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

Zedi 08-17-10 02:16 AM

Quote:

Originally Posted by Krauter (Post 1469780)
...Three seperate Frigates had DC'd themselves to death where they dropped and then stopped and took the full blast up the rear.. (I think the problem is is that they dropped and then reverted to HK Commander or "Overwatch"?) ...

I saw this in the wolfpack mission just yesterday. And the capital ships have the tendencies to run slowly backward. Also, something is wrong with the escort AI behavior in that mission as they dodge the wolfpack soon as they become aware of the subs presence. So all the hard job is done by the merchants who are left completely alone. But the AI reacts on the players sub, soon as they spoted me, they race to my position :hmmm:

PL_Andrev 08-17-10 02:50 AM

Quote:

Originally Posted by Magnum (Post 1469810)
I saw this in the wolfpack mission just yesterday.

This is another wolfpack mission, there are two wolfpack group and they attack small convoy and small taskforce. Magnum did not update DDS (image) file with true units location.

Anyway, thanks Magnum for new wolfpack mission!
:up:

Ragtag 08-17-10 04:06 AM

Ok, so i've seen a really strange behaviour now. I've met several convoy's and as soon as i hit my first target the whole convoy slows down to 0-3 knots. Happens every time with the latest version. It's like a turkey shoot. I can sink 10-12 ships every time... byebye to big tonnage numbers you say?:woot:

btw, is it possible for you to do something about the rediculous accuracy the merchant gunners has?
Great job taking on the AI. It's really needed :)

Kromus 08-17-10 07:01 AM

Quote:

Originally Posted by Ragtag (Post 1469836)
btw, is it possible for you to do something about the rediculous accuracy the merchant gunners has?
Great job taking on the AI. It's really needed :)

Open sim.cfg and edit

[AI Cannons] (for cannons)
.
.
Max error angle=xxx

[AI AA guns] (for machine guns)
.
.
Max error angle=xxx

Higher number means less accuracy (I`m currently using 7 and 8).

TheDarkWraith 08-17-10 07:08 AM

Quote:

Originally Posted by Magnum (Post 1469810)
I saw this in the wolfpack mission just yesterday. And the capital ships have the tendencies to run slowly backward. Also, something is wrong with the escort AI behavior in that mission as they dodge the wolfpack soon as they become aware of the subs presence. So all the hard job is done by the merchants who are left completely alone. But the AI reacts on the players sub, soon as they spoted me, they race to my position :hmmm:

I'll have to run the new wolfpack mission and see what's going on. At least one escort should've been staying behind to protect convoy. Or this mission wasn't setup as a group and thus every ship is it's own commander and would explain everything.

Quote:

Originally Posted by Krauter (Post 1469780)
Going to see how pissed off the DDs were I went to external cam. Suddenly three explosions rocked the HK group. Three seperate Frigates had DC'd themselves to death where they dropped and then stopped and took the full blast up the rear

They must be trying to go into reverse? That's the only way I can see them detonating the DCs. I'll have to put a condition in that says if their speed is > some value then they are allowed to DC. I'm just puzzled as to how they are blowing themselves up. In this example you were clearly deep and thus the DCs had to be going deep also.

PL_Andrev 08-17-10 07:47 AM

Played historical mission PQ-17 with IRAI 0.18:

Observations:
1) At my second game all merchants were in front of all escort ships,
2) At first game merchants no zigzag, no up or down speed (I was only on periscope depth, so they didn't see me, but should be alarmed, right?)
3) Ships at close range to attacked ship were slower (1-2kt), no zigzag, I think that they should escape from attacked ship at 70-100% of full speed,

But saw something special of AI sub:
AI sub stops, next emergency back to avoid DC form attacking escort ship, after that full speed...
No next attack, but really impressive!
:yeah:

Arclight 08-17-10 07:51 AM

Some other tactic canceling the run? Iirc, the devs just made the DD do a straight run, trigger the DC firing at x distance and then disable DC firing at x distance, letting the DD return to "follow" tactic at the end of the straight run.

:hmmm:

Ramming behaviour interupting? Maybe check the tactic properly checks subs depth.


(yeah just guessing, haven't looked at your work yet, just some stuff I remember from the original files. :doh:)

Zedi 08-17-10 07:53 AM

Quote:

Originally Posted by TheDarkWraith (Post 1469926)
I'll have to run the new wolfpack mission and see what's going on. At least one escort should've been staying behind to protect convoy. Or this mission wasn't setup as a group and thus every ship is it's own commander and would explain everything.

Here is the mission setup: Every ship and sub in the mission is set to elite/aggressive. All are in groups, except the player ofc. The merchant group have only 2 escorts, but... the leader is a merchant. Hmmm.. maybe thats the problem, the escorts have no "command center" :hmmm: But even so.. they should attack the enemy not flee. Is interesting that in the new wolpack mission they backed up to the surprise convoy and joined their leader...

I will change the settings for the merchant convoy and put one of the escorts as leader, this should fix the problem with them fleeing. I will update the topic soon as I'm done.

Quote:

Originally Posted by TheDarkWraith (Post 1469926)
They must be trying to go into reverse? That's the only way I can see them detonating the DCs. I'll have to put a condition in that says if their speed is > some value then they are allowed to DC. I'm just puzzled as to how they are blowing themselves up. In this example you were clearly deep and thus the DCs had to be going deep also.

Yeah, forgot to mention that I saw that too.. escorts going backwards and droping DC on their own ship, eventually damaging them selfs and sinking. It's similar to what happened in Silent Hunter mod back in days.

LE: Updated the wolpack mission, now the merchant convoy leader is the first escort. I have no time to test it, but now they should not flee... hope so. This mission consist of 2 wolpacks attacking from 2 different direction and a solid task force that come from south a bit later on, they should join the party after the wolpacks engage the merchants.

PL_Andrev 08-17-10 02:37 PM

Next strange issue spotted on last IRAI 0.18:

I fired four torpedoes in front of the first BB in Italian taskforce - they missed, however the BB was alerted (torpedo spotted!). He looked as began to zigzag - turned left after few second turned right at full speed (I see and think: is OK!), but after that this BB started make a wheels without interruption, at full speed all time.
Other ships (BB, CA and escorts) have not responded and keep their course. Not zigzag, not accelerate, the convoy's escort did not start to look for hidden submarine...

TheDarkWraith 08-17-10 02:38 PM

Quote:

Originally Posted by Ragtag (Post 1469836)
Ok, so i've seen a really strange behaviour now. I've met several convoy's and as soon as i hit my first target the whole convoy slows down to 0-3 knots. Happens every time with the latest version. It's like a turkey shoot. I can sink 10-12 ships every time...

figured out why this is happening. I set the minimum percentage speed that they can set to 25%. I've upped that to 60% now. This means they can change speed anywhere from 60%-100% of their max speed * throttle ratio (throttle ratio is different than throttle). I've also changed the base time that they can change speed from 2.0 minutes to 1.5 minutes

Quote:

Originally Posted by Antar (Post 1469201)
Solution doesn't work. Played included in SH5 the Pedestal mission with IRAI 0.18 and I had hunted two alone aircraft carriers.

figured out this bug also. The game treats carriers as Battleships...go figure...so their tactic was being overridden by the battleship's tactics. I've made changes to correct this.

This treating of carriers as battleships explains the post above also.

Ragtag 08-17-10 02:43 PM

Nice work TDW :)

TheDarkWraith 08-17-10 06:53 PM

fixed the battleship and carrier issues. But I've noticed one big problem - carrier doesn't have any hydrophone or sonar?? Haven't checked the battleship.
I had to rewrite a good portion of the ship AI to account for the carriers and battleships. Still have to rewrite more after I figure out what to do with them when they are part of a convoy that has escorts. Do I send them out with the escorts or do I have them stay with the convoy? If they are part of an HK group they go with the HK group (but the hydrophone bug mentioned above could prevent them from following the group).
Also changed the way escorts were divied out (for convoys - doesn't apply to HK groups). Before it was x amount get assigned to the contact and the rest were assigned nothing (so they were free to act on their own accord). Noticed that this was problematic as they would peel off from the convoy and attack the contact. Now the remaining escorts are assigned the role of guard convoy to keep them with the convoy.

PL_Andrev 08-18-10 12:34 AM

Quote:

Originally Posted by TheDarkWraith (Post 1470489)
fixed the battleship and carrier issues.

Yeaaaa!
:yeah:

Quote:

Originally Posted by TheDarkWraith (Post 1470489)
But I've noticed one big problem - carrier doesn't have any hydrophone or sonar?? Haven't checked the battleship.

Carriers and battleships (and other heavy units as CA or CL) were not responsible for submarine detection.

CaptainMattJ. 08-18-10 12:39 AM

the ONLY problem with these mods is it adds on the the rediculous campaign. not only are the spawns total BS, but with this mod it makes it so that in the rare event such a convoy or even worse TASK FORCe comes along, youll either get less, get nothing but DC, or just die. i say we also need a serious campaign aleration rather than just cutting obj in half. that combined with this will make an excellent SH5.

Zedi 08-18-10 01:12 AM

True. With IRAI, playing the campaign is very hard. And I'm thinking to those ridiculous missions about sinking BB's and carriers. Even with Lite Campaign on, Mare Nostrum is no go with IRAI enabled. It's highly required a mod team to come up with an alternate campaign, or modify the original and remove the BB missions.


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