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

Poacher886 02-01-11 04:39 PM

@TDW,

Im still using your MO with Patch 1 / 2 and a couple of sound mods. Since ive installed these and been playing without problems, there have been further significant improvements to the game from your modding. i.e.

Adding an extended campaign to 1945
Adding Icebergs
Further Random AI improvements to IRAI

Would there be a chance you could make a patch 3 for MO that includes these improvements!...??

Also, something i would like added is the ability to keep hold of your current boat and be able to change to a newer one only when available and you so wish!, Sometimes i get quite attached to my lucky boat, and its my understanding that when you reach certain points in the campaign, you are releved of your boat and given another regardless!!

Thanks

marleymen 02-01-11 05:45 PM

Quote:

Originally Posted by TheDarkWraith (Post 1588503)
what are your system specs? How much ram and what OS and 32 or 64 bit?
Did you start a brand new career with MO or try to use an existing one? If you tried to use an existing one you will CTD at some point in it.

This are my specs:
Windows XP, 2Gb. RAM, ATi HD 5670 (latest drivers).
AMD Athlon 64 X2 Dual Core 5600+

I always start a new career to test new mods, save, exit and reload (as you said to donīt have a CTD). Also I reinstalled the game complete and downloaded mods again. Without MO having much less loading time and lags.

Donīt know why. A week or two I was playing perfectly.

rascal101 02-01-11 10:26 PM

Please advise - should we load this over the megamod MO or uninstall that first or have you updated that as well

Rascal

Schütze 02-02-11 07:00 AM

Quote:

Originally Posted by TheDarkWraith (Post 1586843)
You can still adjust, that's why they are there. The values have changed that's all and you have min and max for each sensor. The values are now 0-100 with 0 being no sensor. Default values are 85 for min and 100 for max for each sensor. Intermediates will probably want to use 85 min and 95 max and beginners will probably want to use 80 min and 90 max.

Thatīs a great improvement. I read in Clancys book that the brits claimed their hydrophone effectivity were around 80% so you touched a string of realism there.

rascal101 02-02-11 06:23 PM

Sorry to ask again, maybe I have missed something but I am wondering if this new version of IRAI should be installed over MO mod, and while we are about it I see that the Multiple UI mod has also been updated, should we also install this over the current version of MO and if so which of the newer mods should be installed first

While we are at it is it possible to get an ETA on any update to MO mod

Regards
Rascal

BowfinSS287 02-02-11 07:44 PM

i got a chance to run a test with 0.30 today, very nice indeed
i took the carrier out with a spread of 3 torpedoes and 3 escorts
started their search,while the other 2 destroyers stayed close to the
sinking carrier. i switched to external camera to watch what they were
doing,it almost felt like someone was controlling the escorts, one went
all quiet ,while the other 2 ran a pattern around my area. DC were dropped
in my area and shook me up,this went on for hours,simply beautiful to watch
this is a very big step forward for the AI:salute:

one problem.....ships still run in reverse sometimes.....kill the reverse bug

stoianm 02-03-11 02:33 AM

Quote:

Originally Posted by rascal101 (Post 1589349)
Sorry to ask again, maybe I have missed something but I am wondering if this new version of IRAI should be installed over MO mod, and while we are about it I see that the Multiple UI mod has also been updated, should we also install this over the current version of MO and if so which of the newer mods should be installed first

While we are at it is it possible to get an ETA on any update to MO mod

Regards
Rascal

I updated my curent verison of MO with new version v30 of IRAI and also with new version v6.3.7 of TDW new UIs - and i have not problems.

When the MO will be updated by TDW then i will not use the updates that i use now. I think it is up to you if you want to update or if you want to waith for new MO version - if you are doing the updating steps in corect oway no reason to have problems (i think:hmmm:)!

Salute!:salute:

The General 02-08-11 09:39 AM

Sticky this Mod please.
 
The most essential Mod ever written for the Silent Hunter series. Thank you TheDarkWraith :salute:

TheDarkWraith 02-08-11 11:59 AM

Quote:

Originally Posted by BowfinSS287 (Post 1589401)
one problem.....ships still run in reverse sometimes.....kill the reverse bug

I haven't been able to narrow down what causes this behavior. I don't know if it's something that I have caused or if it's a game bug. When they are going in reverse what are they doing? Are they circling, going in a straight line, spiraling, ?? :06:

BowfinSS287 02-08-11 01:40 PM

I've seen it happen when one ship tries to avoid hitting another ship
it will go into reverse,then it will continue to sail around in reverse

TheDarkWraith 02-08-11 01:41 PM

Quote:

Originally Posted by BowfinSS287 (Post 1593295)
I've seen it happen when one ship tries to avoid hitting another ship
it will go into reverse,then it will continue to sail around in reverse

that's good info :up: I can possibly add something to check for this and stop it :hmmm:

Zedi 02-08-11 02:00 PM

This happens on large convoys where is a lot of escorts and all of them are rushing to rape the sub. Now, when around 12 escorts are fighting for a spot to drop charges on the poor sub, weird stuff can happen, reverse sailing included.

Later on, in the 43-45 campaign part, when the escort includes even carriers and BB's.. things are getting very ugly. The capital ships are also start to hunt the sub and this will result in a massacre. These capital ships will completely ignore any other ships in their way, no matter if they are merchants or warships. I was hunted by a carrier for 2 days and she sunk about 4 warships in the meantime. Had to reload an older save to make this stop...

TheDarkWraith 02-08-11 02:52 PM

Quote:

Originally Posted by Magnum (Post 1593321)
This happens on large convoys where is a lot of escorts and all of them are rushing to rape the sub. Now, when around 12 escorts are fighting for a spot to drop charges on the poor sub, weird stuff can happen, reverse sailing included.

Later on, in the 43-45 campaign part, when the escort includes even carriers and BB's.. things are getting very ugly. The capital ships are also start to hunt the sub and this will result in a massacre. These capital ships will completely ignore any other ships in their way, no matter if they are merchants or warships. I was hunted by a carrier for 2 days and she sunk about 4 warships in the meantime. Had to reload an older save to make this stop...

This is a very tricky thing to fix. If the leader of the group or leader of the HK group is a battleship or carrier then it has to be able to stay near the contact and to keep moving. If either one of them isn't satisfied the behavior of the escorts will suffer (they could come to all stop and just sit there). I'm experimenting currently with a bunch of different ideas as to how to fix/remedy this problem but so far have come up empty handed. Persistence though will eventually overcome the problem (like I've been able to do with so many other problems with the AI).

Bilge_Rat 02-08-11 03:01 PM

Quote:

Originally Posted by TheDarkWraith (Post 1593367)
This is a very tricky thing to fix. If the leader of the group or leader of the HK group is a battleship or carrier then it has to be able to stay near the contact and to keep moving. If either one of them isn't satisfied the behavior of the escorts will suffer (they could come to all stop and just sit there). I'm experimenting currently with a bunch of different ideas as to how to fix/remedy this problem but so far have come up empty handed. Persistence though will eventually overcome the problem (like I've been able to do with so many other problems with the AI).

I dont know how this aspect of the game works, but why would a BB or CV have to be leader of a HK group?

Normally the dedicated HK group that would actually attack the sub should never be more than 4-6 escorts.

Any heavy warship, and the remaining escorts should act as a "convoy" and move out of the area, leaving just a small group behind to deal with the player's boat.

Can you have warships in a TF have different roles? A small group of escorts with HK role and the rest as convoy escorts?

TheDarkWraith 02-08-11 03:08 PM

Quote:

Originally Posted by Bilge_Rat (Post 1593377)
I dont know how this aspect of the game works, but why would a BB or CV have to be leader of a HK group?

Normally the dedicated HK group that would actually attack the sub should never be more than 4-6 escorts.

Any heavy warship, and the remaining escorts should act as a "convoy" and move out of the area, leaving just a small group behind to deal with the player's boat.

Can you have warships in a TF have different roles? A small group of escorts with HK role and the rest as convoy escorts?

The game more often times than not makes a BB or Carrier the leader of the groups (campaign problem that needs to be fixed!). Sometimes these HK groups are >6 units strong (campaign problem that needs to be fixed also!)

I tried making the leader (of an HK group) just steam on following waypoints and have the rest of the 'convoy' follow him leaving behind a team to combat the sub but it didn't work. The units left behind just sat there motionless in the water. Once I brought the leader back to the area they came alive again.


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