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-   -   AI working acoustic torpedo ("fido")? Take a look! (https://www.subsim.com/radioroom/showthread.php?t=197919)

Rubini 08-25-12 04:26 AM

AI working acoustic torpedo ("fido")? Take a look!
 
Hy guys,

Last days with few sleep ... the Ai torpedos matter is really very interesting!::arrgh!:

I finished the Air Torpedos, tested it on campaigns, save&reload campaign games, all working ok and with random Air torpedo bombers covering all the war time following the allied air coverage. Itīs ok and ready for release.

But then I found something new. I as able (with some tricks) to have also a "real" working Ai acoustic torpedo (without use of Virtual torpedos)...take a look yourself on the videos below.

In truth they continue with that old limitation to only be spawed going to north...but with some tricks they are working, finding loud propellers in any direction. They are very good in behaviour for my taste. Let me know what you think.

http://youtu.be/OaPoWy0048o surfaced
http://youtu.be/K2WpdXp1Fvc submerged



Ahoy!
Rubini.

PS: correct me if Iīm wrong: Fido and others acoustic torpedos were eletric ones and didnīt had visible trail over water? Is this correct?

sublynx 08-25-12 05:01 AM

Quote:

Originally Posted by Rubini (Post 1925747)
Hy guys,

Last days with few sleep ... the Ai torpedos matter is really very interesting!::arrgh!:

Great work Rubini! It looks marvelous (and horrible at the same time - I don't think I'll be sleeping too good myself thinking about 1943 and those damn Fidos hunting my poor boat):yeah::yeah::yeah:

Jimbuna 08-25-12 06:11 AM

Looks like your onto a winner Rubini http://www.psionguild.org/forums/ima...s/thumbsup.gif

reaper7 08-25-12 10:11 AM

OMG, this is fantastic Rubini. First Air torpedoes and now FIDO, the seas have now become a terrifying place to be. :yeah:

sublynx 08-25-12 11:34 AM

Quote:

Originally Posted by Rubini (Post 1925747)
PS: correct me if Iīm wrong: Fido and others acoustic torpedos were eletric ones and didnīt had visible trail over water? Is this correct?

As far as I know, they were indeed electric, Falkes, Zaunkönigs and Fidos. There should be no clearly visible trail like the one a G7a torpedo in the game leaves.

(However there is a mod in downloads section that adds some trail to electric torpedoes. I don't know how realistic that is but I would guess that any torpedo would leave some trail behind it that would be visible at least in very calm waters.)

Rubini 08-25-12 11:50 AM

Quote:

Originally Posted by sublynx (Post 1925911)
As far as I know, they were indeed electric, Falkes, Zaunkönigs and Fidos. There should be no clearly visible trail like the one a G7a torpedo in the game leaves.

(However there is a mod in downloads section that adds some trail to electric torpedoes. I don't know how realistic that is but I would guess that any torpedo would leave some trail behind it that would be visible at least in very calm waters.)

Thanks by the input. Letīs wait more opinions about, then I will finish the mod!:up:

melnibonian 08-25-12 12:15 PM

Another great addition.

I can't wait to try it :up:

EmeAzul 08-25-12 02:38 PM

Any Way to defend Against?
 
Rubini, very nice indeed, but I was just wondering if there is any defensive tactic that would avoid the loss of the U-Boot. i.e deeper submerge, turning off all engines and/or more evasive maneuvers? Thx

EmeAzul

Rubini 08-25-12 02:47 PM

Quote:

Originally Posted by EmeAzul (Post 1925968)
Rubini, very nice indeed, but I was just wondering if there is any defensive tactic that would avoid the loss of the U-Boot. i.e deeper submerge, turning off all engines and/or more evasive maneuvers? Thx

EmeAzul

Yes all the above works, mainly going very slow or going deep. Also high speed manouvers can help but if you have more than one fish on water will be difficulty to avoid all them.:up:

Red Heat 08-25-12 04:17 PM

Great work, Rubini... :up:
Sorry my ignorance but i all aways think the acustic torpedos was exclusive used only by the Krigstmarine in the W.W.II.

sharkbit 08-25-12 04:27 PM

How deep will the torpedoes track you?

My normal procedure with aircraft is to crash dive. I suppose if the aircraft drops close to my position, the fido may hit me pretty close to periscope depth, but I wonder if they will pursue you much below 25 meters or so.

Just wondering.

Looks like a very welcome addition. Thanks for your work. :salute:

:)

sharkbit 08-25-12 04:30 PM

Quote:

Originally Posted by Red Heat (Post 1926014)
Great work, Rubini... :up:
Sorry my ignorance but i all aways think the acustic torpedos was exclusive used only by the Krigstmarine in the W.W.II.

The Allies developed the Fido air dropped torpedo later in '43. Some of the accounts I read in Michael Gannon's "Black May" were pretty chilling. He gives a pretty detailed account on their development and use.

Fleet boats in the Pacific used acoustic torpedoes later in the war as well.

:)

sublynx 08-25-12 04:55 PM

I understood that Stiebler has modded Fido so that the torpedo will follow you regardless of depth if it can hear you. That would mean going slow is the only way to lose it.

Rubini 08-25-12 06:47 PM

Quote:

Originally Posted by Red Heat (Post 1926014)
Great work, Rubini... :up:
Sorry my ignorance but i all aways think the acustic torpedos was exclusive used only by the Krigstmarine in the W.W.II.

Allies had the FIDO (an acoustic torpedo) after 1943 and it was used against uboats. :up:


Quote:

Originally Posted by sharkbit
How deep will the torpedoes track you?

My normal procedure with aircraft is to crash dive. I suppose if the aircraft drops close to my position, the fido may hit me pretty close to periscope depth, but I wonder if they will pursue you much below 25 meters or so.

In my tests seems that they will catch you until 12-15m below water. I donīt know if this is historically correct but is what we have in game. The ai torpedos are a compromisse because Sh3 lacks totally the code to control them. Anyhow seems that even in Sh4/Sh5 their stock routines isnīt that good. Remembers me about lifeboats, where the sh3 mod works frequentelly better than the original Sh4 code...:up:

Rubini 08-25-12 11:47 PM

Ok! Tests finished, success, so, we will also have acoustic torpedos on the Air Torpedo mod.:arrgh!:

The mod idea:
At the beggining of war, until 1943, we will have only aerial direct torpedos. After that, the Avengers will carry aerial or fidos. This will achieve by holding both virtual torpedos and the "real" acoustic ones on the mod.

This means that, when attacked early war, if not get hit by torpedo quickly, (max. one or two minutes after release) no more torpedos left on that attack (simulating only direct aerial "virtual" ones). But late war you can be hit even some minutes after the attack by "real' acoustic torpedos, even if submerged until 15m. No wakes trails on acoustic torpedos...if you want to see then take a look at your back in external or object view.

By Sh3 limitations, you will not see any torpedo just after it enters water. The acoustic ones (FIDO), will be armed several seconds after it enters water and then they becames visible using external camera.:up:

reaper7 08-26-12 07:57 AM

Excellent, thanks Rubini. :Kaleun_Cheers:

Borgneface 08-26-12 10:56 AM

S! Rubini,
This is very impressive and also very scarrrrrrrrryyy:wah: No more relaxing on the seven seas!
Great work......Merci

Kpt. Lehmann 08-27-12 10:07 AM

Oh my lord!

Rubini old friend.... you have killed us all!!! :arrgh!:

Excellent work good man!!!! :up::up::up:

Troublous_Haze 08-27-12 10:51 AM

These news surely surprised me a lot, since I thought this could never be done on Sh3.What would kill me for sure would be reading about GWX making special dustclean update version for GWX, that would include basicly all known realism based mods which were never known at the time final GWX came out.. :)

Rubini 08-27-12 01:12 PM

I found some interesting info about Avenger, Mark13 and Fido. Well, in truth isnīt difficulty to find these infos as they comes from Wikipedia and uboat.net:D. See:

From Wiki:

Quote:

"The Avenger had a large bomb bay, allowing for one Bliss-Leavitt Mark 13 torpedo, a single 2,000 pound (907 kg) bomb, or up to four 500 pound (227 kg) bombs."
If I understood it correctly no external visible payload on the Avenger, even the torpedo are inside the bomb bay.

Quote:

"Originating in a 1925 design study, the Mark 13 was subject to changing USN requirements through its early years with resulting on-and-off development. Early models***8212;even when dropped low to the water at slow speeds***8212;were prone to running on the surface, or not running at all. By late 1944, the design had been modified to allow reliable drops from as high as 2,400 ft (730 m), at speeds up to 410 knots (760 km/h). The final Mark 13 weighed 2,216 lb (1,005 kg); 600 lb (270 kg) of this was the high explosive Torpex.[4]"
Wiki Fido specs:

Quote:

"...
Maximum drop altitude: 200 to 300 ft (60 m to 90 m)
Maximum aircraft launch speed: 120 knots (220 km/h)."

My conclusion is that the drop behaviour on the mod is much better than initially expected - 100km/h at more or less 40/50m high & 700m before target - and the avenger must not have any visible torpedo externally. This will make things better as I donīt found a away to put that static under body torpedo go away. We can then just not see it until itīs dropped. What you think about? May it stay there for identification/eye candy purposes ?

The same above refer to the FIDO...i will just, in a future release, make a correct 3d model/texture for it. Or someone here can do it to speed up the mod?

Here from wiki about Swordfish:

Quote:

"The primary weapon was the aerial torpedo, but the low speed of the biplane and the need for a long straight approach made it difficult to deliver against well-defended targets. Swordfish torpedo doctrine called for an approach at 5,000 ft (1,500 m) followed by a dive to torpedo release altitude of 18 ft (5.5 m).[2] Maximum range of the early Mark XII torpedo was 1,500 yd (1400 m) at 40 knots (74 km/h) and 3,500 yd (3200 m) at 27 knots (50 km/h).[3] The torpedo travelled 200 yd (180 m) forward from release to water impact, and required another 300 yd (270 m) to stabilise at preset depth and arm itself. Ideal release distance was 1,000 yd (900 m) from target if the Swordfish survived to that distance.[2]"
The Swordfish is another history because it was slow and probably dropped the external visible torpedo from low altitudes (but seing the below video it is not that only 5,5m anyway! . Anyhow, for playability, my idea is to mantain it that way, just dropping the velocity to 90km/h. Humm...also the splash must be much major.::o

Here the better video that I found showing Sworfish in action dropping torpedos:
http://www.britishpathe.com/video/sw...torpedo-planes


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