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Old 06-27-11, 03:51 PM   #1467
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
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Quote:
Originally Posted by HanSolo78 View Post
I made a small mission to test the sub ai.. one german merchant vs. an unidine ai sub. the sub was underwater and made an attack onto the merchant.
all torpedoes missed... (90° angle) then the sub itself was not sure if it should track the merchant any longer... turned towards the merchant.. turned away.. steered a circle.. then after some km away app. 3km the sub turned towards the merchant again and started following it.

It would be great if subs could make several attacks runs... with surfacing... get into position... diving .. make attack run.. or fire with deck guns.
But I assume that is a long way to go!?
Due to the sub AI being very 'dumb' I keep them protected from harm by keeping them submerged unless it's absolutely safe to surface.
This turning towards merchant, turning away, etc. is due to the AI sub trying to get into firing position to fire torps. Yes it looks dumb but that's the only way, so far, I can get them to attack reliably.
The steering of a circle is due to being too close to the contact. It does a circle to try and put some distance between it and the target. It's not allowed to fire torps unless the distance between it and target is > 400m.
I find it strange that it went to 3km before it decided to turn and attack the target again. That behavior I would expect with a warship but not a merchant.
Can you send me that single mission so I can test it and see what the AI is 'thinking' in-game?

As far as firing guns, I can't get them to fire guns. I think it's because they are using the same gun as the player and thus it has to be manned before you can fire it. I haven't found a way to get the AI to man the gun. Next thing I have to try is giving them a different deckgun. Maybe a clone of another ship's gun that can fire without crew might do the trick.
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