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Old 09-21-10, 06:59 PM   #826
DavyJonesFootlocker
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You sure this mod works? I sank that Carrier off Portsmouth and 7 DDs really coudn't find me even when I was below them at 20m.
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Old 09-22-10, 12:50 AM   #827
PL_Andrev
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Quote:
Originally Posted by DavyJonesFootlocker View Post
You sure this mod works? I sank that Carrier off Portsmouth and 7 DDs really coudn't find me even when I was below them at 20m.
Single mission? Campaign?
Year? Escort level?

If you have saved this mission install Elite campaign mod and try again.
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Old 09-22-10, 01:20 AM   #828
Wolfling04
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Quote:
Originally Posted by DavyJonesFootlocker View Post
You sure this mod works? I sank that Carrier off Portsmouth and 7 DDs really coudn't find me even when I was below them at 20m.
Maybe you scared them away, I mean heck man you sank a carrier, I wouldn't want to mess with that Sub skipper either
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Old 09-22-10, 02:46 AM   #829
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Quote:
Originally Posted by Wolfling04 View Post
Maybe you scared them away, I mean heck man you sank a carrier, I wouldn't want to mess with that Sub skipper either


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Old 09-22-10, 07:09 AM   #830
DavyJonesFootlocker
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It happened during the Total Germany campaign where you have to sink one carrier on patrol. I was in the middle of the convoy and the carrier was 800m away from me. I sent 4 overheated torps at full speed.
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Old 09-23-10, 07:24 AM   #831
laribe
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The DW could you give me rundown on these rports pls? A small convoy with escorts and one ship been hit ,Dc blew on the stern of 1DD at end of run.






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Old 09-23-10, 09:59 PM   #832
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v0.0.26 released. See post #1 for details
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Old 09-24-10, 01:19 AM   #833
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My hydrophone operator can hear again with this version , not sure why he couldnt with previous ones . This version rocks .
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Old 09-24-10, 01:35 AM   #834
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v0.0.26 released. See post #1 for details
- HK groups now get a maximum of 2 escorts assigned the role of guard convoy
- non-HK groups now get a maximum of 4 escorts assigned the role of guard convoy
What is difference with tactics between "escort assigned" and "escort not assigned to guard convoy" ?
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Old 09-24-10, 02:06 AM   #835
Zedi
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It's what I was hopping for .. they will not leave the convoy unprotected anymore just to hunt a single sub. So there will be always escorts assigned to protect/stay with the convoy.

Tbh... I was really tired to see a whole fleet of DD's over me. I started now Mare Nostrum and since those waters are filled with task forces soon as I hit one, I got them all over me. For 3 days, even I was sailing between 180-210m bellow and used all possible evade tactics. After that, another group of 8 DD's that was passing by joined them. So after 4 days I got over 15 DD's hunting me. That was ridiculous, so I had to load an older save.

Also, I noticed an old bug from stock making his way back ... the escort ships that will get glued to your sub. When a convoy or task force is passing by at long distance, one of the escorts is leaving the formation and get glued to your sub doing nothing else than circling forever at a constant distance. To shake them down u need to reload the game or drive them at shore. Hope this new version will solve this bug too.

/ty
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Old 09-24-10, 03:36 AM   #836
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Fast tests with IRAI 0.26:
Mission type: small convoy - 8 merchants with 5 escorts
All unit competent level: 1942 / equipmment: middle war

+ Merchants are not stopping now,
+ Part of ecsort are attacking my uboat,
+ Convoy changes course at this same direction,

- Escort keep max 14kt (when run to looking area),
- Escort do not loop to check last known postion of uboat,
- Convoy change direction too slow,


All unit ELITE level: 1942 / equipmment: middle war
+ Merchants react when ubaot is detected by escort,
- Uboat with full speed and high evade manoeuvres at hi-speed, and enter into convoy at periscope depth: escort do not catch me, and works as they do not listen me - they do not attack me.
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Old 09-24-10, 06:56 AM   #837
TheDarkWraith
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there's a delicate balancing act to be had to make escorts come seek you out and to make them behave semi-intelligently. There is no command available for the AI to tell how far it is from the convoy (if it is part of a convoy). Thus when I assign escorts the role of protect convoy or plaster and they detect a contact they will run off and investigate the contact. Now it would be nice to say if these escorts are x distance from convoy they need to return to the convoy but there's no such command. As long as these escorts detect you they will stay glued to you even if the convoy is 100km away from them
The escorts assigned the role guard convoy are a little smarter. There is a command that tells me whether the contact is inside the convoy 'area' or not. If you are inside the convoy area then these escorts will seek you out. If they don't detect you anymore or because of convoy movement you are now found to be outside the convoy area they will return to their original place in the convoy.
As it stands now escorts are divied out roles and after all roles are filled the remaining escorts are assigned the role of protect convoy. It may be that I need change the remaining escorts to be assigned the role guard convoy instead. We'll see with the feedback from you all on this version.
I hope this clears up some confusion as to why the escorts behave the way they do. This also explains why you can get many escorts 'piled up' on you. The only way to get rid of them is to evade contact long enough for them to lose contact and then they will return to their convoys (if they were part of one)

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Old 09-24-10, 07:06 AM   #838
TheDarkWraith
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Quote:
Originally Posted by Antar View Post
Fast tests with IRAI 0.26:
Mission type: small convoy - 8 merchants with 5 escorts
All unit competent level: 1942 / equipmment: middle war

+ Merchants are not stopping now,
+ Part of ecsort are attacking my uboat,
+ Convoy changes course at this same direction,

- Escort keep max 14kt (when run to looking area),
- Escort do not loop to check last known postion of uboat,
- Convoy change direction too slow
In part of the tactics there is a function that tells the AI to use full speed until it reaches x distance from contact. During this full speed run it ignores whether it has the contact detected or not. It's main goal is just to reach the last position of the contact it detected (and hopefully detect the contact on the way to this destination). There is a maximum amount of time that a contact can be lost before the current tactic is reset or the escort is told to resume following waypoints. If at the end of this full speed run that time has been exceeded then the escort will immediately return to following waypoints (which can mean returning back to convoy).

There are parameters in the init.aix file that one can adjust to tweak the AI for testing purposes. Try playing with all the values to help me adjust the AI. For convoy changing direction there are many parameters that affect this:
CONVOY_LEADER_ACTION_SPEED_CHANGE_MIN = 0.4;
CONVOY_LEADER_ACTION_SPEED_CHANGE_MAX = 0.8;
CONVOY_LEADER_ACTION_COURSE_CHANGE = 40.0;
CONVOY_LEADER_ACTION_COURSE_SPEED_CHANGE_TIME = 4.0;
CONVOY_LEADER_CONTACT_LOST_CONTINUE_ACTION_TIME = 600.0; # 10 mins
MERCHANT_CONVOY_LEADER_ACTION_SPEED_CHANGE_MIN = 0.5;
MERCHANT_CONVOY_LEADER_ACTION_SPEED_CHANGE_MAX = 0.9;
MERCHANT_CONVOY_LEADER_ACTION_COURSE_CHANGE = 45.0;
MERCHANT_CONVOY_LEADER_ACTION_COURSE_SPEED_CHANGE_ TIME = 2.0;
MERCHANT_CONVOY_LEADER_CONTACT_LOST_CONTINUE_ACTIO N_TIME = 600.0; # 10 mins
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Old 09-24-10, 07:12 AM   #839
7thSeal
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Quote:
Originally Posted by sober View Post
My hydrophone operator can hear again with this version , not sure why he couldnt with previous ones . This version rocks .
I noticed this too with version .25, I ended up deleting the the Sensors.cfg and my hydrophone operator was able to hear again. So it was something in that file that was causes problems.

Giving .26 version a try now and glad to here that its working again.
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Old 09-24-10, 07:15 AM   #840
TheDarkWraith
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Quote:
Originally Posted by 7thSeal View Post
I noticed this too with version .25, I ended up deleting the the Sensors.cfg and my hydrophone operator was able to hear again. So it was something in that file that was causes problems.

Giving .26 version a try now and glad to here that its working again.
nothing changed in Sensors.cfg. That file hasn't been touched for many versions now
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