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Old 09-17-10, 02:32 AM   #781
Robin40
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Originally Posted by Magnum View Post
Btw, I installed again IRAI and last night I had some weird but fun moments. First was an unprotected small convoy with 6 merchants in NE Atlantic. Hard to explain why there were unprotected, but they were a very easy prey. On first hit all they do was to slow down to 1knts. No zig-zag, no change course.. just slow down. So I took my time and sunk all of them 1 by 1. This is again wrong.. they should speed up or at least zig-zag, not just slow down and wait to be destroyed ...

It happened also to me
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Old 09-17-10, 02:44 AM   #782
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Originally Posted by Magnum View Post
Escort main role is to.. escort/protect. If a sub is detected, only 1 or max. 3 DD should engage the enemy (depend on the convoy and escort size), the rest stay on course with the convoy and protect it.
Correct, but TDW did it...
After sub contact DD near convoy increases activity with sub listening, looping... It was not perfect, but really works fine.

But it is more questions about wolfpack or multiplayer game.
How the escort can do if they detect second or third contact with or without contact with first?
How the escort can do if merchant is attacked/sunk?


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Originally Posted by Magnum View Post
HK. This is a different story as they main role is to hunt &kill. If they detect a enemy contact, they should spend all their energy and resources to finish him off, no matter how much this will take. This group should be the nightmare of every sub/player. This could be a major problem in the campaign with those stupid requirements where we need to sink BB's and carriers.. but lets say, is a nice challenge.
Same story with multicontacts. But tactics for main HK units like carriers or single warships were good implement in the stock game.
Of course I mean only warships, no escort.


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Originally Posted by Magnum View Post
I installed again IRAI and last night I had some weird but fun moments. First was an unprotected small convoy with 6 merchants in NE Atlantic. Hard to explain why there were unprotected, but they were a very easy prey. On first hit all they do was to slow down to 1knts. No zig-zag, no change course.. just slow down.
Yeah, this is the problem for this mod.
At SH3/SH4 convoy zigzags with changing course by 90°, but with mathematical precision (with angle and time). At TDW mod ships at convoy change the course... but with ony 10-20° and each ship in other direction.
At SH4 convoy can break the formation: ships after target keep corse, ships before targeted ship changes their course by 90° and swim around uboat.
Slowing down in good tactics (each ship slows down separatelly) but they do not return to initial speed, and some units do not accelerate his speed. It looks like speed formula is "but no more than initial convoy speed".
Test: what about ship speed if max sped is 12 and tactics give order 20kt?


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Second encounter was with a small convoy with 2 merchants and 2 troop transport. This encounter was just perfect. After I sunk 2 ships, only 1 from the 4 escorts came over to hunt me. And hell yeah.. he was damn good. He shacked my boat very bad, made a LOT of damage on the sub... lucky me, I managed to fool him by playin dead at 220m, so he left and returned to the convoy. Just perfect!
What about merchants AI?
What about escort level?
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Old 09-17-10, 04:03 AM   #783
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What about merchants AI?
What about escort level?
Perhaps all escorts & crew should be set as Competent as a
minimum setting in game, if it could be done?

DW

Learning the de-bugger and all the scripts looked as if they work as per your guide in the missions I tried, I will try a few more
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Old 09-17-10, 11:43 AM   #784
Wolfling04
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Originally Posted by laribe View Post
Perhaps all escorts & crew should be set as Competent as a
minimum setting in game, if it could be done?

DW

Learning the de-bugger and all the scripts looked as if they work as per your guide in the missions I tried, I will try a few more
Unfortunately that won't work as a lot of the merchant and warship traffic is a randomly generated value that the campaign files generate at random times. There are some convoys/taskforces that are scripted in the campaign.

This is where the fast loading times come from. Not that much to load up when loading your campaign its all generated during your actual patrol.

@Antar I like the sig
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Old 09-17-10, 12:57 PM   #785
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nice situation....for my sub

convoy 6 merchants 4 escorts

I managed to sink 1 troop transport and damage another one

then I expected the sub chase, but no contacts on sonar

then I go to peri depth...and on peri I saw the whole convoy dead in the water

I sank 2 Black Swan sloops and 2 more merchants then I went to 150 mt deep and left the convoy

strange....I expected that the convoy went on its route leaving me behind
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Old 09-17-10, 03:49 PM   #786
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strange....I expected that the convoy went on its route leaving me behind
Well it depends alot on the leader and whether or not you sank him. When the leader goes down then all sorts of strange things can happen. As for my gameplay and wanting things to go right or reasonable .... don't sink the leader. Its a bug from the get go.
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Old 09-17-10, 04:12 PM   #787
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Was you running the AI debugger by chance?
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Old 09-17-10, 04:18 PM   #788
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Was you running the AI debugger by chance?
Nosir but TDW has mentioned this problem before and though he's implemented for the leader to change to another if sunk it still has some oddities imo.
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Old 09-17-10, 04:51 PM   #789
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As DW posted, it can happen if you do not refresh when in debugger mode. It did to me
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Old 09-18-10, 03:24 AM   #790
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Originally Posted by 7thSeal View Post
Well it depends alot on the leader and whether or not you sank him. When the leader goes down then all sorts of strange things can happen. As for my gameplay and wanting things to go right or reasonable .... don't sink the leader. Its a bug from the get go.
I don't think I sank the leader...how do I know which is the leader?
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Old 09-18-10, 04:09 AM   #791
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Originally Posted by laribe View Post
Perhaps all escorts & crew should be set as Competent as a
minimum setting in game, if it could be done?

...
I said many times that IRAI need to be used with Elite Campaign mod. That way, all units in the campaign are elites with competent crew and advanced sensors &tactics. The stock AI strategy works just great no matter if is a single mission, campaign or MP. They have the right strategy for every situation, the only problem with them is that they loose contact under 80m and no dc's under 50m.
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Old 09-18-10, 05:13 AM   #792
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The stock AI strategy works just great no matter if is a single mission, campaign or MP. They have the right strategy for every situation
If it is so, then that's the biggest flaw in your proposal. Perfect enemy that always does the right thing is a gameplay killer. Such enemy didn't also exist in reality, so this wouldn't get us closer to "100% realism". This war was a series of failed experiments, trial and error, lucky shots and plain bad fortune - for both sides.
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Old 09-18-10, 09:05 AM   #793
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Quote:
Originally Posted by Magnum View Post
I said many times that IRAI need to be used with Elite Campaign mod. That way, all units in the campaign are elites with competent crew and advanced sensors &tactics. The stock AI strategy works just great no matter if is a single mission, campaign or MP. They have the right strategy for every situation (...)
I think Magnum has right.
IRAI is tested and reported with different conditions:
- novice, poor, competent, veteran, elite for attacker
- novice, poor, competent, veteran, elite for attacked
- agressive / defensive tactics for escorts

Maybe these conditions cause that sametimes IRAI works perfects, and at other - not...
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Old 09-18-10, 09:53 AM   #794
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I agree with AVM, it was a game of chance for the escorts in the first part of the war although they could all be considered moderate in game terms. I think the merchants were in another class, their tactics could be erratic, novice in game terms.
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Old 09-18-10, 02:02 PM   #795
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Quote:
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I don't think I sank the leader...how do I know which is the leader?
Well, response will show you as the group as a whole will respond, following them will help determine this. Patience will help out here.
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