SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [WIP] IRAI (Intelligent Random AI) (https://www.subsim.com/radioroom/showthread.php?t=171973)

Trevally. 08-10-12 11:14 AM

Quote:

Originally Posted by Sartoris (Post 1919930)
One more thing: I just noticed I can't drag and drop the external torpedo. I fired one torpedo, reloaded it, and then wanted to drag the external torpedo into the space that appeared in my tubes. However, the game wouldn't let me. I was not submerged, of course.

EDIT: Seems like it comes and goes. I reloaded a saved game and the issue was gone. Still, it's not good that it happens from time to time.

How was the sea state:06:
If high wind and waves - no ext torps

The General 08-13-12 11:00 AM

@TDW,

I still have the bug where a friendly or enemy Escort locks onto you, at roughly 20 km distance off your Port Stern/Starboard Stern, and folows you all over the Map until you save/reload. When you stop, it circles a spot at same 20 Km distance. It is a bug that has existed since Silent Hunter 5 V1.0 came out. Is this a hardcoded problem that can never be fixed? I know you probably rarely play the game, and are busy working miracles in other departments.

I am using OHII v2
Your UI
and your IRAI, latest version.

But, this bug seems to be there no matter what Mod you use.

Sartoris 08-13-12 12:53 PM

Quote:

Originally Posted by Trevally. (Post 1920051)
How was the sea state:06:
If high wind and waves - no ext torps

You're right, it's possible that was the problem.

Sartoris 08-13-12 12:56 PM

Quote:

Originally Posted by The General (Post 1921053)
@TDW,

I still have the bug where a friendly or enemy Escort locks onto you, at roughly 20 km distance off your Port Stern/Starboard Stern, and folows you all over the Map until you save/reload. When you stop, it circles a spot at same 20 Km distance. It is a bug that has existed since Silent Hunter 5 V1.0 came out. Is this a hardcoded problem that can never be fixed? I know you probably rarely play the game, and are busy working miracles in other departments.

I am using OHII v2
Your UI
and your IRAI, latest version.

But, this bug seems to be there no matter what Mod you use.

Yes, this still happens occasionally. I hope there's a way to fix this.

Also, whenever there are multiple destroyers hunting for me, I always see at least one go down due to friendly collision. The last time I played, a large warship plowed right through three (!) of his own escorts. I understand there's not much you can do about this, but maybe you could set a distance the enemy ships have to keep between each other.:hmmm:

TheDarkWraith 08-13-12 10:56 PM

Quote:

Originally Posted by Sartoris (Post 1921096)
Yes, this still happens occasionally. I hope there's a way to fix this.

Also, whenever there are multiple destroyers hunting for me, I always see at least one go down due to friendly collision. The last time I played, a large warship plowed right through three (!) of his own escorts. I understand there's not much you can do about this, but maybe you could set a distance the enemy ships have to keep between each other.:hmmm:

I have yet to have this happen to me. Once it does I'll be able to use the built in AI editor to possibly see why this is happening. Until then there's nothing I can do about it.

The collision routines are hard-coded in the exe (possibly in one of the act files). I have yet to locate them.

Sartoris 08-14-12 04:08 AM

Quote:

Originally Posted by TheDarkWraith (Post 1921259)
I have yet to have this happen to me. Once it does I'll be able to use the built in AI editor to possibly see why this is happening. Until then there's nothing I can do about it.

The collision routines are hard-coded in the exe (possibly in one of the act files). I have yet to locate them.

I was recording the session, so I took some screenshots from the movie, which you can find below. I also added my mod list under the photos, which is based on sober's mod list. I did not modify any of the files. Let me know if there's any way I can help you with this problem: maybe I can copy some data or send you some files?

http://i1196.photobucket.com/albums/...0-52-38-30.jpg

Here is the first one. The capital ship rammed his escort, then backed away.

http://i1196.photobucket.com/albums/...0-54-07-05.jpg

Not even I can do this.

http://i1196.photobucket.com/albums/...0-54-42-55.jpg

A second one is rammed and sits burning next to the first one.

http://i1196.photobucket.com/albums/...0-55-53-31.jpg

The capital ship heads straight for his third escort...

http://i1196.photobucket.com/albums/...0-56-03-73.jpg

...rams his bow...

http://i1196.photobucket.com/albums/...0-56-11-61.jpg

...and the escort explodes!

http://i1196.photobucket.com/albums/...0-56-27-67.jpg

A different angle.

http://i1196.photobucket.com/albums/...0-57-26-77.jpg

After so much ramming the capital ship sustains damage and starts burning. They're pretty much doing my work for me!

My mod list:


Generic Mod Enabler - v2.6.0.157
[C:\Igre\SilentHunter\MODS]

RemoveLogoIntroTheDarkWraith
DBM Background Video
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Window_Lights_Redone_V1
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
OPEN HORIZONS II_full v2
Reworked Morale and Abilities v.1.01
Grossdeutscher Rundfunk
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers no footstep sound mod
Shadow Improvement Mod
NewUIs_TDC_7_1_0_Real_Navigation

Cybermat47 08-15-12 06:43 PM

Contact Reports and Wolfpacks
 
Just wondering, do the wolfpacks respond to contact reports with v0.0.37?

The General 08-15-12 08:14 PM

Quote:

Originally Posted by TheDarkWraith (Post 1921259)
I have yet to have this happen to me. Once it does I'll be able to use the built in AI editor to possibly see why this is happening. Until then there's nothing I can do about it.

It may not be immediately apparent TDW, because the trailing Escort stays just out visual range, so you can only pick him up on Sonar. If you have your 'no surface sonar mod' activated then you won't see him unless you submerge for a while. The game slows down during TC, which is an indicator that this has occured and he's become 'attached'. It takes a save/reload to shake him off.

I restarted the campaign yesterday, and this anomally occured during OHII's Scapa Flow mission. After sailing through Kiel Canal, passing closely by Hegoland, with TC engaged, I found that the game slowed (stuttering during only x1024 TC) for 100 miles into open water. I went to x1 TC, submerged to check sonar, and sure enough there he was; a friendly Escort, following me at roughly 10 - 20 km.

I don't expect you to spend any time specifically looking for this event, I just wanted to make you aware of it. It's kind of a big immersion killer. All the best.

Cybermat47 08-16-12 06:05 PM

Quote:

YOU HAVE TO BE PATCHED TO v1.2 OF THE GAME!!!
Umm... actually, no.:har:


Cybermat47 08-16-12 06:09 PM

Frail U-Boats
 
For some reason U-Boats are only attacking un-escorted convoys in my game.
Any thoughts on how to mmake them go after escorted convoys?

Cybermat47 08-19-12 05:45 PM

Quote:

Originally Posted by Cybermat47 (Post 1922335)
For some reason U-Boats are only attacking un-escorted convoys in my game.
Any thoughts on how to mmake them go after escorted convoys?

Oh wait, they only piss themselves when there are destroyers.

TheDarkWraith 08-19-12 07:00 PM

Quote:

Originally Posted by Cybermat47 (Post 1923540)
Oh wait, they only piss themselves when there are destroyers.

They will always try and evade escorts, destroyers, basically any warship. Even if they are attacking a merchant and a warship is close they will call off the attack and evade :up: They have somewhat of a brain now :D

Rongel 08-23-12 09:25 AM

Quote:

Originally Posted by The General (Post 1921977)
It may not be immediately apparent TDW, because the trailing Escort stays just out visual range, so you can only pick him up on Sonar. If you have your 'no surface sonar mod' activated then you won't see him unless you submerge for a while. The game slows down during TC, which is an indicator that this has occured and he's become 'attached'. It takes a save/reload to shake him off.

I restarted the campaign yesterday, and this anomally occured during OHII's Scapa Flow mission. After sailing through Kiel Canal, passing closely by Hegoland, with TC engaged, I found that the game slowed (stuttering during only x1024 TC) for 100 miles into open water. I went to x1 TC, submerged to check sonar, and sure enough there he was; a friendly Escort, following me at roughly 10 - 20 km.

I don't expect you to spend any time specifically looking for this event, I just wanted to make you aware of it. It's kind of a big immersion killer. All the best.

This happened to me two times in a row. First was really irritating, I was being depth charged for a while but then seemed to lose the destroyer. But it was still circling behind me, doing really small circles and still steadily following me (i was going 1 knots, silent running). When I changed course, so did the destroyer. Wasn't sure if this was a bug because after several hours the destroyer left. But I could see that it was still following me, just keeping 7 kilometers distance. I saved the game and loaded it again to get rid of the bug, but it didn't go away!

The destroyer changed course and was now 12 kilometers from me. I continued my course back to base, and the destroyer was escorting me back to Germany! I could see it in the distance, not following behind but cruising right in front of me! So days passed and I finally started to approach coast. I sent a contact report from the destroyer, and soon the planes came. But the destroyer shot them down and suddenly "awoke" and was charging towards me. After few hours of depth charging, the destroyer finally gave up and left back to England....

Second case was today when a whole task force of destroyers started to follow me, keeping 20 kilometers distance. Saving and loading fixed this issue.

Maybe it was just bad luck, but it seemed that this behaviour is more common now, could some mod increase the possibility? It was a interesting find to see that the destroyer could "wake up" from the following mode, when planes attacked it, could this mechanic be used somehow to fix this issue? Like the General said, it is a big immersion killer.

Captain73 09-06-12 06:54 AM

:salute: Hi TheDarkWraith! Hi! With mod IRAI_0_0_37_ByTheDarkWraith I have big problems of the destroyers of the enemy in 1939 and in 1940! Although I know the weak anti-submarine defense in 39-40! Can You ask for advise me to put the weaker fashion IRAI? :hmmm:
1939 IRAI______ ?
1940 IRAI______ ?
1941 IRAI______ ?
1942 IRAI______ ?
1943-45 IRAI_0_0_37_ByTheDarkWraith
Thanks for the help!

Sartoris 09-06-12 09:09 AM

Quote:

Originally Posted by Rongel (Post 1925023)
This happened to me two times in a row. First was really irritating, I was being depth charged for a while but then seemed to lose the destroyer. But it was still circling behind me, doing really small circles and still steadily following me (i was going 1 knots, silent running). When I changed course, so did the destroyer. Wasn't sure if this was a bug because after several hours the destroyer left. But I could see that it was still following me, just keeping 7 kilometers distance. I saved the game and loaded it again to get rid of the bug, but it didn't go away!

The destroyer changed course and was now 12 kilometers from me. I continued my course back to base, and the destroyer was escorting me back to Germany! I could see it in the distance, not following behind but cruising right in front of me! So days passed and I finally started to approach coast. I sent a contact report from the destroyer, and soon the planes came. But the destroyer shot them down and suddenly "awoke" and was charging towards me. After few hours of depth charging, the destroyer finally gave up and left back to England....

Second case was today when a whole task force of destroyers started to follow me, keeping 20 kilometers distance. Saving and loading fixed this issue.

Maybe it was just bad luck, but it seemed that this behaviour is more common now, could some mod increase the possibility? It was a interesting find to see that the destroyer could "wake up" from the following mode, when planes attacked it, could this mechanic be used somehow to fix this issue? Like the General said, it is a big immersion killer.

I agree, this is a huge problem, because you can never know if a destroyer is bugged or not. I hope TDW will soon focus on this and help us out. I'm sure he can do it, he proved he can crack tougher nuts than this one! :rock::up:


All times are GMT -5. The time now is 11:00 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.