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#1 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Germany
Posts: 936
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In SH4 (as well as SH3) enemy contacts only start zigzagging when they spot the player.
Is it possible to make them zigzag by default, as it was in reality?
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#2 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
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Funny, I thought I'd seen a post claiming that some convoys zig zag automatically. If this isn't the case I'm quite suprised that something so important was overlooked again.
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#3 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Might be interesting to test. Make a straight line convoy down a line of longitude, and see what happens with the ships set to different AI levels.
It is possible to script zig zags though. Make the waypoints zig zag. Then select a few and loop them to the next waypoint after the zig with a % chance. Ie: waypoints 0 to 1 goes due north, W2 45 degrees of that base heading to the east. W3 is 90 off the W1-W2 path (45 degress of base N heading West), but aligned due N of W1. Tell W1 to loop to W3 50% of the time. Now the convoy will go due north from W1 to W3 half the time I think. A major PITA to do for hundreds of merchant ships, but possible I guess. If the .mis files are text like Il-2, I guess you could copy a group of those waypoints in open water in a shipping lane, and offset all the waypoints by some number of nm with a little program and paste it into the next convoy/merchant instance and create a cloud of such paths... tater |
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#4 |
Medic
![]() Join Date: Apr 2007
Location: Cornwall, UK
Posts: 167
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I have noticed a number of times that the ships don't take standard evasive actions (the first time it took me off guard because I anticipated some reaction instead of none)... in one case I was chasing two fast moving passenger ships - when I hit the first one with a torpedo both came to a crawl. Easy kill on the one hand, but totally illogical on the other...
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Having looked at the troop, merchant, and convoy random layers, I've found that virtually no AKs or APs have crew levels above "novice." It would be interesting to see if the lame evasive action is tied to this.
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#6 |
Sailor man
![]() Join Date: Feb 2007
Location: Guildford UK
Posts: 45
Downloads: 71
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In Ducimus' new mod he increased the AI levels and they do react with more intelligence, changing speeds and zig-zagging.
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