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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
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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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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
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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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Old 10-14-13, 02:22 AM   #9
Bubblehead1980
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Originally Posted by jhapprich View Post
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.
keep it up. So much potential in all of this.I would go back and rework the woldpacks if had AI subs that could fire torpedoes, dive, attack submerged etc.Things would not have to be so scripted.On the flip side, if AI japanese sub can fire torpedoes submerged etc, adds a whole new element to the game as well.Player will be dodging torpedoes sometimes...
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Old 10-14-13, 02:39 AM   #10
jhapprich
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hmm. however i dont think we can add a real AI submarine. possible is a submerged target we can detect( bearing,heading,range), but not its depth, so especially in my case, no submerged dogfights. a proper weapon for that ai sub against other subs is an even bigger problem. besides, i tried an AI EchoII with missile-launching guns(Cruise-missile model attached to the shell, a missile trail, the surface-only launchers of the sub are the guns annd have to be elevated to a certain angle before they can fire, the shell speed is slow so you can see the missile on course, the range is limited, the reloading cycle is long etc.) which killed my ai nimitz quite well on a hit`n`run attack. for a wwII boat, you could use a torpedo as shell model running BELOW the shell node and make it very fast to get a straigt "flight", attach the (invisible?) gun very close to the water level and have the sub "shoot" surface targets.however, it would be most likely instant killing with a laserlike weapon, but poor japs subby wouldnt be kanonenfutter any longer.hmm better idea while writing: check out the firing angle of the gun using a slow spped and find out the usable range, then add an animation controller to the torpedo model that keeps it below the surface on a straight level while the shell flies its courve.this way the torpe can go a little more realistically...hell im good in the morning

Last edited by jhapprich; 10-14-13 at 02:57 AM.
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Old 10-14-13, 02:45 PM   #11
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Not sure why you say you can't have AI controlled submerged subs ... I've been hunting them and depth charging them for quite some time in the TSWSM development build. Why do you think submerged AI subs won't work ?

Making DC's isn't too much a of a porblem. add a munition and a launcher to fire them (a gun in effect) and bob's your uncle, or sister, depending on how complex a family strcuture you belong to.

To get the AI subs to fire submerged, you just mount the torp launchers on nodes which are xx metres above the subs hull ... as in, the torp launchers are still surfaced.

I've even got a 50m submerged sub which still fires torps at me on the surface.
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Old 10-15-13, 12:42 AM   #12
TorpX
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I can't follow everything written here, but it sure looks encouraging.
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Old 10-15-13, 01:51 AM   #13
jhapprich
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polyfiller, i guess tswsm isnt ready yet? maybe you could upload your ai torpedolauncher and your ai submarine so i could take a look at it. nice idea with the depth charge ,however it is not that simple.same goes for the submerged sub launching torpedoes. hard to believe you have all that already, until i have seen it myself.

Last edited by jhapprich; 10-16-13 at 01:09 AM.
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Old 10-16-13, 03:09 AM   #14
jhapprich
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I DID IT!

great news! i finally managed to make thedarkwraith`s torpedo spawner fire DIRECTLY and RELIABLY at the target! found it out while adding the torpedo spawn effect to a k-gun as firing effect.when the enemy lunched its depthcharge run at me , the AI-Torpedo was launched heading directly towards my sub all the time,however it would go very slowly,floating on the water surface so its propeller was useless(any idea to solve this,polyfiller?).BUT i then had the idea not to make a torpedogun that used ashell as origin for the torpedolauncheffect, but simply adding a dummy shell with 0damage to an existing gun and make the torpedospawnfx the firing effect instead of the muzzle flash. voila, i was sunk all the times, and i ran 15 knots surfaced. guessing that an AI Elco would run much faster itself, it would blow eg. the Yamato to hell without launching dud torpedos all day and mybe one would hit. sozund out it does not work for himng torpedoes.they will be launched and run towards me,but behave like unguided, meaning they go on a straight course but you can see the torpedo itself turning towards your propellor. if i can unlock the alignment of trhe launched torpedo from the initial vector of the particle generator, guided torpedoes will work as well!!!!

Last edited by jhapprich; 10-16-13 at 03:45 AM.
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Old 10-16-13, 07:04 AM   #15
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ok, having changed some values of the original torpedospawnfx, i managed to make the launcher run smooth. it is now possible to make all the existing torpedolaunchers of the ai ships actually work+ i modified the k-gun so there is the possibility to launch torpedos on submerged targets. ill make an upload asap, currently on another pc.
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