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Old 10-07-11, 02:04 AM   #1531
ETsd4
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Quote:
Originally Posted by Barso View Post
I agree the man's a genius.
True true, but what i read is this:
- the current version, IRAI v.0.0.30, is cheating.
- the upcoming IRAI version is your worst nightmare

Both statements are quite disturbing for players who want to have more and not less realism.
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Old 10-07-11, 04:52 AM   #1532
Stormfly
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i just did some MP-tests using IRAI 0.32 for both server and client, using a customized mission (ai set to elite/veteran, agressive behavior), it seams the ai react different (not so challenging), so i have some questions here:

- is the ai reacting different in mp (other or hardcoded code in use) ?
- is the ai reacting different regarding client/server sub`s ?
- would it be possible to have all those IRAI features in mp ?
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Old 10-07-11, 08:34 AM   #1533
TheDarkWraith
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Quote:
Originally Posted by Stormfly View Post
i just did some MP-tests using IRAI 0.32 for both server and client, using a customized mission (ai set to elite/veteran, agressive behavior), it seams the ai react different (not so challenging), so i have some questions here:

- is the ai reacting different in mp (other or hardcoded code in use) ?
- is the ai reacting different regarding client/server sub`s ?
- would it be possible to have all those IRAI features in mp ?
As far as I know there are not different files for MP versus single player. They all use the same files.
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Old 10-08-11, 07:01 AM   #1534
The General
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Default Gameplay vs Realism

Quote:
Originally Posted by TheDarkWraith View Post
The hunter/killer groups do their job very effectively in v1.0.0. For all intensive purposes if you're spotted by one of these you're basically dead. Gameplay will be very intense with these HK groups around.
Your improvements sound fantastic TDW. I can't wait 'til all this good stuff is integrated into a new version of Magnum Opus.

In order to give subs atleast a fighting chance against these mighty Hunter/Killer Groups, would it be possible to have it so Subs are more difficult to detect when sitting motionless on the seabed? Obviously if it's very shallow then this wouldn't apply, because aircraft would probably spot you submerged anyway. From what you've described, it sounds as though it would be almost impossible to pass through the narrow channels near Dover or Gibraltar in the game. In reality it was difficult to get through these channels undetected, but not impossible.

Counter-measures weren't available to Uboats 'til later in the war, is that correct? But then ASDIIC wasn't as freely available or as effective early war either. So I guess there should be a chance.
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Last edited by The General; 10-08-11 at 07:13 AM.
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Old 10-08-11, 08:45 AM   #1535
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No chance to add new improvement of DD tactic posted at this post?

http://www.subsim.com/radioroom/show...&postcount=775
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Old 10-08-11, 05:00 PM   #1536
THE_MASK
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TDW says dont adjust the Difficulty parameters in the init.aix file .
Quote from first page
NOTE: because of the new features of fatigue and crew watch rotations for the ship AI it is recommended to leave all the difficulty levels at 1.0
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Old 10-09-11, 05:13 PM   #1537
Sartoris
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TDW, could you please tell me in which order your mods should be installed: IRAI, FX Update and NewUI? I'm sorry if this has already been answered, but it seems like I'm not the only one who's confused about the activation order.
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Old 10-10-11, 04:41 AM   #1538
Lt_Werner
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Same here. I posted a SOS in the mod order thread (below). I have now hydrophone spottings when surfaced. I fear that the mod order is not working properly.


I am confused with the TDW mod order. I did as TDW suggested in mod post. That means FX, NewUI TDW, IRAI, IRAI no hydrophone no aircraft spotting. But in some threads and one user and even TDW suggests IRAI, IRAI addon, FX , NewUI TDW. The problem is, I have now hydrophone contacts when surfaced. So something is not right with the suggestion. I am abit confused about the whole thing. Below is my mod order.
What is the correct mod order for TDW mods. Please help!

Generic Mod Enabler - v2.6.0.157
[F:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
Reboot's Water Drips 1.1
Grossdeutscher Rundfunk
MightyFine Crew Mod 1.2.1 Alt faces
No Damn Bubbles, No Damn Halo Mod
Environment 5.0 MOD
Critical hits 1.1 Torpedos
Critical hits v 1.2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OPEN HORIZONS II_full v1.4
OH II Campaign Radio Messages v4
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Old 10-10-11, 09:03 AM   #1539
0rpheus
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Quote:
Originally Posted by Sartoris View Post
TDW, could you please tell me in which order your mods should be installed: IRAI, FX Update and NewUI? I'm sorry if this has already been answered, but it seems like I'm not the only one who's confused about the activation order.
Quote:
Originally Posted by Lt_Werner View Post
Same here. I posted a SOS in the mod order thread (below). I have now hydrophone spottings when surfaced. I fear that the mod order is not working properly.


I am confused with the TDW mod order. I did as TDW suggested in mod post. That means FX, NewUI TDW, IRAI, IRAI no hydrophone no aircraft spotting. But in some threads and one user and even TDW suggests IRAI, IRAI addon, FX , NewUI TDW. The problem is, I have now hydrophone contacts when surfaced. So something is not right with the suggestion. I am abit confused about the whole thing. Below is my mod order.
What is the correct mod order for TDW mods. Please help!

Generic Mod Enabler - v2.6.0.157
[F:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
Reboot's Water Drips 1.1
Grossdeutscher Rundfunk
MightyFine Crew Mod 1.2.1 Alt faces
No Damn Bubbles, No Damn Halo Mod
Environment 5.0 MOD
Critical hits 1.1 Torpedos
Critical hits v 1.2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OPEN HORIZONS II_full v1.4
OH II Campaign Radio Messages v4
Correct install order is:

IRAI
FX_Update
NewUIs with TDC


@Lt Werner - bear in mind it does depend on what hydrophone you're using. If you still have the default (GHG or Gruppenhorchgerat, if memory serves, that covers two arcs of 140 degrees) hydrophone, it will still work while surfaced as the 'microphones' are built into the sides of the boat. Once you upgrade to the KDB (Kristalldrehbasisgerat, the first 360 degree hydrophone), the Hydrophone 'microphone' is fitted to a rotating antenna on the front deck, and must be submerged to use. Only once you have the KDB will the mod take effect!
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Old 10-10-11, 11:05 AM   #1540
Lt_Werner
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@Orpheus
AAh I see I started a new campaign and yes I do have the GHG. Thanks for the help.
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Old 10-11-11, 03:57 AM   #1541
francho1961
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hello guys a question.

hello guys, the mod was forgotten IRAI 1.0.0.0, but does not work this mod?, never got it to work on my game. Thank you all, greetings.

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Old 10-11-11, 11:31 AM   #1542
Stormfly
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Quote:
Originally Posted by TheDarkWraith View Post
As far as I know there are not different files for MP versus single player. They all use the same files.
ok, did another MP test (IRAI 0.32, 1943/morning/light fog/elite/veteran/agressive) with following results:

1. At the beginning of the mission, all player subs (host & client) got detected and engaged (sighted, gunned) while on surface if they come in enemy surface detection range as usual in singleplayer, enemy ships also call for reinforces.

2. After diving, all player subs may get attacked by deptcharges (depends on situation), but this is nothing in compare with single player, if you dive deep below 80 meters, the escorts loose contact pretty fast. After that, all player subs then are able to run at high speed submerged without getting detected again.

3. If the client sub return to surface, the sub seams to be invisible for the enemy, also by engaging destroyers with the AA or deck Gun at short range, they just ignore the client sub. As i watched this behavior through the periscope (as the host), i saw the guns of the enemy escorts pointing to the sky as they would by searching for an enemy plane (the mission had no axis planes at all). Sometimes, enemy escorts then fire also their aa guns, pointing in totaly wrong directions to the host or client sub, it seams that their sensors or enemy sub position information get totaly messed by something.

4. If the host`s sub return to surface, it get detected and engaged as usual in single player.
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Old 10-11-11, 09:12 PM   #1543
kylania
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So I loaded this tonight for the first time. My watch crew called out "Aircraft spotted!" and I, like a dummy, went "Oh boy, lets go birdwatching!"

While trying to spot where these airplanes were in the ridiculous storm we were having I was greatly assisted in locating them by the gushing cone of tracer fire they were so helpfully directing at my u-boat! I was NOT prepared for that - being so used to airplanes being novelties instead.

Now I'm afraid of what's gonna happen when I run into a ship... These planes have kept me under for two hours so far, always quickly finding me again once I surface. Perhaps a bit much for Sept '39?
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Old 10-11-11, 09:19 PM   #1544
THE_MASK
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If you click on the radio man he should have an ability to use the radio safely .
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Old 10-11-11, 09:21 PM   #1545
kylania
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Oh, do I need to do that all the time that I'm in theater or only when actively sending something?
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