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View Full Version : AI Uboat beta test in Harbour Traffic mod!


Rubini
07-07-05, 11:23 PM
***Update jul 16, 2005
New final version available, look here:

http://www.subsim.com/phpBB/viewtopic.php?t=40268




************************************************** **************


Hi,

This is a beta test for AI uboats in SH3 without that "dial gauges point up" bug!!! :sunny:

For these AI Uboats works fine is necessary to use two conning towers of the original game. Please make a few tests, save your demo mission far way (+50km) of your port (wilhelm) and then exit patrol and reload: look, no more gauges point up!!!.

For now only uboats type IId and VIIc are ready, and only VIIc have real movement (all credits to sergbuto for this AI VIIc, I only adapted and find the fix for the bug and make a IID clone but with limitations) For now is impossible to get all the uboats type because if you use them for AI purposes then you lose all the in tower views.

So,

Unzip in MODS folder (JSGME ready) and install the AI_Uboat beta mod. Then start the game, go to "single missions" and start "AI_Uboat_test" mission to see these Ai uboats in the traffic mod on wilhelshaven.

( this beta test also install the latest standalone harbour traffic mod. If you use RUb, after the test, uninstall the AI_Uboat_test beta mod )


Download link:(~5MB, sorry for huge file, it's about these AIUboats tgas)
http://rapidshare.de/files/2887546/AI_Uboat_test.zip.html


Known bugs:
-Conning tower views for player's career uboat IID ( first upgrade) and VIIB (first upgrade) are not functional.


Please post feedbacks.

Rubini.

sergbuto
07-08-05, 03:32 AM
I have already made an extra conning tower for VIIc so that a player does not need to give up conning tower upgrades. But still trying to get the crew on the deck. Can't find the 3D crew models which are used in the F12 view.

terrapin
07-08-05, 04:09 AM
mirrored also here:
http://www.mpgtext.net/u-boot/index.php?option=com_content&task=view&id=178&Itemid=2

Rubini
07-08-05, 07:44 AM
Thanks Terrapin, but more updates are coming soon.


Sergbuto,

Great news. Please post that VIIc tower to me, then I will update this beta test. I used a VIIB tower (for vIIC) because I think that the player upgrade to a VIIC early in the game, so this way you have less worse effect to the campaign game.

I'm waiting your contact!

Greetings,


Rubini.

terrapin
07-08-05, 07:45 AM
Thanks Terrapin, but more updates are coming soon.


Sergbuto,

Great news. Please post that VIIc tower to me, then I will update this beta test. I used a VIIB tower (for vIIC) because I think that the player upgrade to a VIIC early in the game, so this way you have less worse effect to the campaign game.

I'm waiting your contact!

Greetings,


Rubini.

Not a problem. I'm fast :-)

Rubini
07-08-05, 08:05 AM
And we only find the updated mods on your site. Thanks for that.
:up:
Rubini.

mgbmike
07-08-05, 10:22 AM
I tried this test mission and my findings follow:
In the nav map it shows all the ships OK and even shows the two VIIC's as moving slow but a visual check of it shows that they are really stationary. Is this what I should see in this version?

Catfish
07-08-05, 10:32 AM
MGB(mike)?
three wipers, two 6V batteries, 1800 ccm?
Greetings,
Catfish

Rubini
07-08-05, 10:56 AM
mgbmike,

In this scenary (Wilhelmshaven) I put 3 IID stacionary, one VIIC stacionary, near the player's sub and when you go out following your escort you will see a VIIc return from a patrol! When you return to Wilhelm after a trip you see a VIIC in departure or arriving and those stacionary AI uboats will still there too.

Please post feedbacks! :up:

Rubini.

Rubini
07-08-05, 10:58 AM
Catfish,

What is this "three wipers, two 6V batteries, 1800 ccm" ??? :hmm:

I don't understand english very welll....


Rubini.

Shadow9216
07-08-05, 11:22 AM
Rubini, I didn't get it either- and I think I speak pretty good English ;)

I'm at work now, will D/L and tryout the mod when I get home- love the current version, so I can't WAIT to see a fellow boat coming home from patrol!

Catfish
07-08-05, 11:29 AM
Err, that's way OT - i was referring to his callsign MGBMike, and thought maybe he owns a Morris Garage type B car =MGB (an old "classic" british roadster)
Look here: http://www.britsofthehudson.org/gallery.htm
You know i own a TR Spitfire MK3, the archrival of the MGB series ;)

Greetings,
Catfish

Rubini
07-08-05, 01:49 PM
Catfish,

Nice car! :arrgh!: ( I like the off road ones ).

Shadow9216, Catfish

Sergbuto just send a new clone tower to me. Then I think the things will be very very well in AI uboats stuff, I will merge them in the harbour traffic mod soon. I'm now going in a weekend trip with my childrens ( and wife) and in 3 or 4 days I will post this new version! :up:


Feedbacks please!!! :sunny:


Rubini.

Catfish
07-09-05, 06:31 AM
Thank you Rubini,
have fun!
Looking forward .... :yep:

Greetings,
Catfish

perdu
07-09-05, 06:37 AM
realy nice work :)

keep on making such a great mod.

MLF
07-11-05, 06:53 AM
Sergei & Rubini

This is great stuff. Well done to you both.

I added 2 more VIIc/41s to the scenario. These 2 were sailing at the same time as me. Quite a little "wolfpack" :). The traffic in the port was great as well. Not only eye-candy but also a feel that you are not quite alone with battling in the Atlantic!

I tried to follow what was being said about the clone towers, but I think I failed. Would it be possible to have the standard VIIC tower? Are there any plans for the type IX's? Sorry if these are no-brainers.

MLF

Letum
07-11-05, 07:29 AM
Err, that's way OT - i was referring to his callsign MGBMike, and thought maybe he owns a Morris Garage type B car =MGB (an old "classic" british roadster)
Look here: http://www.britsofthehudson.org/gallery.htm
You know i own a TR Spitfire MK3, the archrival of the MGB series ;)

Greetings,
Catfish


Ppppppppt! the MG A is better! I have a MGa MkII 1974 1700cc twin carb :D

Rubini
07-11-05, 07:55 AM
MLF,


Sergei send to me the original VIIC mod tower, then the VIIC is ok now. But I notice that my fake IID don't work: don't have movement and if you use a stock IID together you will earn a CTD. Then for now only Sergei's VIIC clone is ok. I'm in contact with him and I ask for more clones uboats. As soon that he make these clones uboats I will post a complete traffic version with it.

Rubini.

sergbuto
07-11-05, 08:39 AM
A while ago, I have made a set of files for Type IIB for the 30th flotilla mod. However, since it seems to be impossible in SH3 to drive other U-boat types than those defined by Devs, this U boat can be converted to the AI sub as well. I just need to make a tower for it. I'll send the files to Rubini as soon as it is ready. As to other tower and AI U-boat types, these can be done with time.

Rubini
07-11-05, 09:26 AM
Thanks Sergei,

We are awaiting your post and yes, please, make more AI uboats, then the traffic will be still better! :know:

Greetings,

Rubini.

Rubini
07-11-05, 01:44 PM
Sergei,

I notice a strange thing: when I set a waypoint velocity for a VIIc/41 in 9 knots, the real velocity in UZO view is 6 knots, for 10 the real is 7Knots, for 12 the real is 9 Knots. What you think about this?

Rubini.

sergbuto
07-11-05, 04:45 PM
I have not changed any characteristics of AI VIIC/41 compared to those of VIIC. Therefore, it is hard to say what the reason is. Maybe environmental conditions, i.e. wind speed etc. or maybe that is how things are expected to be for some AI vessels in SH3.

BTW, I have finished the Type IIB boat and will e-mail it to you soon.

Rubini
07-11-05, 04:56 PM
Sergei,

I will make more tests on this "velocity" stuff and post to you later.
Great news, I'm awaiting...

Thanks again,

Rubini.

Rubini
07-12-05, 12:24 PM
Hi Sergei,

First of all, thanks to post ( and make!) the AI uboats!

After exhausting tests I noticed only two problems with the AI UBOATS.

1. As I already had said to you the real (UZO view) speed of the AI uboats
is lesser than that one programmed in waypoints (with Mission Editor) 9knots
==> 6knots, 10 ==> 7, 12 ==> 9. This is true for AI IIB and AI VIIC/41. But
this is not a important thing.

2. When you use a AI VIIC/41 and the player's uboat is the VIIB, as soon the
mission start you receives this message "Bow Dive Planes Destroyed" and it's
really destroyed (you can see it in external vision). But note: This only
happens when the player has the VIIB and the AI VIIC/41 is in the game and
appears in the same date of the player's VIIB uboat. Some times you not
receive that message but then if you look to the AI VIIC/41 in that mission you
will see the destroyed bow dive planes in the AI uboats! I think that this
is related with the .dat or .sim files of AI VIIC/41.(the AI IIB with
player's IIA -- or with another stock game's uboat -- don't have this bug)

I hope you find a easy solution and I'm awaiting your contact.

Very thanks again,

Rubini.

sergbuto
07-12-05, 04:44 PM
2. When you use a AI VIIC/41 and the player's uboat is the VIIB, as soon the
mission start you receives this message "Bow Dive Planes Destroyed" and it's
really destroyed (you can see it in external vision). But note: This only
happens when the player has the VIIB and the AI VIIC/41 is in the game and
appears in the same date of the player's VIIB uboat. Some times you not
receive that message but then if you look to the AI VIIC in that mission you
will see the destroeyd bow dive planes in the AI uboats! I think that this
is related with the .dat or .sim files of AI VIIC/41.(the AI IIB with
player's IIA -- or with another stock game's uboat -- don't have this bug)


Yes, I have found the source of this error. I will correct and send it tomorrow.

Rubini
07-12-05, 04:55 PM
Great Sergei, now I think that you adressed all the bugs in AI Uboats stuff.

The traffic with AI Uboats is almost ready.
I'm only waiting for the corrected files...

Greetings,

Rubini.

perdu
07-13-05, 01:59 AM
:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:
( saying more is useless ;-) )

999-Jay-999
07-13-05, 04:57 AM
Ok time to get excited again.....

Brillant job there.

Beery
07-13-05, 06:49 AM
This is great news!

sergbuto
07-13-05, 09:09 AM
Great Sergei, now I think that you adressed all the bugs in AI Uboats stuff.

The traffic with AI Uboats is almost ready.
I'm only waiting for the corrected files...

Greetings,

Rubini.

Files have been sent. Hopefully, some day I will figure out how to add the crew on the deck.

Rubini
07-13-05, 11:06 PM
Sergei,

Thanks for the new file. I made a lot of tests and now all is ok! :sunny:

I'm still working on the traffic with these AI uboats and in a few days I will post this new version for download.

Greetings,

Rubini.

Caleb
07-14-05, 12:52 AM
Any chance these u-boats can go on a patrol? fire a few torps maybe? radio for assistance? um little wolfs form little packs maybe? pretty pretty please.

999-Jay-999
07-14-05, 03:08 AM
I think your talking beyond what this mod maybe able to do regarding AI...CALEB....

I tend to see this mod myself as a added scenery add-on than a sophisticated A.I. ship/sub module.. for co-op etc play.

Its amazing what has so far been accomplished in this .. needless to say like many here I speak for this adds so much in producing a real living world within which we can participate in and NOT feel alone.

:up:

sergbuto
07-14-05, 03:52 AM
Any chance these u-boats can go on a patrol? fire a few torps maybe? radio for assistance? um little wolfs form little packs maybe? pretty pretty please.

So far, AI subs can move on the surface and will attack Allied shipping using their deck and AA guns. In principle, it is possible to have some sort of small wolfpack attack, especially at night.

http://www.subsim.com/phpBB/viewtopic.php?t=38795&highlight=

However, this is rather for the RND layer where all the merchants are, although it is possible to script some encounters in the SCR layer.

999-Jay-999
07-14-05, 04:07 AM
Well I stand corrected, there is more to this than I realised.

The possibilities are there and on that note, praise and joy with future anticipation commences.

Catfish
07-14-05, 04:48 AM
Hell,
great news indeed ! I really look forward to this, maybe the boats do not act with AI, but several boats were almost always to be seen in harbours, sometimes leaving or incoming together to or from the meeting point, and there were often more than one in the locks.
Great news,
thanks and greetings,
Catfish

Rubini
07-14-05, 08:40 AM
Sergei wrote:

Caleb wrote:
Any chance these u-boats can go on a patrol? fire a few torps maybe? radio for assistance? um little wolfs form little packs maybe? pretty pretty please.


So far, AI subs can move on the surface and will attack Allied shipping using their deck and AA guns. In principle, it is possible to have some sort of small wolfpack attack, especially at night.

http://www.subsim.com/phpBB/viewtopic.php?t=38795&highlight=

However, this is rather for the RND layer where all the merchants are, although it is possible to script some encounters in the SCR layer.




When I release the new version of the traffic mod the AI uboats will be there so all of us will have them in ours SH3 folder.
I will make a note on the readme on how to use them in a mission. After that somebody will be able to make some night wolfpack mission.:arrgh!:

For now I'm very busy with this new version that include subnets (no more that annoying sound bug), uboats on traffic, french ships before and after germany forces in french harbours, a correction in Scapa and Loch (no more burning ships when you go there) and the Bismarck presence in the correct dates/places.

Stay tunned!

Rubini.

999-Jay-999
07-15-05, 04:03 AM
Cant wait Rubini!!!

Brilliant. :up:

Caleb
07-15-05, 05:34 AM
since them cows where subs. TYPE XIV subs. perhaps the milk cow mod can take advantage of your work and use type ix boats...

sergbuto
07-15-05, 06:24 AM
No it can't, unfortunately. Because, the sub in the milk cows mod is used as a Naval Base and a separate model is needed for that.

LukeFF
07-15-05, 01:20 PM
Here's an idea: would it be possible to model in scripted U-Flak boat (Turm IV) patrols for the time period they were active in the Bay of Biscay?

sergbuto
07-15-05, 01:27 PM
Sounds like a very good igea to me. :up: If Rubini will be willing to script them in, I can make the proper conning tower.

Rubini
07-15-05, 01:53 PM
Hi guys,

In a few minutes the new version is arriving!

In the readme file I wrote this:

"6. If somebody makes a new realistic escort ship then I will replace the DDs ( for escort job) to have more historical accuracy."

Perhaps that U-Flak boat is what we need... :sunny:

Grettings,

Rubini.

Captain America
07-15-05, 02:05 PM
Hi guys,
In a few minutes the new version is arriving!


Excellent...I can't wait. Just in time for my new patrol. :up:

Thank you and Serg for all your work on this.

Syxx_Killer
07-15-05, 02:21 PM
In a few minutes the new version is arriving!


That's awesome! I really look forward to it. :rock:

Rubini
07-15-05, 02:26 PM
Yeah,

I'm here looking for jpgs and to do a JSGME compatible work. Only more few minutes...

Rubini.

joea
07-15-05, 06:33 PM
Hi guys,

In a few minutes the new version is arriving!

In the readme file I wrote this:

"6. If somebody makes a new realistic escort ship then I will replace the DDs ( for escort job) to have more historical accuracy."

Perhaps that U-Flak boat is what we need... :sunny:

Grettings,

Rubini.

Cool but what's wrong with the armed trawler?

Rubini
07-16-05, 09:22 AM
joea,

I read some articles about escorts and in late war the germany use small ships adapted ( with some AA guns) for the job. I think the problem is only with the DDs...

Rubini.

Rubini
07-16-05, 09:25 AM
The new version is out! :up:

Look here:
http://www.subsim.com/phpBB/viewtopic.php?t=40268

Rubini.