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View Full Version : SH5 Wolfpacks, There in!


jwilliams
05-31-10, 03:48 AM
It seam as though Ubi have put working Wolfpacks into SH5.:up:

http://forums.ubi.com/eve/forums/a/tpc/f/1121062387/m/8381081568

I knew Ubi said they had put them in... but i though they were bugged?

I've not seen them personaly yet.... But im gonna go looking for em.... Wolfpacks in action. :rock:

Zedi
05-31-10, 04:53 AM
Lies. You know, this game works because our fat imagination, because sometime we want so much to work as we dream that we actually belive it does. But is just a mirrage.

I'm doing Black Pit now and there is a lot of wolfpack activity there, including a mission with "sink million ships using wolpack tactics". So instead of hunting convoys, I hunted our u-boats trying to find and join a wolfpack. Finally I managed to find a big one, 9 u-boot heading west in close formation. So I joined them hoping for a great hunt. My *** !

Few hours after I joined them, we run right into a huge convoy with heavy escort and all that goodies. Gues what this lame wolfpack did? They broke up. Those retards in front crash dived and sailed away at 50m, 2 in next row got 1 shoted by the escorts and the last row in back managed to sail away on high speed. I left all alone against mad escorts and zig-zag'in ships.

So that story on official forum is a result of an action hungry imagination. AI subs don't engage enemy ships, they dodge them.. is not the first time I see this. Same as the u-boot did that I posted in screenshot thread, where after I joined another AI u-boot and we found a convoy.. he dived and on max speed avoided any contact with the enemy.. after the convoy passed he surfaced again but bad luck.. the convoy had a battleship that one shoted him.

So yeah, sadly there is no working wolfpack in the game, it's just an ilusion :(

jwilliams
05-31-10, 04:54 AM
Well.... they are in, there just not working as intended, or as we would like them to work.

Maybe they can be modded to work?:ping:

Herr_Pete
05-31-10, 05:12 AM
Sounds exactly the same as the 3 Wolfpacks I linked up with. Was really excited when we found our first convoy and then all of a sudden I noticed all the u-boats diving and they all broke off so yeah it was just me left with a cracking convoy. The wolfpack was 8 U-boats strong. 3 depth charged and 2 unknown deaths... Kick ass AI...

The General
05-31-10, 05:19 AM
I am glad to hear this as I hadn't seen any Wolfpacks yet. Although, that story on the Ubi Forum could be faked by using Multiplayer and just switching off the name labels and taking screenshots :hmmm:

It's such a huge shame SH5 wasn't finished by The Devs, it could've been amazing. I don't believe the Modders can fix things like the missing Subnets and Mines, let alone all the other stuff. The Darkwraith seems to be obsessed with the U.I. and while his improvements are great, there's no point having a great UI on a broken game.

Herr_Pete
05-31-10, 05:23 AM
this is a petty comment but i hate looking at the other u-boats and you can't see any crew on the conning tower. Just a ghost boats sailing around. Just seems odd.

IanC
05-31-10, 06:43 AM
I don't think I've seen one person here say that they've seen co-ordinated attacks on a convoy from AI U-boats.
Conclusion: Wolfpacks are not working.
And if this is hardcoded then only an official patch can fix it.

Zedi
05-31-10, 06:50 AM
I am glad to hear this as I hadn't seen any Wolfpacks yet. Although, that story on the Ubi Forum could be faked by using Multiplayer and just switching off the name labels and taking screenshots :hmmm:

It's such a huge shame SH5 wasn't finished by The Devs, it could've been amazing. I don't believe the Modders can fix things like the missing Subnets and Mines, let alone all the other stuff. The Darkwraith seems to be obsessed with the U.I. and while his improvements are great, there's no point having a great UI on a broken game.

In that link all u can see is what I was talking about, the stupid AI u-boot running away and the escort having fun with him. U will never see one AI sub actually attacking an enemy target, they will always dodge it. As I said, I'm doing the Black Pit campaign and there is a LOT of u-boot activity, but none will engage the enemy.. they exist only to give the player the feeling that he is not alone.

Regarding the mods, I agree.. there is a lot of work on the UI, but almost none on the game and AI behaviour. ddrgn had worked on an interesting mod "U-boat Historical Specifications" and "Feared Hunters" that could evolve into a bigger something, similar to TDW work but dealing with the AI and the game mechanics ... maybe he don't have time or enough interest to continue his work...

janh
05-31-10, 09:30 AM
Seems like the developers were stopped when they had the wolfpacks halfway in the game, and couldn't finish creating a proper AI for them. Really sad, this would have been the one unimaginable crown jewel of this game, the one thing truly everyone was hoping for. But the graphics are awesome!

walsh2509
05-31-10, 10:31 AM
I made contact with an unescorted armed merchant convoy, at the juntion of 13w 53e there were 12 ships in the convoy. I only had 2 torps left , sunk 1 damaged a 2nd it was dead in the water. I was going to wait until the other had left suface behind the damaged merchant and sink her, I ran the clock forward 1 - 2 days had passed and the other were sailing in circles coming back to the damaged ship. I was about 100mts off it but with Pscope up at least 1 of the other ships would try to ram me. 2nd day in with my Pscope up 7 planes came over they were in a straight line and 1 after the other came in for an attack, I don't know if they seen my scope but several shots hit the damaged ship.

With Co2 very high I sailed away until I was out of there sight, I stayed back just out of sight of these Merchants and for a week I sat there watching these ships sail away and back again to the merchant that was dead in there water. Every 4 hour of that week I sent a report, the icon with the envolpe and the icon of the ship I could send both and I did. After a week of sitting there watching this dance, no other uboats turned up.

I set sail back to port.

GoldenRivet
05-31-10, 10:47 AM
this appears to be no different than the "wolfpacks" in GWX

Krauter
05-31-10, 11:18 AM
I remember seeing in, I think the Screenshot post, that someone was tracking a British Sub and it fired a torpedo at them but it just sank. Another post I saw showed someone sailing and spotting a few white trails (torpedo wakes) which he then followed with the external cam to see the brit sub AT PERI DEPTH shooting at him.

I also remember that in SH4 ships werent able to fire torpedos on their own and required a mod to do that. Perhaps that is all that is missing in this game?

Magnum, I think you need to tone down the cynicism and give the game some time to grow...

The General
05-31-10, 11:26 AM
this appears to be no different than the "wolfpacks" in GWXYeah, apart from the fact that the graphics are ten times better :O:

Zedi
05-31-10, 12:00 PM
I remember seeing in, I think the Screenshot post, that someone was tracking a British Sub and it fired a torpedo at them but it just sank. Another post I saw showed someone sailing and spotting a few white trails (torpedo wakes) which he then followed with the external cam to see the brit sub AT PERI DEPTH shooting at him.

I also remember that in SH4 ships werent able to fire torpedos on their own and required a mod to do that. Perhaps that is all that is missing in this game?

Magnum, I think you need to tone down the cynicism and give the game some time to grow...

That was me, my only dogfight with a brit sub, posted screenie in the dedicated thread. Was no fightback from the sub, but he did something else that surprised me very much. He was already sinking and when I was about to pass over him to take a nice screenshot, with his last energy he tried to ram me from underwater. Here is the pic:

http://farm5.static.flickr.com/4055/4614709829_d459952ee7_o.jpg
http://farm5.static.flickr.com/4025/4614889382_10c1c7bf51_o.jpg

Now, maybe this was not intentional.. maybe the AI was just struggling to get back to surface and was an accidental kick that just looked like an intention to ram me.. who knows. Truth is, I was impressed and even if was only the script that tried to get the AI sub back to surface.. I wanna believe it was his intention to ram me. As I said, in SH our imagination play a major role :P

rik007
05-31-10, 12:09 PM
This is no Wolfpack as the concerted aspect - i.e. communication from/to BDU - is missing. It's a happy coincidence, a spontaneously gathering of u-boots. Let's call it a flock of u-boots.

commandosolo2009
05-31-10, 12:17 PM
Now If I see ANY German U boat aside mine, I open fire.. YES!!!! the AI (:har:) gets it!! the Britische Kriegschiffe und Handelschiffe are mine, and Hitler and Doenitz can suck eachothers ****...:D

I wont illude myself with any more thoughts that I should give Ubi a second chance or that the AI actually works on those subs...

TO Ubi: :down:

Hartmann
05-31-10, 02:28 PM
In that link all u can see is what I was talking about, the stupid AI u-boot running away and the escort having fun with him. U will never see one AI sub actually attacking an enemy target, they will always dodge it. As I said, I'm doing the Black Pit campaign and there is a LOT of u-boot activity, but none will engage the enemy.. they exist only to give the player the feeling that he is not alone.

Regarding the mods, I agree.. there is a lot of work on the UI, but almost none on the game and AI behaviour. ddrgn had worked on an interesting mod "U-boat Historical Specifications" and "Feared Hunters" that could evolve into a bigger something, similar to TDW work but dealing with the AI and the game mechanics ... maybe he don't have time or enough interest to continue his work...

UI mods are not bery difficult and are great mods , IA and others are more difficult and the script estructere is not know very well yet.

Soon or later the "easy " mods will reach the limit and modders start to focus on other broken poins of the game.

I remember sh3 and some mods take a lot of time, for example moon reflections , broken in stock game

JScones
06-01-10, 03:14 AM
I fail to see how this is a revelation? We've known since well before release that there'd be AI operated U-boats. About as "Wolfpack-y" as scripted AI boats in SH3.

Yeah, apart from the fact that the graphics are ten times better :O:
Yep, when you can't compete with substance, just fall back to the old "Yeah, but it's much purdier" line. :yeah:

The General
06-01-10, 04:26 AM
Yep, when you can't compete with substance, just fall back to the old "Yeah, but it's much purdier" line. :yeah:Hey, I'd love for SH5 to have more 'substance' but The Devs didn't get the chance to finish it. Anybody who's played SH5 and had a look through the files will tell you how ambitious a project it was. Unmodded SH3 is pretty simplistic by comparison, and I don't just mean graphically either.

Lemke
08-05-10, 01:22 PM
Lies. You know, this game works because our fat imagination, because sometime we want so much to work as we dream that we actually belive it does. But is just a mirrage.

I'm doing Black Pit now and there is a lot of wolfpack activity there, including a mission with "sink million ships using wolpack tactics". So instead of hunting convoys, I hunted our u-boats trying to find and join a wolfpack. Finally I managed to find a big one, 9 u-boot heading west in close formation. So I joined them hoping for a great hunt. My *** !

Few hours after I joined them, we run right into a huge convoy with heavy escort and all that goodies. Gues what this lame wolfpack did? They broke up. Those retards in front crash dived and sailed away at 50m, 2 in next row got 1 shoted by the escorts and the last row in back managed to sail away on high speed. I left all alone against mad escorts and zig-zag'in ships.

So that story on official forum is a result of an action hungry imagination. AI subs don't engage enemy ships, they dodge them.. is not the first time I see this. Same as the u-boot did that I posted in screenshot thread, where after I joined another AI u-boot and we found a convoy.. he dived and on max speed avoided any contact with the enemy.. after the convoy passed he surfaced again but bad luck.. the convoy had a battleship that one shoted him.

So yeah, sadly there is no working wolfpack in the game, it's just an ilusion :(

Well, I have made an interesting experience here I'd like to share with you guys:

When I unlocked THE BLACK PIT campaign, the video conference (or was it the description of the campaign ?) referred to the possibility to use wolfpacks for the first time… Mmm… this looked pretty exciting, but would the wolfpacks work ? In order to check, I chose the mission « Triumph of the wolpack » which apparently requires to cooperate with a wolfpack.

I left port and sailed through the Biscay Bay. While approximately in the middle of the bay, a wolfpack showed on the nav map, just a few hundreds of km North of my position, apparently sailing parallel to my course. So far, nothing special.

But this wolfpack was different : it kept sending its position every few hours, which made the wolfpack « blimp » on the nav map when using time compression. Odd… Other wolfpacks don’t do that (up to my experience) : they show up once or twice and that’s it, and I have to chase them to find them.

The wolfpack was heading NE, but when it got out of Biscay Bay and was a few hundred km E of Ireland, it changed course and headed straight to my allocated patrol area, due East… I decided to position myself in front of the wolfpack and to proceed to the patrol area, at the same course and speed (14 knots).

A few convoys and independent ships were reported by my radioman but nothing close by or worth a long chase. Then « it » happened…

24 September 1942
14 :42
Convoy reported on nav map, 750km East. Intercept course plotted : it’s running on the same line as the wolfpack and the two will clash together ! I keep speed at 14 knots running parallel to the wolfpack at approx 70km. Wolfpack has about 6 subs according to hydrophone, speed still 14 knots.

25 September 1942
6 :07
Running parallel to wolfpack distance 35km on intercept course with convoy

13 :19
Still running parallel to wolfpack distance 13km on intercept course with convoy. Convoy suddenly detected on nav map (by hydrophone) distance 13km speed 10knots. Both my sub and the wolfpack are in front of convoy, perfect attack position, outside the « black pit sector » but inside allocated patrol area (200km of center of patrol area). Looking good for some mission kills !

13 :21
Clouds partial, precipitations none, fog medium, visibility medium. « Total revealing » and « safe communications » enabled.

13 :28
First ship of the convoy in sight. Nav map shows 20+ ships and only 2 escorts. While I peek around a destroyer suddenly comes out of the fog, distance 2000m speed 10 knots. It hasn’t spotted me (yet). I submerge deck at 7m and reduce speed.

13 :29
More ships of the convoy come in sight. Merchantman sighted 4000m ahead. Convoy and Patrol Reports sent. Going to P-depth and silent running. As I dive, the escort opens fire on me and starts rushing to my position, and the convoy starts the usual zigzagging. Decoys deployed.

13 :32
Most of the wolfpack is still on parallel course with convoy, distance 6500m now, but there are 2 subs which will definitively clash with the convoy unless they alter course. But so far, the wolfpack has not changed formation or speed (they must be deciphering my message ?)

13 :33
Depth 90m and destroyer heading for decoys. Stabilizing at 105m and hearing depth charges exploding at approx 20m.

13 :41
Numerous depth charges explosions, too far to do any harm. Using the external cam, I spot 1 sub on surface approx 3000m from convoy, but it does not take any action whatsoever.

13 :43
Merchantman opens fire on this sub, which deep dives instantly and turns away from the convoy at high speed (as expected having read this thread before the mission). The coward is fleeing ! What a lousy b*st*rd !

13 :44
AI Sub is at 70m (must have done a crash dive), still going high speed away from the convoy. Obviously he doesn’t rig for silent running when under attack… Looking at the rest of the wolfpack, I notice 3 subs have dived and 2 more are still surfaced. These two have changed course to intercept the convoy ! A reaction at least ! The other submerged ones are still on a parallel course.

13 :45
Wolfpack is now altering course : 3 submerged subs (2 turning away from convoy, 1 moving in) and 2 surfaced subs (1 on intercept course, other 1 turning). Can’t find the 6th sub.

13 :46
The submerged subs have all returned at p-depth… and are now all heading to the convoy ! Merchantmen column is about 1000m away from me. I activate « Riposte » and « Propaganda » on my sub and return to p-depth

13 :51
I’m getting tired of all this idleness so I decide to grab some action. I notice I’m now almost in the center of the convoy, ships are all around me. Fire no.1 on medium tanker, no.2 & 3 on liberty ship, dead ahead. 2 ships sunk.

13 :52
Fire no.5 on large steamer (war supplies). Hit and left burning, residual speed 5knots. All wolfpack subs have now submerged, 3 are heading to the convoy, 2 turning away, no sign of 6th sub, their underwater speed is 7knots (max speed)

13 :57
2 escorts head to the sub which had been previously fired upon by the merchantman. Sub speeds away at 70m speed 7knots. Still two wolfpack subs closing in submerged. Lost trace of the other ones. Fire no.4 on large steamer, left burning and dead in the water. Start chasing the other damaged ship at max speed.

13 :58
6th sub detected, rear of convoy, submerged and approaching fast. Is this the lead sub ?

13 :59
The damaged ship I was chasing seemed to have stopped. Investigations show its screws have been blown off. It has transformed into a sitting duck… I decide to leave him alone (for now) to see if another sub from the pack is going to try to finish him off. Should be an easy target for my « partners ». I concentrate again on the other ships.

14 :01
Fire no.5 on motionless steamer next to one of the damaged ships (these captains don’t seem to know you’re not supposed to stop your ship during a convoy battle !). Ship left burning dead in the water (that’s the 3rd one damaged). Wolfpack subs appear intermittently on nav map. Some have surfaced while the others continue submerged. Speed of surfaced subs is now 12knots (instead of 14). Wolfpack situation is chaotic, half of the subs seem to turn around but other ones still push forward on an interception course. Closest sub to the convoy is about 4700m (on surface North of convoy). I can see 2 other subs on surface, operating close to each other, 5000m NE of convoy, and not far away of the sub just mentioned. A 4th sub is also spotted closing in on surface.

14 :05
Destroyer sighted heading my direction, distance 4000m speed 10knots. It’s chasing me after seeing the explosions ! Dive at 80m, launch decoys and rig for silent running.

14 :08
I can’t believe it ! As I’m inspecting the surfaced sub which is closest to the convoy (approx 1500m), and just as it gets under fire from one of the merchantmen, I suddenly spot a spread of four steam torpedoes coming out of the tubes and heading directly for the convoy !!!! The sub then dives quickly, shells falling all around, and turns sharply. I dive to 50m to avoid torps. BUT I SAW IT : THE WOLFPACK SUBS DO ACTUALLY FIRE THEIR TORPEDOES (at least one of them did) !!!!

14 :12
No torpedo impact, they must have all missed. The pair of subs mentioned at 14 :01 is now approx 1300m from the convoy. They attract heavy fire from the merchantmen, dive and turn around. No torpedoes seen. First attacking sub is still at p-depth and now that the pair of subs has dived, it attracts all the gunfire from the convoy. Even AA guns are brought into action. I can hear a lot of hull explosions around the sub, which doesn’t even lower its attack scope. Sub is likely to be sunk if it stays at p-depth with its scope clearly rising outside the water… I go back to p-depth since the escorts have turned their attention to wolfpack subs closing in E of the convoy.

14 :23
No more sign of the first attack sub (probably sunk due to massive gunfire). The pair of subs NE of convoy surfaces and heads back to the convoy, distance 1300m. Other wolfpack subs E of convoy surface and get attacked by escorts, which thus neglect the pair of subs located NE of convoy

14 :25
One escort is burning but appears to be only slightly damaged. Did it get hit by its own depth charges ?

14 :30
2 more subs attacking from rear on surface, but no sign of the pair of subs NE of convoy… They have disappeared from the nav map and I assume they are lost. Fire no.4 on steamer and hit the rudder (now there are 4 burning ships dead in the water)

14 :36
Destroyer cutting through the convoy and heading straight to me at high speed. Launching decoys, diving to 150m, silent running and heading parallel to convoy.

14 :38
Back to contemplate the 2 subs attacking from the rear of the convoy, I suddenly see 4 faint white lines in the water just in front of the 1st sub : IT’S LAUNCHING A TORPEDO SPREAD !!!! TORPS ONCE AGAIN !!! Steam torps. Much to my bewilderment, the 4 torps take a 180 degrees turn and dart away from the convoy ! Is this a training wolfpack ??? What’s wrong with these rookie captains ??? The attacking sub dives deep.

14 :39
Going back to p-depth. While operating the attack scope, I realize I had been looking at about 180 degrees when the 2nd torpedo attack took place. Is there a connection ?

14 :40
The second sub stays on surface, for some unknown reason, and gets attacked by a destroyer. The destroyer closes in very fast but the sub still cruises leisurely on the surface. When the destroyer is really close it tries to back throttle at full speed but it’s too late, the sub gets rammed and sinks like a n00b. Too bad for the crew… (but it’s a ghost crew anyways !)

14 :48
The attacking sub has returned to p-depth and heads for the convoy again. I have only 4 torpedoes left and since there are still 4 damaged ships to sink, I decide to cease the attack and dive at 60m, letting what’s left of the convoy overpass me.

14 :51
Sub tries to surface but gets fired upon by destroyer. Hull explosions are heard on the sub.

14 :52
Sub returned at p-depth but is now motionless. Guess it’s gotten too many hits and is about to sink.

14 :54
Strange enough, the sub suddenly starts its engines at full speed and turns around while diving deep. Maybe it had been running silent running for a few minutes (first time I saw that !). It’s the only remaining sub of the wolfpack still visible on the nav map : the others have probably been sunk or are diving deep. Going to 150m & silent running since the escorts seem to head for my position again. Launching decoys at 100m. Altering course to let them chew the decoys peacefully.

16 :26
Lost hydrophone contact with last sub. I am about to surface to reload my external torpedoes. Convoy and escorts are gone, only the burning ships remain.

16 :32
Surfaced and reloading torpedoes

16 :44
Fired no.1 & 2 & 3 for the « coup de grace » on 3 burning ships. They all sink quickly.

17 :17
Found remaining damaged ship and fired no.5 to send her to the bottom

17 :19
Sent patrol report and commenced return run to base. No more torpedoes left. 7 ships sunk totaling 45'542 tons – but this level is definitely too easy…

It appears that this particular encounter was scripted, but it definitively shows that the subs can fire torpedoes during an attack - though they only fire spreads of 4 and donno how to aim properly...

I'm providing some infos if anyone wants to try it by himself:

Game version :
Silent Hunter 5 with latest patch

Mods installed :
- RemoveLogoIntroTheDarkWraith
- Grossdeutscher Rundfunk
- Lynchz Gramaphone
- Accurate German Flags
- AilGlassDropsRemoval 1.0
- AilImpurity 1.2 light
- MightyFine Crew Mod 1.2.1 Alt w beards
- MCCD_1.03_MFCM_1.2.1_compatible
- DBSM_Speech_1_0_4
- No 1-2-3 Torpedo Alignment
- sobers base wave mechanics for SH5 v3
- sobers floor rusty
- Free Cam Tweak 1.1 – Regular
- NewUIs_TDC_3_5_0_ByTheDarkWraith
- NewUIs_TDC_3_5_0_WWIIInterface_by_naights
- Advanced Shift Keys 2.1
- No Damn Bubbles, No Damn Halo Mod
- More Powerful Torpedoes v1.0
- Reduced Mission Tonnage v02
- Damage assessment
- 1standardmorale

Campaign :
BLACK PIT (just unlocked)

Mission :
Triumph of the wolpack : Sink 75,000 tons of Allied supplies from HX/HXF convoys using wolfpacks (that was the very 1st mission I picked in this campaign)

Date :
24-25 September 1942

Difficulty :
Medium (meaning : very easy)

Particular aspects :
- Game save was never loaded since crossing the Biscay Bay until the end of the attack ;
- stayed at attack scope station / nav map / external cam during almost the entire attack, scope was extended most of the time ;
- submerged immediately after spotting the first escort and only resurfaced when the battle was over.

Hope this helps!

Jan Kyster
08-06-10, 01:30 AM
Wow! What an intense read! Very cool! :up:
14 :39 Going back to p-depth. While operating the attack scope, I realize I had been looking at about 180 degrees when the 2nd torpedo attack took place. Is there a connection ?Can you direct their firing? As in your aim is theirs? Have you tried that?

janh
08-06-10, 03:28 AM
Hmmh, I am confused. Was that while playing the campaign, or was that a separate single mission? Would be interesting how much of that was scripted, and how much AI could do itself.

This could give a hint whether AI for subs/wolfpacks will need developer involvement (patch, addon) to get into a proper state, or whether it is not that far of and can be modded through the AI functions. It would be awesome if this feature would be working as it should. This is really the only thing I am missing with SHIII.

Zedi
08-06-10, 07:15 AM
Sorry, but I don't buy this. Maybe TDW now he is pretty deep into the AI scripts can confirm this... the AI sub can NOT fire, no matter if is torpedo or gun, they are not instructed to do so. I'm not sure where I was reading this to give a proper quote, but the script for the AI sub are set to evasive maneuvers, not a line about fighting back.

To go more further, I also made a custom mission where I put a wolpack in front of 2 retard merchants. At first contact, all subs submerged and sailed away on max speed.

So again.. I don't buy these stories.

Lemke
08-06-10, 11:09 AM
Hmmh, I am confused. Was that while playing the campaign, or was that a separate single mission? Would be interesting how much of that was scripted, and how much AI could do itself.

This could give a hint whether AI for subs/wolfpacks will need developer involvement (patch, addon) to get into a proper state, or whether it is not that far of and can be modded through the AI functions. It would be awesome if this feature would be working as it should. This is really the only thing I am missing with SHIII.


It was while playing the campaign, the part called "The Black Pit". You have to talk to the officer in port and pick up a mission on the nav map before sailing out of the base. The mission I picked is called "Triumph of the wolpack" (Sink 75,000 tons of Allied supplies from HX/HXF convoys using wolfpacks). Remember, I'm using the "Reduced Mission Tonnage" mod, so the decription of the mission might differ from the stock version...

Wow! What an intense read! Very cool! :up:
Can you direct their firing? As in your aim is theirs? Have you tried that?

Thx for the comments! :)

I didn't pretend that the torpedoes were aimed at the direction I was looking at. I was just questioning if there was a relation between these two facts... It might well just be a coincidence.

Sorry, but I don't buy this. Maybe TDW now he is pretty deep into the AI scripts can confirm this... the AI sub can NOT fire, no matter if is torpedo or gun, they are not instructed to do so. I'm not sure where I was reading this to give a proper quote, but the script for the AI sub are set to evasive maneuvers, not a line about fighting back.

To go more further, I also made a custom mission where I put a wolpack in front of 2 retard merchants. At first contact, all subs submerged and sailed away on max speed.

So again.. I don't buy these stories.

I saw what I saw, period. If you don't believe it, that's your choice. I'm NOT related to UBI nor to any developer, and have no interest in cheating or telling lies. I can understand it is hard to believe though, given the impressive number of bugs in this game!

I have saved the game just before making contact with the convoy, so I'll try to launch a second attack this weekend. I'm using a macbookpro laptop with windows xp installed, and the keyboard doesn't have the usual "print screen" key. So I had to figure out how to take screenshots on my apple computer running window$... Problem solved now (MWSnap installed to change the shortcut key), which means I'll try to post some pictures next time (if I can manage to spot the AI torpedoes again!). I have already tried to reload my saved game, and both the wolfpack and the convoy are where they are supposed to be. The saved game is, thanks to god, working.

Nisgeis
08-06-10, 11:44 AM
the AI sub can NOT fire, no matter if is torpedo or gun, they are not instructed to do so.

The AI subs have fired torpedoes at me in the stock game, so they can fire. There was also a thread about whether they fired or not and it was answered that they could and multiple people said they had seen them fire. Not a very nice welcome to a new member.

Welcome aboard Lemke!

Arclight
08-06-10, 11:56 AM
They are instructed to fire, but the AI routines are a bit off. Would take some work to get them to attack properly, let alone hit anything.
At first contact, all subs submerged and sailed away on max speed.
That seems to be the main problem; if contacts are within a certain distance, they'll head away at full speed. They'll re-engage once they are far enough away though.

Zedi
08-06-10, 12:30 PM
Just to end this debate, here it is:
Wolpack mission (http://www.zumodrive.com/share/6G9NYTYwOT)

Is JSGME ready. Watch and cry. Hope the devs can see this and do some sepuku. Or at least quit their job.

Krauter
08-06-10, 12:38 PM
Just to end this debate, here it is:
Wolpack mission (http://www.zumodrive.com/share/6G9NYTYwOT)

Is JSGME ready. Watch and cry. Hope the devs can see this and do some sepuku. Or at least quit their job.


If you don't have anything constructive, nice or if you can't stop being just plain nasty please leave.

Seriously.

Every topic that has to do with AI submarines or wolfpacks you seem to come in, bash the topic and anyone who supports it.
Now I am not one to rant about people but seriously. Enough.

Also, as Nisgeis noted; not a very nice way to welcome a new member (by basically calling him a liar, etc.) Subsim is known as a warm and welcoming community. If you're part of the community please show some common courtesy. Debate the topic but don't ridicule it..

"Watch and cry. Hope the devs can see this and do some sepuku. Or at least quit their job."

Does not constitute anything courteous or nice.

Welcome aboard Lemke!

Good Day sir,

Krauter

John Channing
08-06-10, 01:18 PM
Just to end this debate, here it is:
Wolpack mission (http://www.zumodrive.com/share/6G9NYTYwOT)

Is JSGME ready. Watch and cry. Hope the devs can see this and do some sepuku. Or at least quit their job.

While this is not my forum to moderate, as one of the longest standing members here I have to say that the kind of attituide you are showing here is completely unacceptable at Subsim.com. It's not a question of violating the rules (which you have) but rather one of rudeness and immaturity.

This is Neal's forums and Neal's house and, as a guest here, if you cannot conduct yourself in an adult fashion then I would like to encourage you to take your frustrations elsewhere. We have been innundated with this kind of childish nonsense since early this year and, if I had my way, a great number of people like you would be unable to post here at all. Fortunately for you Neal is much more forgiving that the rest of us so he allows this kind of petulant foolishlishnes to go on.

Perhaps instead of insulting new people to the forum or or suggesting people who you have never even met kill themselves you should spend some time counting your blessings he is as tolerant as he is.

JCC

TheDarkWraith
08-06-10, 01:21 PM
Just to end this debate, here it is:
Wolpack mission (http://www.zumodrive.com/share/6G9NYTYwOT)

Is JSGME ready. Watch and cry. Hope the devs can see this and do some sepuku. Or at least quit their job.

Nice! Was looking for something like this so I can try and fix the sub AI. And the sub AI can fire (torpedoes and guns) and they can fire multiple times. If they are near a contact when they detect it they will head out to a 'safe' zone before turning around and coming back for an attack. They don't have much for aiming though - they depend on being in front of the target and at right angles for their 'firing solution'. That's what they are attemping to get to when they head out and come back in.

Zedi
08-06-10, 01:25 PM
Well Krauter, this is not intended to you. Is intended to whom are imagine that the SH5 AI is in level to the 21 century AI development. And the SH5 AI is just pathetic. Sorry, but SH is not my only game I play, but for sure.. is the worst AI I saw in a game ever. No wonder that Blizz charge 20$/month for their MMO games, or 60+ for the solo games where is no DRM involved.

Arclight
08-06-10, 01:33 PM
No one is saying the AI is up to scratch. We're just saying that you sir, are a troll.

Zedi
08-06-10, 01:45 PM
No one is saying the AI is up to scratch. We're just saying that you sir, are a troll.

How come I'm a troll when I post a prove with a mission? How the heck I'm a troll and not the one who imagine things happen? Is my mission against a guy who imagine wolfpakcs in action.. right.. O.O

SteelViking
08-06-10, 02:00 PM
How come I'm a troll when I post a prove with a mission? How the heck I'm a troll and not the one who imagine things happen? Is my mission against a guy who imagine wolfpakcs in action.. right.. O.O

Well, I have no bone to pick here, but your original statement was that AI subs are incapable of firing, and you cited TDW. Well......TDW just freakin said that they are, in fact, fully capable of firing, albeit not accurately. And your "test mission" that "proves your point", I bet if you wait long enough, the subs will do exactly as TDW has said, they will turn around after they have reached the predetermined distance and fire. I, like Arclight am not saying that the AI is good(although TDW has done an amazing job improving it, thank you Sir) but, what you have said on this thread is simply uncalled for IMHO, and could easily be considered trollish.

Krauter
08-06-10, 02:14 PM
Well Krauter, this is not intended to you. Is intended to whom are imagine that the SH5 AI is in level to the 21 century AI development. And the SH5 AI is just pathetic. Sorry, but SH is not my only game I play, but for sure.. is the worst AI I saw in a game ever. No wonder that Blizz charge 20$/month for their MMO games, or 60+ for the solo games where is no DRM involved.


As people like Nisgeis, JCC and Arclight have said, statements like these are trollish. Once again, if you think the AI is so pathetic (which it is to an extent, but again look at SH3 and 4 when they were this far into release) then instead of whining and creating mission that will (as SteelViking pointed out) probably prove YOU wrong and not the community, take up some modding tools and try to help out.

You may make mods that make the sub AI even more fail and better yet you may make Mods that make the sub AI emulate Kretchmer, O'Kane or Morton in their deadlyness. The important point to this fact is the first step:

Stop whining and take up tools to FIX the problem and not beat it to death.

Now; once again if you can't contribute to THIS topic (Sorry to the OP for the Hijack..) then please stay out. If you can't take this fact, than uninstall the game and go play WoW or what ever other Blizzard game that you paid 60+ for.

Cheers,

Krauter

P.S: Also, as SV stated (Way to go TDW on your amazing Mods, and also to Nisgeis for the early improvement in his AI mods!) It is to the modders and the community that the thanks should go to. Their work, dedication and never say never spirit is what keeps these games alive!

Trevally.
08-06-10, 02:40 PM
Thanks Lemke I have been stuck on this mission for a wee while now. I had tried attacking convoys etc but never as part of a wolfpack and as of yet no kills have counted.

I will try now to find a pack. :up:

Krauter
08-06-10, 02:44 PM
Thanks Lemke I have been stuck on this mission for a wee while now. I had tried attacking convoys etc but never as part of a wolfpack and as of yet no kills have counted.

I will try now to find a pack. :up:

:oops: I myself could never find the wolfpack itself! :wah: :haha:

After a few days of looking I get impatient and go northwards to find some better convoy routes lol

Trevally.
08-06-10, 03:11 PM
Every time I plot an intercept cource they are never courteous enough to show up.

:hmmm: Perhaps they are below me :haha:

Lord Justice
08-06-10, 05:20 PM
You may make mods that make the sub AI even more fail and better yet you may make Mods that make the sub AI emulate Kretchmer, O'Kane or Morton in their deadlyness.



uninstall the game and go play WoW or what ever other Blizzard game that you paid 60+ for.

Good heavens! :nope: might i serve a slight censure on your conduct! Good Day

TheDarkWraith
08-06-10, 10:20 PM
I just rewrote the sub AI (first draft). Results are GREATLY improved sub AI :rock: They fire torpedoes quite often now but I can't get them to fire cannons. Has anyone ever seen the sub AI fire cannons? :06:

Ok this is awesome.....using the mission link posted by Magnum I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!

and this was just the first draft of the sub AI......

PL_Andrev
08-07-10, 03:10 AM
Ok this is awesome.....using the mission link posted by Magnum I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!

:o
...

TDW, I dont know what can I say...
...
:yeah: :yeah: :yeah: :yeah: :yeah: :yeah: :yeah: :yeah: :yeah: :yeah: :yeah: :yeah:

reaper7
08-07-10, 04:16 AM
Ok this is awesome.....using the mission link posted by Magnum I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!


Thank you TDW for your work on the AI. Your work is outstanding, I just hope the Devs realise what your doing for the community and help by supplying you the documentation that you require :yep:.

janh
08-07-10, 04:30 AM
I just rewrote the sub AI (first draft). Results are GREATLY improved sub AI :rock: They fire torpedoes quite often now but I can't get them to fire cannons. Has anyone ever seen the sub AI fire cannons? :06:

Ok this is awesome.....using the mission link posted by Magnum I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!

and this was just the first draft of the sub AI......


TheDarkWraith, if you can get this one fixed, you will have contributed more than your fair share in saving SHV. This would be the cherry on the cake.

I assume German vessels including U-Boats send contact reports of ships and convoys as was the case in SHIII? Do you think the campaign AI could be scripted to get nearby German subs/wolfpacks/Raiders to react to contact reports, particularly player contact reports? Would be awesome if it were like in the old AoTD days and you could shadow a convoy while the friendly gather around...

Also, could campaign AI be made into a really dynamic engine (also to Elanaiba?), i.e. allocate patrol planes and naval escorts (BB/CA/CL/DD etc) to areas/convoys according to the German situation? Or if Bismarck survived her first Atlantic cruise by player help, could she get a dynamic script picking another patrol according to recent reports of convoy engagements and then be seen there by the player, until one day she's gone? I.e. nothing with predefined, scripted paths in the campaign file, but dynamic? And then, for example, AI responding to it by sending out Force H etc approriately? How dynamic can this campaign be made?

JU_88
08-07-10, 05:18 AM
I just rewrote the sub AI (first draft). Results are GREATLY improved sub AI :rock: They fire torpedoes quite often now but I can't get them to fire cannons. Has anyone ever seen the sub AI fire cannons? :06:

Ok this is awesome.....using the mission link posted by Magnum I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!

and this was just the first draft of the sub AI......

Sounds promising, perhaps you could post a video on Youtube at some point in time?

robbo180265
08-07-10, 05:45 AM
Thank you TDW for your work on the AI. Your work is outstanding, I just hope the Devs realise what your doing for the community and help by supplying you the documentation that you require :yep:.

I agree wholeheartedly - this is a massive step in the right direction:up:

reaper7
08-07-10, 05:54 AM
Just tried the included mission that comes with TDW's AI script Mod V0.15, and there's only one word for it WOLFPACKS :yeah:.
http://www.subsim.com/radioroom/showthread.php?t=171973

Following pics are from the AI ingame (I just observed).
All the AI subs attacked the Merchants and launched torps at the merchants. After merchants were sent to the bottom they turned there attention on the Escort - with less sucess :D.

http://i1004.photobucket.com/albums/af168/reaper7_SH5/SubAI1.jpg

http://i1004.photobucket.com/albums/af168/reaper7_SH5/SubAI4.jpg

http://i1004.photobucket.com/albums/af168/reaper7_SH5/SubAI5.jpg

Now one thing I noticed that when the AI subs were killed they just surfaced to decks-awash and sat there, they were also ignored by the AI after this.
Still only a minor issue compared to the Wolpacks now functioning.
And this is just the first release :yeah:.

http://i1004.photobucket.com/albums/af168/reaper7_SH5/SubAI6.jpg

TheDarkWraith
08-07-10, 09:25 AM
Now one thing I noticed that when the AI subs were killed they just surfaced to decks-awash and sat there, they were also ignored by the AI after this.

this bug has been fixed with v0.0.15.1 :|\\

Lemke
08-07-10, 09:54 AM
I just rewrote the sub AI (first draft). Results are GREATLY improved sub AI :rock: They fire torpedoes quite often now but I can't get them to fire cannons. Has anyone ever seen the sub AI fire cannons? :06:

Ok this is awesome.....using the mission link posted by Magnum I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!

and this was just the first draft of the sub AI......

Well done TDW! Awesome work!

Very nice mod!

I tried a wolfpack attack, and it worked like a charm. The wolfpack was on an interception course with the convoy, so I didn't really have to radio them when I sighted the convoy. When contact was made, the AI subs turned towards the convoy, still running at 14 knots. After getting shot at by merchantmen and escorts, they dived and proceeded at max speed. This particular convoy had only 2 escorts, so the AI subs were able to fire quite a lot of torpedoes, and they were able to sink at least 3 ships and damage 5 more (which I helped to send to the bottom!).

NICE!!!! :salute:

During another wolfpack attack some time later, the AI subs didn't do so well (there were at least 6 escorts) and sunk only 1 ship and damaged 2. But it still worked!

Haven't tried to actually call the wolfpack for an attack though... I usually stick with a wolfpack, hoping that it will bump into a convoy within my patrol area...

-> http://www.subsim.com/radioroom/showthread.php?t=171973

The General
08-07-10, 10:22 AM
Does this mean A.I. Subs are in the Campaign and that they respond to your Contact Reports?

jwilliams
08-11-10, 12:06 AM
Ok this is awesome.....using the mission link posted by Magnum I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!

and this was just the first draft of the sub AI......

:o. Wow. Cant believe you fixed this so fast. You amaze me. Well done.:salute:

tonschk
08-11-10, 02:14 AM
:o. Wow. Cant believe you fixed this so fast. You amaze me. Well done.:salute:

I agree, Well done :yeah:

McBeck
08-11-10, 05:57 AM
Now we only need nearby AI subs to respond to contact reports

mikaelanderlund
08-11-10, 09:43 AM
How do I find wolfpacks if they don't respond to contact reports:hmmm:
Any one?

PL_Andrev
08-11-10, 10:29 AM
How do I find wolfpacks if they don't respond to contact reports:hmmm:
Any one?

In another Magnum's post is the answer:

I'm doing Black Pit now and there is a lot of wolfpack activity there, including a mission with "sink million ships using wolpack tactics". So instead of hunting convoys, I hunted our u-boats trying to find and join a wolfpack. Finally I managed to find a big one, 9 u-boot heading west in close formation. So I joined them hoping for a great hunt.

Maybe at close future the TDW will do that.
I hope.

McBeck
08-11-10, 11:14 AM
I know that ai subs have patrol routes and if they happen til be near you and a convoy, they will spawn....we need to figure out how we will get them to come to us so they will spawn