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Old 07-12-10, 03:14 PM   #121
TheDarkWraith
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Just remembered why the Airplane AI is so dumb.....the devs didn't give enough commands or control over them. What you see in this mod is about the best I can make the Airplane AI do
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Old 07-12-10, 03:23 PM   #122
SteelViking
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Quote:
Originally Posted by Will-Rommel View Post
TDW, in my opinion you are currently the alpha male of sh5!

(Props to others hard working modders like steelviking and W-clear too of course)
Wow, it is an honor to be thanked in the same post as TDW and W_clear.

Edit: I have to hand it to you TDW, this mod is making me want to stop modding SH5 and start playing it
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Old 07-12-10, 03:54 PM   #123
reaper7
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Quote:
Originally Posted by SteelViking View Post
WI have to hand it to you TDW, this mod is making me want to stop modding SH5 and start playing it
Likewise, and I had just rcently reinstalled SH4 and uboat missions.
And since my stupid Script Editor keeps CTD, can't Mod due to it - I may just go play in SH5 for a while .
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Old 07-12-10, 04:05 PM   #124
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Quote:
Originally Posted by reaper7 View Post
Likewise, and I had just rcently reinstalled SH4 and uboat missions.
And since my stupid Script Editor keeps CTD, can't Mod due to it - I may just go play in SH5 for a while .
Darn, I was hoping you would be able to work that problem out.
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Old 07-12-10, 06:18 PM   #125
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Some AirCraft dropped dye or smoke markers on a Subs last known position.

Mostly the larger AirCraft did this to vector in follow up Units.
Adapt the Oil slick with a Yellowish Green for the Dye marker.
Adapt any smoke effect as needed.
There you have the special Bombs.
Later years,
they dropped sonar buoys to radio the Subs location.
I have the modded dye markers and sonar stuff for SH4 never released.
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Old 07-13-10, 03:18 AM   #126
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Things are shaping up

Operation Weserjbung: IRAI_0_0_7_ByTheDarkWraith

Disclaimer:
My boat has the Improved Tarnmatte Upgrade Pack installed...Repeating what I am describing below with out this Upgrade Pack it is not possible with this MOD. I tried, 4 times.

Situation:
I engaged the Task Force in Narvik Territorial Waters. I approached the Task Force 1200 Meters off Head-On from the Battle Ship to avoid lead Destroyer. My course 251 degree, Silent Running <= 1 knots, Depth 27 Meters.
Torpedo's:
Tube #1 = Type-III Electric
Tube #2 = Type-III Electric
Tube #3 = Type-I Steam
Tube #4 = Type-I Steam
Tube #5 = Type-IX Electric-Passive Acoustic Homing

After Calculating Battleship's speed and course using sonar only (because the enemy ship can visually spot me if I use the scope to much at my current range.) I moved into a 85 degree, Starboard Side impact attack position, range approximately 800-900 meter. Set Electric Torpedo Depths to 6.5 meters, Impact Detonation. I set my Steam Torpedo Depths to 6.9 Meters, Impact Detonation. Calculated Electric and Steam(Fast) torpedo run times for 900 Meters so the Steam Torpedo's will impact 10-15 seconds after the Electric Torpedo's. Type-IX Torpedo set to Depth of 1.1 Meters. Opened all Torpedo Tubes and waited for the Lead Destroyer to pass bearing 0 (zero) and raised up to 15 Meters. Up Periscope just to get position fix on Battleship then Down Periscope. Battleship is right on my estimated course line I calculated earlier. When Battleship passed bearing 340 degree I raised the Periscope, locked on to the Battleship and fired tubes 1 and 2 aiming for Foreword Deck Gun and lowered Periscope. When the target passed bearing 346 I raised the scope and locked on and fired tubes 3 and 4 aim Mid Ship. Set new Depth to 150 meters maintain all stop. As I am descending I picked torpedo's to load. I can hear the Battleship now. It just now increased speed because it see's the Steam Torpedo's. 2 seconds after the target increased speed the two electric torpedo's impact, Shortly after (5-7 Sec) both Steam torpedo's impact.
I have not been detected yet, current depth 75 meters I set speed to just under 1 knot. Immediately I hear 2 destroyers fire up their engines, one to port and one to Fore Starboard so I deployed a decoy, set speed to max for 30 seconds, then set all stop and coast. External View - located decoy. The destroyers score several hits on the decoy, my boat rocked a little but no one is screaming anything about damage so I am OK. I continue watching the decoy for approximately 5-10 minutes. My depth is now 151 meters, set speed to just under 1 knot, set course to 135 degree. Destroyers stay focused on the decoy. Several minutes pass, I am using the Observation Periscope now, monitoring the area directly above me for any ships. I spot 1 destroyer closing from my port side that obviously hears me because it stops, so I go all stop as well. 30 minutes pass and all the destroyers start moving off. After waiting another 10 minutes I set course 90 degree speed 2 knots and I escaped.

Morale of this story - the destroyers left the area after approximate 1 hour. So things are really shaping up.
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Old 07-13-10, 04:00 AM   #127
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The funny thing is , british coastal waters has become the hardest mission now with plenty of planes and shallow waters . Well maybe not that funny , as i am not looking forward to doing it .
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Old 07-13-10, 05:18 AM   #128
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DarkWraith, have you seen this new Thread that came about after Elanaiba posted that there is a [slim] possiblity of a new Patch? He recently asked this Community what improvements they'd like to see.

Here is the link:

http://www.subsim.com/radioroom/showthread.php?t=172155
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Old 07-13-10, 06:42 AM   #129
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Quote:
Originally Posted by sober View Post
The funny thing is , british coastal waters has become the hardest mission now with plenty of planes and shallow waters . Well maybe not that funny , as i am not looking forward to doing it .
Also playing with the lite campaign mod is mandatory now. If I manage to sink 2-3 merchants in a convoy and escape.. is party time.
Anyway, those who were in charge with the scripting part of SH5 should quit their job and start another career. Obviously they suck hard.
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Old 07-13-10, 07:04 AM   #130
TheDarkWraith
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Quote:
Originally Posted by sober View Post
The funny thing is , british coastal waters has become the hardest mission now with plenty of planes and shallow waters . Well maybe not that funny , as i am not looking forward to doing it .
Quote:
Originally Posted by Magnum View Post
Also playing with the lite campaign mod is mandatory now. If I manage to sink 2-3 merchants in a convoy and escape.. is party time.
Anyway, those who were in charge with the scripting part of SH5 should quit their job and start another career. Obviously they suck hard.
you guys are not going to like what I've done with hunter-killer groups then......I almost have them complete in v0.0.8.

There's one problem with the hk groups: if a convoy has multiple hk groups then all of them will converge on you. There is no way that I can say group x don't respond other than if their distance from you is x meters. Wish they gave ways to better control the AI. Once an hk group detects you it's extremely hard to get away - currently I'm trying to add the ship that just sits there waiting for you to surface again.
Now the hk groups don't have to be in convoys - they can be their own group as the game models. You could run into a task force and never survive it.

Last edited by TheDarkWraith; 07-13-10 at 07:15 AM.
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Old 07-13-10, 07:16 AM   #131
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Quote:
Originally Posted by TheDarkWraith View Post
you guys are not going to like what I've done with hunter-killer groups then......I almost have them complete in v0.0.8.
Depends. Struggling with the random escorts in Happy Times could be frustrating, but later on in 42-43 is kinda normal to be hunted in every possible way. Even so, there should be a detection limit tho.. if I push my sub under the safe dive limits I should have a chance to escape undetected. The thermal layer was a true story

Regarding the HK groups, as far as I know those were not regular escorts and their director was the Black Swan type destroyer who was the "director". Regular escorts had no sofisticated tools to hunt down a sub, they main objective was to protect the convoy and keep the sub busy until the convoy gets into safe waters.
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Old 07-13-10, 07:19 AM   #132
TheDarkWraith
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Quote:
Originally Posted by Magnum View Post
Depends. Struggling with the random escorts in Happy Times could be frustrating, but later on in 42-43 is kinda normal to be hunted in every possible way. Even so, there should be a detection limit tho.. if I push my sub under the safe dive limits I should have a chance to escape undetected. The thermal layer was a true story
I kept the thermal layer attenuation for the hydrophone and sonar. We may need to tweak those values until they are at the correct values though.
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Old 07-13-10, 08:19 AM   #133
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Would it be possible to reduce enemy visual detection. A Task Force can spot my attack periscope barely out of the water at 7,000 meters. I would think they would see my periscope at a range more like 4,000 and Merchants should be able to detect the periscope at 1,500.
I have nothing to back this, just ranges that sound a bit more realistic to me.
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Old 07-13-10, 04:33 PM   #134
THE_MASK
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I was near a convoy at night concentrating on getting close , it was dark and i could barely see the ships . I was at peri depth . Benno gave the nearest warship at 343 at long distance . So i gave the order to increase engine speed to 5 knots . I rotated the scope to about 40 degrees to have a look and a destroyer nearly filled up the scope view . He didnt detect me though .
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Old 07-13-10, 11:28 PM   #135
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I tested the Intelligent Random AI MOD. I would like to give feedback to @TheDarkWraith.

1.DD high frequency of firing depth charges,The result is not sink SUB when DD run out of depth charges .

2.Launch depth charges hit rate is too low, basically blind shot。

3.Destroyer slow response speed 。

My test mission:

submarine VS destroyer x3。Properties all are elite of the destroyers.submarine diving 50 meters and stop ,30 minutes late,Although the submarine very serious injury but destroyers still not sunk Submarines,

Expectations:
1. Destroyers close to SUB t by the Z word.
2.Improve the hit rate of firing depth charges.
3.Improving the sensitivity of destroyers.
4.Destroyers can attack periscope.
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