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

609_Avatar 08-20-10 03:19 PM

Antar, great write up! :up: I look forward to your next one.

PL_Andrev 08-20-10 03:22 PM

Quote:

Originally Posted by 609_Avatar (Post 1472885)
Antar, great write up! :up: I look forward to your next one.

The most important question - is my English understandable?
:doh:

TheDarkWraith 08-20-10 04:04 PM

Quote:

Originally Posted by Antar (Post 1472889)
The most important question - is my English understandable?
:doh:

it's understandable. I'd like to see what happens with v0.0.20 now. The tactics really changed for the escorts in HK groups. HK groups now have a director that will sit off some distance and 'listen' for you to keep group informed of your whereabouts. I also increased the max course change allowed by the convoy (both HK and merchant) when they spot a contact and also increased slightly the time interval between course and speed changes.
Both merchant and HK convoys will start changing speed when they detect you far out. As you get closer they will start changing course also.
Carriers and Battleships are now forced to stay with the group - they are not allowed to wander and swarm over your location. HK groups now act as a group and not individuals (except for the ones whose role is to hunt you) due to assigning them a leader that they have to follow.
I made a new role for the merchant and HK groups called guard convoy. They will stay with the group if you are outside the convoy 'area' but if you stray inside then they are allowed to attack. This is to combat the possibility that the escorts assigned the role of hunter may be out hunting targets and you surface or raise your periscope inside the convoy. These guys will take care of ensuring you go away and go back to the depths you came from.
I made some other changes also but can't quite recall everything.
I couldn't get the formation DCing to work. Everytime I tried to make it work it would crash the game. That's probably why the stock tactics that tried to use formations were commented out in the files.
As far as air contacts I haven't written any tactics for them yet. I've been mainly concentrating on tactics against other ships and subs. I should be able to add some tactics for air contacts in the next version.
All comments/criticisms/etc. are welcomed! Don't be shy :yep: The only way this is going to improve is by input from everyone.

jwilliams 08-20-10 05:46 PM

Hydophone on the surface?

I curently get hydrophone contacts while surfaced, I would like to know if i can use the "NewUIs_TDC_4_0_3_No_Hydrophone_On_Surface" after IRAI_0_0_20_ByTheDarkWraith to remove the hydrophone on surface, or would this over write IRAI??

Current mods and load order :-

Generic Mod Enabler - v2.6.0.157
[D:\Simulations\SilentHunter5\MODS]

Accurate German Flags
A Fistful of Emblems v1.51 (Weathered)
AilBubbles 1.0 Micro
AilClouds 3.0
AilDeckwave 1.0
AilImpurity 1.2
AilMoon 1.5
AilRain 1.0
MapNameFix
Enhanced FunelSmoke_by HanSolo78
Grossdeutscher Rundfunk
GWX Compass Rose Grid for SH5
MightyFine Crew Mod 1.2.1 Alt faces
Nauticalwolf's_Poster_Mod_v1.0
Reboot's Hot Soup 1.0
sobers cremebrulee mod
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
BRF 1.3 full
U-boat Historical Specifications 1.4
Sub_Exhaust_1_0_2_byTheDarkWraith
NewUIs_TDC_4_0_3_ByTheDarkWraith
NewUIs_TDC_4_0_3_alt_officer_wounded_by_naights
NewUIs_TDC_4_0_3_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_4_0_3_ColoredShippingChart_by_reaper7
NewUIs_TDC_4_0_3_emtguf_rework_scopes
NewUIs_TDC_4_0_3_WWIIInterface_by_naights
NewUIs_TDC_4_0_3_No_Hydrophone_On_Surface
IRAI_0_0_20_ByTheDarkWraith

Note :- The mods coloured RED are mods that have been over written by later installed mods.

The General 08-20-10 05:50 PM

I can't wait for you to work on the aircraft AI :D Will you be able to incorporate things like Leigh Lights, Rockets and the Molins Gun? I know these last two are later war, but I can dream can't I?! :O:

The boys did it for GWX2.0, see here:

http://www.subsim.com/radioroom/show...ght=Molins+Gun

The General 08-20-10 05:52 PM

Quote:

Originally Posted by jwilliams (Post 1472996)
Hydophone on the surface?

I curently get hydrophone contacts while surfaced, I would like to know if i can use the "NewUIs_TDC_4_0_3_No_Hydrophone_On_Surface" after IRAI_0_0_20_ByTheDarkWraith to remove the hydrophone on surface, or would this over write IRAI??

I use these two files together with and they work fine.

jwilliams 08-20-10 05:57 PM

Quote:

Originally Posted by The General (Post 1473002)
I use these two files together with and they work fine.


yeah i have been using them together, but had no hydrophone contacts before IRAI and was getting contacts while surfaced. but JSGME shows a conflict and i dont want to ruin IRAI.

The conflict is "UBoot_Sensors.sim" has already been altered by the "IRAI_0_0_20_ByTheDarkWraith" mod.

TheDarkWraith 08-20-10 06:15 PM

Quote:

Originally Posted by jwilliams (Post 1472996)
Hydophone on the surface?

I curently get hydrophone contacts while surfaced, I would like to know if i can use the "NewUIs_TDC_4_0_3_No_Hydrophone_On_Surface" after IRAI_0_0_20_ByTheDarkWraith to remove the hydrophone on surface, or would this over write IRAI??

using that will break the 360 hydrophone coverage feature of IRAI. I forgot to make a no hydrophone version for IRAI. I can't work on this until Sunday as I'm on the road currently.

jwilliams 08-20-10 06:32 PM

Quote:

Originally Posted by TheDarkWraith (Post 1473017)
using that will break the 360 hydrophone coverage feature of IRAI. I forgot to make a no hydrophone version for IRAI. I can't work on this until Sunday as I'm on the road currently.

kk thanks for the reply.

I'll remove the no hydrophone while surfaced mod and will wait for your fix.

I'm sure i can wait until you have the time. No rush.

thanks again. :salute:

PL_Andrev 08-21-10 01:46 AM

Quote:

Originally Posted by TheDarkWraith (Post 1472926)
it's understandable. I'd like to see what happens with v0.0.20 now.

OK, I will test 0.20 for PEDESTAL and PQ-17 missions.
But some questions were seen after tests 0.19:

- why does not escort to react on my presence, when I was in dark circle / visible sensor area? (Escort opens fire at 5.5km). Visible range does not mach to current visible sensor?

- why are sensors as default (red sonar as 180°, orange without stern)?

- what is HK group? Only with carrier or group with no merchants?
(on my last screen with 3 groups there are 1 group with DD only, other with battleships)?

- why some DD (escort) use only 5kt speed (default speed of HK group)?

- why do not warship groups to attack to self? Maybe the sensor range is not correct (visible) or radar (at huge warships).
Additional there was many airplanes to find a contact.

- why do not warship groups to change his course when attack enemy warships (Italian taskforce vs 2 British DD)?

- why are main marchant convoy splitted to two groups?

- why do not merchants to zigzag, to change speed when they detected my presence (ship explosion) or spotted me (surfacing at centre of convoy)? On other missions they do it...

- why airplanes do not throw the bomb when attack?

- why do not airplanes to attack to the target / enemy?

http://forum.pogononline.pl/grafika/...s/drapanie.gif

Trublion 08-21-10 06:49 AM

I just tried the 0.20 version on Pedestal.
I was on the surface at 16knots, deck gun blazing on sitting Escort ship (not moving and not firing back). I used the external camera to check the convoy: not moving as well.

The only thing shooting at me and moving where the planes. I guess there are some bugs to iron out on this version.

The General 08-21-10 08:35 AM

Hi Darkwraith, hope you're having fun on the road ;-)

In the Campaign near Bergen. There is no reaction from enemy warships. I have tried stock and with the IRAI .19 & .20 Mods. Bupkis!

http://img651.imageshack.us/img651/4...0821142040.png
Uploaded with ImageShack.us

http://img710.imageshack.us/img710/6...0821142057.png
Uploaded with ImageShack.us

TheDarkWraith 08-21-10 11:52 AM

what happens if you fire at them? Do you know how to use the AI debugger built into the game? If so, open it up and tell me what the operations set are for the two enemy units.

TheDarkWraith 08-21-10 12:54 PM

sorry you all but it just occurred to me that I broke the single unit ship AI with versions 19 and 20. It just hit me while onsite at one of my customer's where the problem is. I'll make the change tonight when I'm back in my hotel room and then someone will have to test it for me because my company laptop is crap and can't run diddly squat for games (I think they did that on purpose!). It's a simple fix also but easily overlooked during testing as I tested convoys only :yep:

reaper7 08-21-10 01:05 PM

No problem, easily overlooked. Look forward to fix. :up:


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