzagging angle different given what the devs gave us. It would be possible to do it via scripting but it wouldn't be feasible or easy to implement.

2. From the files it appears that the sonar cone is modeled in the game:


though I'm not sure of the accuracy of the parameters. We need to verify the parameters of all the AI sensors
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Old 07-19-10, 03:43 PM   #221
oscar19681
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with this mod can i unable wrampy,s plane mod? Also do i need to restart the campaign to have the planes attack me like was the case with wrampy,s plane mod?
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Old 07-19-10, 03:56 PM   #222
TheDarkWraith
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Quote:
Originally Posted by oscar19681 View Post
with this mod can i unable wrampy,s plane mod? Also do i need to restart the campaign to have the planes attack me like was the case with wrampy,s plane mod?
There are some things that Wamphyri's plane mod does that I don't implement so it's personal choice. If you want to keep those things from his mod then install IRAI after his plane mod.
You shouldn't need to restart the campaign as the core AI files are changed that the game relies on.
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Old 07-19-10, 05:44 PM   #223
rascal101
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Is there any chance someone could make a mod so, like in SH3, your sound guy announces when new depth charges hit the water - this would make playing on max realism more interesting, especially if you play without external view

And is there any way to stop the idiot shouting task force in sight when you are in the middle of a convoy
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Old 07-19-10, 05:44 PM   #224
Capt Jack Harkness
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Quote:
Originally Posted by TheDarkWraith View Post
1. It's currently not possible to add random time between single zigzags and/or making the zigzagging angle different given what the devs gave us. It would be possible to do it via scripting but it wouldn't be feasible or easy to implement.

2. From the files it appears that the sonar cone is modeled in the game:


though I'm not sure of the accuracy of the parameters. We need to verify the parameters of all the AI sensors
Is it possible to make the detection cone visible? That would make things a lot easier...
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Old 07-19-10, 05:46 PM   #225
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Hey TDW, I just took a look at wikipedia(don't worry I checked the reference, and it is legit) and I found that the standard dc barrels(mark VII) could split the pressure hull at 6.1 meters, and were still capable of doing damage at 12.2 meters. Now, I know that you increased the depth precision, but changing the min and max radius of the dc barrels in the .sim for them could essentially be used instead. I have not tested this, and it seems to me that these values would equal instant death upon being dc'ed. I just figured I would bring it to your attention.
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