View Full Version : A couple more question
Frame57
06-16-08, 12:43 AM
Having no luck with subrocs in SC. I read that the enable setting is the range to target and then it drops it's payload. Tried that several times and the bird keeps flying. So I shortened it a bit and it does not get half way to target before it goes boooom. I have had success using the Russian version of these rockets. Why is there a problem with these? Anyone else encounter this? Also in mission editor I have other boats going against targets. They do not engage at all??? I have thr rules of engagement as warefare and yet they do not attack for some reason. I never had this problem in the 6881 game, so is there some other function in the editor I need to activate to get these boats to do their job? Thanks!:o
Blacklight
06-16-08, 01:39 AM
I'll load up Sub Command in the morning and take a look at it. All you should have to do is set up the ships so they're on different sides and then make the rules of engagement "Wartime" for each side that you want to fight. There have been some instances of AI ships not attacking certain things in Dangerous Waters (Oil Rigs... but that's fixed with the Sakura Mod and a little bit of a workaround). I'll take a look and see what happens when I set something up in Sub Command.
If you want, you can email me a copy of the scenario and I'll take a look at it.
Molon Labe
06-16-08, 10:22 AM
Having no luck with subrocs in SC. I read that the enable setting is the range to target and then it drops it's payload. Tried that several times and the bird keeps flying. Tried what several times?
So I shortened it a bit and it does not get half way to target before it goes boooom. I have had success using the Russian version of these rockets. Why is there a problem with these? The usual cause of missiles exploding in mid-flight is the explosion of a SAM in close proximity to it.
Anyone else encounter this? Also in mission editor I have other boats going against targets. They do not engage at all??? I have thr rules of engagement as warefare and yet they do not attack for some reason. I never had this problem in the 6881 game, so is there some other function in the editor I need to activate to get these boats to do their job? Thanks!:o
SC AI is attrocious, so that might be part of the problem right there is you're running stock SC (although one sentence here implies you might be using SCX, in which case the AI is improved significantly)
The most likely cause of AI in general not engaging is that they have not detected the target. Check for target range and washout.
On the level of the editor, the most likely cause is the intended pwner is set to the transit tactic. On this setting, it will ignore all contacts and proceed as ordered.
Scripts can be used to force engagements.
The target function of the editor has been unreliable in my experience.
Frame57
06-16-08, 11:04 AM
What i meant by trying several times is setting the run to enable, to be that of the targets distance from me. Taken from TMA. As far as the other boats I used in a mission. I definitely had them scripted for attack and transit search. Also rules of engagement was wartime. The two opposing boats would just circle each other. I used a Shipjack against a November. Also I placed a Virginia class right in line with a Soviet Carrier and it did nothing. I wish the graphics in 688i were up to par and i would stick to that game because this does not happen at in it. The editor works perfectly there. Also had no AI in area when using SUBROCs:hmm:
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