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

TheDarkWraith 08-22-10 09:48 PM

Quote:

Originally Posted by Capt Jack Harkness (Post 1474751)
Does this affect your own flak gunner's ability to shoot down planes?

No. It's just for the AI ships.

TheDarkWraith 08-22-10 10:33 PM

v0.0.21 released. See post #1 for details :|\\

Wolfling04 08-23-10 12:01 AM

Just found a HUGE convoy atleast 50 ships with 4 escorts. Fired four fish range 1000m 1 hit and crippled 7000ton cargo, other 3 set to deep. Anyways the escort closest to my position came sniffing and couldn't find me so he dropped 4 DC's and that was it, although the convoy slowed and started a small zig zag pattern while the second ship I fired the other two fish at was wildly steaming through convoy like she seen a ghost

It was very funny to watch. Great mod TDW

TheDarkWraith 08-23-10 12:05 AM

Quote:

Originally Posted by Wolfling04 (Post 1474834)
although the convoy slowed and started a small zig zag pattern while the second ship I fired the other two fish at was wildly steaming through convoy like she seen a ghost

that would be it avoiding torpedoes I presume. You scared the living daylights out of it :haha:

PL_Andrev 08-23-10 02:13 AM

Quote:

Originally Posted by TheDarkWraith (Post 1474781)
v0.0.21 released. See post #1 for details :|\\

Yeah! :yeah: Thank you TDW!
I start testing... :D

The General 08-23-10 03:11 AM

Re: v0.21
 
@TDW

Does sending a Contact Report have any affect in SH5?

PL_Andrev 08-23-10 07:18 AM

Quote:

Originally Posted by The General (Post 1474923)
@TDW

Does sending a Contact Report have any affect in SH5?

I hope that the aswer is "not yet".
:salute:

PL_Andrev 08-23-10 10:09 AM

Test IRAI.0.21 with single mission
Military convoy (main unit: Rawalpindi armed cruiser+7merchants with 5DD escort / 01.01.1942 / night / wind 3m/s)

Submerged attack with 0kt.

Test #1/#2: attack on convoy's head

Attack at Rawalpindi armed cruiser (head of the convoy), sunk.
Escort: not activated
Merchants: not activated
Convoy is alarmed - visual sensors for merchants activated from 0 to 450-550m, for escort 300-350m (one DD is not alarmed only).

Wait few minutes (I forgot push pause) and...
4 of 5 escorts stay in this same place with 0kt :o
1 escorts is searching (looping) with 24kt (it is good but small tactics suggestion: for time to time stop to listen full hydrophone range)

After few minutes stopped escort ships return to his started position...
Merchants do not change speed/course (?)
Part of merchants are deactivated (visual sensor 0)

Full speed with parallel convoy's course
4DD attacks me, convoy change speed and escaping at stern to me.

Test #3: attack for other ship

Attack an second ship in line (not for commander)

Merchants change speed from 5 to 7, but high changes the course (but too slow for me).
2 closest of 5 DD are looking for me
Convoy is escaping.

Test #4: how to sink a sub?

Test with or without surfacing, keep periscope depth.
Escorts attack me only with ramming and speed 14kt. No DC (my speed 0-8kt). :o:o:o

TheDarkWraith 08-23-10 10:16 AM

Test #1/#2 I'm trying to figure out why the escorts came to all stop. I don't recall that being part of the tactic. The one searching is good but the others that come to all stop sounds strange. What were the mechants doing when the escorts were at all stop? The merchants have to have you spotted (their sensors have to detect you in order for them to take any kind of action). Since the leader was destroyed I'm not sure which unit took over the role of leader. Did you by chance check the AI debugger to see who became the new leader (commander)?

Test #3 If the course changes are too slow for you or the course changes aren't enough you can tweak them in the init.py file.

Test #4 they will always try to use ramming tactic because I don't allow them to DC unless the contact is > some depth to avoid them blowing themselves up.

StinkiePoep 08-23-10 11:51 AM

hey,

first off all i want to say i dont know so much about tactics from DD's and others during WW2 but i just wanted to say what i expierienced yesterday with 0.0.20. just want to say it because it can maybe help.

I played the mission PQ-17 with 0.0.20 Version,

first i saw the DD's convoy and i submerged, when the DD's where into a range of 1000m-2000m i surfaced just to look they should attack me. only 2 sec when i surfaced they unleashed a spray with theire AA guns, so i submerged to 105meters and 2knots just to see they could find me, immediatly there came 6 DD's my direction.

the first DD did an DC just far enough from me but the second DD hit me with theire DC, my crew was injured and my batteries and stuff was all damaged, they kept DC me for 1 hours but because my batteries where damaged and repaired and damaged again i think my batteries discharged realy fast. at the end i think 1 and a half hours after i surfaced and submerged i was sunk.

dunno if it helps but i justed wanted to tell it :)

TheDarkWraith 08-23-10 12:30 PM

Quote:

Originally Posted by Antar (Post 1475202)
Wait few minutes (I forgot push pause) and...
4 of 5 escorts stay in this same place with 0kt :o

this is a bug, but a not so bad bug. I'll have to explore it to see if I want this behavior or not. Currently I fixed the bug but am exploring possibilities from this 'bug'.
The escorts that stopped were part of operation guard convoy. They are supposed to keep steaming following waypoints if:
- they don't have a contact spotted
- they have a contact spotted but it's not inside the convoy area
- they have a contact spotted and it is inside the convoy area but they've 'lost' it for x amount of time

I also figured out why the convoy never changed direction and/or speed when you killed the leader. That is being fixed also.

Keep in mind that due to the dynamic nature of IRAI there will probably be many bug fixes still. It's impossible for me to account for every single possible scenario because it's way too dynamic.

EDIT:

after some thought I decided to make a new operation and role for this stopping behavior. It's going to be operation protect convoy. The tactics of this op/role are going to be:
- keep steaming with convoy if:
* no contact detected
* contact detected but outside convoy area

if contact detected inside convoy area:
- investigate

if contact inside convoy area and investigating but 'lost' contact:
- go to all stop and wait x period of time
- after x period of time start spiral search for y period of time
- after y period of time rejoin convoy and follow waypoints

PL_Andrev 08-23-10 01:09 PM

Quote:

Originally Posted by TheDarkWraith (Post 1475207)
Test #1/#2 I'm trying to figure out why the escorts came to all stop. I don't recall that being part of the tactic. The one searching is good but the others that come to all stop sounds strange. What were the mechants doing when the escorts were at all stop?

Yes, some stop machines, other starts looping at high speed.
They work good if my submarine run a high speed (and they can hear me). So it works that the "looping" or "searching" strategy do not work correctly (but why one DD works with it?).
:hmmm:

After my attack and sunk a commander, the convoy (only merchants) works as without tactics (course and speed without changes), but they respond (start changing course, speed) when I sunk next ship.

Quote:

Originally Posted by TheDarkWraith (Post 1475207)
The merchants have to have you spotted (their sensors have to detect you in order for them to take any kind of action). Since the leader was destroyed I'm not sure which unit took over the role of leader. Did you by chance check the AI debugger to see who became the new leader (commander)?

I think that is not problem who is commander/leader, look:
They work correctly when DDs detect me (it is not important what target is already sunk).
They partially work correctly when I sunk merchant.
They do not work correctly when I sunk a convoy's head.
Maybe the problem is connected with unit class / convoy's head (armed merchant cruiser).
http://forum.pogononline.pl/grafika/...s/drapanie.gif


Quote:

Originally Posted by TheDarkWraith (Post 1475207)
Test #3 If the course changes are too slow for you or the course changes aren't enough you can tweak them in the init.py file.

I shot and sunk ships when they are start to zigaging (they are at 10-20°), but at real I do not play with unrealistic reload torpedo time so maybe you're right...
:DL


Quote:

Originally Posted by TheDarkWraith (Post 1475207)
Test #4 they will always try to use ramming tactic because I don't allow them to DC unless the contact is > some depth to avoid them blowing themselves up.

Ramming at periscope depth?
They push me maybe 1-2 meters deeper without damages.
Ramming is dangerous with high speed, but 14kt is not.
At least, if uboat is rammed at conning tower... do you remember my post about conning tower's durability?

von faust 08-23-10 01:25 PM

(excuse me for my bad English :oops:)
Hi,I have activated this MOD

http://img827.imageshack.us/img827/8600/modact.jpg

I have various contact near

http://img163.imageshack.us/img163/7362/62290750.png

At 12 meters the sonarman (and me !!!) does not listen anything

http://img834.imageshack.us/img834/2297/15371431.png

At 22 meters I listen the contact very well but the sonarman nothing !!!

http://img178.imageshack.us/img178/9157/35571911.png

Look my position, how is possible that the sonarman does not listen ????
I hope You undestand what I wrote :-?:O:

http://img832.imageshack.us/img832/690/29723455.png

PL_Andrev 08-23-10 04:00 PM

I check my single mission with AI debugger and it looks OK.
Only "ship operations" values were investigated.

0. Before my attack: why DDs keep "solid" formation, without looping, stop and listen, zigzags, etc, etc?

1. After commander sank (Rawalpindi armed merchant cruiser) the next commander is large tanker.
2. After torpedo hit uboat is detected for escorts and other merchants (checked with AI debugger)
3. 4 of 5 escorts keep formation (course and speed), but one is following waypoint (keep course) with... 15kt, in few next minutes other keep course with 34kt (deafault is 5),
4. Again, merchants can swim only slower, not faster than convoy speed (convoy speed is 5, standard max speed is 10).
5. Ekhm... contact is detected, why nobody use lights?
6. Contact_Presence_sensors is 4, escort ships are frozen, merchants group keep course (no zigzag).
7. Ok, one DD turn on his lights... when he moves with -13kt ;)
8. One DD start looping... not, is circled by this same area, with this same speed.
9. Hmm... I was in the "red arc area of death" and DD did not detect me... why?
10. It strange, but it looks like they do not reset sensors data
(sensors are resetting when I'm on surface),
#edit
11. I'm detected, presence_sensor is 5, on surface, DD is shooting to me but keeps formation...

Used first time AI debugger, so had problems "who is who" and with debugger work.

Ragtag 08-23-10 04:56 PM

The "no sonar on surface" fix kills underwater sonar to.


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