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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: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
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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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#2 |
Mr. Bad Wolf
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Thanks for your effort and will to share.
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![]() ![]() Download my mods from SHMF Follow my photography here taler dansk, speak English, spreche Deutsch, parle français, forstår svenska/norsk, comprendo castellano |
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#3 |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
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Thank you!
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#4 |
Pacific Aces Dev Team
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WOW ... and I mean WOW
![]() Did you really do it? Amazing! ![]() Can you further explain how it works? I know what Racerboy and Sergbuto did to make the Ai torpedoes, but how does your mod work? Does the game really know it is launching torpedoes, or is it tricked to believe it is shooting shells or other things?
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One day I will return to sea ... |
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#5 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
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![]() Quote:
The trick is that I used the gunpowder cloud effect (the nice fire/smoke you see coming out of the barrel right after you shoot) to spawn a torpedo. This torpedo then heads into the direction the barrel pointed at. Unfortunately also the barrels elevation angle is copied by the torpedo. This is what causes the occasional deep/shallow running. Luckily within certain boundaries the torpedo can correct this, so I've set the max elevation angle of the gun to only 1 degree. This mod certainly isn't perfect but it's a lot better than nothing.
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#6 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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WAOW !
Awesome, and I don't use that word often [edit] with appropriate credits given, do you allow us to use it in the Japanese Campaign mod ? keltos Last edited by keltos01; 07-22-09 at 04:30 PM. |
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#7 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
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#8 |
Planesman
![]() Join Date: Jan 2008
Location: Maryland, USA
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Neat! I've always wanted this, midget subs in particular seemed useless without this. Now maybe approaching Japanese home waters on the surface near a port will be a little more dangerous...I hope this gets integrated into TMO 1.8 somehow.
Any chance of you releasing a pack of torpedo-armed ships? |
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#9 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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#10 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
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No you didn't! Yes you did!! Great one!
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#11 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
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not ATM. I'm too busy modding other things now. But I'm sure TSWSM will include some.
If someone else wants to add torpedoes to ships/subs, please go ahead, feel free to release them.
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#12 |
Watch
![]() Join Date: Jul 2008
Posts: 22
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I have very little knowledge about how things are modded so I'm definately a noobie but I can't help but wonder, would this method be able to spawn something else like an AI aircraft?If so it would sure be a quick and dirty way to get playable carriers to launch airplanes.
![]() Sheer genius on the torpedo spawn method. ![]() Last edited by Nameless Bob; 07-25-09 at 07:32 PM. |
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#13 |
Silent Hunter
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Great job! Can we adjust the torpedo speed, so that maybe the torpedoes will be useful against faster targets? I don't mind if they're ahistorically fast if it helps improve accuracy a little.
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#14 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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any more work done in the past 10 days ?
keltos |
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#15 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
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Just a suggestion on the issue of stationary/slow moving targets. You have the Particle generator/object linked to the MK14. What about making one of the torpedos acoustic. (I know the cutie is already, but it is slow and underpowered for this use.) Wouldn't that solve the problem of accurate aiming for faster ships? You would still have to be "in the ballpark" or the acoustic wouldn't pick up the target. And then you could create missions with surface AI ships assisting an attack. Of couse I would put a rather small limit on the available ammo or it would keep shooting until everything is sunk. Thanks for the great work. Peabody
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