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

Meldric 03-16-11 11:15 AM

Hey!

They were not ancored (I am not sure about the 3rd, however), because they were actually moving in (rough) circles (like patrolling around). But they did not try to help their sinking fellows... They had active detection gear (I could see the pac-man shapes). But they were no thread to me whatsoever (I was at periscope depth). I did not try to surface, however... (I assume that would've changed the situation)

TheDarkWraith 03-16-11 11:18 AM

Quote:

Originally Posted by Meldric (Post 1620619)
Hey!

They were surely not ancored, because they were actually moving in circles (like patrolling around). But the did not try to help their sinking fellows... They had active detection gear (I could see the pac-man shapes). But they were no thread to me whatsoever (I was at periscope depth). I did not try to surface, however... (I assume that would've changed the situation)

Were you located in any of their circles of detection for hydrophone or sonar (asdic)? If not then yes, they probably wouldn't have done anything. This is a game bug and not something I created. The game's AI is so-so at best. Unless the ship you sunk had detected you then the others will be blind to your presence unless you are in their circle of detection.

Meldric 03-16-11 11:23 AM

Hi!

I of course avoided their detection and I was in none of the circles... But well... there was a burning ship with smoke like 100 meters high and I would've supposed the sinking ship to send a radio message or something... I was actually expecting the Destroyers to close in and search / attack me, but they did not. They did not even increase their speed or changed their routes.

When I attack a convoy (hit a merchant), some/all the support vessels will head towards me even if I was not detected by one of them directly... no? At least that also happened to me yesterday.

On another occasion I was detected (visually) by a destroyer and he started to circle around me and threw DCs... But he was not even coming close and I had all time I needed to sink him very easy...

If that is a game bug, then the AI is definitiv below "so-so", I'd say :)

Thanks for the replies!

Trevally. 03-17-11 01:17 PM

@ TDW

Now that our hydrophone is working and the sonarman can track targets
with the patch information you posted, can the AI hear and respond to an
active sonar, whether from depth under keel or range finding ping:06:

TheDarkWraith 03-17-11 01:23 PM

Quote:

Originally Posted by Trevally. (Post 1621427)
@ TDW

Now that our hydrophone is working and the sonarman can track targets
with the patch information you posted, can the AI hear and respond to an
active sonar, whether from depth under keel or range finding ping:06:

I really have no idea. All I can surmize is that since SH5 is built upon SH4 which is built upon SH3 and using active sonar or depth under keel in SH3 caused the AI to respond, I would say they would respond in SH5. A test mission would be the best indicator for this though. Place a destroyer say 1000-1500m away from the sub and use both and see what the destroyer does.

Trevally. 03-17-11 02:05 PM

Quote:

Originally Posted by TheDarkWraith (Post 1621433)
I really have no idea. All I can surmize is that since SH5 is built upon SH4 which is built upon SH3 and using active sonar or depth under keel in SH3 caused the AI to respond, I would say they would respond in SH5. A test mission would be the best indicator for this though. Place a destroyer say 1000-1500m away from the sub and use both and see what the destroyer does.

I have made and tested that suggestion.

Depth under keel = DD attack:up:
Range ping = DD attack:up: Edit : sorry i made an error here. DD do not hear a sonar range reading.
Only a ping.

Dead on both tests:dead:

Magic1111 03-17-11 02:08 PM

Quote:

Originally Posted by Trevally. (Post 1621466)
I have made and tested that suggestion.

Depth under keel = DD attack:up:
Range ping = DD attack:up:

Dead on both tests:dead:

Good this to know....:up:

stoianm 03-17-11 02:09 PM

Quote:

Originally Posted by Trevally. (Post 1621466)
I have made and tested that suggestion.

Depth under keel = DD attack:up:
Range ping = DD attack:up:

Dead on both tests:dead:

he he ... nice ... so they respond... they can hear you when you use ping... i supose that when the sonar guy calculate the range from an contact he just use the information from the cfg that TDW said... is not like he use ping for range?:hmmm: - what do you mean by range ping - i supoused that is not working in sh5 - or you just sendet an ping in an ship direction?

jwilliams 03-17-11 02:13 PM

Quote:

Originally Posted by Trevally. (Post 1621466)
I have made and tested that suggestion.

Depth under keel = DD attack:up:
Range ping = DD attack:up:

Dead on both tests:dead:


:yeah:
I like this result.

Guess i wont be doing any Depth under keel pings while I'm being hunted anymore. :D

Trevally. 03-17-11 02:17 PM

I used two black swans for the test. (elite setting)
Both swans were on me straight away after ping.

I was 50m deep and all silent.


Edit : sorry i made an error here. DD do not hear a sonar range reading. Only a ping.

Chevelless 03-17-11 09:18 PM

I have to say this mod is great enough to keep me away from convoys!

Several times I have caught up convoys circled by 6 or more DDs, and most time as a result I was sunk by them. Once detected by any of the merchants or DDs, I was on a run, a death run, run to my final patrol.

They throw DCs at me round by round and even call planes fire torpedos at me. In most cases I am doom to be sink by them after I exhausted all my torpedos on a convoy.

Too hard to survive from DDs attack, and planes often annoy me like mosquitos.

I doubt if it is a bug or not, sometimes I think I have not been detected by DD or merchant, but after the torpedo impact, many vessels rush toward me, manage to roll over my submarine. I am sure my periscope keep underwater and shot electric torpedos without those damn trails, but it seems they get my position directly. Merchants rush toward an un-visible submarine directly at high speed...oh no~~~

TheBeast 03-18-11 03:14 PM

Quote:

Originally Posted by Chevelless (Post 1621860)
I have to say this mod is great enough to keep me away from convoys!

Several times I have caught up convoys circled by 6 or more DDs, and most time as a result I was sunk by them. Once detected by any of the merchants or DDs, I was on a run, a death run, run to my final patrol.

They throw DCs at me round by round and even call planes fire torpedos at me. In most cases I am doom to be sink by them after I exhausted all my torpedos on a convoy.

Too hard to survive from DDs attack, and planes often annoy me like mosquitos.

I doubt if it is a bug or not, sometimes I think I have not been detected by DD or merchant, but after the torpedo impact, many vessels rush toward me, manage to roll over my submarine. I am sure my periscope keep underwater and shot electric torpedos without those damn trails, but it seems they get my position directly. Merchants rush toward an un-visible submarine directly at high speed...oh no~~~

DD's will run to obvious attack locations. You may be to close when attacking using obvious attack location.
Try attack at night from farther away using T-1 Medium or Slow speed to avoid DD's. As soon as you loose torpedo's, turn away and run.
Just before Torpedo impact, go Silent Running and dive deep. Then go All Stop before DD comes within 2000 meters.
This Tactic works for me.

marleymen 03-18-11 03:30 PM

Quote:

Originally Posted by TheBeast (Post 1622479)
DD's will run to obvious attack locations. You may be to close when attacking using obvious attack location.
Try attack at night from farther away using T-1 Medium or Slow speed to avoid DD's. As soon as you loose torpedo's, turn away and run.
Just before Torpedo impact, go Silent Running and dive deep. Then go All Stop before DD comes within 2000 meters.
This Tactic works for me.

:arrgh!: Hit and ... "Run silent, Run Deep" :arrgh!:

Dignan 03-20-11 09:48 AM

TDW, or anyone who can answer...how does this mod differ from the other AI mod on this forum? I think its called "ai feared hunters" or something like that. Does this mod include changes done in that mod?

TheDarkWraith 03-20-11 09:50 AM

Quote:

Originally Posted by Dignan (Post 1623849)
TDW, or anyone who can answer...how does this mod differ from the other AI mod on this forum? I think its called "real feared hunters" or something like that. Does this mod include changes done in that mod?

I totally rewrote all the AI routines for the subs, airplanes, and ships giving them realistic and random behavior. Planes will attack you is spotted with guns and bombs/torpedoes. AI subs now act like AI subs and don't turn tail and run. Wolfpacks engage and attack convoys and other ships. AI vs AI battles are truely a sight to see now! Ship's crews suffer from fatigue and watch rotations are put in place for them. No other AI mod even comes close to what IRAI will do for the AI. Sorry if that sounds like tooting my own horn but it's true :yep: Most of all IRAI is VERY hard and challenging. Very few people can use it at the default difficulty settings (you have options to change difficulty settings for warship and merchant AI).


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