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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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At the moment the AI sees one of its ships explodes and thinks 'Oooh that's pretty' and then goes back to reading its book, without trying to find out what happened to make the ship explode. Even when they actually spot you, they seem a bit dis-interested and go to investigate with all the enthusiasm of a sulky child who's been told to tidy his bedroom.
So, here's the first part of a WIP mod that aims to get the AI into the game. For anyone that wants to test, the latest version is v1.02: http://www.subsim.com/radioroom/down...o=file&id=1663 Thanks to Ducimus for the AI timeout fix. Thanks to TheBlobThing for his suggestion to change the thermal layer. I was just going to mod the AI scripts, but after thinking about it, it doesn' make sense if all you have to do is dive down a bit to lose them. v 1.02. Changes: DC damage radius upped - DC previously had to be dropped with 4 metres of your sub to do damage and I was fed up with a DC run and no damage whatsoever. Now you get shaken up a tad, but nothing serious. Just enough to know they were close. Spiral Searching now works and the DDs can re-acquire you. Not perfect yet, but getting there. Thermal Layer changed to not have an effect. Added proportioanl response - More DDs come to investigate if there are more escorts. Version 1 - Escorts close distance to a contact fast, prebiously it was on 0.3 throttle. Escorts will slow to acquire a target if they have lost it. Escorts now investigate unknown targets, so no more enemy harbour picnics. Version 1.01 - Escorts now initiate spiral search after a contact has been lost for.
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#2 |
Watch Officer
![]() Join Date: Jul 2007
Location: Blackpool, England
Posts: 347
Downloads: 23
Uploads: 0
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This looks brilliant!!! Just what I have been waiting for!!
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#3 |
Ships Secretary
Join Date: Apr 2009
Location: MilesCity Montana
Posts: 583
Downloads: 614
Uploads: 0
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Already on the top of my download list ! Can't wait to actualy be hunted. Keep us posted and keep up the good work. Thank you !!!!!
![]() Download what you have done so far so we can test it for you and give info, ANYTHING is better than what we have now.
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Just help someone.....it makes a difference |
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#4 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,855
Downloads: 344
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In the "PQ-17" single mission, when you torpedo a merchant man, escorts will rush over to try and find you.
There may be a script involved. You may want to take a look at the mission file.
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#5 |
Chief
![]() Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
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Bring it on! :-) Sounds excellent! I'm getting really tired of the flaky AI.
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#6 |
An able master
![]() Join Date: Jan 2010
Location: England
Posts: 274
Downloads: 121
Uploads: 5
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The ai needs some work for sure, anything that improves gameplay is good by me, thanks will try this out.
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#7 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
Uploads: 0
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Can be linked with this?
http://www.subsim.com/radioroom/show...55&postcount=1
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#8 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Gandalfi2005 has just released a scripting AI mod, you should get together ans bump heads.
http://www.subsim.com/radioroom/showthread.php?t=165899 ![]() |
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#9 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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First version is up and available for testing, for those souls who want to.
EDIT: Link removed, see first post for latest version. I'd advise not using any sensor mods with this! Feedback would be greatly appreciated, if you can spare the time. Thanks! This is only ships versus subs AI at the moment. From what I have seen, the early AC don't have any weapons, so they don't attack. This should make harbour attack and convoy attacks more dangerous and being spotted will be even more dangerous.
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#10 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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#11 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
Uploads: 0
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Thanks for the answer!
Step by step you are doing a great work. ![]() ![]()
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#12 |
Chief
![]() Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
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just returned to port in a new campaign so will try this out on some early Atlantic missions.
Thanks. |
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#13 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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The AI Scripting should be patrol independant, so as long as you shut the game down before you install it, you should be able to run it from a save game on patrol. Using the AI debugger, you can re-load the scripts on the fly with the game running and it works mid-engagement.
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#14 | |
Commodore
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#15 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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Well, the scripts are different per category and I've only been dealing with the units, so the 'sim' category, but reloading scripts isn't a problem. Refreshing can cause a crash, if you have a behaviour or unit selected which is not loaded. When you first load the AI debugger, select the category, then click refresh, BEFORE selecting anything in the second drop down, as for whatever reason, it will list all the old behaviours that may not be loaded and will crash the game if you try to access them. For example, if you are looking at a ship that sinks, then pressing refressh the game will crash, as that unit no longer exists.
EDIT: Oh yeah and if you muff up a script, it will crash the game if you reload the scripts, but then again the game won't restart with muffed up AI scripts.
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