View Full Version : AI and radar.
John Pancoast
12-13-20, 04:27 PM
Iirc and game play suggests such, enemy ships and planes don't use their radar to locate u-boats; their radar in the game only serves to warn the player of their prescence.
Even such radar equipped units rely only on visible sighting. I.e., the times when you run into a convoy with radar equipped escorts, that is why they never come after you until they see you and you see them.
A standard radar equipped escort's tactic once a u-boat showed on the radar (i.e. when it wasn't visible to the eye) was to run down the bearing guns ablazing and drop depth charges on the swirl if applicable. Unfortunately per above this is not done in the game via radar which is a shame as AOD modeled it well.
I know of no mod that simulates this very common s.o.p. Anyone else know of one ?
It is beyond my skills to make one.
foo_jam2002
12-14-20, 05:38 AM
A few days ago a destroyer started to hunt me down after i increased my speed from 2 knots to maybe 4. Our distance was 3-4 km and i wanted to take a good position for a shot at 90°. I created a thread about that. So, i guess the system works. I use the GWX mod, version 3.0.
John Pancoast
12-14-20, 05:56 AM
A few days ago a destroyer started to hunt me down after i increased my speed from 2 knots to maybe 4. Our distance was 3-4 km and i wanted to take a good position for a shot at 90°. I created a thread about that. So, i guess the system works. I use the GWX mod, version 3.0.
3-4 km it could have visibly spotted you. Thanks for the thread notice though; do you have a link to it ?
Fwiw, here's some subject info. from one of the creators of the NYGM mod.
"Aircraft don’t really use radar.
I believe from testing that actually no radar-fitted bomber uses its radar to locate the U-boat - the radar serves only to alert the U-boat in SH3. The scripted bomber flies unconcernedly on until it sees the U-boat visually - then it will attack. The land-based bomber however is generated just a short distance away from the U-boat, and is given the correct angle by the code to fly towards the U-boat. Only later does the aircraft see the U-boat lying across its path." From here. (https://www.subsim.com/radioroom/showthread.php?t=229807)
Hebe Vollmaus
12-20-20, 10:07 AM
Iirc and game play suggests such, enemy ships and planes don't use their radar to locate u-boats; their radar in the game only serves to warn the player of their prescence.
My installation uses Radar inGame. To warn, to detect, and also to attack my Sub. Can be easily checked by reducing the AI_Visual MaxRange in AI_Sensors.dat. Say to be 800 or 1000m. InGame can be verified by the spherical-lines around the targets on the Nav-map.
Air attacking only with Bombs-equipped. (What do you think are BombDummi is good for?) Even a Swordfish, which is not equipped with Radar in my install for the entire war, will attack my sub out of LongRange if something else, for example a Catalina with Radar has detected my sub.
Even such radar equipped units rely only on visible sighting. I.e., the times when you run into a convoy with radar equipped escorts, that is why they never come after you until they see you and you see them.I would say if this is the case, you have a broken install. Broken or misconfigured.
A standard radar equipped escort's tactic once a u-boat showed on the radar (i.e. when it wasn't visible to the eye) was to run down the bearing guns ablazing and drop depth charges on the swirl if applicable. Unfortunately per above this is not done in the game via radar which is a shame as AOD modeled it well.This is exactly what happen in my install. Yea, i was very impressed where i was gunned from different directions for the first time in an early GWX not seen any target-ships around me.
I have not seen AotD by myself, so i cannot compare its behavior.
I know of no mod that simulates this very common s.o.p. Anyone else know of one ?I would say: GWX. :03:
No, i dont use GWX v3. Only parts of it.
It is beyond my skills to make one.Its not needed. The game has it already.
Greetings.
John Pancoast
12-20-20, 10:12 AM
My installation uses Radar inGame. To warn, to detect, and also to attack my Sub. Can be easily checked by reducing the AI_Visual MaxRange in AI_Sensors.dat. Say to be 800 or 1000m. InGame can be verified by the spherical-lines around the targets on the Nav-map.
Air attacking only with Bombs-equipped. (What do you think are BombDummi is good for?) Even a Swordfish, which is not equipped with Radar in my install for the entire war, will attack my sub out of LongRange if something else, for example a Catalina with Radar has detected my sub.
I would say if this is the case, you have a broken install. Broken or misconfigured.
This is exactly what happen in my install. Yea, i was very impressed where i was gunned from different directions for the first time in an early GWX not seen any target-ships around me.
I have not seen AotD by myself, so i cannot compare its behavior.
I would say: GWX. :03:
No, i dont use GWX v3. Only parts of it.
Its not needed. The game has it already.
Greetings.
<shrug> Our (and it would seem Stiebler's) experiences are different and rest assured my installs are functioning as they should. :03:
Well, except for the rwr showing a bearing to the plane/ship.......:)
Hebe Vollmaus
12-20-20, 10:39 AM
<shrug> Our (and it would seem Stiebler's) experiences are different and rest assured my installs are functioning as they should. :03:
Well, except for the rwr showing a bearing to the plane/ship.......:)
iirc you dislike RWR-bearing lines, so i assume you have reduced "Radar Warning range factor=" in Sensors.cfg.
John Pancoast
12-20-20, 10:43 AM
iirc you dislike RWR-bearing lines, so i assume you have reduced "Radar Warning range factor=" in Sensors.cfg.
Not so much dislike them as much as it wasn't possible to get such info. irl. They're a huge help in the game though :haha:
Regarding the sensors.cfg edit, no. It is set at 1. What value would you suggest ?
Hebe Vollmaus
12-20-20, 10:53 AM
Not so much dislike them as much as it wasn't possible to get such info. irl. They're a huge help in the game though :haha:
Regarding the sensors.cfg edit, no. It is set at 1. What value would you suggest ?
I cannot suggest one, i'm not that Historic-enthusiast. For me its a Game. So i use 2. Which helps _alot_. :03: Maybe for you is 0.2 ok.
John Pancoast
12-20-20, 11:03 AM
I cannot suggest one, i'm not that Historic-enthusiast. For me its a Game. So i use 2. Which helps _alot_. :03: Maybe for you is 0.2 ok.
So if I understand correctly, decreasing the number reduces the bearing line and vice versa ?
Hebe Vollmaus
12-20-20, 11:21 AM
So if I understand correctly, decreasing the number reduces the bearing line and vice versa ?
Yes.
">=0" Factor must be a Multiplication Factor.
1 is quasi Zero. Not smaller not bigger.
>1 is longer
<1 is shorter
"must be greater or equal than 0"
as of my understanding.
John Pancoast
12-20-20, 11:22 AM
Yes.
">=0" Factor must be a Multiplication Factor.
1 is quasi Zero. Not smaller not bigger.
>1 is longer
<1 is shorter
"must be greater or equal than 0"
as of my understanding.
:up: Thanks for all the info. and replies !
Hebe Vollmaus
12-22-20, 05:20 PM
An addendum (nothing new here):
The RadarWarningReceiver can be found in Sensors.dat.
FuMB7Naxos
FuMB10Borkum
FuMB1Metox
FuMB26Tunis
Change SensorData/MaxRange to what is needed.
Maybe
300 (less then Visual in bad weather) to get rid of RWR-lines.
15000 to have more time to dive or whatever.
Greetings.
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