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View Full Version : [WIP] Conversion of AI Subs from SH5 to SH3


rowi58
10-18-10, 06:59 AM
Hi folks,

using “privateer’s” wonderful “Exporter Tool”, it is possible to extract the OBJ from the GR2 files. Thanks again, “privateer”

The next steps are AI subs from SH5. First one, ready to use within SH3, is the British “U-Class” submarine (Undine/Umpire):

http://www.mediafire.com/imgbnc.php/3a1bbd61ff8b38d93e021958c8b99c0d6g.jpg

Second one – still a W I P – is the German Type VII A. The DAT file is nearly completed; the other files (SIM, ZON, VAL, DSD, CFG, EQP, SNS) will follow. The first test shows: this boot is willing to swim. The picture shows an older state in “S3D”:

http://www.mediafire.com/imgbnc.php/a6ad857846eb598a9b1a682063ff9a426g.jpg

Thanks to “skwasjer” for his great “S3D” too. 3-D-operations were made with “wings3d”.
Release will follow as soon as possible. Both AI-subs can be used in Stock SH3 or any other “Super mod”.

Greetings
rowi58

coronas
10-18-10, 07:35 AM
Thanks Rowi!
Have they AI torpedoes like SH5? Would be a nice adition to SH3 ships, PTBoats and Planes.
:salute:

rowi58
10-18-10, 07:56 AM
Hi coronas,

no, in the first step they will be "simple" AIsubs. But may be some time. A "Virtual torpedeo", as "sergbuto" did, is possible.

Greetings
rowi58

Hitman
10-18-10, 08:03 AM
You said they want to swim? You mean they can dive? Or what is the meaning of that? :D

rowi58
10-18-10, 08:17 AM
Hi Hitman,

no, it is very easy to explain. As you can see, the picture of the "U-Class" is an in-game screenshot. For the "U-Class", i used a clone from another AI sub.

For the Type VII A, i build up a completly new DAT file. In "S3D", the boat looks fine, but without the other files, i didn't know, wether it could "swim" in SH3, that means if its behavior is like a normal ship/sub. So i build up a provisorily SIM file to see in SH3 if it could "swin". That was the meaning.

Greetings
rowi58

SquareSteelBar
10-18-10, 08:33 AM
...i used a clone from another AI sub...Think of ID conflicts due to inproper cloning ! ;)

rowi58
10-18-10, 09:05 AM
Hi SquareSteelBar,

thanks, I know about this problem. Both AI subs will be absolutely “CAM free” :haha: and the tower is integrated into the hull, so no tower is controlled via EQP file.

The “U-Class” is running fine – last patrol in my actual career without any problems (sunk only 3 ships with some 9,500 GRT during 24 days on sea :cry:).


Greetings
rowi58

Alex
10-18-10, 12:11 PM
Challenging project, mate ! :huh:

Best of luck ! :arrgh!:

rowi58
10-18-10, 12:51 PM
Hi Alex,

but it will be a wonderfull boat. If you remember the skins of SH4 ships... I must say: the model and the skins are absolutly marvelous. Look at this deck!

http://www.mediafire.com/imgbnc.php/bf3ede4270427f35507956fb58e8d0166g.jpg

The 88mm gun is from SH3. And another screen from this fine SH5 model:

http://www.mediafire.com/imgbnc.php/b6a1f6ee43dd8b1a7f028aea956405936g.jpg

I'm sure - this AI sub will be a real "eye candy" in SH3. Once again - thanks to "privateer", who made this possible :yeah:.

Greetings
rowi58

Jimbuna
10-18-10, 03:05 PM
Best of luck in your efforts rowi http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Alex
10-19-10, 04:41 AM
Very nice, Rob, very nice ! :o :o :o :o :up:

Just out of curiosity, did you notice any FPS hit ?

rowi58
10-19-10, 05:26 AM
Hi Alex,

no breakdown in FPS. The DAT file of the type VII A (including the “Turm”, which was separated in SH3) will be at some 14 MB. But that’s not more than in “old SH3”. The skin files (TGA) are at least max 1024 x 1024 pixels. In the case of type VII A, we have a separate skin file only for the “Deck”.

Greetings
rowi58

rowi58
10-19-10, 12:06 PM
Sorry,

it's got a little bit larger - some 17 MB for the VIIA DAT file. No problem for SH3 - remember the HiRes TGAs from FUBAR.

Modeling of the sub and tower has been finished. The tower looks like this:

http://www.mediafire.com/imgbnc.php/ad136bbbd64143787b5f0397f0bc84906g.jpg

http://www.mediafire.com/imgbnc.php/2e41ce3e305e18d74d5886c0c7ed17e66g.jpg

The crew you see is your standard weapon-crew - just added via "placement".


Greetings
rowi58

Alex
10-19-10, 12:14 PM
Quite sexy ! :03::yep::rock::D

SquareSteelBar
10-19-10, 12:42 PM
...The crew you see is your standard weapon-crew...The good old vampir crew...

rowi58
10-19-10, 03:12 PM
Hi SSB,

please help an old man - what do you mean with "old vampir crew".

I'm just out of this contribution :D. I just know that you're right, but i'm missing the real link. So please - give me a hint.

Thanks and greetings
rowi58

SquareSteelBar
10-19-10, 03:17 PM
...what do you mean with "old vampir crew"...No water reflections... :haha:

Madox58
10-19-10, 06:38 PM
Moin rowi58,
Very nice! My Friend!
:rock:

If you need any help or such with further exports?
You know how to contact me.
:up:

And please pass my respects to Testpilot1978 for Der neue Typ7B

Gruß
privateer

SkyBaron
10-19-10, 10:48 PM
wow! that looks very nice! Is it possible to extract AI Destroyers as well?

rowi58
10-20-10, 12:16 AM
@ SSB,
cool :rotfl2: – I’ll try my best.

@ privateer,
Thanks my Friend. I think, this sub will get fine. The only problem I have ATM is: where are the skins for the ships? Planes and subs are o.k., but I didn’t found the skins for the ships.


Greetings
rowi58

rowi58
10-20-10, 10:52 AM
Hi folks,

seems that the AI-Uboat type VII A is ready – nearly ready. DAT, SIM, ZON, DSD. VAL, EQP and CFG file are completed. The boat will have a rotating DF-Antenna (“WatchMan-Controller” in the way “privateer” used it for several things in GWX), crew on the turm with “reflections” (no vampire crew – as SquareSteelBar asked for, although I’m using “Placement” instead of models. Therefore, there is a new “UBoat_CREW.dat" in the folder “Library” with two guys who can be placed on the turms or elsewhere.).

http://www.mediafire.com/imgbnc.php/cf27f78928a8e06574d0d0fc450dff996g.jpg

http://www.mediafire.com/imgbnc.php/54769a6e3f1644793b4e8d7cc4097f5a6g.jpg

Just a word to the flag and Diesel exhaust fumes. The flag will only be showed when you are using LSH3 V.5 or GWX PLUS bigboywooly's “Wilhelmshaven, St.Nazaire, Schleuse MOD”. The Diesel exhaust fumes will be only showed when using LSH3 V.5 (I don't want to trespass “particles .dat” files of other MODs). The crew will be showed with Stock SH3 or any other Super-Mod. The Diesel sound depends on the sound file you are using.

The last thing - before the ultimate challenging effort, the “ReadMe” - is just a question: with or without (rubini's great) water stream? It is not a problem at all – but a little bit more work (0.5 MD, I presume). And as you know, rubini's “water stream MOD” will also work with all kind of SH3 or Super-MODs.

Greetings
rowi58


By the way – just a word about SH5. It could have been the most wonderful subsim ever, if Ubisoft would have invested so much efforts in all kind of aspects like the submarines. It would have been better to wait just for one more year and to release a “perfect” game, than this bugish “March-Version” of an unfinished subsim. Ubisoft gave away a treasure of gold – for nothing.

LiveGoat
10-20-10, 12:18 PM
Forgive me if I as ask a naive question but is it possible to make the player boat use these?

SquareSteelBar
10-20-10, 12:34 PM
http://www.subsim.com/radioroom/showpost.php?p=1516983&postcount=3

rowi58
10-20-10, 01:27 PM
Forgive me if I as ask a naive question but is it possible to make the player boat use these?

Hi LiveGoat,

as SqaureSteelBar mentioned in the post above, this sub will be only a AI-sub. But this doesn't mean that it is impossible to make a "player's sub" out of it. But i think, you'll better perform with a type VIIB.

The VIIA is more a kind of "eye-candy". Although it is very well done by Ubisoft.

Greetings
rowi58

Madox58
10-20-10, 04:46 PM
@ where are the skins for the ships?

In the textures folder.
ship_hull_T03w.dds is an example.
ship_T01.dds is another example.

rowi58
10-20-10, 11:27 PM
Thanks privateer :up:,

i didn't see that.

But - where are all those great skins Ichneumon, Fubar, Boris did??? :wah:. Is this all??? And this for $ 50,--??? OMG.

Greetings
rowi58

rowi58
10-21-10, 10:19 AM
p. d. m.

I can't delete this stupid stuff.

Thanks
rowi58

Jimbuna
10-21-10, 10:37 AM
Thanks privateer :up:,

i didn't see that.

But - where are all those great skins Ichneumon, Fubar, Boris did??? :wah:. Is this all??? And this for $ 50,--??? OMG.

Greetings
rowi58

Believe it or not there was a worrying moment earlier this year when we thought we had lost them forever. Fortunately I had them archived on an old drive and passed them around a couple of the Grey Wolves for posterity and safe keeping.

I can pass you a d/l link if you like.

rowi58
10-21-10, 01:14 PM
Hi jimbuna,

i know what you meant. You are right, those guys made the best “skins” ever! I just want to say, that, although SH5, nothing is going better. A little bit better than in SH4, but no comparison to the artwork the 3 person mentioned above did it for GWX.

Greetings
rowi58


P.S. I've got the skins - otherwise, i could not tell the hell how good they are :yeah:.

Madox58
10-21-10, 03:38 PM
Forgive me if I as ask a naive question but is it possible to make the player boat use these?

One can make it a player U Boat.
There will probably be a problem though.
If you fire the rear Tube while surfaced?
It will fall through part of the Hull in the rear area.
Ref's Type VIIA for GWX 4 had that problem.
We talked about a few possible solutions but never got to
actually implement the testing of the ideas.

Jimbuna
10-21-10, 06:32 PM
Hi jimbuna,

i know what you meant. You are right, those guys made the best “skins” ever! I just want to say, that, although SH5, nothing is going better. A little bit better than in SH4, but no comparison to the artwork the 3 person mentioned above did it for GWX.

Greetings
rowi58


P.S. I've got the skins - otherwise, i could not tell the hell how good they are :yeah:.

Rgr that http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

rowi58
10-22-10, 06:50 AM
Hi folks
just on schedule, here are the two AI-subs converted from SH5 to SH3. Great thanks once again to “privateer”, without his great tool no conversion would have been possible.

Also great thanks to “skwasjer” for his S3D. I don't know how much time it would take if you are forced to do all that stuff within an HexEditor.


To the boats:
the crew on “turms” are in new DAT file (in folder “Library”). With water reflections – just to prevent “vampire crew” as SquareSteelBar asked for. As they call for “Standard-Uniform-Stuff”, you will see them as you like the “Weapon_Crew”. The TGA file name is the same as in Stock-SH3.

The British “U-Class” submarine ist just a simple conversion of SH5. The German Type VII_A submarine is a little bit more – a combination of the player's sub and AI sub of Type VII_A. For this Type, you will find another skin in this MOD-Pack, a kind of camouflage skin. I must say: all skins are original SH5 skins – as the models too. As both subs are AI-boats, there is no CAM file within both folders. So, you should not have any problems while using this AI subs.

http://www.mediafire.com/imgbnc.php/c151045a666e09efac7de77e64fdf22c6g.jpg

Installation:
Do what you want: All is JSGME-Ready (do not ever use anything else than JSGME). Just decide the Types you want to have. If you want the camouflage skin, just delete the “00_” before the folder name : “Textures”.

Where to get it? Just klick here http://www.mediafire.com/?o3fjn1p53cnnujf



Greetings
rowi58
2010-10-22, somewhere in Berlin and not happy to be there!

SquareSteelBar
10-22-10, 08:34 AM
...in Berlin and not happy to be there!What's the cause - did you encounter Angie? :shifty:

__________________________________________

THX for the AI subs... :up:

rowi58
10-22-10, 08:49 AM
Hi SSB,

with or without Angie - it is not my town :down:

Greetings
rowi58

Jimbuna
10-22-10, 09:42 AM
Nice one rowi http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

rowi58
10-22-10, 10:31 AM
Thanks jimbuna,

hope it will work.

Greetings
rowi58

makman94
10-22-10, 11:45 AM
Nice one Rowi58 :up:

fitzcarraldo
10-22-10, 01:33 PM
Great job!!!:yeah:

Can we see this AI boats in campaign, or it´s needed scripting? :hmmm:

Regards.

Fitzcarraldo :salute:

rowi58
10-22-10, 01:42 PM
...

rowi58
10-22-10, 01:47 PM
Great job!!!:yeah:

Can we see this AI boats in campaign, or it´s needed scripting? :hmmm:

Regards.

Fitzcarraldo :salute:

Hi Fitzcarraldo,

as every new unit (ship or plane), it is necessary to script them into the Campaign_RND.mis or Campaign_SCR.mis. Otherwise you will only see them in the "Museum".

Greetings
rowi58

fitzcarraldo
10-22-10, 01:53 PM
Hi Fitzcarraldo,

as every new unit (ship or plane), it is necessary to script them into the Campaign_RND.mis or Campaign_SCR.mis. Otherwise you will only see them in the "Museum".

Greetings
rowi58

Many thanks...And how can I add the ships (scripted) in the "mis" files? Is there some editor? The ME of SH3 don´t make that, I think.

Regards.

Fitzcarraldo :salute:

rowi58
10-22-10, 02:45 PM
Hi Fitzcarraldo,

the only way is the way via "MissionEditor". If you need a very good adwise how to use the "MissionEditor", download bigboywooly's manual. You can find it here: ... ups, that's not what i meant http://http://www.filefront.com/user/bigboywooly

Jimbuna - could you please help us! I'm sure that i've got that PDF document somewhere (over the Rainbow) the HardDisk. I'll search for it. but i can not say that i'll find it tomorrow.

Thanks in advance.
Greetings
rowi58

Jimbuna
10-22-10, 03:02 PM
Hi Fitzcarraldo,

the only way is the way via "MissionEditor". If you need a very good adwise how to use the "MissionEditor", download bigboywooly's manual. You can find it here: ... ups, that's not what i meant http://http://www.filefront.com/user/bigboywooly

Jimbuna - could you please help us! I'm sure that i've got that PDF document somewhere (over the Rainbow) the HardDisk. I'll search for it. but i can not say that i'll find it tomorrow.

Thanks in advance.
Greetings
rowi58

Hi rowi

Is this what your after? it is all I have:

http://www.filefront.com/17421104/SH3_MISSION_EDITOR_EN.pdf/

rowi58
10-22-10, 03:21 PM
Thanks jimbuna,

exactly. Exactly what i meant. I'm sure that i got it on my HardDisk, but never could find it as fast as you could.:up:

Sad to say that Maik02 (aka Plisken04) didn't have it on his FTP server. I'll gave him a hint to update his server.:up:

Greetins
rowi58

Jimbuna
10-22-10, 03:35 PM
Rgr that matey http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

rowi58
10-24-10, 09:17 AM
Thanks to Plisken04,

he has updated his server. You can find "bigboywooly's" tutorial here:
ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/SH3%20TUTORIALS/

Greetings.
rowi58

Plissken_04
10-24-10, 09:28 AM
Thanks to Plisken04,

he has updated his server. You can find "bigboywooly's" tutorial here:
ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/SH3%20TUTORIALS/

Greetings.
rowi58

Thanks for the link,Rowi :up:

So Long

Maik

BUKER
10-24-10, 02:55 PM
Hi rowi58,
Thanks for this mod.:up::yeah:
Now I can not look at the submarine VIIB and VIIC!
They look much worse AI... :wah::wah:

Museum...

http://img2.imageshack.us/img2/33/22374819.jpg
http://img218.imageshack.us/img218/5841/82688747.jpg

rowi58
10-25-10, 11:13 AM
Hi folks,

i've uploaded a version 2 of the AI subs. I've corrected the front and back planes (model centered) and centered the propellers (only type VII A). The new version 2 is optional, if you want to see the planes working correctly - in the "museum".

D/L is here: http://www.mediafire.com/?que6hf47olzsl4c

Thanks to BUKER for the screenshot above. It shows the problem :up:.

Greetings
rowi58

polyfiller
10-27-10, 05:27 AM
Rowi - not sure if this helps .... but in terms of getting AI subs to launch real AI torpedoe's, a couple of us working on SH4 TSWSM came up with a solution and actually ended up with some pretty devastating AI subs.

The method we used was to mount guns which used the launch torpedo effect to launch the munition. Because it as a gun it was mounted on the 3d model at a suitable height above the sub for the gun to be just above the water when the sub was submerged. The actually gun object was then made invisible.

Not sure if this approach would work with SH3 ... but if you want more detail, let me know.

SquareSteelBar
10-27-10, 06:26 AM
...Not sure if this approach would work with SH3...Yes, it does.

Sergbuto did it that way years ago in his Wolfpack mod...

polyfiller
10-27-10, 07:02 AM
Well in that case I can offer some guidance on the results of the testing we did for TSWSM and the approaches used to achieve maximum targetting effectiveness (this was the main issue we faced). We came up with a compromise which included some speed and mounting angle trickery, combined with a larger than normal torpedo loadout combined with a fairly agressive ROF. Still effective though. Managed to get two subs to easily take out a BB in about 10 minutes of action.

rowi58
10-27-10, 10:57 AM
Hi folks,

thanks to "Alex" :salute:, who told me about a "little" problem with the damage texture of destroyed AI sub. This "BugFix" will add the two TGA files to your folder "data/Misc" the VAL files are calling for.

In the "ReadMe" you'll find some information about the guns the "NSS_Undine" calls for and what's to do if you want to "see" theese guns (depending on the "Super MOD" you are using).

This "BugFix can be d/l here:

http://www.mediafire.com/?f8aa6aut59pattb

NOTE: LSH3 V5 user do not need this BugFix!

Greetings
rowi58

sabretwo
10-28-10, 07:22 PM
Rowi,

Very nice work. It looks great. Just one question...

Is there a way to have the U-class on surface? When I loaded it in Museum, it is submerged. Do you have a version that is on surface or is there some way I can change it in the campaign editor?

Thanks!

rowi58
10-28-10, 10:28 PM
Hi sabretwo,

that's a problem of all sub - the museum shows them allways submerged. If you want to see sub surfaced, you nust change the SingleMission "Museum.mis" (in folder data/Museum). But be carefull - there are other units close in who will fire upon subs. Perhaps change the nationality - all units of one nationality.

Greetings
rowi58

EDIT: no chance - subs will allways stay submerged

polyfiller
10-29-10, 05:34 AM
So does anyone want input from me on getting the subs to fire torps ?

sabretwo
10-29-10, 06:12 AM
that's a problem of all sub - the museum shows them allways submerged. If you want to see sub surfaced, you nust change the SingleMission "Museum.mis" (in folder data/Museum).

So if I understand correctly, in campaign it will be on surface just like the other AI subs?

rowi58
10-29-10, 09:02 AM
So if I understand correctly, in campaign it will be on surface just like the other AI subs?

Yes, absolut correct. And in every single mission you script in this AI Uboat.

Greetings
rowi58

sabretwo
10-29-10, 11:31 AM
Thanks!

makman94
10-30-10, 08:24 PM
@ Rowi58 ,

is there the possibility to make these subs playable ? i mean,...can this be done?

iambecomelife
10-30-10, 09:41 PM
Thanks for your work; I am modding the British sub to represent World War I U-boats for my Silent Hunter 4 mod:

http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-x9.jpg

rowi58
10-31-10, 02:32 AM
@ Rowi58 ,

is there the possibility to make these subs playable ? i mean,...can this be done?

Hi makman94,

to answer in the style of "Radio Erivan": in principle - YES. The Britisch U-Class definitivly not - it was build up as a AI sub by SH5. The type VII A of course, - but not my model of the VII A, because it is an "abstract" of the SH5 VII A.

If you want the VII A (of SH5) as a playable sub, you must do the conversion again and watch out for the animation (torpedo tubes, rudders, periscopes etc.). But i think it is possible. You need "privateer's" Extractor-Tool (see SH5-Modding section). Easy to handle!

And: you can not add a new playable sub to SH3 - you must replace an existing one (the VII B for example).

Greetings
rowi58

rowi58
10-31-10, 02:35 AM
Thanks for your work; I am modding the British sub to represent World War I U-boats for my Silent Hunter 4 mod:



Hi mate,

great work :up:. I'm waiting to see this and all your other models in SH4 (and SH3).:salute:

Greetings
rowi58

Tycho
03-19-16, 08:49 AM
OK! I decided, that I want a enemy AI submarine in my campaign. Because NYGM don't have enemy AI subs.
I chose “U-Class” submarine. Thanks rowi58, this boat is beautiful.

First, I did two variant, one surfaced and one submerged.
Surfaced: one "3InchSingle" gun, and one "21InchTorpedo" gun, the so called "Virtual Torpedo", and one sensor - AI_Visual.
The submerged one: only "Virtual Torpedo", and two sensors, AI_Visual and AI_Hydrophone.

Next, the sound. Diesel engine for surfaced one, electric engine for submerged one.

Next is the behavior. Only the first five UnitType, from 0 to 4 are capable to act more aggressive against you, to leave their route, and to hunt you.
When looking over NYGM "Campaign_RND.mis" I see that my choose is Type=0
Because, every Type=0 in NYGM "Campaign_RND.mis" is defined with Class=, so the “U-Class” will not appear where I don't want to.
Now I add these boats to "Campaign_RND.mis", will patrol in the North Sea, Biscay, Mediterranean..., and now they are dangerous, especially the submerged one.

Some tests:
What happens when I ride the waves, happy, and not suggesting proximity of enemy submarine.
Well, here I give it opportunity to shoot me several times, missed, missed and finally hit me. But, if hit me from the first time, it comes like a blow to the head with a hammer.
Sometimes my boat survive the hit, more often not.

Youtube (https://www.youtube.com/watch?v=yA0kdSvyQWQ)

How hunt me with hydrophone.
When we are both submerged, not have opportunity to shoot me, but if I'm on periscope depth will ram my boat, without even thinking about it, a crazy crew.

Youtube (https://www.youtube.com/watch?v=7aZoZQSpcNU)

One more:

Youtube (https://www.youtube.com/watch?v=Su787AOz3xc)

sublynx
03-19-16, 11:27 AM
Incredible! Hopefully these AI-boats will end up in the supermods.

HanSolo78
03-19-16, 01:52 PM
They will be in WAC5.0 with a small improvement.

Thx for conversion & release Rowi58!

areo16
03-19-16, 02:30 PM
OK! I decided, that I want a enemy AI submarine in my campaign. Because NYGM don't have enemy AI subs.
I chose “U-Class” submarine. Thanks rowi58, this boat is beautiful.

First, I did two variant, one surfaced and one submerged.
Surfaced: one "3InchSingle" gun, and one "21InchTorpedo" gun, the so called "Virtual Torpedo", and one sensor - AI_Visual.
The submerged one: only "Virtual Torpedo", and two sensors, AI_Visual and AI_Hydrophone.u

Next, the sound. Diesel engine for surfaced one, electric engine for submerged one.

Next is the behavior. Only the first five UnitType, from 0 to 4 are capable to act more aggressive against you, to leave their route, and to hunt you.
When looking over NYGM "Campaign_RND.mis" I see that my choose is Type=0
Because, every Type=0 in NYGM "Campaign_RND.mis" is defined with Class=, so the “U-Class” will not appear where I don't want to.
Now I add these boats to "Campaign_RND.mis", will patrol in the North Sea, Biscay, Mediterranean..., and now they are dangerous, especially the submerged one.

Some tests:
What happens when I ride the waves, happy, and not suggesting proximity of enemy submarine.
Well, here I give it opportunity to shoot me several times, missed, missed and finally hit me. But, if hit me from the first time, it comes like a blow to the head with a hammer.
Sometimes my boat survive the hit, more often not.

Youtube (https://www.youtube.com/watch?v=yA0kdSvyQWQ)

How hunt me with hydrophone.
When we are both submerged, not have opportunity to shoot me, but if I'm on periscope depth will ram my boat, without even thinking about it, a crazy crew.

Youtube (https://www.youtube.com/watch?v=7aZoZQSpcNU)

One more:

Youtube (https://www.youtube.com/watch?v=Su787AOz3xc)
Great work. From my understanding it is not possible to make AI unit that surface and submerge. This correct? Also, Virtual Torpedo is invisible until impact, right? I am familiar with this library with air drop torpedo mod.

sublynx
03-20-16, 11:54 AM
Great news about WAC adopting these enemy subs :arrgh!:

Sorry for being curious, Tycho but can I ask about what you have done to your notepad in the Hydrophone view?

http://i.imgur.com/GvgnEvf.jpg

areo16
03-20-16, 12:37 PM
OK! I decided, that I want a enemy AI submarine in my campaign. Because NYGM don't have enemy AI subs.
I chose “U-Class” submarine. Thanks rowi58, this boat is beautiful.

First, I did two variant, one surfaced and one submerged.
Surfaced: one "3InchSingle" gun, and one "21InchTorpedo" gun, the so called "Virtual Torpedo", and one sensor - AI_Visual.
The submerged one: only "Virtual Torpedo", and two sensors, AI_Visual and AI_Hydrophone.

Next, the sound. Diesel engine for surfaced one, electric engine for submerged one.

Next is the behavior. Only the first five UnitType, from 0 to 4 are capable to act more aggressive against you, to leave their route, and to hunt you.
When looking over NYGM "Campaign_RND.mis" I see that my choose is Type=0
Because, every Type=0 in NYGM "Campaign_RND.mis" is defined with Class=, so the “U-Class” will not appear where I don't want to.
Now I add these boats to "Campaign_RND.mis", will patrol in the North Sea, Biscay, Mediterranean..., and now they are dangerous, especially the submerged one.

Some tests:
What happens when I ride the waves, happy, and not suggesting proximity of enemy submarine.
Well, here I give it opportunity to shoot me several times, missed, missed and finally hit me. But, if hit me from the first time, it comes like a blow to the head with a hammer.
Sometimes my boat survive the hit, more often not.

Youtube (https://www.youtube.com/watch?v=yA0kdSvyQWQ)

How hunt me with hydrophone.
When we are both submerged, not have opportunity to shoot me, but if I'm on periscope depth will ram my boat, without even thinking about it, a crazy crew.

Youtube (https://www.youtube.com/watch?v=7aZoZQSpcNU)

One more:

Youtube (https://www.youtube.com/watch?v=Su787AOz3xc)


Looking forward to a release. Interesting stuff here.

areo16
03-20-16, 12:45 PM
Great news about WAC adopting these enemy subs :arrgh!:

Sorry for being curious, Tycho but can I ask about what you have done to your notepad in the Hydrophone view?

http://i.imgur.com/GvgnEvf.jpg


I think I've seen that design in a crop circle?.....:hmmm:

https://www.nextnature.net/app/uploads/2007/07/011_crop.jpg

Niume
03-20-16, 01:45 PM
Oh my god aliens control the sub all non_alien abandon the ship! Our crew is shapeshifting lizards don't trust anyone.

:o. :o :har:

Tycho
03-20-16, 02:42 PM
Great work. From my understanding it is not possible to make AI unit that surface and submerge. This correct?
Correct, technically Submerged one is Surfaced, just the draft is more than its height.

Also, Virtual Torpedo is invisible until impact, right? I am familiar with this library with air drop torpedo mod.
Yes, technically "Virtual Torpedo" is a gun. But without 3d model and without effects and sounds for fire. Ammunition is powerful and with changed effects and sound, to imitate a torpedo hit.
It is present in "H.Sie Hardcode fixes" and probably comes from Sergbuto AI-Subs mod.


Sorry for being curious, Tycho but can I ask about what you have done to your notepad in the Hydrophone view?
Drag and place them around the hydrophone. Helps to visualize the outside world.
http://oi63.tinypic.com/13zy90w.jpg

Hydro/Sonar Room Plot Mod (http://www.subsim.com/radioroom//showthread.php?t=128967)

Looking forward to a release. Interesting stuff here.
I do not intend to release a mod. I just inform people, what it is possible to achieve with these boats, and how I will add them to my campaign.

areo16
03-20-16, 03:51 PM
Correct, technically Submerged one is Surfaced, just the draft is more than its height.


Yes, technically "Virtual Torpedo" is a gun. But without 3d model and without effects and sounds for fire. Ammunition is powerful and with changed effects and sound, to imitate a torpedo hit.
It is present in "H.Sie Hardcode fixes" and probably comes from Sergbuto AI-Subs mod.


Drag and place them around the hydrophone. Helps to visualize the outside world.
http://oi63.tinypic.com/13zy90w.jpg

Hydro/Sonar Room Plot Mod (http://www.subsim.com/radioroom//showthread.php?t=128967)


I do not intend to release a mod. I just inform people, what it is possible to achieve with these boats, and how I will add them to my campaign.

Understood. Alot of responsibility with releasing mod.

Would you mind sharing your "NSS_Uboat7a" folder so we can see how you did this?

areo16
03-20-16, 09:52 PM
Hydro/Sonar Room Plot Mod (http://www.subsim.com/radioroom//showthread.php?t=128967)



There is no link for this mod.

Plissken_04
03-20-16, 11:56 PM
There is no link for this mod.


ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/UNKNOWN%20MODDERS/Hydro-Sonar_Room_Plot2.zip


So Long

Maik

areo16
03-21-16, 01:04 AM
ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/UNKNOWN%20MODDERS/Hydro-Sonar_Room_Plot2.zip


So Long

Maik

Thank you sir!

Tycho
03-21-16, 07:39 AM
Would you mind sharing your "NSS_Uboat7a" folder so we can see how you did this?
If you ask about Uboat7a from this topic (Conversion of AI Subs from SH5 to SH3), I don't use it. In NYGM plus H.Sie fixes, there are already two Type 7 AI boats, I don't need more.
If you ask how to do a Submerged boat and Virtual torpedo, look in H.Sie Hardcode fixes, NSS_Uboat7f. If you don't know what exactly to look, I'll point you.

sublynx
03-21-16, 02:09 PM
Drag and place them around the hydrophone. Helps to visualize the outside

That's a very useful idea! Maybe I'll try implementing that alien stuff if I get around to some mod work some time again.