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View Full Version : [TEC] Is AI possible launch torpedo


Tigerzhunters
06-05-23, 04:24 AM
Well Is Ai Possible To Launch A Torpedo ? Yea it hardcoded But im always think What If Make new Shell But It Torpedo Like Rocket But i still doesnt knew last time test It The Torpedo Fly Lmao :haha::hmmm:. But i Remember There Someone Make Mod That Usa Plane Can launch Torpedo :hmmm:

Mister_M
06-05-23, 06:22 AM
Well Is Ai Possible To Launch A Torpedo ? Yea it hardcoded But im always think What If Make new Shell But It Torpedo Like Rocket But i still doesnt knew last time test It The Torpedo Fly Lmao :haha::hmmm:. But i Remember There Someone Make Mod That Usa Plane Can launch Torpedo :hmmm:

Not possible in SH3. There is still the Fido homing (acoustic) torpedo mod (make a search on this forum). A real attack with non-acoustic torpedoes is just impossible with the game mechanisms and AI.

iambecomelife
06-30-23, 07:08 PM
Not possible in SH3. There is still the Fido homing (acoustic) torpedo mod (make a search on this forum). A real attack with non-acoustic torpedoes is just impossible with the game mechanisms and AI.

I think Chinese modder H.sie managed to get AI submarines to work with torpedoes. I personally have no idea how he managed it, so I would suggest downloading his patch and looking to see what his changes to the game are like.

https://www.subsim.com/radioroom/showthread.php?t=174225

Be warned I am not 100% sure - his submarines may still use the "invisible gun" workaround to imitate torpedoes.

Now, for Silent Hunter 4 I can 100% confirm that AI torpedoes work on any ship or plane. The only problem is that they gradually sink over time, so AI units need to fire them at about 500 - 1000 meters. Not a big problem because that is a realistic torpedo range anyway.

propbeanie
07-01-23, 08:40 AM
All methods are "fakes" to "launch" torpedoes. There is the cannon method that H.sie used, and then there is the Torpedo Gun method that DarkFish used. That also used a cannon, but it spawned a torpedo when "shot". The game does not do AI "aiming" or "targeting" very well, so multiple shots from multiple angles are usually needed to get "hits" on the intended target. This can lead to undesirable effects, as you can imagine, if you have "torpedoes" going every which way. I wonder if they had AI torpedoes in Destroyer Command when a person played that "solo"... ??

iambecomelife
07-02-23, 06:44 PM
Thanks for clarifying, propbeanie. In my experimentation with torpedoes for SH3, there have been two problems:

1) The game physics cause torpedoes to sink upon firing (unless you treat them like gun rounds, with high speed)

2) When generated, torpedoes appear in the wrong direction (I believe it was always North) regardless of orientation of the firing tube or launcher.

I have never seen anyone resolve these issues yet.

Anvart
07-03-23, 03:57 PM
Note:
Let's be fair...
The first to use an invisible cannon as a 'torpedo tube' was Sergei Butorin (sergbuto)!
H.sie appeared on the forum much later!

:salute:

And about "AI" submarine :haha::
https://www.subsim.com/radioroom/showpost.php?p=2795039&postcount=42

:D

Mister_M
07-03-23, 04:24 PM
I've seen an AI submarine dive and launch torpedoes against me in a mod where you can play as a destroyer commander.

propbeanie
07-03-23, 05:18 PM
Note:
Let's be fair...
The first to use an invisible cannon as a 'torpedo tube' was Sergei Butorin (sergbuto)!
H.sie appeared on the forum much later!

:salute:
Yes indeed. He also did this:

https://www.youtube.com/watch?v=K2WpdXp1Fvc

https://www.youtube.com/watch?v=OaPoWy0048o

and another that I cannot find... I also did not find his thread...

DarkFish did [REL] AI launched torpedoes (https://www.subsim.com/radioroom/showthread.php?p=1138520#post1138520) in SH4, but I thought he was doing it in SH3 also, or maybe someone was copying off of him for it - or the other way around?? Been too long to remember all of that.

iambecomelife
07-03-23, 07:55 PM
I've seen an AI submarine dive and launch torpedoes against me in a mod where you can play as a destroyer commander.

Are you sure it was Silent Hunter 3? If so, that would be amazing modding work. I wonder if it was created by one of the Russian SH3 modders; due to the language barrier there are some excellent Russian SH3/4/5 mods that don't become too popular on subsim.:hmmm:

Regardless of who made it I would love to study that mod, if you are able to locate it.

iambecomelife
07-03-23, 08:00 PM
Just had a brainstorm about how maybe torpedoes could be implemented; it would involve a hack to the SH3 recoil animation for the in-game guns. Kind of a long shot and difficult to explain, but I will [eventually] investigate. Other modding (for SH4) comes first. :haha:

Mister_M
07-03-23, 08:24 PM
Are you sure it was Silent Hunter 3? If so, that would be amazing modding work. I wonder if it was created by one of the Russian SH3 modders; due to the language barrier there are some excellent Russian SH3/4/5 mods that don't become too popular on subsim.:hmmm:

Regardless of who made it I would love to study that mod, if you are able to locate it.


Yes. SH3. Ask Tigerzhunters for the D/L link. The british sub makes the game crash, but not the german one. This AI submarine will dive at periscope depth as soon as it sees you, then launch one or several torpedoes directly on your course, and dive to around -60 m if you are close enough to it.

Tigerzhunters
07-12-23, 12:14 PM
Well i cant Share It Because it was not public also before i ask My Group Because it not only me that make it work it also some my freinds From South africa/Ukraine/Poland/France But it has 1 Thing thats Our group cant Managed to fix Sometimes If the Torpedo impact to You it Will crash you but sometimes it work and make you ded :haha:

Anvart
07-25-23, 08:02 AM
About AI look #6

:subsim:

SDFilm
07-30-23, 09:09 AM
Yes indeed. He also did this:

[snip]




Indeed they can work like that, which was a pleasent surprise after hearing for so long that it's impossible. I've recently edited the Hsie/Stiebler version of the air-dropped torpedos to be fired from several different aircraft since the original Hsie mod only had them dropped by one special version of the Avenger. Now the mid-late war years have more of a 'Cold Waters' feel to it. This might at first sound like overkill but it's balanced by two things; in my custom campaigns it's easier to get late-war tech including the XXI sub, plus the torpdoes are far from being an assured hit. They may or may not be dropped in a good direction and then may or may not aquire your engine noise depending on how loud your sub is. They do at least keep you on your toes; needing to dive fast to avoid the plane's conventional weapons, and then go slow or deep to avoid the torpedo from aquiring your engine noise.

Tabris
07-30-23, 12:19 PM
plus the torpdoes are far from being an assured hit. They may or may not be dropped in a good direction and then may or may not aquire your engine noise depending on how loud your sub is. They do at least keep you on your toes; needing to dive fast to avoid the plane's conventional weapons, and then go slow or deep to avoid the torpedo from acquiring your engine noise.

as a fellow bigtime XXI player, I'm intrigued. Have you actually been hit by one before? I had passed over this mod because frankly, the Mk24's performance doesn't look too intimidating compared to the XXI's performance. Here are some of uboat.net's stats on the weapon:

Speed and Endurance: 12 kts for approx. 15 min
Search Pattern: Initial circle search approximately 150 ft (45m) dia. at 50 ft (15m) depth; shift to acoustic homing upon target detection. Initial search depth was later changed to 150 ft (45m).

Unless the weapon is meaner than that in this mod, it kind of sounds like the XXI is immune unless in shallow water. As a fellow elektroboot driver I'm sure you know, we can reach 100m in a matter of seconds, while maintaining 11-12kt even with the dive planes set for crash-dive.

At this point I'll probably still give it a go. Anything that makes the XXI harder to play would be welcome. But like I said, I'd be eager to know if you've actually been struck by one.

- Tabris

SDFilm
07-30-23, 04:04 PM
as a fellow bigtime XXI player, I'm intrigued. Have you actually been hit by one before? I had passed over this mod because frankly, the Mk24's performance doesn't look too intimidating compared to the XXI's performance. Here are some of uboat.net's stats on the weapon:

Speed and Endurance: 12 kts for approx. 15 min
Search Pattern: Initial circle search approximately 150 ft (45m) dia. at 50 ft (15m) depth; shift to acoustic homing upon target detection. Initial search depth was later changed to 150 ft (45m).

Unless the weapon is meaner than that in this mod, it kind of sounds like the XXI is immune unless in shallow water. As a fellow elektroboot driver I'm sure you know, we can reach 100m in a matter of seconds, while maintaining 11-12kt even with the dive planes set for crash-dive.

At this point I'll probably still give it a go. Anything that makes the XXI harder to play would be welcome. But like I said, I'd be eager to know if you've actually been struck by one.

- Tabris


After tests, I've found that the mod's Mk24 can hit the XXI but it's significantly harder than with conventional u-boats. As you can imagine, the elektroboot is either being too quiet or when it is loud it's going so fast that the torps struggle to catch it. Still, they seem a little faster than 12kts so they can catch you out if you're not careful. I haven't tested much with depth but I'd guess diving below 25m would be a good way to avoid them.

When the Mk24s did hit it tended to be in the sweet area of 'Ahead Standard' where the XXI is making noise but not going at a full 17kts. It's also more likely if the torps are dropped from your port or starboard so that you're not sailing directly away from them along with giving a large target.

The torps are often dropped some distance (roughly 1500m) away, so depending on the baring they can sometimes linger enough for you to get complacent and go into cruise mode again, when actually you've got a couple of eels on your tail.

The mod readme says that you'll hear "Torpedos in the water!" but this isn't the case and it seems to have been written for an earlier version of the mod when it was just abstract programming rather than having a graphical torpedo.
What actually happens in this latest verison is that you'll see the torpedo drop (or at least sometimes you do, as it can be a little buggy since the 'bomb' torpdo vanishes and then turns into the actual torpedo once it's in the water) and if you're surfaced you'll hear/read "We're being attacked!" and if you're submerged you'll hear a distinct 'plunk' sound and then "Depth charges in the water!"

The air torpedo mod isn't activated by default if you're using Onealex Mod; you have to go into the 'HsieOptionsSelector' to use it. Also I'd recommend adding the Mk24 to other allied aircraft as otherwise you'll probably never see it. Below is the code that you add to other aircraft.
Also it's nice to see another elektroboot player :Kaleun_Salute:

Replace from ‘basic loadout’ to ‘equipment 5’ to aircraft in their .eqp file:

;Basic Loadout values FIdo&radar after march 1943
[Equipment 1]
NodeName=T01
LinkName=AiR_torp_rack
StartDate=19380101
EndDate=19430228

[Equipment 2]
NodeName=T01
LinkName=AiR_torp_rack__FIDO
StartDate=19430301
EndDate=19451231

[Equipment 3]
NodeName=B01
LinkName=BombDummyy
StartDate=19380101
EndDate=19430228

[Equipment 4]
NodeName=B01
LinkName=BombDummy_FIDO
StartDate=19430301
EndDate=19451231

[Equipment 5]
NodeName=B02
LinkName=NULL
StartDate=19380101
EndDate=19451231

Tabris
07-30-23, 05:02 PM
thanks SD, it definitely sounds like I should try it. Timing couldn't be better, as I'm absolutely determined to sink me a jeep carrier next patrol, so there'll be plenty of aircraft around.

SDFilm
07-30-23, 08:05 PM
I've done more testing and it can depend on which tech level you have; the best of the best 1945 version of the XXI is just too quiet for the Mk24 to aquire it, swimming very close but not turning around. Either that or it's just at a bad angle.

John Pancoast
08-01-23, 12:03 PM
Indeed they can work like that, which was a pleasent surprise after hearing for so long that it's impossible. I've recently edited the Hsie/Stiebler version of the air-dropped torpedos to be fired from several different aircraft since the original Hsie mod only had them dropped by one special version of the Avenger. Now the mid-late war years have more of a 'Cold Waters' feel to it. This might at first sound like overkill but it's balanced by two things; in my custom campaigns it's easier to get late-war tech including the XXI sub, plus the torpdoes are far from being an assured hit. They may or may not be dropped in a good direction and then may or may not aquire your engine noise depending on how loud your sub is. They do at least keep you on your toes; needing to dive fast to avoid the plane's conventional weapons, and then go slow or deep to avoid the torpedo from aquiring your engine noise.

Fwiw, the the FIDO mod was strictly a Stiebler product. It never included any graphical functions (as it shouldn't) and worked very well. Rubini made a graphical FIDO mod as shown in the linked youtube videos on the first page of this thread, and he and Stiebler tried to get the two mods to work together with no success.

SDFilm
08-02-23, 09:57 AM
Fwiw, the the FIDO mod was strictly a Stiebler product. It never included any graphical functions (as it shouldn't) and worked very well. Rubini made a graphical FIDO mod as shown in the linked youtube videos on the first page of this thread, and he and Stiebler tried to get the two mods to work together with no success.


I guess that's why the readme seems very outdated, talking about there being no graphical torpedo while there's clearly an all-singing all-dancing torpedo in the game. Perhaps they later got it to work or Hsie modded it? Either way, it's nice to see it working finally.
As for now, I'll be looking into making the torpdo more sensitive, as currently it doesn't work against the 1945 Type XXI with the latest anti-sonar coatings, which is exactly the sort of late-game sub that the FIDO is supposed to be countering.

John Pancoast
08-02-23, 10:59 AM
I guess that's why the readme seems very outdated, talking about there being no graphical torpedo while there's clearly an all-singing all-dancing torpedo in the game. Perhaps they later got it to work or Hsie modded it? Either way, it's nice to see it working finally.
As for now, I'll be looking into making the torpdo more sensitive, as currently it doesn't work against the 1945 Type XXI with the latest anti-sonar coatings, which is exactly the sort of late-game sub that the FIDO is supposed to be countering.

Neither H.sie, Stiebler, nor Rubini have been around or (publicly) modding SH3 for a long time now.
Without looking at things, chances are someone else just added it in.

SDFilm
08-02-23, 12:36 PM
I've done more testing and it can depend on which tech level you have; the best of the best 1945 version of the XXI is just too quiet for the Mk24 to aquire it, swimming very close but not turning around. Either that or it's just at a bad angle.


Update- They do work against the latest XXIs! It must have been a bad approuch or some error in my earlier installation. The torps followed the XXI as it turned and they hit the tower since they had already swam over the engines of the diving sub.