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-   -   GWX2: Question on AI subs (https://www.subsim.com/radioroom/showthread.php?t=126909)

sergbuto 01-03-08 01:53 PM

Quote:

Originally Posted by Kpt. Lehmann
[Sergbuto, we have not bashed your work... nor did we name you as a cause of problems that are inherent in SH3.

I do not consider what BBW said is bashing my work. He expressed his opinion, I naturally expressed mine. This lets people to form their opinion based on the arguments used or seek additional info.

sergbuto 01-03-08 01:56 PM

Quote:

Originally Posted by Kpt. Lehmann
I was purposefully obscure about 'existing workarounds' in an effort to prevent offending sensitive modders..

You mean me, since I was alone when made the wolfpack mod.

I am not so defensive (except for giving appropriate credits) about my mods as some of the people here (let me use the obscure language for the moment :D ) otherwise I would not let the GWX crew to dis-assemble my works (which was used in GWX) into pieces. Because I had a great deal of trouble of answering PMs and e-mails of players which asked whether one or another of my mods are included in GW/GWX or asked for explanations how to make my mod work with GW/GWX for the mods which were already part of GW/GWX. People were not aware that most of my mods are already included in GW/GWX because the credits section refers to various pieces, not to the mod names themselves.

In fact I think it is good that my wolfpack mod is not used in GWX, this way people have options for some variety (those who won't be scared by the "threat" of "often"-happening CTDs :D ) and can evaluate the modder's ideas like it was recently done in detail by Ducimus on the SH4 forum, ideas which would lose their personality while in the big compilation package. :D The choice of the ideas behind the mod is a result of experience, knowledge and testing gained in failures to find various solutions to the problem, since then it's been quite some time and I am still to see anything more realistic produced for use (and I would be the first one to use that, because I loved wolfpacks when played SH3) despite the claims about breakthroughs.

Sirten Deth 01-03-08 08:36 PM

:lol: Play nice boys ... dont fight :rotfl:

nautilus42 01-04-08 04:28 AM

@Sergbuto, your AI_WOLFPACK is TOP
 
Hi Sergbuto,
your AI_WOLFPACK_MOD is TOP, it works to me in all Big_Mods that I use (GWX.103, GWX.2.0, WAC, NYGM etc I Play MultiSH3 ), it works also with SH4.
I think, the only Problem for the GWX_DevTeam was to scripted it in GWX 2.0. Itīs a "hard work"!
I`m not agree what Kpt. Lehmann wrote:
__________________________________________________ ___________________
2) BBW hit the nail on the head with his earlier post on this thread stating, "The game sees the sub as surfaced - not submerged so every ship in convoy will open up on it with surface weapons." It is a limitation of existing workarounds.

3) When ASW ships SHOOT at an AI sub that they detect as being SURFACED even though it is actually submerged... eventually, enemy vessels close to short range and unload everything they have at the submerged U-boat... causing FPS hits often large enough to crash the game on very good PC's.


4) ASW vessels do not depth charge currently available submerged AI subs... instead opting to shoot at them as described above.

5) The heavy damage models on currently available AI subs make them to be true "Tiger tanks" as a result of being required to absorb the mass of surface ship gunfire directed at them in game.

__________________________________________________ ___________________


When surfaced AI_Uboats are in GWX 2.0 implemented, also can be submerge AI_Uboats. It`s equal surfaced or submerge, they all will be detected and shoot by enemy Ships if they have Wapons, and Destroyers also attack the submerge VIIA with DC ore try to rammed it.
I never have had less Framerates or CTD`s when the submerge AI-UBoats will be attacked. I have tested it first in the SingleMission " Happy Times ", before I scripted it at the Campaign_RND and Campaign_SCR_Layers. There are many Ships and also Destroyers in this Mission and never I have Problems with FPS or CTD`s.

I like your AI_WOLFPACK_MOD and it is not a "Workaround_MOD". I implement it in all Mods I play.:up:

Happy new year and Greetings from

nautilus42

PS: Sorry for my bad English

Woof1701 01-04-08 04:55 AM

@Sergbuto.

I think it would be a really good thing to create a GWX 2.0 compatible version of your mod. I once took your mod and simply exchanged the scripted GWX 1.03 Typ VII A subs with yours in the campaign file. That was little work and worked quite well and I twice encountered wolfpacks in the Atlantic. However that was about a year ago and I'm not entirely sure WHAT entries I changed. But I'll look into it and with you permission, and with the permission of the GWX team hopefully can release a compatible solution. This way everyone can decide for themselves whether it works for them or not.

sergbuto 01-04-08 03:49 PM

Normal practice, when a player plays some mod/compilation package, is to ask some info (say about scripted wolfpacks) people who worked on the mod/compilation package, in this case, the GWX team. However, they clearly indicated that if the player is in for an advice, he/she must use only surfaced AI wolfpacks (good luck to the player who decides to join such a convoy-attacking wolfpack on the surface during day time ;) ) until they are able to produce properly working diving subs, because I guess when enemy vessels unload all the guns onto the surfaced AI U-boat (which BTW is also my idea how to make moving surfaced AI subs :) ) instead of submerged one, there are no FPS hits large enough to crash the game :) on very good PC's in GWX mod framework. So I guess, it would be difficult for you, Woof1701, to get info concerning scripted wolfpacks from the GWX team.

I do not play SH3 any more and I never played GW/GWX, Therefore I can only refer you to what was discussed before on implementation of my wolfpack mod and on getting wolfpacks in RND and SCR layers.

http://www.subsim.com/radioroom/show...light=wolfpack

http://www.subsim.com/radioroom/showthread.php?t=94400

http://www.subsim.com/radioroom/show...light=wolfpack

There are some changes to what was discussed though. This time, I was asked for a permission to use my Library pack v2.0 in GWX. I do not know whether it was dis-assembled or modified to elliminate the weapon of wolfpack subs or used as it is. If I see the respective files I can tell for sure. I guess you can try a test mission with subs from the wolfpack and see if they can "torpedo" any ship without bringing in the Library pack v2.0.

Hitman 01-04-08 04:27 PM

Quote:

Sheesh!!!... You guys are tough customers. :doh:
Well, that's the problem when raising the level bar so high as GWX does :D

Quote:

"Well, didn't you guys say that you built an AI sub that can dive when in proximity of the enemy?"

Yes. IIRC we also solved the problem that caused AI subs to be viewed as SURFACED when they submerge... causing enemy surface units to depth charge the new diving AI subs.

Unfortunately, when they receive damage by DC... the game CTD's... and the problem DOES NOT appear to be related to the damage model(s).

Once the problem is sorted... (If the problem is sorted...) It will be an easy matter to make ALL AI subs in GWX dive when in proximity with the enemy. (Axis and Allied both.)

We have already pre-positioned AI subs where they need to be... and they will continue to fight on the surface using deck guns for the time being... until they are replaced by us with new diving AI subs.
Please consider releasing the add-on (Even as unofficial and unfinished stuff) with INDESTRUCTIBLE subs that have only few torpedoes :yep: The wolfpack tactics were very important in that they caused the escorts to scatter and gave other U-Boats the chance to sneak in and shoot the merchants. Facing a fully escorted convoy of 1942 by yourself is simply too tough currently, and those AI subs would give the player a chance to attack -as in real life- . Simply do not add them 1943 onwards, or add them without teeth (No torpedoes) so they do not artifically raise the sinkings.

Thanks for your efforts :up:

bigboywooly 01-04-08 04:41 PM

There are AI subs attached some RND convoy groups
Some as leader so you will get a radio report from the sub itself ( convoy report looks round not square )
There are some historical convoys scripted on the SCR inc wolfpack attacks
There are also single\groups of AI subs in random patrols along\across heavy convoy routes

Yes Sergbuto did grant me permission to use his library pack along with the VIIA sub but as we didnt use the sub we didnt use the library pack AFAIK

As for FPS hits yes you can get large FPS hits from surfaced AI subs too if they are among a convoy but AI subs seem to suffer from a speed issue
As they are part of a RND group they are subject to the same speed as the ships
Trouble is they dont run at that speed
ie
Set a AI sub a speed of 8 knots and it wont run at that but at 6\7
Therefore when the convoy enters player render range ( 50 km or so ) the subs start slipping back which is why its usually the escorts that seem to suffer damage as they slip back to attack while the merchants plow on
So you dont tend to get any FPS hits as only the escorts firing

Ask and ye shall receive :up:

As to Nautilus

Quote:

I think, the only Problem for the GWX_DevTeam was to scripted it in GWX 2.0. Itīs a "hard work"!
Not being funny but its an easy job to either convert an existing unit to a VIIA or add more
No harder than adding the XIV in historical context

sergbuto 01-04-08 05:10 PM

Quote:

Originally Posted by bigboywooly
Yes Sergbuto did grant me permission to use his library pack along with the VIIA sub but as we didnt use the sub we didnt use the library pack AFAIK

F.e. German guns were part of the library pack and they are in, at least according to the credits section, if I understood everything correctly.

Quote:

Originally Posted by bigboywooly
...AI subs seem to suffer from a speed issue
As they are part of a RND group they are subject to the same speed as the ships
Trouble is they dont run at that speed
ie
Set a AI sub a speed of 8 knots and it wont run at that but at 6\7

Yes, both surfaced and submerged subs have this issues. For me it was about 3 knots between setup and actual speeds. Good to remember when scripting AI subs in.

bigboywooly 01-04-08 06:18 PM

Ah yes you are correct on the Ge guns
Ge depth charge racks too IIRC in that library pack

Yes its a good thing to remember the speeds
Ok in the SCR but as part of a RND group tis a pain
Not really sure why they run slower than speed set

sergbuto 01-04-08 06:50 PM

Quote:

Originally Posted by bigboywooly
Not really sure why they run slower than speed set

I wondered about that from the beginning. Never found the answer. I would buy beer to the person who figured out the reason. :yep:

Madox58 01-04-08 07:13 PM

Is that offer open to all takers?
And I say that with all the Respect I owe you.
:oops:

mikaelanderlund 01-05-08 05:05 AM

Quote:

Originally Posted by bigboywooly
Ah yes you are correct on the Ge guns
Ge depth charge racks too IIRC in that library pack

Yes its a good thing to remember the speeds
Ok in the SCR but as part of a RND group tis a pain
Not really sure why they run slower than speed set

Does this mean that I can use Serg's wolfpack mod in GWX without his library pack? Today I'm using the wolfpack mod (changed to VIIA in GWX2) and the library pack 2.0 in GWX2. I haven't seen any wolfpack yet (still in 1940) so I don't know if it's work.

Mikael

sergbuto 01-05-08 10:23 AM

Quote:

Originally Posted by privateer
Is that offer open to all takers?
And I say that with all the Respect I owe you.
:oops:

Sure. We can have a few beers after all.

And maybe the answer to the question will provide means for further tweaking of SH3/SH4.

Anvart 01-06-08 07:22 PM

The main reason of all problems, it's that in SH3 is not present AI sub's (AI sub's controller) ...
Submarine, which has made SergButo, impossible to name AI submarine... it will be possible to name it as pseudo AI (or PAI :D ) submarine, it is more correct i think.
Why?
Because the main controller for SergButo's submarine is cmdr_AIShip (with cmdr_AIFight --> cmdr_AIUnit parameter). In other words, SergButo has applied cmdr_AIShip controller for unit_Submarine object. It's not documentary feature with restrictions in use ...
As a result we have object with Ship's AI (ship artificial intellect) ...
That we also see in game ...

SergButo has made excellent and very demanded (useful) mod :up: , but it has some restrictions ...

About beer ... :lol:
May be it's necessary to play with parameters of unit_Submarine controller ... ;)

P.S.
About CTD ...
I had it once (in the beginning), but after full cloning of files through Pack3D i have no problems ...



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