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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Rear Admiral
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I know its kinda silly to be tinkering with anything with a patch looming large, but i coudlnt restrain myself any longer, as the AI visual detection schema is driving me nucking futs.
D/L link http://www.ducimus.net/sh4/release/T...isuals_1.03.7z Quote:
Again, this is a WIP. It is not fine tuned. To install, just overlay it on top of TM. Last edited by Ducimus; 10-30-07 at 05:53 PM. |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Did you make sure to arm the aircraft with bombs?
I have aircraft attack in test missions is why I ask. Some of the loadouts are bogus, though. tater |
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#3 | |
Rear Admiral
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edit: using a min height of -12 meters, and i could get him to detect me at periscope depth from a range of 9,000 meters |
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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One very cool addition with air visuals messed with would be to start using plotted air searches. Meaning planes on the map following waypoints.
Then have the airgroups set to whatever, but have the airstrike changce near zero---but have the chance if the player is detected quite high. Very few random aicraft encounters, but if a "scripted" patrol finds you... tater |
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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BTW, there are 2 very related things in the 1.4 changelog posted.
The 20km view distance, and perhaps more importantly the ability for ships to detect torpedos. The latter could be a fundamantal change in the way visuals are handled, OTOH, it could also just be that they created a new "unit type" that can be spotted (a lot of the AI seems tied to Unit Type=). It would be cool to know what the technique for wake detection is, perhaps it could be used for shallow subs... tater |
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#6 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Two, I think that 6000m might be too far for this. The problem is that planes will be found in all types of water, not just shallows. An idea: Make a few aircraft visual nodes. One for single engine planes to differentiate between them and crewed maritime patrol aircraft. The single seat might detect to PD, but only at very very short range. Perhaps less deep than 12 m, too. The idea would be setting the range such that if it was dead calm they could at some short range, but in even typical seas they could not. Another would be for crewed planes, and could detect at PD, but also VERY short range only. Very short, usually impossible die to sea state. Another node will be the one that detects submerged subs most effectively. For argument, take it as the 6000m version you have now. We then BP-clone the desired maritime patrol planes and give them this visual, and probably shorter range---they'll also get depth charges as bomb load ![]() We can then simulate the specific waters mattering. Anywhere near Java, etc, will be a nasty, dangerous place, for example. The mid pacific? Far less dangerous at PD. Note that the PD-detecting airgroups can have a few regular planes in them, and the regular airgroups can have a few of the PD-detecting versions, too. Keeps everyone guessing. tater |
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