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Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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UPDATED VERSION - NOW ABLE TO HIT MOVING TARGETS
Thought I'd better make it a new thread. As the title suggests I've solved the problem of getting AI ships to fire torpedoes. The files available for DL are only the files needed to manually install them on ships, ships won't have them without some manual tweaking. I've made a small vid showing an AI elco PT boat attacking a stationary Japanese merchant with 3 torpedoes: ![]() Known bugs/issues: - Torpedoes are relatively ineffective, about 4% hit rate @4000m distance. - the torpedoes occasionally dive (much) too deep/too shallow, sometimes recovering after a certain distance. and before anyone's gonna ask, no, the merchant is not to the north of the elco. WaterInteraction is great, but not so great for torpedoes ![]() DL Link: http://www.gamefront.com/files/21085853/AI_torps_rar Installation: - install manually or using JSGME, no files will be overwritten. - Now for all ships you want to have torpedoes add a main armament node in its .dat file (in the .dat file - Data\Sea\Shipname\Shipname.dat, open using S3D - you'll find nodes called cfg#M01_NPT_Boat_A, cfg#M02_NPT_Boat_A etc. If the last one is for example called cfg#M04_NPT_Boat_A you must add a new one called cfg#M05_NPT_Boat_A) - Make sure this node is placed well clear of the ship. Launching torpedoes from a node too close to the hull will lead to torpedoes scattering all over the place. Also rotate it into the direction you want torpedoes fired in as the torpedo launcher will only fire within 45 degrees to either side of this direction. I recommend an X-coordinate offset of at the very least 0,5 game units. If you see torpedoes heading for space it means the node is too close to the ship. - now finally in the ships .eqp file add: Quote:
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![]() Last edited by Webster; 12-14-11 at 06:08 PM. Reason: working link added |
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