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

marleymen 08-14-10 11:16 AM

Quote:

Originally Posted by elanaiba (Post 1467150)
I could see 2 possible - if far fetched - options for submarines to be more reactive to player actions:

1) use the "patrols spawned from base nodes in relation to threat areas

OR

2) use once a player sends a contact report, use an external tool to analyze the coordinates and generate a mis file with wolfpack headed to intercept. The campaign can dynamically merge mission files if an objective is achieved or failed so maybe a trick can be pulled there ...

No one has said yet but ... thanks for helping to make the game better Elanaiba :yeah:
Keep well informed TDW on how to make better AI behavior.

Respect

TheDarkWraith 08-14-10 12:03 PM

See anything different in the below screenshot:
http://www.subsim.com/radioroom/pict...pictureid=2907

all hydrophones are now full sweep for the ship AI. Also the sonar beam has been reduced from 90 degrees to 60 degrees (for a 120 degree arc).
The hydrophone is full sensitivity from 225 to 135. From 135 to 155 and 203 to 225 it's 0.5. From 155 to 203 it's 0.1 (to account for ship propeller and engine noise).

PL_Andrev 08-14-10 01:21 PM

Quote:

Originally Posted by TheDarkWraith (Post 1467781)
The hydrophone is full sensitivity from 225 to 135. From 135 to 155 and 203 to 225 it's 0.5. From 155 to 203 it's 0.1 (to account for ship propeller and engine noise).

I think that better idea is to show the correct range for escort ships.
It can be realised as:

Hydrophone #1:
range 0.1 - 180°

Hydrophone #2:
range 0.5 - 155°

Hydrophone #3:
range 1.0 - 135°

Krauter 08-14-10 01:21 PM

Oh no! :timeout: :wah:

Now I can't hide in their baffles :(
Would it be possible to implement this for the sub hydrophone ie: you can actually hear past your baffles, just not to a very good degree

TheDarkWraith 08-14-10 01:25 PM

Quote:

Originally Posted by Krauter (Post 1467884)
Oh no! :timeout: :wah:

Now I can't hide in their baffles :(
Would it be possible to implement this for the sub hydrophone ie: you can actually hear past your baffles, just not to a very good degree

already made that change to sub hydrophone's that allow 360 degree coverage. They had it where from 170-190 there was no coverage...bah...what if you're at all stop? The crew AI will not be able to detect anything from 170-190....I made it 360 degree coverage for those hydrophones that can.

You can still hide. The sensitivity is 0.1 in the baffles so unless you're doing something stupid (like ahead full or flank) you should be ok. I think I'll revise that though to make a tighter area for the baffle region......

Your sonar operator updates hydrophone contacts much faster now. It was 30 seconds for a sweep of 16 degrees. Now it's 5 seconds for a sweep of 20 degrees.

Krauter 08-14-10 01:28 PM

Ahh excellent :D

Lol I don't go higher then 2 knts when I'm ~100m outside their sonar range until I''m out.. only at 170M+ and in their baffles will I goto Ahead Slow:haha: All thanks to Ducimus' TMO :D

Capt Jack Harkness 08-14-10 03:20 PM

Quote:

Originally Posted by TheDarkWraith (Post 1467781)
all hydrophones are now full sweep for the ship AI. Also the sonar beam has been reduced from 90 degrees to 60 degrees (for a 120 degree arc).
The hydrophone is full sensitivity from 225 to 135. From 135 to 155 and 203 to 225 it's 0.5. From 155 to 203 it's 0.1 (to account for ship propeller and engine noise).

Do we know if the destroyers' hydrophones actually had 360º capability? Submarines today just do not have any hydrophones pointed that direction, except one or two to measure self-noise.

TheDarkWraith 08-14-10 03:29 PM

Quote:

Originally Posted by Capt Jack Harkness (Post 1468026)
Do we know if the destroyers' hydrophones actually had 360º capability? Submarines today just do not have any hydrophones pointed that direction, except one or two to measure self-noise.

I'm assuming so from when I was in the Navy the ship's in our battlegroup did. If someone can get the historic actual values for all the different hydrophones used I'll make them historically accurate.

marleymen 08-14-10 03:31 PM

Quote:

Originally Posted by TheDarkWraith (Post 1467781)
See anything different in the below screenshot:
http://www.subsim.com/radioroom/pict...pictureid=2907

all hydrophones are now full sweep for the ship AI. Also the sonar beam has been reduced from 90 degrees to 60 degrees (for a 120 degree arc).
The hydrophone is full sensitivity from 225 to 135. From 135 to 155 and 203 to 225 it's 0.5. From 155 to 203 it's 0.1 (to account for ship propeller and engine noise).


Master !! :up: Can´t wait to taste it.

I have a question: when playing with IRAI, when a convoy is warned of Subs the convoy dispersed and start doing erratic course. How long it takes to join again? (reasonable time) Because of when I see a dispersed one it takes 3-4 hours for the ships to return to the "normal" course.

Thanks

303_Michcich 08-14-10 03:38 PM

Hi TDW,

I have a question - I am using total manual targetting and after installing IRAI I have problems hitting targets....this seems to be linked to target speed estimation - the way I estimate speed is: ship`s lenght/time in seconds *1,94. Without IRAI I had almost 100 % hit rate, but with IRAI mod my torps seem to go too fast.

Does IRAI affect ships` speed in any way ? I noticed on message box navigator was giving me speed, avg speed (and the two were different) and these were different to what I estimated based on the method above...

TheDarkWraith 08-14-10 03:42 PM

Quote:

Originally Posted by 303_Michcich (Post 1468047)
Hi TDW,

I have a question - I am using total manual targetting and after installing IRAI I have problems hitting targets....this seems to be linked to target speed estimation - the way I estimate speed is: ship`s lenght/time in seconds *1,94. Without IRAI I had almost 100 % hit rate, but with IRAI mod my torps seem to go too fast.

Does IRAI affect ships` speed in any way ? I noticed on message box navigator was giving me speed, avg speed (and the two were different) and these were different to what I estimated based on the method above...

what the navigator gives is accurate +- some small random percent for human error (not including your input error).

Yes IRAI affects ship's speed. If they are not in alert state then their available throttle is reduced. Once in alert state (i.e. torpedo detected) their available throttle is increased and they make use of it. Damage taken also reduces their speed a little.

PL_Andrev 08-14-10 03:55 PM

Quote:

Originally Posted by TheDarkWraith (Post 1467104)
Is there anything else I need to look into? Anything else? How's the ship AI? Too difficult, not difficult enough,....?

You ask about difficulty? Answer is not easy...

The new player starts playing SH5. Everybody know what opinion has stock game, so he installs mod... IRAI, to test updated AI.

He wants to have fun, learn game, and play historical missions.
Turns 0% real, with automatic targeting system and...
http://img148.imageshack.us/img148/7990/failqr.jpg
Of course, range is not 500m, speed is not 0kt, AoB is not -13 (is close to 90).
He do not hit all time (at 0% difficulty level !), and is is sunk very fast (at 0% difficulty level !). Frustrating?

This mod is very hard - I tested it with "operation Pedestal" at 29% real and I was sunk 6x with 0 BRT (3x sunk by aircrafts, 3x sunk by convoy escort). Last time I was sunk when few second after submerging I was attacked by one airplane!!!

This mod is very hard but it is OK for me (I'm playing 100% real at SH3 and SH4 matchgames). But what about others?
___________________________

My idea is totally reorganize difficulty levels
AI is good, but what is difference between 0% real and 100%?
"Projectile deck gun path", "dud torpedoes", "both cameras", or "unlimited fuel" do not help to avoid your escorts and be KIA.
At 100% (now) is OK and I love this mod, but for other difficulty levels the AI sensors (efficiency) should by less or higher (max error).

Solution:
- fix auto targeting
- decrease all AI sensors, precisions, efficienct as:
current sensor = sensors.cfg * current difficulty level

Now your IRAI is too hard for middle-level gamers, but is perfect for 100% hard maniacs... Maybe I'm wrong but I think that if somebody tell you that your mod (or SH5) has stupid AI, you should answer: wow, man, tell me first whit difficulty level do you use...
:yawn:

303_Michcich 08-14-10 04:06 PM

Quote:

Originally Posted by TheDarkWraith (Post 1468050)
what the navigator gives is accurate +- some small random percent for human error (not including your input error).

Yes IRAI affects ship's speed. If they are not in alert state then their available throttle is reduced. Once in alert state (i.e. torpedo detected) their available throttle is increased and they make use of it. Damage taken also reduces their speed a little.


TDW, Is ship`s ability to detec scope increased as well - my other theory is that my scope may be seen and then the ship `plays` with its speed ?

TheDarkWraith 08-14-10 04:11 PM

Quote:

Originally Posted by 303_Michcich (Post 1468070)
TDW, Is ship`s ability to detec scope increased as well - my other theory is that my scope may be seen and then the ship `plays` with its speed ?

yep. They will detect your scope.

303_Michcich 08-14-10 04:17 PM

...and that I guess depends on sea state - i.e. less likely to detect when wavy conditions etc. ?

I guess I now need to retract scope between taking readings


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