Thread: AI Wolfpacks?
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Old 08-24-09, 06:39 AM   #30
DarkFish
Sea Lord
 
Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
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Quote:
Originally Posted by Arclight View Post
Airplanes, or rather pilots, can see the ground, subs/captains can't see the bottom. For a (AI) sub to determine depth, without cheating, it needs to use active sonar for depth sounding.
yes, for an accurate depth determination, but don't forget we've got nav maps. If I see on my nav map I'm in shallow waters I don't set my depth to 300 m. So if we can guesstimate the depth ourselves, why would it be cheating if an AI sub did the same thing?

Besides I don't think it would be that hard to code. We've got controllers for merchants/DD's/BB's etc. already, take one of those and add a depth controller, e.g. as soon as the AI sub can pick up enemy sonar it dives to 200 m, when the AI can't hear any more ships on its hydrophones it resurfaces.

Quote:
Originally Posted by Annatar View Post
The problem is not and (I suspect) has never been AI routines, but rather with certain hard coded issuse - like spawning torpedo entities which always head North. (Or was it South?)
nah, I don't think this is a big problem. They can spawn DC's and shells all heading into the right direction so why would it be so hard to do the same thing with torpedoes? calculating a right solution would be the only problem, but since the game has got code already for doing this for the player sub this shouldn't be too hard to overcome either.
Besides, I already solved the problem of AI launched torpedoes always heading north. check this thread: http://subsim.com/radioroom/showthread.php?t=154068. don't expect a wunderwaffe but at least they don't head north.
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