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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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Having tried out the enemy AI in a few single missions, it seems rather gutless.
Now don't get me wrong, I'm not out for a suicidal game, but it seems to me a game where you can run at flank speed across the bows of 5(!) destroyers in 42 without them even noticing you isn't much of a game at all. For me the most exciting part of a sub game is not torpedoing a ship, but getting away afterward. I'll be happily sitting here in my little corner, tweaking files to see what happens. Probably no-one will even know I'm here. You notice me and get any bright ideas, drop in here and let me know. |
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#2 |
Rear Admiral
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If i publish just ONE mod for this game.
This will be it, no idea when. |
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#3 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Just give in Ducimus, you know you will.
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#4 |
Planesman
![]() Join Date: Mar 2008
Location: Gdańsk,Poland
Posts: 197
Downloads: 202
Uploads: 0
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Hm
When AI gets theirs steroids, there will be no problem to pass any scripted mission or event? I mean, rebalancing scripted events may be necessary after that tweak... |
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#5 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#6 | |
Eternal Patrol
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__________________
“Never do anything you can't take back.” —Rocky Russo |
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#7 |
Rear Admiral
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The thing is, i can probably whip it up fairly quickly. Getting a roughshod version up isn't a problem at all. The PITA is fine tuning it. Which i'm not gonna do. Instant someone comes up with an enviromental mod, its liable to be needing to be retuned. Or of a patch comes out and causes compatiblity issues.
No, i think ill toss up a 1.0 version, put in the who, whats, when, whys, and leave it as a template for the next yahoo. |
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#8 | |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,855
Downloads: 344
Uploads: 0
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http://www.subsim.com/radioroom/show...light=enemy+ai and where will SH5 be if it does not have an allied "Bungo Pete"... ![]()
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#9 |
Rear Admiral
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>>nd where will SH5 be if it does not have an allied "Bungo Pete"
You'll have the 2nd support group filling that role. Ok, im sick of hearing people b*tching about the AI, gonna give it an initial look see. Trouble is, to REALLY work it, i need to make a single mission where i can set up a test in controled/constant conditions so i can better gauge the adjustments im making, and that new mission editor has me scratching my head like a monkey doing a math problem. |
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#10 |
Rear Admiral
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EDIT:
These values are mostly wrong. Some of the number scales have changed in SH5, leaving orginal post up for reference. Alight, i have to get ready to work, so ill just cut to the chase and post what to adjust for a possible quick fix, down and dirty. Not tested, might not work as advertised. Your blind ass watch crew: Go to file: /data/cfg/sensors.cfg Change: Visual range factor=0.5 to 0.25 Visual waves factor=0.8 to 0.4 That will, theoritically increase the distance your crew can see by 50%, and reduce effects of waves obsuring your watch crew by 50%. Getting those Damned Dumb DD's to Do Dastardly Deeds : Go to file: /data/cfg/sim.cfg Change: [visuals] Detection time=15.0 to 1, or 0.5 (take your pick) Sensitivity=1 to 0.1 or 0.5 (take your pick) Waves factor=10 to 4 (Holy Schitt UBI! ) Enemy surface factor=50 to 30 Enemy speed factor=25 to ehh.. i dunno try 8. [Hydrophone] Detection time=2 to 1 Sensitivity=1 to 0.15 Waves factor=1.0 to 0.5 Noise factor=1.3 to 0.25 Thermal Layer Signal Attenuation=3.0 to 1.0 [Sonar] Sensitivity=1 to 0.05 Enemy surface factor=520 to 200 Thermal Layer Signal Attenuation=5.0 to 1.0 That should get you something. Have fun. Last edited by Ducimus; 03-05-10 at 05:21 AM. Reason: creative title. ;P |
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#11 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,855
Downloads: 344
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I presume the files are the same as before. Does it look like they added any new variables?
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#12 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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#13 |
Rear Admiral
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Yes they added new variables. Minimum threshold's. Haven't tested that before.
The above should get you something. Might even be over doing it. I dunno, but getting the AI to better detect you (and thus do something), is easy. edit: it's also worth nothing, it might be possible that DD's will visually detect you before you can see them. I don't know the max distance on the AI_visual sensor node (goblin editor sucks balls from what i can make out), and i think the enviormentals isn't rendering things at a very far distance, as i think i saw ships pop out of nowhere on the tutorial. |
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#14 | |
Eternal Patrol
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Or maybe "Donald McIntyre".
__________________
“Never do anything you can't take back.” —Rocky Russo |
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#15 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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