Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by CB..
sounds intrigueing Serg'
on the evade thing...they do start to zig zag when they have detected an enemy..which is close enough for jazz as they say..i dunno if you have found this at all?
if not extend your AI modifications for the subs by editing the sim files to read at the start listing the AI instructions/
to list in order
CMDR_AISHIP
CMDR_AIFIGHT
CMDR_AIFIGHT
CMDR_AIUNIT
then the subs start zigg zagging in the same way as the escorts do when an enemy is detected.
appolgies if you have this sussed allready..
it's not exactly full evasion but it's at least effective against torp attacks and involves the use of the rudder (hence allowing for the rudder drag idea to work and rapid variation in course and speed):up:
|
Yes, CB. I know about zig-zagging but that is done by surfaced AI subs. I meant submerged subs which I primerily created for Wolfpack operations. They do not seem to do zig-zagging, at least in my test mission. Maybe it is a matter of having enough speed or visual detecting the enemy? Maybe I need to check the location of corresponding nodes and give sonar to the subs? But I will be glad to hear if you have seen the submerged subs zig-zagging.
|
i had no success with adding sensors to the AI subs i must admit....
interestingly tho you can remove ALL the sensors from the subs and it still gives them a default visual detection capability..perhaps the trick might be to find the default sensor and edit it so it has some sort of limited underwater range...as the game seems to only use this sensor when all others are removed (?? one hopes!!!) this underwater "vision" wouldn't be used by the other vessels..either that or creating a new unique visual sensor (i hear this is possible?) specifically for the AI subs that can see underwater would allow them to detect and react to enemy vessels including the player im assuming..dunno...you could even perhaps try altering the surface depth to say 50 metres..dunno if the game will take any notice of this...how did you get the gun node to fire whilst the subs were submerged? they must be able to detect the enemy in order to fire or is it automatic in the same way as the torp fireing is? etc
i can't remember if the test sub i used for the AI_CMDR edit evaded when set at scope depth..but that at least should be possible...a custom visual sensor might be the answer i don't know why they didn't seem to use hydrophones or sonar sensors at all...if the escorts can use them then it's a bit of mystery that one...something to do with the class of ship must be the root of that limitation...change the class of vessel the sub is listed as and perhaps it will be able to use the full range of sensors used by other AI vessels..??? tho that might have other drawbacks if possible....
one thing tho is that if they can be persuaded to submerge by using the evasion rudder drag trick, to slow them down below their ability to maintain depth - then the evasion should continue for a short period - untill it runs thru it's evasion routine and then it will surface again then dive again if there's still enemy around - which would be entertaining..but i remeber that the hummingbird efefct doesn't cover fully surfaced ships. as they have a different set of rules..it may be some sort of bodge might be possible if all the bits and bobs needed can be knitted together..can the model file be moved so it appears on the surface even tho it is at scope depth...can a sensor be rigged up that works at scope depth....does the humming bird efefct work on AI subs etc etc...
|