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

TheDarkWraith 02-16-14 01:25 PM

Quote:

Originally Posted by gap (Post 2175423)
That's awesome, but shouldn't the action be reversed (the fighter attacking and the torpedo bomber evading)? :D

Will aircraft behaviour (towards other aircraft) vary based on unit type?

It's totally random. Either aircraft can bug out if they want or stay and fight.

The fighter was attacking at first but then decided to bug out :D If an aircraft receives too much damage it will bug out.

tonschk 02-16-14 02:50 PM

:woot::up::yeah::rock:


Quote:

Originally Posted by TheDarkWraith (Post 2175433)
If an aircraft receives too much damage it will bug out.


THE_MASK 02-16-14 02:53 PM

Regarding the Players submarine gunner crew never able to hit aircraft with AA . Someone said that in SH4 you had to do a gun training drill before the AI was competent enough to hit Planes . Maybe this is left over from SH4 in the SH5 exe . Or maybe something completely different . My AI always shoots lower than the planes . Someone once said the size of the world in the scene.dat makes a difference . Any ideas .

TheDarkWraith 02-16-14 02:56 PM

Quote:

Originally Posted by sober (Post 2175495)
Regarding the Players submarine gunner crew never able to hit aircraft with AA . Someone said that in SH4 you had to do a gun training drill before the AI was competent enough to hit Planes . Maybe this is left over from SH4 in the SH5 exe . Or maybe something completely different . My AI always shoots lower than the planes . Someone once said the size of the world in the scene.dat makes a difference . Any ideas .

I posted a fix for this some time ago :up:

THE_MASK 02-16-14 03:07 PM

Quote:

Originally Posted by TheDarkWraith (Post 2175497)
I posted a fix for this some time ago :up:

Ok :hmm2:

Trevally. 02-16-14 03:17 PM

Quote:

Originally Posted by TheDarkWraith (Post 2175364)
Air-To-Air combat is working :D Another first for the Silent Hunter series :up: Just doing some final testing currently...

It involves a new patch for the SHSim.act file and a new version of IRAI to support air-to-air combat.

Great work:yeah:

If the AI can now see aeroplanes, can spotting enemy planes from you deck crew now trigger the Luftwaffe to launch planes from the nearest air bases if in range - just like with ships?
Or can we send contact report?

On another note - did you see this fix for the refuel bug that caused the supply ship to try and ram you?

http://www.subsim.com/radioroom/show...postcount=2124

:salute:

gap 02-16-14 03:22 PM

Quote:

Originally Posted by TheDarkWraith (Post 2175433)
It's totally random. Either aircraft can bug out if they want or stay and fight.

Imo bombers and patrol aircraft should never try to engage enemy planes, (especially fighters) but keep on their route and/or point to their best surface target, if any. Indeed when a foe is within the range of their flexible guns, they should take the opportunity to down it while taking evasive maneuvers.

A basic defense strategy for a group of bombers under attack, would be looking for friendly aircraft and staying as close as possible to each other.

For other common attack/defense dogfight maneuvers (provided that there is an easy way to implement them in game), see the following links please:

The "Corkscrew" maneuver
Basic fighter maneuvers
Air combat manoeuvring

Quote:

Originally Posted by TheDarkWraith (Post 2175433)
The fighter was attacking at first but then decided to bug out :D If an aircraft receives too much damage it will bug out.

Cool! :up:

gap 02-16-14 03:24 PM

Quote:

Originally Posted by sober (Post 2175495)
Regarding the Players submarine gunner crew never able to hit aircraft with AA...

Have you ever tried the U-boat gun tweaks by me and Volodya? :03:

Quote:

Originally Posted by Trevally. (Post 2175510)
If the AI can now see aeroplanes, can spotting enemy planes from you deck crew now trigger the Luftwaffe to launch planes from the nearest air bases if in range - just like with ships?
Or can we send contact report?

excellent idea :up:

THE_MASK 02-16-14 03:35 PM

Quote:

Originally Posted by gap (Post 2175513)
Have you ever tried the U-boat gun tweaks by me and Volodya? :03:



excellent idea :up:

Does the player AI hit the planes ? Where are the files again ?

TheDarkWraith 02-16-14 03:38 PM

v 0.0.41 released. See post #1

v0.0.40 - removed the ability of ships to fire starshells due to severe game bug that causes them not to fire guns that have fired starshells
v0.0.41 - removed kamikaze tactics for airplanes added by v0.0.39 and revised some of the airplane tactics. Added support for Generic Patcher's Air-To-Air combat patch so aircraft can target and engage other aircraft. Changed how subs handle unknown contacts. Changed damage amount to subs before they are forced to follow waypoints.

Fixed problem with planes not dropping their bombs also.

You need to have the Air-To-Air combat patch enabled in the Generic Patcher for the SHSim file in order for aircraft to target and engage other aircraft along with this new version of IRAI.

There is a new single mission called Air-To-Air combat. Play that mission to see the new patch in action.

Remember if you like this mod or the mod-maker then show your support by nominating in the best of subsim :up:

gap 02-16-14 03:46 PM

Quote:

Originally Posted by sober (Post 2175517)
Does the player AI hit the planes ?

Yes, they do. Their aim is even too accurate now :yep:

Quote:

Originally Posted by sober (Post 2175517)
Where are the files again ?

The mod was never finished (my bad) but except for some minor aspects it is fully working and a while back Volodya has released a beta version of it. I need to look for its link. I will post it when I am back home :salute:

THE_MASK 02-16-14 04:01 PM

Quote:

Originally Posted by TheDarkWraith (Post 2175519)
v 0.0.41 released. See post #1

v0.0.40 - removed the ability of ships to fire starshells due to severe game bug that causes them not to fire guns that have fired starshells
v0.0.41 - removed kamikaze tactics for airplanes added by v0.0.39 and revised some of the airplane tactics. Added support for Generic Patcher's Air-To-Air combat patch so aircraft can target and engage other aircraft. Changed how subs handle unknown contacts. Changed damage amount to subs before they are forced to follow waypoints.

Fixed problem with planes not dropping their bombs also.

You need to have the Air-To-Air combat patch enabled in the Generic Patcher for the SHSim file in order for aircraft to target and engage other aircraft along with this new version of IRAI.

There is a new single mission called Air-To-Air combat. Play that mission to see the new patch in action.

Remember if you like this mod or the mod-maker then show your support by nominating in the best of subsim :up:

Put that in your sig :03:

tonschk 02-16-14 04:08 PM

:salute::yeah::up:

Quote:

Originally Posted by TheDarkWraith (Post 2175519)
v 0.0.41 released. See post #1


Remember if you like this mod or the mod-maker then show your support by nominating in the best of subsim :up:


gap 02-17-14 03:46 PM

Quote:

Originally Posted by TheDarkWraith (Post 2175519)
v 0.0.41 released. See post #1

Thank you very much TDW :salute:

Quote:

Originally Posted by TheDarkWraith (Post 2175519)
v0.0.41 - removed kamikaze tactics for airplanes added by v0.0.39 and revised some of the airplane tactics.

...

Fixed problem with planes not dropping their bombs also.

What was the problem with the kamikaze tactics? Was it related with the issue of airplanes not dropping bombs?

Quote:

Originally Posted by TheDarkWraith (Post 2175519)
Added support for Generic Patcher's Air-To-Air combat patch so aircraft can target and engage other aircraft.

Are multile targets allowed, or each aircraft will aim its fexible guns against one target at each given time, no matter how many enemies are in range? In other words: has anyone tested if bombers under attack can fire their turrets against nearby enemy planes?

Quote:

Originally Posted by TheDarkWraith (Post 2175519)
Changed how subs handle unknown contacts.

It is? :)

Quote:

Originally Posted by TheDarkWraith (Post 2175519)
Remember if you like this mod or the mod-maker then show your support by nominating in the best of subsim :up:

There is a simple reason for many of us not voting you during the last "Best of Subsim" poll. An excellent reason actually :03: but be sure that the next year will be your turn :up:

Quote:

Originally Posted by sober (Post 2175517)
Does the player AI hit the planes ? Where are the files again ?

Reworked U-boat Guns (incomplete version)

I think that a slightly revised version of it is already included in "The Wolves of Steel" megamod :yep:

TheDarkWraith 02-17-14 05:05 PM

Quote:

Originally Posted by gap (Post 2175834)
What was the problem with the kamikaze tactics? Was it related with the issue of airplanes not dropping bombs?



Are multile targets allowed, or each aircraft will aim its fexible guns against one target at each given time, no matter how many enemies are in range? In other words: has anyone tested if bombers under attack can fire their turrets against nearby enemy planes?

Yes and no for issue of not dropping bombs. It's better to have those tactics removed.

The SH5 game engine only allows each game unit to engage one unit at a time. The game engine keeps a list of all units the unit has detected by it's sensors but only allows the unit to engage one of those at a time. In the unit's structure in memory there is only one 'slot' to put the pointer to the unit it's engaging. The game engine was not designed to allow unit's to engage multiple targets at once. Trying to change it to allow units to engage multiple targets at once would be a total nightmare :down: I need source code in order to do this one.


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