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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. |
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. |
Sergei,
I will make more tests on this "velocity" stuff and post to you later. Great news, I'm awaiting... Thanks again, Rubini. |
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. |
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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. |
:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:
( saying more is useless ;-) ) |
Ok time to get excited again.....
Brillant job there. |
This is great news!
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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. |
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.
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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: |
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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. |
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. |
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 |
Sergei wrote:
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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. |
Cant wait Rubini!!!
Brilliant. :up: |
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...
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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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