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Old 07-17-10, 10:10 AM   #181
TheBeast
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Just had two Hurricane Type Aircraft strafing me. Neither of them had any bombs.

During this encounter, I noticed two things.
  1. Even if I surfaced after my initial dive to evade, the aircraft continue strafing where they last spotted me before I evaded them. Granted, I did not stay surfaced very long because prior experience proved these Hurricane's can quickly shred your boat.
  2. This is a Sound related issue. Engine Sounds are great. Bullets sounds impacting the water or other surfaces are great. The thing is, I never hear them firing the rounds.
Not sure if the missing Gun Sounds are just me... Can someone else please confirm the guns firing sounds are actually missing? I am looking at the DSD now just in case.
After checking many Aircraft DSD using Goblin. It appears none of the aircraft I checked have gun firing sounds. They have Engine Normal or Damaged Sounds.
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Last edited by TheBeast; 07-17-10 at 10:26 AM. Reason: Added more information
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Old 07-17-10, 10:13 AM   #182
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Quote:
Originally Posted by TheBeast View Post
Just had two Hurricane Type Aircraft strafing me. Neither of them had any bombs.
that means they had the invisible 'dummy bombs' and/or invisible 'dummy torpedo'. These were added to the airplanes .cfg files in order to make them attack you. Although you can't see them and they will do no harm to you, they still have to fire them in order to leave the area and resume following waypoints.
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Old 07-17-10, 10:43 AM   #183
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
that means they had the invisible 'dummy bombs' and/or invisible 'dummy torpedo'. These were added to the airplanes .cfg files in order to make them attack you. Although you can't see them and they will do no harm to you, they still have to fire them in order to leave the area and resume following waypoints.
Hmm... maybe better way than "dummy" or "no ammo" is adding unlimited ammo to aircrafts? If I think correctly in this case the player will be attacked again and again...
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Old 07-17-10, 11:15 AM   #184
Zedi
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Quote:
Originally Posted by Antar View Post
Hmm... maybe better way than "dummy" or "no ammo" is adding unlimited ammo to aircrafts? If I think correctly in this case the player will be attacked again and again...
... and very annoyed. I am already. Just passing the dover channel is already annoying where every 10 min is a plane crossing the sky. I love to fight back or dodge planes, but not every 10 minutes :/ Is like sailing in the middle of an airfield.
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Old 07-17-10, 11:34 AM   #185
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Originally Posted by Magnum View Post
... and very annoyed. I am already. Just passing the dover channel is already annoying where every 10 min is a plane crossing the sky. I love to fight back or dodge planes, but not every 10 minutes :/ Is like sailing in the middle of an airfield.
I think that the spawn rate of planes is alterable. Didn't Wamphyri change the rate at which planes spawned.

@TDW, you may want to take a look at that. Also, could planes spawning at night be corrected?
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Old 07-17-10, 07:07 PM   #186
longam
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I remember that from back in SH4 days. ParaB's 'Air Strike Tweak' sovled the never ending mosquitoes buzzing over head.

http://www.longam.net/downbelow/sh4.htm

http://www.subsim.com/radioroom/show...586&highlight=[REL]
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Old 07-17-10, 07:56 PM   #187
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Originally Posted by SteelViking View Post
I think that the spawn rate of planes is alterable. Didn't Wamphyri change the rate at which planes spawned.

@TDW, you may want to take a look at that. Also, could planes spawning at night be corrected?
made adjustments to the airstrike.cfg file. I'll be releasing v0.0.10 here soon with the changes
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Old 07-17-10, 08:11 PM   #188
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Originally Posted by TheDarkWraith View Post
made adjustments to the airstrike.cfg file. I'll be releasing v0.0.10 here soon with the changes
You sir, are the man
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Old 07-17-10, 09:04 PM   #189
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v0.0.10 released. See post #1 for details
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Old 07-17-10, 09:13 PM   #190
SteelViking
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Hey TDW, your second post says that the CTD upon torpedoing a carrier still exists, however, I thought that you had fixed that.
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Old 07-17-10, 09:14 PM   #191
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Quote:
Originally Posted by SteelViking View Post
Hey TDW, your second post says that the CTD upon torpedoing a carrier still exists, however, I thought that you had fixed that.
yep that's fixed. I'll update that second post now
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Old 07-17-10, 09:18 PM   #192
TheDarkWraith
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now that the airplanes and ships AI is functional it's time to focus on the sub AI
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Old 07-17-10, 09:21 PM   #193
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hello,

this really sounds awesome, but maybe too hard for me at the moment.

did i read correctly that there is a 60 minute set search? isn't there a method to make that more random?

settime = rand()+basetime or random() ... something like that?

just thought i'd thrown this out there; first thing that came to mind when i read the 60 minute set time was ways to beat it, and knowing exactly how long helps in figuring out
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Old 07-17-10, 09:37 PM   #194
SteelViking
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Quote:
Originally Posted by TheDarkWraith View Post
now that the airplanes and ships AI is functional it's time to focus on the sub AI
Enemy submarines could really be made into something to be feared if the dev's made enough resources available for them. Right now, they are basically floating bricks. Good luck with them, and thank you for the immense amount of work you do. You are truly an inspiration.

Quote:
Originally Posted by TheDarkWraith View Post
yep that's fixed. I'll update that second post now
Ah, sehr gute.
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Old 07-17-10, 09:38 PM   #195
TheDarkWraith
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Quote:
Originally Posted by lostsm View Post
hello,

this really sounds awesome, but maybe too hard for me at the moment.

did i read correctly that there is a 60 minute set search? isn't there a method to make that more random?

settime = rand()+basetime or random() ... something like that?

just thought i'd thrown this out there; first thing that came to mind when i read the 60 minute set time was ways to beat it, and knowing exactly how long helps in figuring out
escorts in convoys have a set time that they will try and seek you out or keep searching for you after they have lost contact. They have set times because their job is to get you away from the convoy or to give the convoy time to maneuver out of harms way. Hunter-Killer groups are random:

# Hunter-Killer group spiral search time upon lost contact
HK_SPIRAL_MIN_SEARCH_TIME = 180.0; # used as min value of a Random function
HK_SPIRAL_MAX_SEARCH_TIME = 420.0; # used as max value of a Random function
# Hunter-Killer group wait time inbetween spiral searches
HK_WAIT_TIME = 4.0; # used as max value of a Random function

also each ship of a Hunter-Killer group upon doing it's spiral search for a lost contact will then wait for a random amount of time (at all stop) and then choose a new random heading and random distance from it's last position to do it's next spiral search. Hunter-Killer groups are nasty
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