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

Schultzy 08-22-10 02:43 PM

Thanks and good work on the continued bug-squashing, looking forward to v0.21.

Quote:

Still have to make tactics for escortless convoys.
Right then, I'd better load up my latest save and finish off that convoy near the Norfolk coast before you give them a brain and I see my tonnage disappear. :arrgh!:

Krauter 08-22-10 02:54 PM

I gotta say, this Mod increased the pucker factor of my patrols by at least 7 :haha:

Currently entering the Celtic Sea from the direction of Brest. Had a few Sunderlands fly overhead doing reconnaissance (they didnt attack) and now, two hours after they've passed overhead I have a HK group of on Destroyer (Iroquois?) and three Frigates/Corvettes trailing along. They've just passed 90 degrees to starboard and are awfully close.

Goddam if Bernard decides to cut one of his smelly loud ones loose.. they're so close now it seems like they know exactly where I am..

Phew, just passed to my stern, gonna wait here at 100 Meters and wait another hour to see if they come back this way..

Congratulations TDW! You've given me my first heard pounding due to escorts appearing :D

Cheers,

Krauter

Brumete 08-22-10 02:59 PM

activate mods in Silent hunter 5
 
The activated mod cause serious error in the game, ejm: compression of time if you activate the game is broken and returns to windows. It has been proven by my using the game with mods enabled and without mods.
It has nothing to do with this mod TDW, but somehow activating a mod in the game causing this critical error when activating compression of time. Thanks to all

Petr 08-22-10 03:00 PM

If I may ask you TheDarkWraith, it would be nice, if you manage to solve the hydrophone on surface problem, because my sonarman still reports contacts on surface and I have to use another mod, which rewrites your file.
And the other one: Still discussed maintaining depth. I would like to have boat behaving more similar to SH3/4, if it is possible. But maybe this is not a problem of this mod.

TheDarkWraith 08-22-10 03:14 PM

Quote:

Originally Posted by Petr (Post 1474504)
If I may ask you TheDarkWraith, it would be nice, if you manage to solve the hydrophone on surface problem, because my sonarman still reports contacts on surface and I have to use another mod, which rewrites your file.
And the other one: Still discussed maintaining depth. I would like to have boat behaving more similar to SH3/4, if it is possible. But maybe this is not a problem of this mod.

thanks for reminding me about the no hydrophone on surface version for IRAI...I almost forgot :up:

The General 08-22-10 03:41 PM

Quote:

Originally Posted by Brumete (Post 1474500)
The activated mod cause serious error in the game, ejm: compression of time if you activate the game is broken and returns to windows. It has been proven by my using the game with mods enabled and without mods.
It has nothing to do with this mod TDW, but somehow activating a mod in the game causing this critical error when activating compression of time. Thanks to all

Huh?

Krauter 08-22-10 03:47 PM

Just means his game is either unstable or a crack

TheDarkWraith 08-22-10 03:48 PM

Quote:

Originally Posted by Schultzy (Post 1474492)
Right then, I'd better load up my latest save and finish off that convoy near the Norfolk coast before you give them a brain and I see my tonnage disappear. :arrgh!:

too late....they now have a brain and use it. Any contact the merchant convoy leader notices (air, surface, sub) it starts changing speed and depending how close the contact is changing course also. It keeps repeating this over and over at different random periods of time. The rest of the convoy follows the leader.
If the merchant convoy has escorts (but the group is being led by a merchant) then that merchant leader will assign the escorts duties to go hunt the contact. Any battleships or carriers with the merchant group are told to stay with the group.

KarlKoch 08-22-10 04:02 PM

Quote:

Originally Posted by TheDarkWraith (Post 1474542)
Any contact the merchant convoy leader notices (air, surface, sub)

Does that imply that the convoy also begins evasive maneuvers if an escort ship will notice a contact? How about some random (non-leader) ship noticing en enemy?

And one thing that might be interesting: how about letting the convoy scatter when one of the following is true:
- no more escorts around and an enemy is in range or was in range in the last 20 minutes
- escorts around but at least three torpedos struck at least 2 convoy members
- multiple enemy contacts are (known to be) in the vicinity

I have no idea if anything of the above is doable, but it might be interesting (at least at a later stage of the mod).

Brumete 08-22-10 04:10 PM

Quote:

Originally Posted by Krauter (Post 1474539)
Just means his game is either unstable or a crack

The perfect game without mods ok with mods enabled and compression of time turning the game is unstable.
My system is Windows 7 all updated drivers.

TheDarkWraith 08-22-10 04:10 PM

Quote:

Originally Posted by KarlKoch (Post 1474555)
Does that imply that the convoy also begins evasive maneuvers if an escort ship will notice a contact? How about some random (non-leader) ship noticing en enemy?

it should. If one of the convoy's escorts or merchant spots a contact and the leader hasn't then because of the way the game does things any units within so much time of the ship that spotted the contact will be alerted of it.

The General 08-22-10 04:22 PM

Quote:

Originally Posted by TheDarkWraith (Post 1474542)
too late....they now have a brain and use it. Any contact the merchant convoy leader notices (air, surface, sub) it starts changing speed and depending how close the contact is changing course also. It keeps repeating this over and over at different random periods of time. The rest of the convoy follows the leader.
If the merchant convoy has escorts (but the group is being led by a merchant) then that merchant leader will assign the escorts duties to go hunt the contact. Any battleships or carriers with the merchant group are told to stay with the group.

Sounds beautiul! :up:

TheDarkWraith 08-22-10 07:20 PM

Wrote tactics for the AI ships against airplanes. Here is a shot from the Pedestal single mission. The taskforce is just unloading on the aircraft :D:
http://www.subsim.com/radioroom/pict...pictureid=2954

7thSeal 08-22-10 07:31 PM

That pilot better hit his target the first time... I doubt he'll be coming back around for another pass. :DL

Can't wait for the release. :salute:

Capt Jack Harkness 08-22-10 09:28 PM

Quote:

Originally Posted by TheDarkWraith (Post 1474700)
Wrote tactics for the AI ships against airplanes. Here is a shot from the Pedestal single mission. The taskforce is just unloading on the aircraft :D

Does this affect your own flak gunner's ability to shoot down planes?


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