SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-26-10, 01:14 PM   #301
PL_Andrev
Grey Wolf
 
Join Date: Feb 2009
Posts: 992
Downloads: 91
Uploads: 0
Default

Quote:
Originally Posted by Antar View Post
I think that at this situation the scope head should be damaged very fast form very close high enemy AA fire (and of course could be repaired on surface).
My proposal - find two differences...



Hmmm... maybe this is place for AI mod, not for 'crashed scope' mod...
__________________

PL_Andrev is offline   Reply With Quote
Old 07-26-10, 01:46 PM   #302
Captain Joe
Seaman
 
Join Date: Apr 2010
Posts: 32
Downloads: 563
Uploads: 0
Default

I just tried a new install and only install these 2 mods and same thing:

Generic Mod Enabler - v2.5.0.150
[J:\Silent Hunter 5\MODS]

NewUIs_TDC_3_8_0_ByTheDarkWraith
IRAI_0_0_12_ByTheDarkWraith

Dont know what else it is but will see if I eventually will die even with hull meter at 100%
Captain Joe is offline   Reply With Quote
Old 07-26-10, 02:45 PM   #303
BowfinSS287
Planesman
 
Join Date: Apr 2007
Location: Canada
Posts: 185
Downloads: 223
Uploads: 0
Default

let a destroyer dc you at 40 meters and see if you get system
damage...i had flooding and elect motors down to 16%, at full
engine power i was getting 1 knot. i'm not sure why the hull is
not taking damage from dc ,maybe i've been lucky so far
i'm going to test tonight and see if the hull can be damaged by
dc attack...but imho i like this damage model...your boat can
be sunk, but it takes time to damage the systems that keep her
afloat....or force you to surface...i've already had 2 counter attacks
that lasted 4 and 6 hours......gaming bliss
BowfinSS287 is offline   Reply With Quote
Old 07-26-10, 05:01 PM   #304
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

anyone noticing the enemy's ship speed decrease as they take damage? In v0.0.12 I added a little thing to the ships that causes them to lose speed as they take on damage. If you deck gun them they should be losing speed with every shell hit.
I'm working on ships being able to capsize. I'm editing all the ship's zone files and splitting the boxes down the middle of the ships so that they would be capable of capsizing. The idea should work but haven't completed the first ship yet to test. Hopefully tonight I'll get one ship completed so I can see what the result is.
TheDarkWraith is offline   Reply With Quote
Old 07-26-10, 05:56 PM   #305
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by TheDarkWraith View Post
anyone noticing the enemy's ship speed decrease as they take damage? In v0.0.12 I added a little thing to the ships that causes them to lose speed as they take on damage. If you deck gun them they should be losing speed with every shell hit.
I'm working on ships being able to capsize. I'm editing all the ship's zone files and splitting the boxes down the middle of the ships so that they would be capable of capsizing. The idea should work but haven't completed the first ship yet to test. Hopefully tonight I'll get one ship completed so I can see what the result is.
Well unfortunately i had to start my campaign again and so far trying to go thru the channel . Its really realistic and i have been forced back to base for repairs twice , thanks for nuthin
THE_MASK is offline   Reply With Quote
Old 07-26-10, 05:58 PM   #306
BowfinSS287
Planesman
 
Join Date: Apr 2007
Location: Canada
Posts: 185
Downloads: 223
Uploads: 0
Default

that would be a very nice addition......looking forward to that...turtle time

did you also change AI from .11 to .12....its seems easier to evade the
destroyers now

i haven't been able to test the ship slow down yet....will keep looking
BowfinSS287 is offline   Reply With Quote
Old 07-26-10, 06:13 PM   #307
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by BowfinSS287 View Post
that would be a very nice addition......looking forward to that...turtle time

did you also change AI from .11 to .12....its seems easier to evade the
destroyers now

i haven't been able to test the ship slow down yet....will keep looking
I made some small changes to the hydrophone and sonar of the AI. I thought they were a little too aggressive so I made waves and noise bigger factors in their ability to detect you (makes it harder for them to detect you now) and to keep a lock on you (multiple ships in the area adds to noise and thus harder to detect you). Also their ability to detect you visually was decreased ~ 15% day and night. Oh yeah the speed that the escorts and destroyers are at plays a bigger factor in their ability to detect you now (if they are moving fast it should be without saying that the use of the hydrophone should be degraded). Now if they do detect you they should be pinging you like mad now.
TheDarkWraith is offline   Reply With Quote
Old 07-26-10, 06:34 PM   #308
BowfinSS287
Planesman
 
Join Date: Apr 2007
Location: Canada
Posts: 185
Downloads: 223
Uploads: 0
Default

i just ran a test one on one with destroyer (version .11)
and i slipped away easy...but the last time i ran this test
the DD hunted me for hours, dropped many dc and damaged
my boat bad..i did escape but it was really difficult...so i ran
another test with (version .12) and i was able to escape
with out too much trouble,the DD only made 2 passes
then left the area....do you think this hot and cold tactics
from the DD is from the random factors...if so that would
be fantastic....you would never know what your going to get
i used mission 6 (zig zag attack) for test
BowfinSS287 is offline   Reply With Quote
Old 07-26-10, 06:42 PM   #309
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by BowfinSS287 View Post
i just ran a test one on one with destroyer (version .11)
and i slipped away easy...but the last time i ran this test
the DD hunted me for hours, dropped many dc and damaged
my boat bad..i did escape but it was really difficult...so i ran
another test with (version .12) and i was able to escape
with out too much trouble,the DD only made 2 passes
then left the area....do you think this hot and cold tactics
from the DD is from the random factors...if so that would
be fantastic....you would never know what your going to get
i used mission 6 (zig zag attack) for test
there's much randomness built into the ship's AI so trying to predict what they will do is very difficult.
TheDarkWraith is offline   Reply With Quote
Old 07-26-10, 07:11 PM   #310
longam
Admiral
 
Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
Default

Quote:
Originally Posted by TheDarkWraith View Post
there's much randomness built into the ship's AI so trying to predict what they will do is very difficult.
And this is the reason it is great. I actually experienced this in the original game, but I like the modifications you have included. Be More Aggressive!
longam is offline   Reply With Quote
Old 07-26-10, 10:26 PM   #311
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

[FEEDBACK] Cruising along at night in 1939 , calm seas , clear dark skies , my lookout reports aircraft . I decide to let plane attack and see what happens . Straffed by machine gun for a few seconds , pressure hull pierced and down to 54% . Perfect .
THE_MASK is offline   Reply With Quote
Old 07-27-10, 01:55 AM   #312
Zedi
Sea Lord
 
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
Default

I had a 11 km long shot on a QM for op. Weserubung and luckily 1 torpedo hit his bow. Interesting is that the BB started to speed up but sink in the same time. She was like rushing to the bottom. This was a bit weird acting for a BB.

Sadly, got no chance to see the escort reaction because the campaign ending screen popped up, but last thing I saw was all 6 DD rushing toward me following the torpedo trails. But in reality this is a kamikaze mission, no way you attack and sink a BB then escape.. so I suppose I got raped.

Regarding the planes, got nailed by 2 last night so I decided to go deep just because these small fast attack planes are so small that I fail to spot them until they start to shot .. and then is already late. After 1 hour of TC sailing under water I raised the scope just to see one plane exploding right in front of me. I have no clue why and what caused that. Searched with the ex. camera for a reason but no ships anywhere near. Maybe they collided.. is the only rational reason I can give. If so, this is absolutely awesome .. the human error built into AI ... lol
Zedi is offline   Reply With Quote
Old 07-27-10, 06:37 AM   #313
Txema
中国水兵
 
Join Date: Mar 2005
Location: Basque Country
Posts: 284
Downloads: 365
Uploads: 0
Default

Quote:
Originally Posted by TheDarkWraith View Post
I made some small changes to the hydrophone and sonar of the AI. I thought they were a little too aggressive so I made waves and noise bigger factors in their ability to detect you (makes it harder for them to detect you now) and to keep a lock on you (multiple ships in the area adds to noise and thus harder to detect you). Also their ability to detect you visually was decreased ~ 15% day and night. Oh yeah the speed that the escorts and destroyers are at plays a bigger factor in their ability to detect you now (if they are moving fast it should be without saying that the use of the hydrophone should be degraded). Now if they do detect you they should be pinging you like mad now.
TDW,

This information is very interesting and it seems that a lot of realistic factors are taken into account in the calculations.... great !!

Let me ask for other important factor: do you know if the explosion of depth charges adds to noise, making the sonar and hydrophones loose contact for a while? It would be great to have this factor also modeled !!


Txema
Txema is offline   Reply With Quote
Old 07-27-10, 07:12 AM   #314
Capt Jack Harkness
Samurai Navy
 
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
Default

Well it's common knowledge that hydrophones on US subs at the time became useless after depth charge attacks until they were re-magnetized, a process which could take any where between 10 seconds or so to a few minutes. I can only imagine that other countries had similar problems, so perhaps DC runs would temporarily disable a destroyers hydrophones/ASDIC...
Capt Jack Harkness is offline   Reply With Quote
Old 07-28-10, 07:49 AM   #315
BowfinSS287
Planesman
 
Join Date: Apr 2007
Location: Canada
Posts: 185
Downloads: 223
Uploads: 0
Default

how is your ship capsize project coming along ?
BowfinSS287 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:31 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.