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-   -   AI Uboat beta test in Harbour Traffic mod! (https://www.subsim.com/radioroom/showthread.php?t=82086)

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

Quote:

Originally Posted by Rubini
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

Quote:

Originally Posted by Rubini
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

Quote:

Originally Posted by Caleb
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/viewtopi...795&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:

Quote:

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/viewtopi...795&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

Milk Cows
 
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.


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