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-   -   Waterspace Management (https://www.subsim.com/radioroom/showthread.php?t=105268)

SeaQueen 02-06-07 07:24 PM

Waterspace Management
 
In a mission I created, an AI controlled KILO tracked another AI controlled KILO and then collided with it. Ideally, I'd like to assign each KILO it's own operating area and have it stick to it's area. Does anyone have any thoughts on how prevent this problem in the future?

It also made me wonder, is it possible for the AI to commit fratricide?

LuftWolf 02-06-07 09:46 PM

Umm... use a database where all the AI have appropriate sensors so they don't run into each other... :cool:

In term of fratricide, you'll have to set the AI vessels on different sides, or put a dummy near the platform you want fired on and then remove it after the firing vessel shoots, but that potentially has all kind of problems. Perhaps you can look at scripts and triggers to work something out.

Cheers,
David

SeaQueen 02-06-07 09:59 PM

Quote:

Originally Posted by LuftWolf
Umm... use a database where all the AI have appropriate sensors so they don't run into each other... :cool:

*sigh* Does anyone have any constructive thoughts?

And I want to prevent fratricide, not encourage it.. at least today.

LuftWolf 02-06-07 10:02 PM

Well, all joking aside, it does make it easier to get AI platforms to do what you expect them to do when they can detect the loudest contacts at over 20nm and submarines over 10nm (or much much less for Kilos).

It used to be a common report for people to say how AI would run into this and that... well I haven't heard that much since we added sensors to the AI.

Cheers,
David

SeaQueen 02-06-07 10:20 PM

Quote:

Originally Posted by LuftWolf
Well, all joking aside, it does make it easier to get AI platforms to do what you expect them to do when they can detect the loudest contacts at over 20nm and submarines over 10nm (or much much less for Kilos).

The thing is, in the environment I was playing in, I wouldn't expect nearly that kind of detection range. Geez... in a few hundred feet of water, you're lucky to get 3 miles. I was actually pretty happy with the ranges at which they seemed to be detecting targets. I figured 5 nautical miles on a good day, probably more like 2 or 2.5 nautical miles. I expected the KILOs to have difficulty identifying targets. I did not expect them to drive into them.

I wonder if using the "collision avoidence" script would help. Ideally, though, I'd like figure out a way to give them a box and let them stay in that box.

LuftWolf 02-06-07 10:39 PM

Based on what you are saying about the acoustic conditions, the stock AI sensors may not detect a kilo imp at all. :huh:

You may find running your missions in test with the dbgviewer active to report detections good way to find out what's going on.

Cheers,
David

FERdeBOER 02-07-07 04:25 AM

So, if I have understood You, You want to prevent the kilos from leaving their area, don't you?

If it's the case, You can create a destination goal and a script for each kilo. The script is a "set course of...(kilo X)... to..... during.....seconds"
Making this, when one of the kilos reaches her destination goal, the script will tell her to turn arround for the time you selected.

If You mark the "can refire" box, the Kilo will turn arround anytime she reaches the destination goal.
You can make this also with an "Aproach goal", so when the kilos are XX distance close, they change course.

Hope this is what You're asking for. :hmm:

LuftWolf 02-07-07 04:26 AM

I knew someone out there had a good answer!

Thanks! :)

Cheers,
David

Bill Nichols 02-07-07 06:22 AM

Quote:

Originally Posted by LuftWolf
I knew someone out there had a good answer!

Thanks! :)

Cheers,
David

Ferdeboer, you beat me to it! :D

SeaQueen 02-07-07 08:25 AM

Quote:

Originally Posted by LuftWolf
Based on what you are saying about the acoustic conditions, the stock AI sensors may not detect a kilo imp at all. :huh:

That is precisely the contingency that divvying up areas is intended to avoid.

Quote:

You may find running your missions in test with the dbgviewer active to report detections good way to find out what's going on.
I can do that by running it from the command line?

LuftWolf 02-07-07 08:28 AM

Put this at the end of the run command "-debugoutput" and be sure to have the dbgviewer running. It's a separate program you can download as freeware.

Most useful for modding and bug testing.

Cheers,
David

SeaQueen 02-07-07 08:31 PM

Quote:

Originally Posted by LuftWolf
Put this at the end of the run command "-debugoutput" and be sure to have the dbgviewer running. It's a separate program you can download as freeware.

Downloadable from where?

XabbaRus 02-08-07 04:18 AM

http://www.microsoft.com/technet/sys...DebugView.mspx

XabbaRus 02-08-07 04:39 AM

Also would if you want them to patrol a set area use a box tactic and make a small distance between them.

Or use area waypoints. Or have you tried that and they still wander?

SeaQueen 02-08-07 07:43 AM

Quote:

Originally Posted by XabbaRus

Ah... another fine microsoft product. You know... the romantic part of me is still living in the Unix land of my old university physics department. :cry:


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