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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Subsim Aviator
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AI U-Boat essential capabilities
The AI U-boats, if included in final release, should be able to complete the following tasks IMHO. A. Basic Operations 1. Must be able to cruise on the surface at historically accurate speed 2. Must be able to submerge to at least theoretical crush depth. 3. Must be able to maneuver while submerged at least as fast as the player u-boat, and remain submerged for at least as long as the player u-boat given consideration to limitations of Air and Batteries. 4. Must be able to crash dive in a time comparable to the player u-boat's crash dive time. B. Combat maneuvers 1. Must be capable of surface zig zagging 2. Must be capable of "knuckle port" or "knuckle starboard" 3. must be capable of "double knuckle" port or starboard 4. must be capable of silent running C. Weapon usage 1. Must be capable of firing the deck gun 2. Must be capable of firing the flak gun 3. Must be capable of firing torpedoes while surfaced 4. Must be capable of firing torpedoes while submerged @ PD D. Evasive Maneuvers While Surfaced 1. If detected by any armed enemy unit - I sub will dive to the deepest depth possible but not deeper than theoretical crush depth and not deeper than 10 meters above the sea floor. 2. If detected by an unarmed enemy unit - AI sub will attack with the deck gun until such time that it is detected by an armed enemy unit or the target is destroyed. E. Evasive Maneuvers While Submerged 1. If detected by any armed enemy unit - AI sub will dive to the deepest depth possible but not deeper than theoretical crush depth and not deeper than 10 meters above the sea floor. 2. Upon reaching the desired depth, the AI U-Boat should use a speed setting of ahead slow with silent running enabled. 3. If depth charges are dropped, the AI U-boat should immediately commence any of the 4 basic "knuckle" turns via a roll dice logic. 4. Upon completion of the knuckle turn, ahead slow is resumed and - if equipped - a decoy is released. in my personal and humble opinion.. if AI U-boats were coded with the above operating parameters... we would have some friends out there who at least pose a fighting chance
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#2 |
Ace of the deep .
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If after playing SH5 you cannot tell the diffrence between player controlled uboat and AI uboat then that is the definition of AI .
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#3 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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just my 2 cents, I agree with all the above ! ![]() keltos |
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#4 | |
Subsim Aviator
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![]() all i really want to ensure is that if we do get AI U-Boats... they dont just duel it out on the surface to the death. rather pointless. go back to Janes 688i - they had some fair AI subs in the game. which would vary course and speed and depth for given situations. i see no reason these German U-boats couldnt do the same with some simple guidance in the form of a set of parameters. in short... we all know that there will be a mortality rate for AI U-Boats... we just want to do what we can to keep that mortality rate somewhat lower than 100% LOL
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#5 |
Grey Wolf
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That is asking way too much for AI U-boats. I'm not saying it can't be done, just saying it probably won't. I guarantee you won't see 75% of what you listed as 'essential capabilities'. (but for once, I hope I'm wrong)
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#6 | |
Subsim Aviator
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AI subs have been doing much better than that for 15+ years in similar subsims
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#7 |
Grey Wolf
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Well, with a deadline ahead, I'm guessing the devs are not putting the emphasis on U-boat AI (do we even know if there'll be wolfpacks btw?). But I'm guessing it'll still be more realistic than AOD wolfpacks, just seriously doubting things like AI U-boat captains ordering silent running.
![]() Prove me wrong devs, prove me wrong! |
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#8 |
Subsim Aviator
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I hear ya.
all we know at this point is the fact that the devs specifically stated [indirect quote] "There will be AI U-boats. Wolfpack mechanics are under consideration. This is something we always wanted to include in SH5 but we want to make sure they are implemented properly. Though wolfpacks are a goal of ours, there is question as to whether or not they can be included before release date." something like that. i think it is a promising statement however i also think it shows how they are prioritizing other things for inclusion. I think SH5 will be a highly successful addition to the series. that said... the development history of SH2, SH3 and SH4 have all gone as follows SH2 released! "Sweet! Wolfpacks??? No.. Ok its cool." SH3 released! "Awesome game... there are wolfpacks now right? no? oh." SH4 Released! "U-boat missions ad on!! yay! i bet we have wolfpacks now right? no? damn!" Silent Hunter 5? on the one hand i see a pattern here... on the other hand i know the ubi devs want to make the players happy. if there are not wolf packs in SHV i wont shed a single tear... i promise. but i also think not including wolfpacks or in the very least... AI boats.. would be the one black mark on SH5 right out of the box.
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#9 |
Sparky
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Wolfpacks in SHV would be a breakthrough in the series. It would be the first SH with wolfpacks at all... Hope it'll happen this time.
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I hope alot of people will buy SHV. I will and I will mod it and play it. Keep in mind if we don´t buy it, the next SH title will look like this and you can look forward to a starfish addon... ![]() ![]() |
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#10 | |
Grey Wolf
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#11 |
Subsim Aviator
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#12 | |
Grey Wolf
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Meyby wolpack will be implemented... in add-on. Or prepared by fans if possible by dev team of course.
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#13 |
Silent Hunter
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Am I the only one looking forward to having Enemy Sub encounters?
Since the neccesary AI is in there, we just need the modles, somthing modders can do if the devs dont have time. Now to balance this the watch crew need to beable spot inbound torpedo wakes & periscopes. (technically as simple as implementing sensors for spotting a ship or aircraft -at X amount meters) IF an AI sub managed to sneak up on you while you were surfaced and thow some eels your way - you would have split seconds to manouver your boat out of harms way. That would so terrifiyingly awesome! ![]() Something that will send REAL fear though your veins. Before you scream in horror at the prospect of this being an unavoidable INSTA-Death. Think! In order to end up in the firing line of undetected Allied Sub, you'd have to be VERY unlucky indeed. Like the Uboats Allied subs have to travel everywhere surfaced (so you will probably spot them before they dive), and they too were pain-staking slow while submerged. So it would be theoretically very difficult for one to actually intercept you while you are surfaced (undetected) As you're are moving at twice their submerged speed. |
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#14 |
Subsim Aviator
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there were 22 U-Boats sunk by allied subs.
20 of those were from torpedo impacts 1 was from a submarine laid mine 1 was from a combination of factors which an allied sub received partial credit. presumably all of the attacking allied subs were submerged when the torpedoes were fired. given the locations of the attacks... i would guess that about 50% of the sinkings took place because allied subs were submerged patrolling the waters outside of known German U-boat bases. the other 50% were probably unluckily caught on the surface while in transit. i would say that a realistic career in SH5 might see the skipper encountering one or two attack attempts by allies subs. EDIT: I agree this would be a neat fluke thing to see in game... and the pucker factor would be major. however from a historical standpoint... Sub Vs. Sub action only accounted for about 2% of total U-Boat losses
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#15 |
Silent Hunter
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Doent matter if its only 2% , if the Ai is there, all we need is 3d models,
No matter if the Devs dont do it. I will personally see that some Models of UK subs are created and have them modded in. The only work we need from the dev team -is those addtional 2 sensors for the watch crew (mentioned in my above post) ![]() |
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