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

sergbuto 01-07-08 02:18 PM

Quote:

Originally Posted by Anvart
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 ...


The wolfpack mod was made for the purpose to simulate the wolfpack attack on a convoy (as it follows from the name of the mod) in order to boost the immersion factor for a player participating in the event and at the same time to minimize unrealistic effects the player might see or detect. The mod was not made for the purpose to simulate the AI sub behavior in detail because it is hardly possible to do due to two general limitations: all the AI units have to follow set waypoints (only DDs and escorts/patrols received the ASW routines in addition) and lack of appropriate spawning triggers.

Even if the aircraft AI attacking routines are enforced upon the sub (this would force the sub to change its path when it detects a convoy) and then routines are fooled into multiple attacks as I did for airplanes in SH3, the sub would either return to its set path after a single attack by taking a straight line to the next waypoint (no matter where the sub is after the attack) or would endlessly try to make attack approaches, regardless the damage received until it is killed (and I do not think the subs can be spawn by the base as airplanes). I could hardly call such a behavior as realistic.

Note however that I did not say it is entirely impossible. There is an AI routine which forces Elcos to withdraw when they receive significant damage. If this routine could be implemented for the sub in addition to the aircraft attacking routines, this would change the situation significantly.

Quote:

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


This kind of CTDs is due to a coincidence of digital IDs of some objects, generators, etc. and depend on how many modified things the individual install of SH3 has. The higher content of modified or new things added to the install, the higher probability to get such a CTD. Hopefully, soon the S3D editor by skwasjer will have a function to check the SH install for uniqueness of all the digital IDs thus eliminating the base for this kind of CTDs. As said this kind of CTDs depend on the individual install and naturally have nothing to do with inferred often-happening CTDs due to drastic FPS hits when enemy vessels unload all the guns on the submerged sub instead of the surfaced one.



Quote:

Originally Posted by Anvart
Happy Orthodox Christmas!


The same to you.

bigboywooly 01-07-08 03:39 PM

Quote:

There is an AI routine which forces Elcos to withdraw when they receive significant damage.


Ah
I had noticed Elcos running away when taking damage
You learn something new every day
:up:

sergbuto 01-07-08 04:18 PM

Quote:

Originally Posted by bigboywooly
Quote:

There is an AI routine which forces Elcos to withdraw when they receive significant damage.


Ah
I had noticed Elcos running away when taking damage
You learn something new every day
:up:

This routine could also be applied to airplanes to force them fly away upon receiving some damage.

Anvart 01-07-08 06:36 PM

Quote:

Originally Posted by sergbuto
The wolfpack mod was made for ...


Мы очевидно плохо понимаем друг друга, Сергей ... Я понимаю Ваши замыслы, реализованные в моде ...
Я не критикую ваш мод ... Наоборот мне понравилась реализация мода, мне очень понравилась псевдо ИИ подлодка ... сама мысль скрестить cmdr_AIShip контроллер с unit_Submarine объектом ...
Но читая эту тему я вижу (в моих скромных пределах понимания английского), что многие читатели (даже члены GWX команды) не понимают именно технику Вашей ИИ подлодки ... и поэтому, желая адаптировать лодку под свои замыслы и соответственно выходя за рамки (задачи) Вашего мода, предъявляют необоснованные претензии (легкое неудовлетворение).
Поэтому я попытался (может неудачно) слегка заострить внимание на технике вашей ИИ лодки ...
Quote:


This kind of CTDs is due to a coincidence of digital IDs of some objects, ...



???
То что Вы пишите всем известно, как и Ваша скупость к изменению идентификаторов объектов ... шутка :D ...
Поэтому мне практически сразу пришлось изменить ИД у остальных объектов.
Мои наилучшие пожелания.
Alex

Madox58 01-07-08 06:54 PM

Anvart,
Я понимаю это все как установлено.
ID ПРОТИВОРЕЧИТ, и вопросы FPS.
Я не хочу видеть любой модуль вытолкнутый вниз.
И некоторые утверждения мочь формулируются лучше.
Возможно мы должны поговорить MEH и пить пиво.
И работа для лучшей игры wthout плохая сторона?
Там кажется, чтобы значительно, чтобы проходить вокруг теперь.

:)

SquareSteelBar 01-08-08 11:01 AM

&%($="!&*##@"%Ђ=]{іґ`; ??? :yep:

torpille 01-08-08 11:16 AM

mais bien sur.:up:

skwasjer 01-08-08 12:18 PM

Quote:

Originally Posted by sergbuto
Hopefully, soon the S3D editor by skwasjer will have a function to check the SH install for uniqueness of all the digital IDs thus eliminating the base for this kind of CTDs.

OT: Never thought of that, good idea serg, I'll add that to the todolist. One thing though, in some cases duplicate id's seem to be legit. I don't know all the situtations where this is ok, but I've noticed interior root nodes share the same id. But maybe this is the only case, as you'll only use one sub interior in one game... I'll have a look at it some time :up:

bigboywooly 01-08-08 01:26 PM

Quote:

Originally Posted by skwasjer
I don't know all the situtations where this is ok, but I've noticed interior root nodes share the same id. But maybe this is the only case, as you'll only use one sub interior in one game... I'll have a look at it some time :up:

Maybe the reason why guages get stuck at 12 oclockif you use a player sub as an AI unit

Anvart 01-08-08 01:59 PM

Quote:

Originally Posted by privateer
Anvart,
Я понимаю это все как установлено.
ID ПРОТИВОРЕЧИТ, и вопросы FPS.
Я не хочу видеть любой модуль вытолкнутый вниз.
И некоторые утверждения мочь формулируются лучше.
Возможно мы должны поговорить MEH и пить пиво.
И работа для лучшей игры wthout плохая сторона?
Там кажется, чтобы значительно, чтобы проходить вокруг теперь.

:)

Hi, Privateer.
I with pleasure would drink with you mug and more of beer ...
http://img216.imageshack.us/img216/6916/iconbeerdo1.gif
But, Sorry ...
I have not understood your russian ...
...
And i make no doubt about your professionalism!
:up:

Anvart 01-08-08 02:23 PM

Quote:

Originally Posted by bigboywooly
Quote:

Originally Posted by skwasjer
I don't know all the situtations where this is ok, but I've noticed interior root nodes share the same id. But maybe this is the only case, as you'll only use one sub interior in one game... I'll have a look at it some time :up:

Maybe the reason why guages get stuck at 12 oclockif you use a player sub as an AI unit

Interior and submarine there are different "game spaces".
...
I have "swimming pool" (single mission) with all (stock game) submarines and some SergButo's "AI submarines" (7a, USS) and "AI submarines" of other authors (all of SergButo's technology) and never noticed failures in job of dials ... :hmm:
But i "cloned" (has redefined ID) all "AI submarines" by Pack3D in addition.

P.S.
And i tested all my SH3 mods in this environment ...
May be "столбняк" or "frozen dials" it is result of not correct saving of game in campaign?

Anvart 01-09-08 05:20 AM

Quote:

Originally Posted by skwasjer
Quote:

Originally Posted by sergbuto
Hopefully, soon the S3D editor by skwasjer will have a function to check the SH install for uniqueness of all the digital IDs thus eliminating the base for this kind of CTDs.

OT: Never thought of that, good idea serg, I'll add that to the todolist. One thing though, in some cases duplicate id's seem to be legit. I don't know all the situtations where this is ok, but I've noticed interior root nodes share the same id. But maybe this is the only case, as you'll only use one sub interior in one game... I'll have a look at it some time :up:

Serg, now (while) you can use "Search files for ID" feature for this purpose ... ;) (only for 1 ID simultaneously, as well as in any Search and Replace prog. - example: http://www.funduc.com/) ...
Skwasjer,
But (i think) this feature is not finished ...
I would like to see as a result of search not only files but also nodes with required ID ...

skwasjer 01-09-08 06:02 AM

Thanks, Anvart, I like this idea. I'll see what I can do to improve the function :smug:
I'll probably add some other stuff to it too, like look for specific controllers. tater recently was looking for a controller that was hiding in only one specific file. :) If there are more ideas that can be added to the search function, keep me posted.

[edit] The benefit of the search function over 3rd party tools is that you can ask it to only return results for 'id' or 'parent id' fields. However, if you want to find ALL possible matches, then you're better of with other tools ;)

Anvart 01-09-08 06:10 AM

Quote:

Originally Posted by skwasjer
Thanks, Anvart, I like this idea. I'll see what I can do to improve the function :smug:
I'll probably add some other stuff to it too, like look for specific controllers. tater recently was looking for a controller that was hiding in only one specific file. :) If there are more ideas that can be added to the search function, keep me posted.

Thanks, Skwasjer.
...
But, while, Tater could use S&R program for this purpose ... :hmm:

Anvart 01-09-08 06:16 AM

Quote:

Originally Posted by skwasjer
...
[edit] The benefit of the search function over 3rd party tools is that you can ask it to only return results for 'id' or 'parent id' fields. However, if you want to find ALL possible matches, then you're better of with other tools ;)

No, Skwasjer.
It's good integrated (built in) feature in S3D ...
Good luck!


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