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View Full Version : [TEC] Does the AI detect and react to torpedo wakes?


tater
05-09-07, 11:54 PM
There is a short thread about this at ubi. Someone posted that the AI do reaction, but when the torpedo is so close (like 100 yards) it is too late to matter. Has anyone observed this, and what setting would control this? Is it related to the visual "sensor?"

epaga
05-10-07, 01:36 AM
I'm almost certain ships react - yesterday, I had one case where as soon as I fired a torpedo, the ship sped up, causing me to miss, and another case where they slowed down. :up:

Unfortunately, other ships in the convoy don't seem to react then when you hit one - yesterday, everybody in the huge 10-12 ship convoy just sort of kept plodding along while I picked them off one after the other. :damn:

I know there's a mod for better escorts, I wish there was a mod for smarter merchant AI - reacting even better to torpedo wakes but especially to explosions.

t0maz
05-10-07, 05:29 AM
I'm almost certain ships react - yesterday, I had one case where as soon as I fired a torpedo, the ship sped up, causing me to miss, and another case where they slowed down. :up:
It is also possible that they just saw your periscope.

Unfortunately, other ships in the convoy don't seem to react then when you hit one - yesterday, everybody in the huge 10-12 ship convoy just sort of kept plodding along while I picked them off one after the other. :damn:

I know there's a mod for better escorts, I wish there was a mod for smarter merchant AI - reacting even better to torpedo wakes but especially to explosions.
Once I hit merchant by torpedo, all merchats start zigzags like allways but when I surfaced in center of convoy and started shooting to him by deckgun there was no reaction of 3 escort ships. :damn: They was to far to see me probably - one in front, one far to right and one far far behind on the left probably searching me after torpedo hit. My deckgun is very weak and have 30+ seconds reload time because I use RFB 1.23

I sink this ship after long time of bombarding, submerged and run away without any reaction of escort :down:

jhelix70
05-10-07, 10:01 AM
In my experience, No.

Merchants don't seem to see (and react to) tracks from missed torpedoes, and the escorts don't seem to follow them to your position (like they did in SH1, eg.).

Krupp
05-10-07, 11:30 AM
I'd say they do react. But, not always or at nights. I've seen many times during daytime submerged attacks that they start accelerating or slowing down when they spot the torpedo track. That's ok, but stopping a whole convoy to look at those tracks is too much.

tycho102
05-10-07, 12:24 PM
In my experience, No.

Merchants don't seem to see (and react to) tracks from missed torpedoes, and the escorts don't seem to follow them to your position (like they did in SH1, eg.).

Yeah, I don't see escorts following wakes. I have had starbursts fired at me when my scope was *really* close to a merchant and figured they spotted my scope, even though I had plenty of wakes to follow from all the other boats I was shooting.

t0maz
05-10-07, 12:44 PM
So far I also dont saw any reaction. :shifty:

Bilge_Rat
05-10-07, 02:35 PM
I have seen ships turn away once from my torpedoes. I was very close, 700 meters or so, so I dont know if they were reacting to the torps or the periscope. This was in calm waters.

However, in the 50+ torpedo attacks I have done, I only saw this once, although I rarely shoot from that close.

Der Graf Von Rudklide
05-10-07, 03:10 PM
Yup - some ships do try to turn away from the torpedoes, i even noticed destroyers try to go full back to avoid them.

But it is the collision scripting who make them react, or if it is scripted torpedo reaction i cant tell.

The worst part as mentioned above is that the convoys stops, and the destroyers are in many cases so dumb that i sink them on 100% realisme easily.

t0maz
05-10-07, 04:08 PM
For dump escorts u may try some mods - RFB or Kakemann's improved escorts, somwhere here is another one but I dont remeber a name.

spdklls
05-10-07, 06:52 PM
I have seen ships turn away once from my torpedoes. I was very close, 700 meters or so, so I dont know if they were reacting to the torps or the periscope. This was in calm waters.

However, in the 50+ torpedo attacks I have done, I only saw this once, although I rarely shoot from that close.
It would be extremely hard to see a peri head from 700 meters! I have seen ships evade my torpedoes also.

t0maz
05-10-07, 07:28 PM
Maybe it depends from crew AI level. But Im not sure that merchants have that feature...

Krupp
05-10-07, 11:44 PM
Maybe it depends from crew AI level. But Im not sure that merchants have that feature...
There seems to be crew ratings for merchant ships too (checked from the mission editor).

Poor-novice-competent-veteran-elite.

tater
05-10-07, 11:54 PM
Almost all merchants are set to "novice." Might be interesting to test reactions based upon skill.

Bilge_Rat
05-11-07, 08:11 AM
I have seen ships turn away once from my torpedoes. I was very close, 700 meters or so, so I dont know if they were reacting to the torps or the periscope. This was in calm waters.

However, in the 50+ torpedo attacks I have done, I only saw this once, although I rarely shoot from that close.
It would be extremely hard to see a peri head from 700 meters! I have seen ships evade my torpedoes also.


In RL I agree, but I dont know at what visual distance ships detect you. The way the game is set up, I think ships do not react to torpedo wakes, but only to visual sightings of your boat.

t0maz
05-11-07, 09:22 AM
Almost all merchants are set to "novice." Might be interesting to test reactions based upon skill.

Sounds good - novice they should be only in begin of war.
Im very curious about that how they AI react for those levels - give us some feedback please. :up:

Maybe when they see periscope near enought they will try to make a collision with us on elite level? :rock:

Jace11
05-11-07, 09:39 AM
I used to think it was something to do with taking out the convoy leader however I dont think that anymore.

Yup someone test on elite, I have a feeling they still stop though. Funny how taskforces dont, they get all messed up though and lose formation unless they are 1 column. In the Samar mission if you hit a battleship and cause it to slow, the others will overtake it quickly.

I will test elite merchants later, and maybe also a 1 column formation of merchants too.

Jace11
05-11-07, 09:43 AM
Also, there is no good reason why you shouldnt upgrade all merchant AI to vet or elite. They dont hunt you, the only effect is the AIs ability to spot you on the surface and the accuracy of their deck gun. As I see it now, novice is just rubbish, it cant hit anything with a deckgun and consistantly fires over. Upgrade it and merchants can then hurt subs.

tater
05-11-07, 09:51 AM
Yeah, too many merchants on elite would stink, too. I think more often than not "competant" should perhaps be the AI standard.

jhelix70
05-11-07, 10:39 AM
It would be intersting to see how the game plays with all the merchants and escorts set to competant, veteran or elite.

Jace11
05-11-07, 02:13 PM
Changing it to elite did nothing on a convoy in single mission.

They seem to slow when they start zigging.