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-   -   [WIP] IRAI (Intelligent Random AI) (https://www.subsim.com/radioroom/showthread.php?t=171973)

Magic1111 09-07-12 02:21 AM

Hi TDW!

I read somewhere on the Forum, that we donīt need anymore (can be disable) the MOD "TheDarkWraith_DC_Water_Disturbances_v2_0_SH5" when we use IRAI v0.0.37.

Is this correct? :hmmm:

Best regards,
Magic

volodya61 09-07-12 02:50 AM

Quote:

Originally Posted by Magic1111 (Post 1931249)
..Is this correct? :hmmm:..

http://www.subsim.com/radioroom/show...postcount=1713

Magic1111 09-07-12 04:48 AM

Quote:

Originally Posted by volodya61 (Post 1931255)

Aaah, okay, thx! :up:

I didnīt found this post! :oops:

Best regards,
Magic:salute:

chun 09-07-12 06:57 AM

Hello TDW, belong to a virtual flotilla (www.24Flotilla.com) we played much multiplayer, we like to attack convoys in droves,(wolfpack) we have observed that with the latest version of IRAIv0.0.37, escorts not very precise in their attacks when we discovered, launched their loads quite far from their position subtracting emotion submarines to attack, because we have never been sunk, and the attack on the convoy becomes a duck shooting.Do nothing but give circles around,in previous versions, if you have more precision.attacks were more complicated and fun.
Question: Could you put more precision attacks by bodyguards when they launch their depth charges? Can you tell us how it's done?
AI? Vary their behavior in multiplayer or does it just as campaigning?
Sorry my bad English I have to use a translator
Thank you very much.

TheDarkWraith 09-07-12 07:58 AM

Quote:

Originally Posted by chun (Post 1931340)
Hello TDW, belong to a virtual flotilla (www.24Flotilla.com) we played much multiplayer, we like to attack convoys in droves,(wolfpack) we have observed that with the latest version of IRAIv0.0.37, escorts not very precise in their attacks when we discovered, launched their loads quite far from their position subtracting emotion submarines to attack, because we have never been sunk, and the attack on the convoy becomes a duck shooting.Do nothing but give circles around,in previous versions, if you have more precision.attacks were more complicated and fun.
Question: Could you put more precision attacks by bodyguards when they launch their depth charges? Can you tell us how it's done?
AI? Vary their behavior in multiplayer or does it just as campaigning?
Sorry my bad English I have to use a translator
Thank you very much.

What are your difficulty settings set at? Ensure they are all at stock (as designed) values. Are you also using my DC water disturbances mod? If so, disable it. If the AI is still too easy for you then you could adjust the settings in \data\Cfg\Sim.cfg (make the changes in yellow):

[Hydrophone]
Detection time=1.0 ;[s]
; lower values then 1 make it harder for AI to detect you
Sensitivity=1.0 ;(0..1)
Height factor=0 ;[m]
Waves factor=0.5 ;[>=0]
Speed factor=14 ;[kt]
;1 is on the deaf side
;0.10 is on the uber end
Noise factor=0.2 ;[>=0] was 1.3, decreased by 74.5%
Thermal Layer Signal Attenuation=1.0 ;[>0], 1 means no signal reduction, 3 equals signal reduction to 33% was 3.0, decreased by 55%
Min Signal Strength=0.1

[Sonar]
;how long you have to be in the AI's active sonar cone before he will start pinging.
Detection time=1.0 ;[s] was 5
; lower values than 1 make it harder for AI to detect you
Sensitivity=1.0 ;(0..1)
Waves factor=0.2 ;[>=0]
Speed factor=15 ;[kt]
;how much surface area you present to the AI for him to ping off of, before he gets a ping
;think of this variable as to how much "slop" you can have when pointing your bow or stern at an approaching AI to minimize your profile
Enemy surface factor=175 ;[m2] was 520, decreased by 35%
Lose time=20 ;[s]
Min Signal Strength=0.1
Thermal Layer Signal Attenuation=1.25 ;[>0], 1 means no signal reduction, 5 equals signal reduction to 20% was 5.0, decreased by 70%


Those changes will spice things up for sure :yep:

I removed the pinpoint accuracy the warships had in the latest version because people were complaining. You're now seeing that the AI really has no clue where you are unless you are actually spotted.

chun 09-07-12 08:08 AM

TDW thank you very much, do these changes and test.:salute:

CaliEs 09-09-12 07:41 PM

Destroyer tactics Plaster & Creeper
 
Maybe this can be integrated into IRAI: Destroyer tactics "Plaster" and "Creeper"
http://www.subsim.com/radioroom/showthread.php?t=197130

http://silentseawolvesmsw.devhub.com...e-warfare-asw/

gap 09-09-12 08:16 PM

Quote:

Originally Posted by CaliEs (Post 1932260)
Maybe this can be integrated into IRAI: Destroyer tactics "Plaster" and "Creeper"
http://www.subsim.com/radioroom/showthread.php?t=197130

http://silentseawolvesmsw.devhub.com...e-warfare-asw/

...and 'beta search', 'pineapple' and 'raspberry' :03:
http://www.bbc.co.uk/history/worldwa...atlantic.shtml

chun 09-10-12 08:25 AM

Quote:

Originally Posted by TheDarkWraith (Post 1931366)
What are your difficulty settings set at? Ensure they are all at stock (as designed) values. Are you also using my DC water disturbances mod? If so, disable it. If the AI is still too easy for you then you could adjust the settings in \data\Cfg\Sim.cfg (make the changes in yellow):

[Hydrophone]
Detection time=1.0 ;[s]
; lower values then 1 make it harder for AI to detect you
Sensitivity=1.0 ;(0..1)
Height factor=0 ;[m]
Waves factor=0.5 ;[>=0]
Speed factor=14 ;[kt]
;1 is on the deaf side
;0.10 is on the uber end
Noise factor=0.2 ;[>=0] was 1.3, decreased by 74.5%
Thermal Layer Signal Attenuation=1.0 ;[>0], 1 means no signal reduction, 3 equals signal reduction to 33% was 3.0, decreased by 55%
Min Signal Strength=0.1

[Sonar]
;how long you have to be in the AI's active sonar cone before he will start pinging.
Detection time=1.0 ;[s] was 5
; lower values than 1 make it harder for AI to detect you
Sensitivity=1.0 ;(0..1)
Waves factor=0.2 ;[>=0]
Speed factor=15 ;[kt]
;how much surface area you present to the AI for him to ping off of, before he gets a ping
;think of this variable as to how much "slop" you can have when pointing your bow or stern at an approaching AI to minimize your profile
Enemy surface factor=175 ;[m2] was 520, decreased by 35%
Lose time=20 ;[s]
Min Signal Strength=0.1
Thermal Layer Signal Attenuation=1.25 ;[>0], 1 means no signal reduction, 5 equals signal reduction to 20% was 5.0, decreased by 70%


Those changes will spice things up for sure :yep:

I removed the pinpoint accuracy the warships had in the latest version because people were complaining. You're now seeing that the AI really has no clue where you are unless you are actually spotted.

Hello TDW've made the changes suggested by you on file and got Sim.cfg be detected before, but the AI behavior remains search patterns in circles around the submarine, and we know where we have set but not attacking with precision, depth charges continue to fall away from the submarine's position, I do not remember anyone being sunk by the destroyers, there are no reports of death in action of our players, with this behavior, the AI is still very easy,:nope: remember that IRAI in previous versions were much harder. Our difficulty setting is 69% and did not use the TheDarkWraith_DC_Water_Disturbances_v2_0_SH5.Why AI behaves differently in multiplayer mode single?
One question:
What file. Aix, makes them behave this way?
Could you make a much closer IA AI SH3?:hmmm:
Thank you very much for your attention, we know we have a lot of work with the patches for. Exe, we value your hard work.:salute:

WOLFNMA81 09-17-12 11:48 AM

Hello TDW, i am friend of Chun and i am from the 24Flotilla Geweih.

I am studing the diferents Actions of the AI whit your IRAI Mod and AI of stock game.
-In the stock game AI, the destroyers go to center of the submarine, it what do easy to avoid the DepthCharges if we accelerate.

-Other problem is when the destroyers pass over the submarine dont fire depth charges.
I have changed the value in the File Ship_Weapons.aix, in the line Precond, the value before was -4:




strategy DCRacks(Ship)
{
precond
{
Ship:CanFireDCRacks() and Ship:GetContactDepth() <= -1.0 and Ship:GetCurrentSpeed() >= 2 #SUBISSUBMERGEDDEPTH

I expected what that problem finished, but destroyers dont shoot depth charges when they pass just over contact.
What happend?: Hmmm:

You could give me anyone solution please?: 06:

We like your work TDW : Rock:but seem dont work good the mod IRAI, the destroyers follow strategy but they dont attack the submarine whit accuracy.

Sorry by my inglish, i am learning.: Saber:
Thanks by your work TDW, you have changed this game: Rock:

Lauxman 09-29-12 11:30 PM

Is there a way to upload this to a site that isn't mediafire or megaupload? Such as gamefront, or here on subsim. In Afghanistan we can't download from Mediafire.

Loltak 10-08-12 12:40 PM

Hello all,
I have "stupid" question :oops:.
I saw on various post, and on the first page of the threat : Leave the difficulty to 1.0
But at what is it referring?
In the option panel, it's some box to check, giving % of difficulty so i guess it is something else. A config file perharps?

Thanks :)

Echolot 10-08-12 01:08 PM

Quote:

A config file perharps?
IRAI_0_0_37_TheDarkWraith.7z\IRAI_0_0_37_ByTheDark Wraith\MODS\IRAI_0_0_37_ByTheDarkWraith\data\Scrip ts\AI\init.aix

Try to edit the file with text editor.

:salute:

Loltak 10-08-12 01:47 PM

Hi,
Ok, thanks because i will not able to find it by myself! :yeah:

It's on viewing all these files that you realise the big work done by TheDarkWraith :salute:
Bye

Interpol 10-10-12 03:59 PM

I seem to get random CTD's mostly when going near ports. Deactivated IRAI and they stopped.

Edit: Starting to think BRF may have something to do with this.
Edit 2: Disabled BRF but still having CTD, seems like its happening 4 - 5 minutes of getting into the game, close by to one of these glitched spawns.

Also seem to get ships spawning in one another and cant move, but I'm sure thats a different mod, trying to track down which one.


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