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Old 09-15-13, 09:44 PM   #1
Bubblehead1980
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Default Who knows about making AI ships fire torpedoes? your services are needed!

A project I have been working on for a while is "wolfpacks" for Us subs.Of course, they were different than german wolfpacks, typically only 3-4 subs but they wreaked havoc on the Japanese from late 43 until end of the war.Now there are limitations such as making subs dive and surface but we do have a great AI sub in SH 4 TMO RSRD, just needs some fixing up.This is beyond my skill but I figure if DD's and PT boats can be made to fire torpedoes and they can in SH 3, surely this can be done in SH 4.

Someone with the knowledge and skill, please take the AI fleetboat and make it able to fire torpedoes, or all the US sub classes if would prefer and the IJN AI fleetboat as well.I have built wolf packs for mod but currently all the can do is use deck gun and distract.They need deck crew added, AA guns added and ability to shoot torpedoes, which is most important.
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Old 10-12-13, 05:48 AM   #2
polyfiller
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Erm ... I think that would be me. I have working AI wolkpacks on German side in the unfinished TSWSM.

The plus side is that the AI untis (subs & dstroyers) can be made to fire. Downside is they treat thme like guns, and the accuracy is a real challenge. They can hit things - more chance against convoys than individual ships, but don't be surprised if sometime nothing hit by a whole pack of subs.

Refire rate tubing and total reload settings are a major challenge also.
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Old 10-12-13, 05:50 AM   #3
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Should say tuning in above .... am sufferring from pneumonia and have been unwell for sometime... spelling and reading / typing not good just now.... keyboard looks like it's sailing through a 10ft swell just now :-(
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Old 10-12-13, 11:08 AM   #4
Webster
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I know TDW was working on that but I don't know where he is on it
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Old 10-12-13, 02:55 PM   #5
Bubblehead1980
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Originally Posted by polyfiller View Post
Erm ... I think that would be me. I have working AI wolkpacks on German side in the unfinished TSWSM.

The plus side is that the AI untis (subs & dstroyers) can be made to fire. Downside is they treat thme like guns, and the accuracy is a real challenge. They can hit things - more chance against convoys than individual ships, but don't be surprised if sometime nothing hit by a whole pack of subs.

Refire rate tubing and total reload settings are a major challenge also.

When you are well, if willing to do US and even Japanese AI subs firing torpedoes that would great and much appreciated.I understand the limitations, I once had used the PT boat mod and while their accuracy was not great, just having them fir torpedoes and posing a threat was great.I had some Elco boats firing torpedoes at japanse tf in surigao strait in october 1944, they scored torpedo hits on a Battleship and sunk a cruiser.

I wouldn't mind if subs accuracy is not great and even if could only fire two torpedoes in an attack, it would add something and hey they would score hits sometimes.Just having AI subs posing an actual threat due to torpedoes would add much to the game, esp as far as the wolfpacks are concerned.
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Old 10-13-13, 12:04 PM   #6
polyfiller
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So do you need help creating the packs of AI subs, or making them fire torps ?

If you are able to, create the AI subs - this will save a lot of work (for me). My recommendaiton is to create 3 to 5 versions of each model sub you want to be controlled by AI. The differetence between each is the depth - make at leat one of these run at a depth of between 7 and 15 metres ... these will fire most torps. I also did one at 50 metres which fireed - to simulate a sub which attacked and then increased it's depth. Having AI subs in game which all run same depth is not too realistic IMHO .... it was nice for me to have to guess which depth of sub I'd set up in specific mission when testing depth charging.

One thing I also did was create AI subs with no torps, or very limited ammunition - again to simulate a sub which was being chased rather than being able to be offensive.

If you can create the subs I can then help get them firing reasonably accurately ( slightly better than the 4% or so Darkfish managed).
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Old 10-13-13, 08:37 PM   #7
Bubblehead1980
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Quote:
Originally Posted by polyfiller View Post
So do you need help creating the packs of AI subs, or making them fire torps ?

If you are able to, create the AI subs - this will save a lot of work (for me). My recommendaiton is to create 3 to 5 versions of each model sub you want to be controlled by AI. The differetence between each is the depth - make at leat one of these run at a depth of between 7 and 15 metres ... these will fire most torps. I also did one at 50 metres which fireed - to simulate a sub which attacked and then increased it's depth. Having AI subs in game which all run same depth is not too realistic IMHO .... it was nice for me to have to guess which depth of sub I'd set up in specific mission when testing depth charging.

One thing I also did was create AI subs with no torps, or very limited ammunition - again to simulate a sub which was being chased rather than being able to be offensive.

If you can create the subs I can then help get them firing reasonably accurately ( slightly better than the 4% or so Darkfish managed).
Already have the subs, in TMO RSRD.The AI Jap Sub and AI fleetboat, just need to be made where can fire torpedoes.

I have made the wolfpacks already, so far have 10 wolfpacks in RSRD campaign from late 43 until end of war.All they can really do right now is distract the escorts which is helpful on the heavily screened convoys in 1944 and 45, some end up getting gunned down, others fight back with deck guns but have it where they speed away and then "dive" (reaching last waypoint and being deleted).Since can't make them attack with torpedoes or submerged, they all attack on surface at night. Just need them to be able to fire torpedoes, if could make them actually dive, that would be great.Main thing is ability to fire torpedoes.I have no clue how to do this with the subs so.
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Old 10-14-13, 02:07 AM   #8
jhapprich
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interested in this,too. ive tried adding thedarwraith`s ai torpedo launcher to a AI Permit, which will launch torpedos at me, but since these are non-homing, they will not hit and i havent found a solution for this yet. also, i used an animated submarine model(diving planes,periscopes) as a subnode on the DD Somers, so that model will actually dive and will represent a sonar target. no real diving, but better than a surface runner. my next aproach will be trying to give it a real anti-sub weapon based on the depth charge.
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