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

Magic1111 06-01-11 03:29 PM

Quote:

Originally Posted by Josef von Posorschitz (Post 1675259)
It sounds very interesting TDW:yep:

Yes, agree, sounds interesting ! Looking forward to the new version....:up:

tonschk 06-01-11 07:14 PM

Quote:

Originally Posted by Josef von Posorschitz (Post 1675259)
It sounds very interesting TDW:yep:

:DL I Agree :yeah:, Thank you TheDarkWraith :rock:

Alky 06-01-11 09:05 PM

IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
 
So I'm trying to understand what IRAI_0_0_30_No_Aircraft_Spotting_At_Depth actually does. I've read most of this thread, there's a lot of pages, but I'm wondering if it's meant to hide you from nosy aircraft when you're submerged, or the opposite? :hmmm:

Thanx for any help :)

marleymen 06-01-11 09:09 PM

Quote:

Originally Posted by TheDarkWraith (Post 1675247)
Actually I've been rewriting basically all the AI scripts (again) for upcoming v32. I've drastically improved the sub AI and added tactics for airplanes for those that were missing them. v32 will be a major revision to IRAI and a noticeable improvement in the AI.

Thanks for the info TDW.

We will stay for it. Sounds very promissing. :rock:

THE_MASK 06-01-11 09:35 PM

Quote:

Originally Posted by Alky (Post 1675504)
So I'm trying to understand what IRAI_0_0_30_No_Aircraft_Spotting_At_Depth actually does. I've read most of this thread, there's a lot of pages, but I'm wondering if it's meant to hide you from nosy aircraft when you're submerged, or the opposite? :hmmm:

Thanx for any help :)

What it means is , if you are submerged then the only way to spot aircraft is for you too physically spot them yourself with the periscope . No hints from the crew .

Alky 06-01-11 11:43 PM

Quote:

Originally Posted by sober (Post 1675510)
What it means is , if you are submerged then the only way to spot aircraft is for you too physically spot them yourself with the periscope . No hints from the crew .

Ahh... thanks Sober. I was hoping it meant they couldn't see me if I was submerged. :salute:

Sepp von Ch. 06-02-11 03:29 AM

I have a request. Would it be possible to modify the behavior (speed) of the escorts? When the escort starts with interception, move relatively slowly - 14-16 knots -unrealistic and I can escape at the speed of 17 knots on the surface...


In many books written by submarine hunters - destroyers and corvettes captains) stated that after the detection of a submarine got to the place at maximum speed.

Zedi 06-02-11 04:49 AM

TDW, is possible to have different behavior for the taskforces in a specific timeframe? Like making them less dangerous in 39, but extremely aggressive in 45? That would help a lot in the new campaign where after 43 the fun is over. Also improve their radar detection skill.

Jaguar 06-02-11 07:27 AM

Quote:

Originally Posted by Josef von Posorschitz (Post 1675654)
I have a request. Would it be possible to modify the behavior (speed) of the escorts? When the escort starts with interception, move relatively slowly - 14-16 knots -unrealistic and I can escape at the speed of 17 knots on the surface...
In many books written by submarine hunters - destroyers and corvettes captains) stated that after the detection of a submarine got to the place at maximum speed.

I asked the same some time ago, TDW already changed that, now escorts go after contacts at speeds above 25kts. Really fast. That version was beta but I presume the next one will have this feature as well.

Sepp von Ch. 06-02-11 08:12 AM

Really? Great! Canīt wait for the new IRAI-version!:ping:

Trevally. 06-02-11 11:36 AM

Quote:

Originally Posted by Zedi (Post 1675682)
TDW, is possible to have different behavior for the taskforces in a specific timeframe? Like making them less dangerous in 39, but extremely aggressive in 45? That would help a lot in the new campaign where after 43 the fun is over. Also improve their radar detection skill.

In the GroupEditor there are choices for taskforces/escorts tactics:-
Early
Mid
Late

Do these settings have any effect in IRAI:06:

TheDarkWraith 06-04-11 09:28 PM

Quote:

Originally Posted by Trevally. (Post 1675962)
In the GroupEditor there are choices for taskforces/escorts tactics:-
Early
Mid
Late

Do these settings have any effect in IRAI:06:

I haven't seen anywhere in the files where this is referenced :hmmm:

IRAI is going release state now, no more alpha versions :D For many many weeks I've been working on v1.0.0 and I'm VERY happy with the results so far :yep: It's truly a masterpiece.

Have a couple of things to finish up on it (some ship AI stuff and I would like to try and revise the airplane AI some more)

Change log/release notes as of now:

v1.0.0 - first official release (non-BETA and non-ALPHA state thus release state)
- revised AI tactics for unknown contacts
- adjusted AI tactics for new PT Boat unit
- increased explosion range of DCs to 150m (this allows for more shaking of uboat when DCs explode)
- changed depth precision of DCs to 2.5m
- fixed problem of when unit has no waypoints to follow it would come to all stop. Now the unit will set it's throttle to 0.5 to allow it to maneuver
- single ship (non-convoy and not HK) tactics against airplanes revised. If airplane is > 8000m from ship then ship will continue following waypoints. If airplane is < 8000m but > 1500m then ship will start zig-zagging and go to 75% max speed. If airplane is < 1500m then ship will maneuver to place airplane at ~90 degrees to it and speed is increased to full throttle.
- MERCHANT_CONTACT_DETECTED_SPEED_CHANGE_MIN changed from 0.5 to 0.8
- MERCHANT_ZIGZAG_CONTACT_DISTANCE changed from 3000m to 5000m
- for single merchant: if sub distance to merchant <= MERCHANT_CONTACT_DETECTED_WAYPOINTS_DISTANCE and >= MERCHANT_ZIGZAG_CONTACT_DISTANCE then merchant will zig-zag and change speed. If sub distance to merchant < MERCHANT_ZIGZAG_CONTACT_DISTANCE then the merchant will change heading and speed
- CONVOY_LEADER_ACTION_SPEED_CHANGE_MIN changed to 0.75
- CONVOY_LEADER_ACTION_SPEED_CHANGE_MAX changed to 0.9
- tactics that weren't differentiating between air and non-air contacts now do (and have different tactics for them)
- AI subs now have tactics against airplanes
- sub AI vastly improved (they do not die easily anymore due to stupid AI behavior). Sub AI will now play 'cat and mouse' with contacts while trying to attack/evade them. Sub AI will now try to keep the convoy escorts/battleships 'entertained' so player can wreak havoc on convoys. If convoy has no escorts then they will procede to wreak havoc on convoy.
- single ship AI (merchant and warship) greatly improved
- convoy leader AI greatly improved
- evasion tactics revised (and greatly improved)
- AI no longer has pin-point accuracy on unknown contacts. Now they will search in the direction (and range) the unknown contact is believed to be (it is random how they search and is finally what I've always wanted to accomplish with this). If they believe the unknown is submerged then they will also drop DCs while searching.

marleymen 06-04-11 09:42 PM

Great job. Will have to take a look when you release, but before I have to repair my scope issue. I sent you a PM, TDW.

stoianm 06-04-11 09:48 PM

I tested this version long time and i can confirm that is a masterpiece:yep::rock:

TheDarkWraith 06-04-11 09:52 PM

Quote:

Originally Posted by stoianm (Post 1677471)
I tested this version long time and i can confirm that is a masterpiece:yep::rock:

Oh but many many improvements/changes have been made since you last tested it :yep:


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