SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [WIP] IRAI (Intelligent Random AI) (https://www.subsim.com/radioroom/showthread.php?t=171973)

Txema 08-06-10 11:53 PM

Quote:

Originally Posted by TheDarkWraith (Post 1461910)
you won't cry anymore! I just rewrote the sub AI (first draft). Results are GREATLY improved sub AI :rock: They fire torpedoes quite often now but I can't get them to fire cannons. Has anyone ever seen the sub AI fire cannons? :06:

Ok this is awesome.....using the mission link above I watched as my wolfpack AI subs decimated the two merchants.....torpedo hits took them out!!! The escort turned tail and ran away while this onslaught was going on......the merchants managed to take out 3 of the AI subs with gun fire.......after the wolfpack AI subs finished off the two merchants they surfaced and then started hightailing it for the escort!! AWESOME!

and this was just the first draft of the sub AI......

Wow !!!

This sounds great !!! :o

Your work on the Wolfpacks can make SH5 truly special and worthy.

Please, let us know about your progress. I can't wait to experience being part of a proper Wolfpack attack !!! :rock:


Txema

TheDarkWraith 08-07-10 01:04 AM

Quote:

Originally Posted by Txema (Post 1461944)
Wow !!!

This sounds great !!! :o

Your work on the Wolfpacks can make SH5 truly special and worthy.

Please, let us know about your progress. I can't wait to experience being part of a proper Wolfpack attack !!! :rock:


Txema

progress is......well, I'm going to release v0.0.15 of IRAI with the new sub AI. It still needs some work but it's WAY better than it was......I guarantee you'll be amazed :rock:

TheDarkWraith 08-07-10 01:48 AM

v0.0.15 released! This release includes more tweaks to ship AI hydrophone and sonar and new sub AI (a total re-write of it :D). See post #1 for details :|\\

EDIT:

v0.0.15 shows that the sub AI works and the tactics employed by the sub AI are the same for every ship. In v0.0.16 I'll introduce different tactics based on the type of ship. If it's a merchant then the tactics used will be drastically different than the tactics for an escort or enemy submarine. I've also written to the devs asking for some information on the sub AI functions. I really want to be able to lower the periscope and get the cannons working along with some other things.
Keep in mind that enemy AI subs WILL hunt you down now.....you'll never know when a torpedo is coming your way......

THE_MASK 08-07-10 03:13 AM

I just played that mission and after a while 3 AI subs sat on the surface .That was after destroying the 2 merchies and finding the escort . I dont know weather they were destroyed and didnt sink but the warship ignored them and they were less than 1000mts away . Maybe the escort ignored them because they were dead or it detected the player sub ?

PL_Andrev 08-07-10 04:36 AM

Quote:

Originally Posted by TheDarkWraith (Post 1457754)
Yes, the amount of damage taken is tied to the speed decrease. What you have reported is very undesirable and thus I'll either have to remove it or see if I can't find a way to phase it in over time. Instant speed changes isn't realistic :nope:

Hey, TDW!
Look what I found! Maybe it help you to find the correct way to speed menagement...

Quote:

Originally Posted by Arclight (Post 1327590)
Changes AI behaviour with regards to keeping speed and sensor effectiveness; enemies will slow down after taking some damage and be less aware of their surroundings.

The threshold depends on % of HP, so ships with higher total HP will need more hits before they slow down. The speed reduction is a percentage as well, so the higher their top speed, the faster they will continue.

Here are the numbers:
Slow to 50% speed at 25% damage
Slow to 20% speed at 65% damage
Abandon ship at 85% damage

All sensor effectiveness reduced to 70% while in "damage assessment" state to simulate sending some crewmembers to investigate, captain focusing on getting the damage under control, shock from being hit, etc.

Source:
http://www.subsim.com/radioroom/showthread.php?t=165771

reaper7 08-07-10 05:46 AM

Just tried the included mission, and there's only one word for it WOLFPACKS :yeah:.

Following pics are from the AI ingame (I just observed).

http://i1004.photobucket.com/albums/...SH5/SubAI1.jpg

http://i1004.photobucket.com/albums/...SH5/SubAI4.jpg

http://i1004.photobucket.com/albums/...SH5/SubAI5.jpg

Now one thing I noticed that when the AI subs were killed they surfaced to decks-awash and sat there, they were also ignored by the AI after this. :hmmm:

http://i1004.photobucket.com/albums/...SH5/SubAI6.jpg

TheDarkWraith 08-07-10 08:15 AM

Quote:

Originally Posted by reaper7 (Post 1462022)
Now one thing I noticed that when the AI subs were killed they surfaced to decks-awash and sat there, they were also ignored by the AI after this. :hmmm:

I think I know why....investigating :hmmm:

TheDarkWraith 08-07-10 09:23 AM

v0.0.15.1 released. This is a bugfix version for v0.0.15. Fixes the problem of destroyed AI subs floating on the surface at allstop. See post #1 for details :|\\

The General 08-07-10 10:31 AM

Does this mean A.I. Subs are in the Campaign and that they respond to your Contact Reports? :D

reaper7 08-07-10 10:51 AM

Quote:

Originally Posted by TheDarkWraith (Post 1462136)
v0.0.15.1 released. This is a bugfix version for v0.0.15. Fixes the problem of destroyed AI subs floating on the surface at allstop. See post #1 for details :|\\

Thanks TDW :yeah: Anyway to add a static crew to the AI Subs similar to your flagpole mod that are visible when surfaced.
Even if the were fixed to the model and were visible submerged would be better than not visible surfaced :DL.

Does the Sub:FireCannons(); command work to get the AI Subs to fire cannons on the surface.

TheDarkWraith 08-07-10 11:49 AM

Quote:

Originally Posted by reaper7 (Post 1462168)
Does the Sub:FireCannons(); command work to get the AI Subs to fire cannons on the surface.

nope. It's in the code but doesn't appear to work :hmmm:

Arclight 08-07-10 12:15 PM

The captain probably failed to distribute enough special meals to keep morale up and is missing that point he needs to man the deckgun. :roll:

/jk

Drakhun 08-07-10 12:47 PM

I wont be very original saying how marvelous job You are doing DarkWraith and that Your mods are saving SHV:salute: But anyway thank You very much!

As I instaled latest version of IRAI, I want to give my feedback.

1. It's september 1939, Britan Coastal Waters. Finally I found a unescorted convoy (what a relief after seeing what have You done with escorts:D ). That was a mix of some freighters and aux cruisers Rawalpindi (what a prey:arrgh!:). I sent 2 of them to Davy Jones Locker in initial salvo and then 2 cruisers headed to area where ships were sunk and... stopped, giving me time to reload and fire again. So I'm not sure if that is intended (like rescue action) or something is wrong with them. Just to let You know. Picture below

http://i174.photobucket.com/albums/w...-07_152451.jpg

2. This is subjective, but I'm in doubt about damage inflicted by aircraft's machine guns. When my eagle-eyed watch:doh: let the Hurricane close undetected, after taking a few shots I had damaged diesels, deck gun, periscope and flack gun, what is ok I think. Watch Officer was also wounded but he deserved it :nope: But I'm concerned about hull damage: 83% Hull Integrity after that attack. Machine guns was really so lethal? I'm only asking 'cause I dont have any historical info.

3. This is also subjective, but what about visual detection range? My eagle-eyed watch (no pun intended this time:DL ) is able to spot ships from far away while I can't see a thing using UZO, binoculars, periscope. Ships they spotted are far beyond range of my optic instruments. I use emtguf's reworked scopes included with Your UI mod, if that matters.

Anyway keep up great work:yeah: And I wonder what % of SHV price should UBISOFT transfer to Your account.

PL_Andrev 08-07-10 01:54 PM

Quote:

Originally Posted by TheDarkWraith (Post 1462136)
v0.0.15.1 released. This is a bugfix version for v0.0.15. Fixes the problem of destroyed AI subs floating on the surface at allstop. See post #1 for details :|\\

:o
Wooow!
Man, this issue had killed most of my multiplayer games in SH4!
How did you do?

Txema 08-07-10 06:38 PM

TDW,

Thank you very much for this new release including new sub AI :DL

Wow !!!

Let me suggest something for the future: I think that to simulate proper Wolfpack attacks in the campaign where the player spots a convoy and reports its possition to BDU, and then waits for the Wolfpack to reach the convoy to make a coordinated attack, it would be necessary for the player to shadow the convoy for a quite long period of time. This can be very realistic but also quite boring. To ease the "shadow the convoy until the Wolfpack arrives" part it would be very usefull for the player to have a SCRIPT that realizes a proper automatic shadowing of the convoy while waiting for the Wolfpack, while the player sets the Time Compression to a quite high value...
We can even think about finishing the script when the Wolpack arrives, sending a message to the player that says something like: "from BDU: Wolfpack proceed to attack the convoy !!!"

Do you think it would be possible to implement such script???

I am really excited about the new possibilities that are arising now that we have "new sub AI" + "scrips for the player sub" !!!


Txema


All times are GMT -5. The time now is 05:56 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.