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These difficult settings apply to ALL ships. Hmm, but now you make me think about it maybe I can differentiate between different classes of vessels :hmmm: |
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That single mission exposed a bug in my ship AI. I noticed that the merchant ship was being told to come and investigate the sub...:nope:...if anything it should be running away. Have to fix this. |
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Tested with IRAI.16 - I dive to 150 to protect from active sonar, but they hunted me... It looks like passive sonar is not show correctly... :hmmm: After start new Pedestal mission with IRAI.16... 1. Supply convoy with escort ships without passive sonar (used full speed at periscope depth very close to DD and they do not listen me). 2. After surfacing they are alarmed and start to hunt me, 3. They work as with worked passive sonar (but not shown on the map) ________________ Mods used to tests: - Removed intro - Environmnt 3.0 - AilSmoke 1.7 - GWX Compass Rose Grid - IRAI 0.16 - Sober's hydrophone fix |
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Great, thanks TDW ! that would be good idea - I think ships themselves should be relatively easy prey (no sensor, hydrophone ability - just some sort of visual, but one that allows to get close to them at night) plus cracking escorts to avenge - that would make the `das boot` experience...:) |
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well I bet your tonnage goes WAY down with v0.0.17. Due to the bug I discovered a few posts above I investigated my code. I found the problem and corrected it AND I added some new tactics to the merchants.
Let's look what used to happen (prior to v0.0.17): merchant is steaming along, constant speed, following waypoints. You are ~2000m out from it and the merchant detects you. Merchant starts zig-zag pattern and goes to ahead flank speed. He continues this zig-zag pattern at ahead flank until he's in the safe zone distance. Boring :zzz: now v0.0.17: merchant is steaming along, constant speed, following waypoints. You are ~2000m out from it and the merchant detects you. If in zone 1 distance then it starts zig-zag pattern and changes speed to some random value. It waits some random period of time and then changes speed again. Process keeps repeating until it reaches zone 2 distance. If in zone 2 distance it chooses a new heading based on it's current heading + some random value AND chooses a new random speed. It waits some random period of time and then repeats the course and speed change. It keeps repeating this process until it reaches zones 3 distance. Once it gets to zone 3 distance (it's safe distance from you) it reverts back to following waypoints. Now that's exciting :D |
:DL Thank you TheDarkWraith :salute: , waiting for v0.0.17 :up:
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For a single merchant, that sounds great! But, what about when they are in a convoy, will all of the merchants choose a random heading? That would cause the convoy to break up.
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Merchants now have their own difficulty settings also: ###################### Difficulty parameters #################### # Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist) # for non-merchants VISUAL_DIFFICULTY = 1.0; HYDROPHONE_DIFFICULTY = 1.0; RADAR_DIFFICULTY = 1.0; SONAR_DIFFICULTY = 1.0; # for merchants VISUAL_DIFFICULTY_MERCHANT = 1.0; HYDROPHONE_DIFFICULTY_MERCHANT = 1.0; RADAR_DIFFICULTY_MERCHANT = 1.0; SONAR_DIFFICULTY_MERCHANT = 1.0; I gave you the ability to change the difficulty of the new merchant behavior in v0.0.17. These values can be found in \data\Scripts\AI\init.aix. The new parameters added to control the single merchant's behavior in v0.0.17 are: the below says that the merchant will start the familiar zig zag pattern when it detects you and you are <= 3000m (NOTE: this value is used in convoys also!) MERCHANT_ZIGZAG_CONTACT_DISTANCE = 3000.0; the below says that the merchant will go back to following it's waypoints when it's distance from you is >= 6000m MERCHANT_CONTACT_DETECTED_WAYPOINTS_DISTANCE = 6000.0 the below is the base value of time for couse and speed changes. This value is also part of a Random function as the -min and max value of it. Value of Random function is added to base for final time (in minutes) MERCHANT_CONTACT_DETECTED_COURSE_SPEED_CHANGE_TIME = 2.0 the below is the -min and max values of a Random function for determing the offset from current course for new course MERCHANT_CONTACT_DETECTED_COURSE_CHANGE = 12.0 the below is the min value of a Random function for the speed change MERCHANT_CONTACT_DETECTED_SPEED_CHANGE_MIN = 0.25 the below is the max value of the Random function above for the speed change MERCHANT_CONTACT_DETECTED_SPEED_CHANGE_MAX = 1.0 need a few volunteers to test v0.0.17 before I release it as the changes are drastic from v0.0.16. PM me. |
ok volunteers not needed. Works absolutely beautiful :rock: Convoy will scatter as each merchant ship is taking their own evasive maneuvers and speed changes. As each merchant ship enters into the safe zone it regroups in the convoy where it originally was (position in convoy) :D Time to package up v0.0.17 for release
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v0.0.17 released. See post #1 for details :|\\
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Just to be sure, if I want to change difficulty should I change any of these values between 0-1.0?
VISUAL_DIFFICULTY = 1.0; HYDROPHONE_DIFFICULTY = 1.0; RADAR_DIFFICULTY = 1.0; SONAR_DIFFICULTY = 1.0; # for merchants VISUAL_DIFFICULTY_MERCHANT = 1.0; HYDROPHONE_DIFFICULTY_MERCHANT = 1.0; RADAR_DIFFICULTY_MERCHANT = 1.0; SONAR_DIFFICULTY_MERCHANT = 1.0; Nothing else needs to be changed there? No other values in init.aix? |
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