Quote:
Originally Posted by polyfiller
THat's what I changed .... and the torps go backwards.... maybe it's because you are using world aligned and not motion aligned. I test world aligned and got shots fir at about 60 degrees to the right of what was needed to hit the target.
I think we must have different test missions and therefore the settings need to be tested with multiple solution angles. In mine I have 3 AI subs which sail at a 90 degree collision cours to the target.... 1 level with target and two slightly in advance. With Drkfishes original settings, all 3 manage to hit ... but this is very sensitive to target speed (if it's moving, they miss alot). Am not saying your tuning is wrong ... just apply multiple test scenarios before settling on values. I am going to try world aligned with your negative values again.
Warning: I have also noted some strange behaviour with S3D when modifying the GFX.dat file - I tried your world aligned, speed to 0.25 and got the 60 degree off angle firing. I used S3d to set values back to 1 and world algined and still the same behaviour. I replaced the gfx.dat with Darkfishes original and they fired back on target. Very strange. What version of S3d do you use ?
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I reverted to motion aligned after noticing similar problems, so you were right.
I have cloned the submarine torpedoes to make two types of surface torpedoes - one to represent the US Destroyers' Mk XV and the other one to represent the famous "Long Lance". So far I have noticed no problems with the torpedoes themselves. They fire at different angles, do not always head North, do not crash the game, etc.
The only problem is that the AI isn't intelligent enough to use them properly. The destroyers do not seem to "lead" their targets; instead they fire directly amidships at the enemy, and by the time the torpedo intersects it hits nothing but ocean. I will try adjusting the nodes & speed to compensate for these issues.