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Drifter
03-13-10, 09:13 AM
Regarding Wolfpacks- I have looked closely at some of the campaign files to try and figure out if and how wolpacks are used in SH5. From what I can tell, wolfpacks are in SH5. It appears that they cruise around on specified waypoints. They are referred to as 'taskforces' in the editor. I am guessing that they will respond to radio contact reports if they are within range, but I have not verified this yet. Has anyone encountered wolfpacks in-game yet?

Drifter
03-13-10, 09:27 AM
I have also noticed in the editor that they seem to report their positions by radio at certain intervals. Has anyone heard these position reports yet?

Safe-Keeper
03-13-10, 09:45 AM
Someone said it'd be really easy to script detailed AI for them, too, even getting them to do things like shadowing convoys.

Barosx2
03-13-10, 10:15 AM
If they are like that in the editor, is it possible to change the description so instead of the readout saying "Task Force" (Which I assume thats what it would say) to read "Wolf pack" instead?

Sub Commander
03-13-10, 10:17 AM
when i report contacts such as large convoys (50 ships NO ESCORTS!!!) then I want my commander to react at least...

Drifter
03-13-10, 10:17 AM
If they are like that in the editor, is it possible to change the description so instead of the readout saying "Task Force" (Which I assume thats what it would say) to read "Wolf pack" instead? I think it only says that in the editor for choosing type, not the name in-game. It appears that the game refers to them as 'wolfpacks'.

bigboywooly
03-13-10, 10:22 AM
Not seen a wolfpack ingame yet but while cruising through the channel noticed a map contact that was round - sub - being chased by a DD
Am guessing was a German on though was black on map not blue

Wolfpacks have their own layer - Wolfpacks - within the mission folders
Yes they do have patrol areas scripted from port to area
Not looked too deep into those yet

Barosx2
03-13-10, 10:24 AM
I think it only says that in the editor for choosing type, not the name in-game. It appears that the game refers to them as 'wolfpacks'.
That's great then, as otherwise I would just think it was another ordinary task force :)

piri_reis
03-13-10, 10:39 AM
The biggest problems with the AI submarines are:

1) They don't use their deck gun.
2) The torpedoes they fire don't work! They just sink right after launch. Plus the AI empties all its torpedoes at once. I've seen the U-class launch like 7-8 of them and they all sank.

Other then that they are in the campaign with assembly locations and wolfpack destination patrol areas. A group of submarines are spawned (depending on their spawn rates/probabilites, and they sail to their destination, doing their AI scripted actions along the way)

AI Scripting is flexible as far as the defined functions for them.. I was the one who suggested they could shadow and send out radio reports via new scripting, but that might be too far fetched :hmmm:

Conrad von Kaiser
03-13-10, 10:59 AM
Dunno if it's relevant but just started the second campaign "Happy times" IIRC and the commander made mention of finally being able to use the Wolfpack tactic in the briefing.

Haven't done any of the missions in Campaign section 2 though but if I do get a wolfpack going I'll let you guys know lol

janh
03-13-10, 11:19 AM
Curious about what type of functions,tests, and logic structures are available for programming AI. ARMA 2, for example, has an awesome online wiki with detailed descriptions and function templates of meanwhile probably over a 1000 commands. That allows a pretty deep interaction even with the source config files.

Is there a similar command Reference or List for SHV? Or a developers handbook? Or anything that can tell about the potential for scripting SHV AI?

tonyw
03-19-10, 11:51 AM
Woo hoo, found a wolfpack in mid-atlantic

http://img.photobucket.com/albums/v117/tonyw/SH5Img2010-03-19_163918.jpg

sergei
03-19-10, 11:57 AM
Good find.
You gonna follow them and see what they get up to?

Hanomag
03-19-10, 11:57 AM
The biggest problems with the AI submarines are:

1) They don't use their deck gun.
2) The torpedoes they fire don't work! They just sink right after launch. Plus the AI empties all its torpedoes at once. I've seen the U-class launch like 7-8 of them and they all sank.

Other then that they are in the campaign with assembly locations and wolfpack destination patrol areas. A group of submarines are spawned (depending on their spawn rates/probabilites, and they sail to their destination, doing their AI scripted actions along the way)

AI Scripting is flexible as far as the defined functions for them.. I was the one who suggested they could shadow and send out radio reports via new scripting, but that might be too far fetched :hmmm:

Madre de dios.... :nope:

1 and 2 are the reverse of SH3.. ugh theres just no winning...

CCIP
03-19-10, 11:57 AM
It's really inaccurate for them to sail like that in mid-atlantic, someone ought to take a look at that. It'd be accurate for groups leaving biscay in '42-'43 for mutual defense, but out in the mid-atlantic, the spacing between boats in a picket line should be not 50 yards but 50 miles.

tater
03-19-10, 12:03 PM
It's really inaccurate for them to sail like that in mid-atlantic, someone ought to take a look at that. It'd be accurate for groups leaving biscay in '42-'43 for mutual defense, but out in the mid-atlantic, the spacing between boats in a picket line should be not 50 yards but 50 miles.

Someone with the mission editor would have to check as to what spacings are allowed on groups. In SH4, the max spacing was 2000 yards, which is not nearly large enough for task forces (IJN carriers used a typical spacing of 7km, so they'd have sea room for evasive action, and only 1 guard DD astern following).

Also, unless SH5 changed the range at which ships go from map abstractions to 3d, anything more than 20nm away doesn't exist anyway, making pickets impossible.

Safe-Keeper
03-19-10, 12:04 PM
Curious about what type of functions,tests, and logic structures are available for programming AI. ARMA 2, for example, has an awesome online wiki with detailed descriptions and function templates of meanwhile probably over a 1000 commands. That allows a pretty deep interaction even with the source config files.

Is there a similar command Reference or List for SHV? Or a developers handbook? Or anything that can tell about the potential for scripting SHV AI?Neal Stevens has posted a "reserved" thread entitled "SH5 Wiki". If such a Wiki (or a general Subsim Wiki or Silent Hunter series Wiki) is indeed posted, it'll probably prove to be a great tool for modders and players alike, as anyone who wants to will be able to submit articles and data to their heats' content:up:.

CCIP
03-19-10, 12:06 PM
Someone with the mission editor would have to check as to what spacings are allowed on groups. In SH4, the max spacing was 2000 yards, which is not nearly large enough for task forces (IJN carriers used a typical spacing of 7km, so they'd have sea room for evasive action, and only 1 guard DD astern following).

Also, unless SH5 changed the range at which ships go from map abstractions to 3d, anything more than 20nm away doesn't exist anyway, making pickets impossible.

Yeah, fair enough.

Although I don't really see any reason why wolfpacks have to be task forces - it's just as well to set them up as individual boat routes and adjust behaviour scripts accordingly.

Galanti
03-19-10, 12:07 PM
I think an entrprising Tommie DD skipper just might be able to get that whole wolfpack with one Hedgehog salvo...Christ, what a gong show...

http://www.offresonance.com/wp-content/uploads/2009/04/double-facepalm.jpg

tonyw
03-19-10, 12:14 PM
Good find.
You gonna follow them and see what they get up to?

I'm going to follow for a little while, to see if we find a convoy. :salute:

tater
03-19-10, 12:16 PM
Yeah, fair enough.

Although I don't really see any reason why wolfpacks have to be task forces - it's just as well to set them up as individual boat routes and adjust behaviour scripts accordingly.

That might well work, which would allow 2 boats at a distance of 20nm, perhaps. The SH4 add-on also allowed for calls to friendly task forces, which clearly the "wolfpack" stuff is using. Intelligent tactics, OTOH... well, seems moot if the posts about fish being launched then sinking is true. If that is the case, wolfpacks are entirely meaningless.