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-   -   [REL] AI launched torpedoes (https://www.subsim.com/radioroom/showthread.php?t=154068)

keltos01 09-27-09 02:22 PM

Quote:

Originally Posted by iambecomelife (Post 1179553)
Good news!

I would like to try to use a clone of the torpedo nodes for mines, so that we can have real mine layers ingame - hopefully more news later.

there was already one made for my Kadai 3b using the Bold launcher by : - Original work by Darkfish -



http://www.subsim.com/radioroom/show...=137725&page=2

post # 28

dl :

http://www.mediafire.com/file/hznygz...mine_4_KD3.rar


keltos

DarkFish 09-27-09 02:33 PM

Quote:

Originally Posted by keltos01 (Post 1179625)
there was already one made for my Kadai 3b using the Bold launcher by : - Original work by Darkfish -



http://www.subsim.com/radioroom/show...=137725&page=2

post # 28

dl :

http://www.mediafire.com/file/hznygz...mine_4_KD3.rar


keltos

That is for playable ships/subs. But if I understand correctly IABL wants to have AI controlled minelayers. Try the idea I just posted and see if it works ;)

iambecomelife 09-27-09 10:25 PM

Quote:

Originally Posted by DarkFish (Post 1179624)
Not much, I've been very busy at university lately. I did encounter a new bug however when shooting from ranges of 2000 m and beyond. I'll see if I can fix it.
The AI subs are finished and waiting for uploading - which is next weekend at the very least due to my crappy internet.

hmmm, guns only fire when an enemy ship is encountered.:hmmm:
I recommend using a rotating dummy arm with a dummy node at its end spawning a mine using waterinteraction each time it hits the water so that it continuously spawns mines, also when there's no enemy in sight. You can set the rotation speed by adding an animation to the dummy arm. See what I mean?:03:

Good idea. Although what I was thinking of was creating "dummy" enemy units at certain points along a minelayer's route, which would cause it to release mines. These would be located wherever historical mine barrages were, such as around Helgoland & the Channel ports. Although I'm sure your idea would work if I were better with animations. :damn:

keltos01 10-09-09 02:50 AM

where are you with those diving/firing torps AI subs ?

I'm dying to try them out, they are Fleetboats right ?

do you have a tutorial on how to make one of those ? I would like my Class T submarine to be AI...

regards,

keltos

keltos01 10-13-09 04:03 PM

http://img63.imageshack.us/img63/5992/14793844.jpg


would one of these fire torpedoes at you ?

does the US side have their equivalent ?

keltos

peabody 10-13-09 06:13 PM

Quote:

Originally Posted by keltos01 (Post 1186413)
where are you with those diving/firing torps AI subs ?

I'm dying to try them out, they are Fleetboats right ?

do you have a tutorial on how to make one of those ? I would like my Class T submarine to be AI...

regards,

keltos

Just a reminder, when you get ready to set it up for shooting/diving it is already AI, you just need to add the shooting/diving part. I did it so long ago I wasn't sure if you remembered.

As for your picture, it's just a DD with torp launchers and all the US DDs have launchers. I don't know if anyone made them workable or not but it should work the same as the IJN ones do.

Peabody

DarkFish 10-14-09 06:08 AM

Quote:

Originally Posted by keltos01 (Post 1186413)
where are you with those diving/firing torps AI subs ?

I'm dying to try them out, they are Fleetboats right ?

do you have a tutorial on how to make one of those ? I would like my Class T submarine to be AI...

regards,

keltos

They are U-Boats. They're almost finished but I'm a little busy in RL ATM.
Only problem is that AI units will try to hit submerged subs with the deck gun.
Quote:

Originally Posted by peabody (Post 1188803)
As for your picture, it's just a DD with torp launchers and all the US DDs have launchers. I don't know if anyone made them workable or not but it should work the same as the IJN ones do.

you can use the launchers for both sides.

Hitman 10-14-09 07:39 AM

Quote:

Only problem is that AI units will try to hit submerged subs with the deck gun.
can't you make the subs invisible to sensors once submerged?

and doesn't the AI notice the submarine is deeper? What about setting a limit to negative elevation of the guns? :hmmm:

DarkFish 10-14-09 09:23 AM

Quote:

Originally Posted by Hitman (Post 1189052)
can't you make the subs invisible to sensors once submerged?

and doesn't the AI notice the submarine is deeper? What about setting a limit to negative elevation of the guns? :hmmm:

ehhm, the problem is they shoot at a location about 50m above sea level.
And I don't know of any way to make a unit invisible to sensors.

Hitman 10-14-09 10:14 AM

Quote:

ehhm, the problem is they shoot at a location about 50m above sea level.
Ahhh interesting :hmmm: Looks like the game gets confused by the depth and sets it as heigth instead ... not -50 metres but +50 metres. I'll give it a thought and see if I can give you some ideas. :88)

DarkFish 10-14-09 11:59 AM

well no, actually it uses its submerged draft as aiming point. And since the sub floats 50m above its submerged draft...

Hitman 10-14-09 01:36 PM

Oh I see....but why did you put the sub 50 me above?

peabody 10-14-09 07:37 PM

Quote:

Originally Posted by Hitman (Post 1189249)
Oh I see....but why did you put the sub 50 me above?

It sounds like Darkfish did one similar to what I created for a submerged sub (with help and ideas from Nisgeis). I was not working on the torpedo firing but only making the sub move while submerged which it will not do, so we could have a submerged 'target'.
So basically the "problem" created is making the sub appear submerged but make the game think it is on the surface. By doing this in my case it allows the sub to move and in Darkfish's case it makes the sub able to 'shoot'. But one problem: it is not where the game thinks it is. I wanted to have DDs drop DCs on it but the game thinks it is on the surface, so they shoot at it instead.

So i imagine Darkfish, although he did it different than I did, created a sub submerged depth and then put the actual depth above that so the game would think it is on the surface. Correct me if I am wrong Darkfish. I have been watching this with interest since I do not have firing torpedos.

Peabody

DarkFish 10-15-09 05:23 AM

good news - after some final testing and tweaking I find them 'fit' to be released, which I'll do when I've got the chance. (the torp launchers that is, the AI U-Boats will have to wait a little while)

Don't expect a wunderwaffe though, average test mission results show:
-distance between target (me, balao) and attacker (AI, sampan01) 4000m , constant target speed/heading, target speed between 5 and 15 kts, wind speed 5m/s
-25 to 28 out of 30 successful torpedo launches
-up to 13° deviation in launching direction to either side of the solution (so that's a 26° spread*)
-0 to 2 hits, 1 to 5 near misses**, partly related to distance***, partly related to solution angle in combination with target speed/heading, related to weather*
-weird results at extreme target speeds/angles (like torps heading in the wrong direction)

This means at a distance of 4000m in calm weather:
-the average hit percentage is about 4%
-the average near miss** percentage is about 11%

Thus I think this weapon will only be effective against taskforces, convoys or zigzagging ships.

* depends on wind speed and ship type, at high wind speeds the spread angle can drastically increase as the ship rocks on the waves
** torpedo passes within one ship length in front or astern of the target (@4000m)
*** at close range I can get up to 10 hits under good circumstances

keltos01 10-15-09 10:55 AM

good news at last !!!

excellent work there Darkfish !

I approve of the analysis you made of the hit percentage :up:

keltos


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