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At VonHelsching
[quote=sergbuto]Readme I succeeded to make a German sub which moves at the periscope depth and attacks Allied shipping with "virtual" torpedoes. The "virtual" torpedoes are invisible 14-inch guns. Unfortunately, I could not get rid of the flash/smoke/traces when guns are firing but it is not really noticable or understandable what is going on, especially when DDs/escorts are attacking submerged AI subs.Since it was not pissible to limit the ammo amount, the gun rotation/elevation is greatly limited and the sub can fire only directly ahead. [quote] Not sure if Serg has changed anything since he has looked at them again but I believe its the same |
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[Equipment 5] NodeName=A01 LinkName=SH_Torpedo_G7e_TII StartDate=19380101 EndDate=19401231 However, torpedoes get released immedieately after loading a mission. Also AI is not able to aim torpedoes. Therefore, concerning your question, it is still the former. |
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i wonder if this is also affected by the 3D loading range....and there fore might be usable under certain cirumstances by virtue of the fact that the torps would only be launched once the player is withint range of the Ai subs?....if the torps are launched straight ahead in front of the sub..then placing them at 90 degress to the shipping positioned as escorts might allow for instant torp launches with varying results BEFORE the escorts get chance to attack and force the subs to evade....adding an alternative method of acheiving the same results as the excellent method you have developed..this might prove use-full for some situations..especailly if the torps were modded to increase the range or even FATs were used...perhaps by enemy subs against the player...this would create some interesting moments perhaps for the player? keep up the good stuff Serg':yep: :up: |
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Regarding CB..s idea about the rudder and the depth variability of the AI subs this can be relatively easy be checked if you know your way in the .sim files. Great idea. Having made several relevant tests for the Deck Gun Removal Mod, I can understand that, we might get some interesting behavior from the AI Sub (with the caveat that the same things that can be applied in a human controllable sub, can be ported to an AI sub). I am sure we'll be having relevant developments. When I have time, I might take a look too. Von |
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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: |
Excellent work Sergbuto. I am hopeful now that I am going to see real convoy battles some day.
I am holding off from using it now, in fact I am not playing at all. But as soon as there is a final version I will get it. I also plan to make steps to incorporate this into Sh3Gen, I hope to be able to give the player information about wolfpack activity and other boats trailing convoys, as well as Allied and Italian submarines when there are any. |
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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... |
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Count me in for testing Serg :up:
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