SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   Wolfpack mod (https://www.subsim.com/radioroom/showthread.php?t=84480)

sergbuto 08-06-06 08:33 AM

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.

CB.. 08-06-06 09:29 AM

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...

sergbuto 08-06-06 04:17 PM

Quote:

Originally Posted by VonHelsching
Thanks. I guess now it even better than the first wolfpack mod version (and the PT boats too, if the same principle is applied). I mostly enjoyed the single mission of your PT boat mod.:D

I am trying to improve the performance of PT boats against the player sub so it really looks and feels like they are attacking with torpedoes. In connection with this, I have made two version of Vosper but extensive testing is required to determine which one is better in this respect. Such testing requires playing in a campaign mod to encounter these PT boats in various situations. Unfortunately, I do not have enough time to do that but wondering if someone else will be willing to help with such testing.

bigboywooly 08-07-06 01:17 AM

Count me in for testing Serg :up:

VonHelsching 08-07-06 06:40 AM

Quote:

Originally Posted by sergbuto
Quote:

Originally Posted by VonHelsching
Thanks. I guess now it even better than the first wolfpack mod version (and the PT boats too, if the same principle is applied). I mostly enjoyed the single mission of your PT boat mod.:D

I am trying to improve the performance of PT boats against the player sub so it really looks and feels like they are attacking with torpedoes. In connection with this, I have made two version of Vosper but extensive testing is required to determine which one is better in this respect. Such testing requires playing in a campaign mod to encounter these PT boats in various situations. Unfortunately, I do not have enough time to do that but wondering if someone else will be willing to help with such testing.

I´m interested. I will contact you as soon as I have free time from other modding activites. :up:

DarkFolle 08-07-06 01:34 PM

thx to u guys for this super mod....only one thing..
is there a way to re-have names of ships only in the Recog manual without affecting anythin else? maybe this is not really realistic (i dunno) but it is useful to ppl to know more about WWII..

bigboywooly 08-07-06 01:48 PM

Quote:

Originally Posted by DarkFolle
is there a way to re-have names of ships only in the Recog manual ..

??? Dont get you :oops:

sergbuto 08-07-06 03:00 PM

Version 2.0 of the wolfpack mod can be downloaded on my SH3 site.

bigboywooly 08-07-06 03:25 PM

Quote:

Originally Posted by sergbuto
Version 2.0 of the wolfpack mod can be downloaded on my SH3 site.

Does this mean you have cracked the torpedos Serg ?

mr chris 08-07-06 04:31 PM

I dont think so BBW have just downloaded version 2.0 and the readme file says this: The mod includes AI U-boats capable of moving on the surface and attacking Allied shipping with their deck and AA guns. Now, they have some crew on the deck.

sergbuto 08-07-06 04:44 PM

Quote:

Originally Posted by bigboywooly
Quote:

Originally Posted by sergbuto
Version 2.0 of the wolfpack mod can be downloaded on my SH3 site.

Does this mean you have cracked the torpedos Serg ?

Not really sure what you mean by cracked torpedoes but it is essentially what I showed and discussed above.

sergbuto 08-07-06 04:46 PM

Quote:

Originally Posted by mr chris
I dont think so BBW have just downloaded version 2.0 and the readme file says this: The mod includes AI U-boats capable of moving on the surface and attacking Allied shipping with their deck and AA guns. Now, they have some crew on the deck.

That is the German AI-subs mod not the Wolfpack mod (which is number 11 on the mod list).

mr chris 08-07-06 04:58 PM

Quote:

Originally Posted by sergbuto
Quote:

Originally Posted by mr chris
I dont think so BBW have just downloaded version 2.0 and the readme file says this: The mod includes AI U-boats capable of moving on the surface and attacking Allied shipping with their deck and AA guns. Now, they have some crew on the deck.

That is the German AI-subs mod not the Wolfpack mod (which is number 11 on the mod list).

Sorry Serg my bad:damn:

mr chris 08-07-06 05:02 PM

Serg do you need the German AI-subs mod to work the Wolfpack mod?

sergbuto 08-07-06 05:05 PM

These are independent mods.

bigboywooly 08-07-06 05:06 PM

Quote:

Originally Posted by mr chris
Serg do you need the German AI-subs mod to work the Wolfpack mod?

No
The AI subs are included in GW

bigboywooly 08-07-06 05:08 PM

Quote:

Originally Posted by sergbuto
Quote:

Originally Posted by bigboywooly
Quote:

Originally Posted by sergbuto
Version 2.0 of the wolfpack mod can be downloaded on my SH3 site.

Does this mean you have cracked the torpedos Serg ?

Not really sure what you mean by cracked torpedoes but it is essentially what I showed and discussed above.

Sorry
What I meant was you have them working so they attack shipping ?
I guess you do or you wouldnt have released it:oops:

Can you do the same to the submerged S class so it will attack Axis shipping\uboats if it comes across them ?

mr chris 08-07-06 05:08 PM

Thanks for the replies.
Was just having a mad five minutes:damn:

Kruger 08-07-06 05:25 PM

Serg, I've noticed that I cannot download the Lifeboats Mod from your site....can you help me pls ?

sergbuto 08-08-06 02:54 AM

Quote:

Originally Posted by bigboywooly
Can you do the same to the submerged S class so it will attack Axis shipping\uboats if it comes across them ?

In principle, it is possible but they will not attack submerged subs. I am also thinking on adding this ability to the surfaced German AI subs.

Anyhow I will continue to work on improvement of AI subs behavior based on CB ideas of the rudder drag or/and giving better sensors and on possibility to implement real torpedoes. This may take time though since I also have other projects and usually loose interest quite quickly when work on the same problem for some time.


All times are GMT -5. The time now is 05:34 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.