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-   -   [WIP] D6 AI Detection (https://www.subsim.com/radioroom/showthread.php?t=163291)

Bilge_Rat 03-07-10 07:19 AM

I tried version 1 on the PQ-17 mission.

I see the passive detection distance is much increased and goes much deeper than before.

at 80 meters at 1 knot, the passive coverage was still very extensive. In the stock game you are practically invisible at that depth.

I only had a chance for some limited testing and have not tested silent running yet.

My first impression is that it may be too effective and should be scaled back a bit from what you have now, but I will test some more.

One odd issue I noticed was with the behavior of the escorts. In the stock game, when I was detected, only 3-4 escorts came to investigate, now every escort came after me, leaving the convoy unprotected.

I am wondering if the increased detection effectiveness is overriding some AI script.

the version 1 DC damage seemed fine to me, I received from pretty heavy flooding from some very accurate depth charging.

The General 03-07-10 10:18 AM

Duci, you are a God :up:

Church SUBSIM 03-07-10 12:37 PM

Used Version 2 ...

Came across a Queen Elizabeth BS with 6 escorts. Weather was calm and winds were 4knts.

Dove into position about 14km out front of the contact. Fired and sunk the BS and dove to 80m. Two destroyers managed to get a lock on me with active sonar. The others moved off to search 2 other areas within about 12km of the sinking site.

Dove to 100m but to maintain depth I had to increase speed which just made my position impossible to hide with either active or passive detection. 2 hrs passed. 2 contacts on me ... 2 other grps of 2 searching diffrent areas.

Set speed to 0 and getntly set the boat on the bottom without taking hull damage. After 4hrs ... the other escorts were called in by the others and I had all 6 on top of me (Silent Running On, sitting on bottom 181m). A 7th contact (a british sub!) came in and all stayed on me taking turns dropping dc. All were close but caused no damage. Let the game run all night at 1x compression. 7 hrs later I still had all contacts on me DCing and I checked the weather - 14knts winds, heavy rain, no fog. It looked beautiful but there was no chance to get away. Blew emergency and held depth at 100m and moved NE ... contacts were on me like glue at 1knt.

Thanks for making this mod ... right now I think they are a bit super human (and I see that the thermal layers have been negated in the Sim.cfg) More tweaking is neded but I must say, for me, everytime I engage something in this game ... there is almost a DD contact coming to investigate within 15 minutes ... they search... they DC. This is a *huge* improvement over previous stock SH versions. I have a feeling modders like yourself are going to see spectacular results from your efforts once you get the numbers right!

Please continue to develop for SH V ... you (and a few others) basically saved SH IV for me.

Therion_Prime 03-07-10 01:09 PM

I tested this a few times again against 2 elite DDs.
If you're at PD and spot them at max vis range and they are coming in your direction you can do nothing at all.

I dived to 180m at 1kt with silent running enabled, but they eventually found and killed me every time.

This is a bit too hard.

U-Bones 03-07-10 01:27 PM

Was up until 3am trying to slip away from 2 escorts. Was RTB in the channel at night and had a head on collision with a escorted convoy - too close to sidestep, so I went to 70m ( in ~95) and dead stopped. An escort passed by about 500m and at about 300 degrees flashed searchlight, turned and dropped charges right on me. It has been down hill from there, I thought I was going to get away a couple times, but end up catching their attention.

They seem to be -really- good at nailing my position and heading down and if it werent for bad guesses on depth I would be toast already. Currently playing possum about 3m off the bottom. Judging by drop locations they are uncertain where I am now, but definately know where I was last...

Down to 46% hull, 5% CO2, still have two tails. If I can't break surface by daylight I am toast.

Damage seems a little light, but for playability seems acceptable. Given the (too?) rapid buildup of CO2, I would not be inclined to bump radius or damage too much at current sensor settings. The window for escape and survival seems pretty small as is.

Thanks.

Ducimus 03-07-10 02:45 PM

I am reading the feedback and it is helping me gauge/get a feeling on where the settings are it. If your getting thunderstruck by destroyers doing dirty deeds, you have my thanks. :D

I'll try and have an updated version uploaded sometime later today.

I also need feedback on the AI visual detection. That one is much harder to nail down so i expect any wide range of encounters with it.

Bilge_Rat 03-07-10 02:53 PM

this is from the PQ-17 mission, again on v.1.

I am at 120 meters, silent running and the passive detection cone of the escorts still extends out to 800 meters:

http://img52.imageshack.us/img52/5939/duci001.jpg


it may have to be scaled back a bit.

Ducimus 03-07-10 08:01 PM

>>I am at 120 meters, silent running and the passive detection cone of the escorts still extends out to 800 meters:

Depth has no bearing on passive detection. Active yes, passive no.

U-Bones 03-07-10 09:15 PM

Quote:

Originally Posted by U-Bones (Post 1300049)
Was up until 3am trying to slip away from 2 escorts. Was RTB in the channel at night and had a head on collision with a escorted convoy - too close to sidestep, so I went to 70m ( in ~95) and dead stopped. An escort passed by about 500m and at about 300 degrees flashed searchlight, turned and dropped charges right on me. It has been down hill from there, I thought I was going to get away a couple times, but end up catching their attention.

They seem to be -really- good at nailing my position and heading down and if it werent for bad guesses on depth I would be toast already. Currently playing possum about 3m off the bottom. Judging by drop locations they are uncertain where I am now, but definately know where I was last...

Down to 46% hull, 5% CO2, still have two tails. If I can't break surface by daylight I am toast.

Damage seems a little light, but for playability seems acceptable. Given the (too?) rapid buildup of CO2, I would not be inclined to bump radius or damage too much at current sensor settings. The window for escape and survival seems pretty small as is.

Thanks.

Finally got back on today, and bleh, immediate disappointment - CO2 reset to 0%... within 30 minutes I got nicely bracketed and went to 8% hull, then flooded out shortly after. After that, I replayed it severla times trying different tactics, depths, speeds, twists, turns, and prayers, all to no avail. I simply could not shake them, and they also called a 3rd DD to the party.

Also note this was in 15ms wind - so, while fun for a spin, IMO it is simply too effective at current settings.

Gato76 03-07-10 11:12 PM

Quote:

Originally Posted by U-Bones (Post 1300940)
Finally got back on today, and bleh, immediate disappointment - CO2 reset to 0%... within 30 minutes I got nicely bracketed and went to 8% hull, then flooded out shortly after. After that, I replayed it severla times trying different tactics, depths, speeds, twists, turns, and prayers, all to no avail. I simply could not shake them, and they also called a 3rd DD to the party.

Also note this was in 15ms wind - so, while fun for a spin, IMO it is simply too effective at current settings.

Sound like fun to me :D

Ducimus 03-08-10 01:31 AM

Updated Files.

See first post for link, see readme for exact changes.

changes in layman's terms:
- I relaxed the AI's visual sensors a bit. Orginally i increased their ability to spot objects so that they can spot smaller objects. They can now spot objects smaller then stock, but half of what i increased it to in last release. (if that makes any sense)

- Relaxed hydrophones a little bit. They wont be able to hear you from as far away as from previous settings.

- relaxed active sonar a little bit. AI sonar is still able to get a ping off smaller objects then in stock, but not as small as previous settings. This should allow you some more "slop" when trying to minimize your silloutte, but don't expect much.

- First allied active sonar's downward angle reduced. This makes it so it can't detect as deep, nor give your location as exactly as before. (other sonars left alone, only did the very first one. Max elevation on allied sonars, progression is as follows. 115, 120, 130, 155. (last two are stock, i only adjusted the first two, which were both 100 )

- depth charges less precise, but now have an explosion radius 2 meters larger then previous.

- changed aircraft's visual sensor to the larger visual sensor that is currently assigned only to battleships. This should allow them to see farther then surface ships. (Did i mention that in stock, battle ships can see farther than normal surface ships? :DL )

etheberge 03-08-10 02:12 AM

Woohoo, first download of the new version! Now if only I would start playing the game instead of tweaking it all the time, I might be able to enjoy your work :03:

Ducimus 03-08-10 04:40 AM

Quote:

Originally Posted by etheberge (Post 1301235)
Woohoo, first download of the new version! Now if only I would start playing the game instead of tweaking it all the time, I might be able to enjoy your work :03:

Heh. Funny you should say that, ive been screwing around with sub sim/zon/cfg files. Too many things wrong to list. Looks like i;ll be publishing another mod before too long. No biggie though, i fully expected to be doing AI, plus basic sub tweaks. 3 shots of captain morgan and a barely pop help ease the pain. :haha:

edit: Now if i can just fix the god damn bow splash like i did in SH4, ill be cooking with gas.

Will-Rommel 03-08-10 05:19 AM

:har:

:up:

Highbury 03-08-10 06:28 AM

Quote:

Originally Posted by Church SUBSIM (Post 1299951)
Dove to 100m but to maintain depth I had to increase speed which just made my position impossible to hide with either active or passive detection. 2 hrs passed. 2 contacts on me ... 2 other grps of 2 searching diffrent areas.

This is really starting to bother me with SHV. I was having a nice cat & mouse with some DD's after sinking 2 tankers in their convoy, but when you set silent running and do anything slow enough to be silent you are constantly sinking. I was eventually about to crush so I had to fire up the engines and give myself away.

I don't mind that if I am stopped, but you need to be able to hold depth while evading.

Sorry Duc, didn't mean to be OT again :03:


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