View Full Version : A thought on AI uboats
Mush Martin
08-25-07, 08:50 AM
I was waiting for a long load and browsing through the original
shIII manual and it occurs to me.
one of the issues with AI subs is that they are either
surfaced or submerged but dont transition.
however if it were possible (and I dont know if it is)
but if it were possible to make the surfaced AI subs first response to the
enemy presence a double knuckle or single knuckle left or right
a la the player maneuvers then the sub would automatically dive
as part of that process to 25m
wouldnt it?
Jimbuna
08-25-07, 01:39 PM
Could be wrong here, but I think if a sub suddenly submerges then the damage mod takes the opinion that it's sinking due to damage received :hmm:
bigboywooly
08-25-07, 01:45 PM
Yes the damage model is a toughie
Give a sub a damage model to survive underwater makes it tougher on the surface
Certainly can be done as player subs manage it
However I dont think you could alter an evasion routine to make it dive
Not sure if they are all linked
Merchants would sink themselves
:rotfl:
But then I dont know the ins and outs of those controllers though so who knows
Mush Martin
08-25-07, 10:25 PM
Well I was just tossing it out there for anyone working on it as a notion
or avenue
thanks for the feedback I never considered the damage model issue
You have to rember that there is NO sub AI in sh3, so the subs have to use SHIP AI - so submerging = sinking :oops:
To be honest i think if it was possible some one would have done it by now, SDK required for that one methinks.
so submerging = sinking
Wonder what would happen if the axis of the steering rudder would be changed from horizontal to vertical :hmm: so the sub would submerge whenever it tries to turn:88)
Mush Martin
08-26-07, 02:02 PM
Porpoising and flooding probably to guess.:hmm:
SH2 and DC had AI subs and they could work ok. :damn: Some fellow made a fix to make em more aggresive and they would torpedo you even if you were in a u-boat. :damn: That was one of the things SH2 did right, why did we lose it?? :shifty:
slow_n_ez
08-26-07, 04:02 PM
SH2 and DC had AI subs and they could work ok. :damn: Some fellow made a fix to make em more aggresive and they would torpedo you even if you were in a u-boat. :damn: That was one of the things SH2 did right, why did we lose it?? :shifty:
I remember that very well .. was always a rush after watch spotted a sub ... then it dissappeared ... a few seconds later my sonar man screamed " Torpedo in the water ! " and you was scrambling to change coarse and depth really quick ..... just like in the movies .. you would hear the torpedo's wizz past just missing the hull ....
Kaleu. Jochen Mohr
08-26-07, 04:57 PM
i havnt seen a german AI sub sinking... the closest a german AI sub got by sinking is like this here :doh:
http://i205.photobucket.com/albums/bb231/evangelionunit03/SH3Img16-7-2007_1236.35_250.jpg
http://i205.photobucket.com/albums/bb231/evangelionunit03/SH3Img16-7-2007_1236.43_218.jpg
bigboywooly
08-26-07, 05:31 PM
I dont even think there is a cry for torpedo in the water
Least I didnt get one yesterday when got hit in the ass with a homer
Stupid DD sunk before the torp got to him so got me
@ Hitman
Problem with that idea is AI subs couldnt have waypoints as couldnt turn
Chances of them bumping into something would be reduced and wouldnt be able to add them to convoys as wont turn
Nice idea though
Packerton
08-26-07, 10:00 PM
Silent hunter 2 did so many things right, its too bad it lacked a dynamic campaign.
AI Subs, Realistic ship speeds,Fire on your ship,First subsim to have a perfect sound room too.
Woof1701
08-27-07, 02:49 AM
Silent hunter 2 did so many things right, its too bad it lacked a dynamic campaign.
AI Subs, Realistic ship speeds,Fire on your ship,First subsim to have a perfect sound room too.
And it had lousy Destroyer AI which was even harder to tweak than SH3, the convoy often didn't stay in formation when you attacked and many other things that really impaired playing. I believe out-of-the box SH3 was better than SH2 and SH3 with GWX is far better than anything that could be modded with SH2.
Yeah lack of sub and torpedo AI was a real blunder on the devs part - The limitations really show now that we have SH3 modded to what it si today.
NO realiastic wolf packs
AI Submaines limited to suface battles only (using guns) resulting in suicidal behaviour.
No air dropped torpeedos from planes
Torpedo boats ike the Elco can only use MG :stare:
Destroyers cannot torpedo other ships
I guess we can always use Serges virtual torpedo mod, whilst it may not be 100% perfect - its a decent work around none the less and no one has come up with anything better.
TheDarkWraith
08-27-07, 07:37 AM
AI Submaines limited to suface battles only (using guns) resulting in suicidal behaviour.
No air dropped torpeedos from planes
Torpedo boats ike the Elco can only use MG :stare:
Destroyers cannot torpedo other ships
This is something I plan on looking into when I have the combat flag and my sub exhaust smoke mods complete. It really irks me that we can't have an AI sub that can submerge and all. I can't see why Topedo boats or AI subs for that matter can't fire torpedoes but then again I haven't dove into that area yet. Not saying I can do anything about it but just want to take a look and see for myself.
From what I understand, getting a sea based AI unit to fire torpedos is doable, the problem is how the torpeedos behave afterwards - AFAIK they dont run as they should.:oops: Thats all i know.
Jimbuna
08-27-07, 07:57 AM
From what I understand, getting a sea based AI unit to fire torpedos is doable, the problem is how the torpeedos behave afterwards - AFAIK they dont run as they should.:oops: Thats all i know.
:roll: ....................;) .......................:lol:
bigboywooly
08-27-07, 08:16 AM
Yes thats the wall Anvart and Serg hit
Sorry Jim i was pretty sure that - that was common knowlege around these parts as people like the ones BBW mentioned tried it many moons ago. :oops:
Jimbuna
08-27-07, 09:36 AM
Sorry Jim i was pretty sure that - that was common knowlege around these parts as people like the ones BBW mentioned tried it many moons ago. :oops:
Hey!!....no prob at all mate....it just brings back to mind a few conversations over on TS with a few folk :up:
Mush Martin
08-27-07, 09:43 AM
Is there anyone that can describe hear the behaviour issues
with the torps after launch.
has anybody witnessed or tested it thats around.
M
Im afraid not, but wish you the best of luck if you try to persue this. ;)
Jimbuna
08-27-07, 10:16 AM
Is there anyone that can describe hear the behaviour issues
with the torps after launch.
has anybody witnessed or tested it thats around.
M
Are you planning on having a go ? :hmm:
Packerton
08-27-07, 10:20 AM
Silent hunter 2 did so many things right, its too bad it lacked a dynamic campaign.
AI Subs, Realistic ship speeds,Fire on your ship,First subsim to have a perfect sound room too.
And it had lousy Destroyer AI which was even harder to tweak than SH3, the convoy often didn't stay in formation when you attacked and many other things that really impaired playing. I believe out-of-the box SH3 was better than SH2 and SH3 with GWX is far better than anything that could be modded with SH2.
Lousy Destroyer AI, how come when I was running silent at 2 knots at 200 meters early in the war I was getting accuractly hit by charges :rotfl:
Mush Martin
08-27-07, 12:59 PM
Is there anyone that can describe hear the behaviour issues
with the torps after launch.
has anybody witnessed or tested it thats around.
M
Are you planning on having a go ? :hmm:
Certainly above my own talent and experience level at the moment
but as a study of issues.
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