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View Full Version : AI launched torpedoes....


Charlie901
03-06-12, 10:16 PM
Does TMO 2.5 or RSRDC add this feature or is this only available via a seperate mod?

http://www.subsim.com/radioroom/showthread.php?t=154068

Charlie901
03-13-12, 11:17 PM
Anyone know?

Ducimus
03-14-12, 11:54 AM
I know for a fact TMO doesn't, though i did intend to get a form of AI torpedo's working at one point. Got tossed onto a back burner and i forgot about it. Getting a basic form of it isn't too hard, though it isn't what you'd expect.

TorpX
03-16-12, 08:49 PM
I know for a fact TMO doesn't, though i did intend to get a form of AI torpedo's working at one point. Got tossed onto a back burner and i forgot about it. Getting a basic form of it isn't too hard, though it isn't what you'd expect.

I had the impression that there was some very difficult problems associated with this. Are you talking about AI torpedos for IJN subs?

Ducimus
03-17-12, 08:25 AM
Yes Torpedos for subs.... sort of.

The old school method of doing this (meaning its been done ages ago) and being sneaky about it, is to clone an existing AI sub. Change its draft so it rides below the surface, but is still considered on the surface by the game, but for visual effects it looks "submerged".

Then clone a deck gun, make it invisible, and change its vertical axis so when assigned to the deck gun node on your "submerged" submarine, it's actually riding out of the water, above the surface. Create a slow moving shell for this deck gun in the shells.sim/zon, and assign the shell appropriate visual effects. Your invisible deck gun itself, youd have to adjust so it can only fire within the same constrictions one might think of for a torpedo. Long reload time, narrow traverse arc, etc etc.

The end result, is a submerged submarine firing what looks like a torpedo at you .

Charlie901
03-17-12, 11:40 AM
:yeah: AI ships using torpedos would be very welcome....

Especially DD and PT Boats

Madox58
03-17-12, 05:30 PM
The AI Torpedos may be the last Holy Grail yet to be found for SH3 and SH4!

I don't know how others feel, but it bugs me to this day that someone has not found a way to actually get them without the problems involved.
:nope:

Even SH5 is lacking on how the AI torps work!
Yes, SH5 has them but it's such a dismal thing that it's not worth much mention!

Charlie901
03-17-12, 07:30 PM
The AI Torpedos may be the last Holy Grail yet to be found for SH3 and SH4!

I don't know how others feel, but it bugs me to this day that someone has not found a way to actually get them without the problems involved.
:nope:

Even SH5 is lacking on how the AI torps work!
Yes, SH5 has them but it's such a dismal thing that it's not worth much mention!


That's why I'm shocked nobody has been working on the above mod (1st Post) since late last year....

It would really add to the game if an AI ship could launch a torpedo at you when your at periscope depth instead of endlessly wasting their ammo shooting at your Peri too no avail... :damn:

TBear
03-18-12, 05:19 AM
That's why I'm shocked nobody has been working on the above mod (1st Post) since late last year....

It would really add to the game if an AI ship could launch a torpedo at you when your at periscope depth instead of endlessly wasting their ammo shooting at your Peri too no avail... :damn:

Things takes time. Remember that there is a never version of the SH series out there and people are looking into that one. Even my self (sworn SH IV player)

I realy want to try to create a surface playable in SH5 since there are so many things you can do in that one. But i barely can mod SH IV and realy panic when i look into the SH 5 files...

Only thing you can do to change the this mod is to begin looking into modding your self.

TBear

chrysanthos
03-18-12, 05:23 AM
looks like this mod is not working....i try it with my playble takao class against enemy cruisers and destroyers.....just nothing they fire back with turrets as usual....

keltos01
03-18-12, 06:14 AM
now that there's a good editor coming for sh5, is there a way to backward engineer the ai torpedoes from sh5 to sh4 and maybe sh3 ?

keltos

TBear
03-18-12, 07:20 AM
now that there's a good editor coming for sh5, is there a way to backward engineer the ai torpedoes from sh5 to sh4 and maybe sh3 ?

keltos

alot of stuf in SH 5 i would love to reverse to SH IV but again....would be more interesting beefing up SH 5 and add pacific lol....(even though that might be 3-5 years out)

just the dream standing on the bridge of the Takao, walk down the ladder to the armoured helm....then up to the observation deck.....

boy ooooh boy lol.......

TBear

Madox58
03-18-12, 11:38 AM
now that there's a good editor coming for sh5, is there a way to backward engineer the ai torpedoes from sh5 to sh4 and maybe sh3 ?

keltos


The commands used by the AI Units in SH5 are in the act files and such.
The built in Python ability is what is used to activate those.
SH3/SH4 lacks all of that.
It may be possible to create something like this but it would take a good programmer to do it.

keltos01
03-18-12, 01:04 PM
and here I was thinking we could just look at the way it's done in sh5 and try and do it in sh4 !

Madox58
03-18-12, 02:10 PM
I don't do much with any version of SH nowdays but working on other Games has allowed me to see things in a different light.
Also, the work by a few in SH3 opens doors should one want to step through them.
One thing that held us back was the unwritten rule that we did not mess with hard coded stuff.
That is no longer the case!!
The rule now seems to be......
As long as you do not disable any protective codeing hack away.

And I do mean hack in a good light!!
If We here can improve the Game in any way? Ubi still sells the Games and makes money.
That's probably the bottom line for them so they're not going to stop us if we do it with the respect we have always shown with modding.
We may back bite others here from time to time?
But we have always towed a line that would keep us safe from Ubi useing the HAMMER they could have used at any point!

SH4 suffered a serious blow with the promises of SH5!!
And is the orphaned child of the series as I see it.
SH5 and it's promises took out a few great Modding Teams before it was ever released.

I don't see a recovery from that real soon and we are 2 years down the road!

TorpX
03-18-12, 08:23 PM
Yes Torpedos for subs.... sort of.

The old school method of doing this (meaning its been done ages ago) and being sneaky about it, is to clone an existing AI sub. Change its draft so it rides below the surface, but is still considered on the surface by the game, but for visual effects it looks "submerged".

Then clone a deck gun, make it invisible, and change its vertical axis so when assigned to the deck gun node on your "submerged" submarine, it's actually riding out of the water, above the surface. Create a slow moving shell for this deck gun in the shells.sim/zon, and assign the shell appropriate visual effects. Your invisible deck gun itself, youd have to adjust so it can only fire within the same constrictions one might think of for a torpedo. Long reload time, narrow traverse arc, etc etc.

The end result, is a submerged submarine firing what looks like a torpedo at you .

I take it, this is the method that was employed to mod "wolfpacks" in SH 3? In any case anything that would permit enemy subs to attack you would add a lot to the game.

It would really add to the game if an AI ship could launch a torpedo at you when your at periscope depth instead of endlessly wasting their ammo shooting at your Peri too no avail... :damn:
Ships that engage subs don't need torpedos; they have depth charges for that. Much more important is having AI subs that can attack you instead of just being eye-candy/targets.

jhapprich
10-21-13, 09:04 AM
The AI Torpedos may be the last Holy Grail yet to be found for SH3 and SH4!

I don't know how others feel, but it bugs me to this day that someone has not found a way to actually get them without the problems involved.
:nope:

Even SH5 is lacking on how the AI torps work!
Yes, SH5 has them but it's such a dismal thing that it's not worth much mention!

see: http://www.subsim.com/radioroom/showthread.php?t=207517