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-   -   AI: Escorts & Warships (https://www.subsim.com/radioroom/showthread.php?t=82007)

07-07-05 11:52 PM

AI: Escorts & Warships
 
well here's an idea, use your 'break-up' routine for the early war, cause in truth many of the early convoys DID break up when the shooting started. As for the mid to late part of the war, that would be different.

Sawdust 07-08-05 06:45 AM

Are you marking a marchant ship as the group leader?

iambecomelife 07-11-05 12:42 AM

Yes; I still get the problem anyway.

Treeburst155 07-30-05 11:05 AM

Are you checking the Escort box for DDs and DEs in the group?

Jace11 08-05-05 09:20 PM

Anything larger than a DD get incorporated into the convoy formation. Only DD's and smaller get posted around the formation and that only happens when they are selected as "position as escort" otherwise, they too appear in the convoy formation.

Battleships, cruisers and carriers just take up a merchant station inside, usually near the center.

09-22-05 05:14 PM

AI - Ships slow down after first waypoint
 
:) Hello all, I have been creating my latest historical mission, Hipper and convoy JW51B.......but the times that the ships reach their waypoints doesn't work out. Yet in the real battle the times that the ships took to each waypoint did work out. If I start a destroyer at 30 knots initially it does 30 knots until it gets to its first waypoint and then slows down to 5 knots. The destroyer just won't maintain the speed of 30 knots from waypoint to waypoint to the end of the waypoints. This problem doesn't seem to be related to the wind, weather or visibility as to why the ships all slow down. Does anyone know why this happens ????? Thank you all, Erich Topp U-552

Jace11 09-22-05 06:09 PM

each waypoint contains a new speed setting, make sure they are 30 knots too, as it sounds, you have the default of 5 knots.

If you set 30 knots in the unit properties then make new waypoints, those will be all 30 knots, but if you make the waypoints first before changing the speed, then your first waypoint is 30 rest are 5.

09-23-05 07:21 PM

Thanks Jace11
 
:) Hello Jace, Thankyou very much for your help. You are exactly right, I made the waypoints first then tried to change the speed of the ship. That's why they go from 30 knots to 5 knots. Thanks again and Good Hunting, Erich Topp U-552 :)

von Buelow 10-05-05 12:43 AM

Question on escorts - following waypoints
 
Say I make one elco, or any ship for that matter, (I'll call him the "leader") and plot some waypoints. I then add more ships and combine them to form a "group", will the add-ons follow the initial elco and it's waypoints as a group?

If the first elco dies, do the remaining ships continue on the waypoints assigned to the "leader"?

von Buelow 10-06-05 01:07 PM

FOLLOW UP:

3 Elcos that were assigned to escort the Bizmark stopped when the Bizmark stopped, and did not continue once it was sunk.

Col7777 10-07-05 02:38 AM

Sorry I missed this thread, I scripted a mission with a convoy where the lead ship was sunk and yes, the convoy carried on it's route.

The Avon Lady 10-07-05 03:39 AM

Quote:

Originally Posted by Col7777
Sorry I missed this thread, I scripted a mission with a convoy where the lead ship was sunk and yes, the convoy carried on it's route.

Did you have to do anything special to accomplish this or is this how the game works?

If that's how it works, how do we explain von Buelow's experience to the contrary? :hmm:

von Buelow 10-07-05 09:38 AM

Hmm :hmm: ...more testing this wekend... maybe it's one of those "random" :88) features?

Or, maybe ships that are "escorts" stay with their ship, while "convoys" will continue on. I did mention that my ships are "grouped," not just paced next to eachother with the same waypoints.

Col7777 10-23-05 11:10 AM

I made a group of the lead ship then added other ships plus escorts and when the lead ship got torped the convoy carried on it's course.

I recently made a Japanese task-force with a cruiser and 3 escort DD's, I managed to torp the cruiser, the DD's gave a hunt but I slipped away. I monitored their progress and they re-grouped and went on the course I had set in the mission editor.
I was playing as a British sub btw.

von Buelow 10-23-05 09:51 PM

maybe its ship specific?

My case was elcos grouped around the Bismark - 2 times, same results

Vaxnig 02-14-06 02:55 PM

Escort AI
 
I am currently creating a mission and have a quick question about destroyers.

If you have a destroyer following set waypoints, will it break off its course and attack enemy targets if it detects them? If it does not then how do you set it for them to do so.

Perilscope 02-14-06 03:08 PM

Re: Escort AI
 
Quote:

Originally Posted by Vaxnig
...will it break off its course and attack enemy targets if it detects them?.

Yes, it will break off and attack enemy ships, and return to its course after loosing or destroying the target.

andy_311 02-23-06 04:04 PM

Task Force
 
I would like to make a TF (Axis) to intercept a convoy In the Baltic Sea the TF will comprise of Capital ships and Escorts but I want the escorts comeing from other ports ie Kiel to join up with the capital ships I also want to do the same with the allied side so they will join up at a certain point and sail towards the Axis TF I never done this before to make a task force up how can I do it please?
2 I want this TF with Air cover on both sides,low level medium and high level bombers but I don't want the aircraft attacking (fighters)just ships I want them to engage aircraft as well (be iteresting to see who shoots who down first with armour plated planes if it can be done)
3 the Primary mission of the sub would be to keep anyone from getting close to the Tf
Cany anyone help me out here please?

booger2005 02-24-06 11:15 PM

If you wan't to make the escorts join the TF, then they will have to be from a seperate group, and you will have to time the meeting perfectly. Good luck. AFAIK, all of the ships in a group never try to converge, they just follow a leader an try to maintain their orientation relative to the leader as the group heads from waypoint to waypoint.

The aircover shouldn't be much of an issue, I suppose they may try to attack each other, but this will be determined by AI and there is nothing you can do as a mission designer to influence this.

The primary mission objective is impossible as stated. The game does not recognize when any ship except the human controlled sub enters a zone.
You could however, create an objective thet fails if any of your ships are sunk and succeeds when all of the enemy units are sunk.

The mission editor is a bit too primitive to allow for highly creative or intricate maneuvers, I'm afraid, and there are only a limited number of objectives that are recognized. :x

Rose 05-21-06 09:01 PM

Battleship vs. Battleship
 
how do i make a BB vs. BB battle?


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