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

Fifi 02-11-13 03:25 PM

Quote:

Originally Posted by gap (Post 2007880)
try reducing IRAI's 'Lost contact time' setting, in Sim.cfg :03:

Is it the only factor that make them giving up?
With IRAI, do the destroyers have limited depth charges?
(that brings me an other question to my mind, if no limited depth charges, the chalk board is useless...! Well not easy to count them anyway as the hydro guy don't announce them all)

TheDarkWraith 02-11-13 06:07 PM

Quote:

Originally Posted by gap (Post 2007880)
Yes TDW, can you please look into this weird issue: it seems that without IRAI, guns are not firing their starshells at all; they do with IRAI enabled, but then they keep staying at maximum elevation, and they stop tracking targets :hmmm:

I know that Fx Update adds a new class of starshells; we could just get rid of the problem with "normal" starshells by removing them from gun's outfits, but I was planning to make them into smoke shells, and IMO it would be a pity giving them up...

v0.0.39 patch 1 is available at post #1 of this thread. This patch removes the ability of the ships to fire starshells and thus the severe game bug with it. Unzip to MODS folder. Enable after main mod and let it overwrite file.

I'll add my FX version of the starshells to ships sometime in the future (it's a butt load of work to do it :dead:). If you look closely at FX Update's starshells in game you'll see that I attached a smoke generator to them so that they give off smoke just as they would in real life from burning.

Echolot 02-11-13 06:43 PM

Quote:

v0.0.39 patch 1 is available at post #1 of this thread. This patch removes the ability of the ships to fire starshells and thus the severe game bug with it.
Thank you TheDarkWraith.

:sunny:

TheDarkWraith 02-11-13 07:20 PM

Quote:

Originally Posted by sober (Post 2008098)
Hi , when i extract the IRAI_0_0_39_ByTheDarkWraith_Patch_1 the folder name is the same . Then inside that folder is a folder called IRAI_0_0_39_ByTheDarkWraith ?

Your unzipper is creating the extra folder then. Uncheck the create folder option.

As far as the cannons shooting at your sub when submereged here is how the AI is coded for it:
- if sub is submerged is between 0 and 20 meters depth and:
- they can visually see you or can hear you on sonar then they will lob shells at you if you are <= 8000m.

TheDarkWraith 02-11-13 07:33 PM

Quote:

Originally Posted by sober (Post 2008107)
Which folder do i enable for the patch to work ? thanks .

The one that has the data folder in it :up:

Fifi 02-11-13 07:57 PM

Thank you very much for this patch TDW :up:
Even on pretty good computer, starshells were giving some freeze.

Quote:

Originally Posted by TheDarkWraith (Post 2008102)
- they can visually see you or can hear you on sonar then they will lob shells at you if you are <= 8000m.

Wow, up to 8 Km!! :o...that's a lot! lol

V13dweller 02-11-13 08:08 PM

Quote:

Originally Posted by gap (Post 2007880)
Do you refer to enemy subs? As far as I can see from its sns file, the Undine (the only enemy sub featured in game), is not equipped with any hydrophone. :hmm2:

I was talking about the passive hydrophones board the destroyers, I know that the U-boats sat high enough in the water that the waves on the sea nullify the effect of the passive hydrophones when the U-boat is on the surface.
Did you say the Undine class submarine has no passive hydrophone? then of does it track enemies while underwater?

gap 02-12-13 06:27 AM

Quote:

Originally Posted by TheDarkWraith (Post 2008062)
v0.0.39 patch 1 is available at post #1 of this thread. This patch removes the ability of the ships to fire starshells and thus the severe game bug with it. Unzip to MODS folder. Enable after main mod and let it overwrite file.

I'll add my FX version of the starshells to ships sometime in the future (it's a butt load of work to do it :dead:). If you look closely at FX Update's starshells in game you'll see that I attached a smoke generator to them so that they give off smoke just as they would in real life from burning.

Thank you man :up:

I just hope that one day you will manage to properly fix this feature, once and for all. I mean guns layed at maximum elevation and firing the starshells assigned to them in guns_radars_01.sim (if any), and returning to track enemy targets afterwards... :03:

Quote:

Originally Posted by Fifi (Post 2008116)
Thank you very much for this patch TDW :up:
Even on pretty good computer, starshells were giving some freeze.

I think you are referring to FX Update's starshells which, to my knowledge, are not removed by IRAI patch.

Quote:

Originally Posted by Fifi (Post 2008116)
Wow, up to 8 Km!! :o...that's a lot! lol

what do you suggest instead?

Quote:

Originally Posted by V13dweller (Post 2008118)
I was talking about the passive hydrophones board the destroyers, I know that the U-boats sat high enough in the water that the waves on the sea nullify the effect of the passive hydrophones when the U-boat is on the surface.
Did you say the Undine class submarine has no passive hydrophone? then of does it track enemies while underwater?

What you ask can be probably done by increasing AI hydrophone's MinElevation. :yep:
For most (or all) of the hydrophones it is set to 80 deg. Changing this setting to 85-90 deg should be enough to make hydrophones deaf against surfaced submarines. The only downside is that they probably wouldn't pick surface targets either. In order to make ships detectable on hydrophone by other ships, we should decrease the height of their hyd soundsource :hmm2:

arnahud2 02-12-13 07:26 AM

Thanks for the patch#1, TDW :up:

Dignan 02-12-13 09:20 AM

TDW,

Just wanted to report my experience with the latest version of IRAI. I've been away from the game for some time. Came back, loaded up the updated versions of all the mods and I think IRAI is almost perfect. :up:

I got myself in some hot water in my last patrol. I was tracking an arctic convoy and got in too close. I was forced to fire my torps early when I DD detected my periscope (I was within their screen and pretty close to the DD). I dove (missed my target too :/\\!! ) and endured about 5 hours of depth charging and being hunted by about 7 destroyers. I took a few good shots from close DCs. Sustained damage but was able to continue on. I eventually lost them (but it wasn't easy) by going deep, 140m, and remaining still.

I think the balance of difficulty and playability has been found. Escorts are a threat but not impossible to escape from. Thanks for this mod.

gap 02-12-13 09:25 AM

Quote:

Originally Posted by Dignan (Post 2008365)
I think the balance of difficulty and playability has been found. Escorts are a threat but not impossible to escape from. Thanks for this mod.

Has anyone tested aircraft behaviour with the latest IRAI version enabled?

Were they dropping bombs, depth charges or torpedoes? :hmmm:

volodya61 02-12-13 10:03 AM

Quote:

Originally Posted by gap (Post 2008368)
Has anyone tested aircraft behaviour with the latest IRAI version enabled?

Were they dropping bombs, depth charges or torpedoes? :hmmm:

I've so far only tested it using the Trevally's patch for OHII and in this test mission the plane didn't dropped bombs.. :hmmm:

gap 02-12-13 10:17 AM

Quote:

Originally Posted by volodya61 (Post 2008389)
I've so far only tested it using the Trevally's patch for OHII and in this test mission the plane didn't dropped bombs.. :hmmm:

Try switching to the previous version then, and you will see what I mean :yep:

volodya61 02-12-13 11:26 AM

Quote:

Originally Posted by gap (Post 2008409)
Try switching to the previous version then, and you will see what I mean :yep:

OK.. I will test it..

Fifi 02-12-13 03:52 PM

Quote:

Originally Posted by gap (Post 2008274)
what do you suggest instead?

Nah, was thinking at first submerged...my bad :/\\!!.
Surfaced, it's ok :up:


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