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Old 07-01-13, 06:46 PM   #2086
gap
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That is how IRAI used to be. People complained so I changed it. Here's the problem: say said plane attacks another unit and drops it bombs. That unit submerges and hides. Plane continues on waypoints. Plane encounters another enemy unit. If IRAI is setup so that planes don't attack anymore if they have no bombs or torpedoes then said plane continues on with it's waypoints. Here in is where people complained airplanes never attack. What is the plane has no bombs or torpedoes from the start? Then it never attacks anything.
I wasn't suggesting that IRAI settings are wrong; I was rather pointing that they are a forced compromise between contrasting needs. I have a good example, taken from my research on the B-25:

- dorsal and tail turrets an waist guns where obviously meant for self defense rather than as attack armament. Even in game, I doubt that planes will ever get the chance to fire them against a vessel. Therefore, with current IRAI settings bombers will hang around forever, unless they get the chance to fire their remaining bullets against another plane, they get destroyed, or their target(s) is sunk by another unit. This would be a good reason for making them to cease their attack once they fired their last bomb / depth charge / torpedo.

- the same B-25 was issued in a series of strafing versions, that had guns as their main or sole armament. If you make IRAI to ignore gun ammo for deciding if a plane will attack or leave, strafing planes would be totally pointless in game...

so, what is the best solution? I wish AI strategies were more elastic, but unfortunately they are not and, as you noted many times, there insn't much that you can do for it

EDIT: if only you could make the game to read current loadout Type from file, and to adopt different AI strategies depending on it and on UnitType...

Last edited by gap; 07-01-13 at 07:03 PM.
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Old 07-01-13, 08:33 PM   #2087
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EDIT: if only you could make the game to read current loadout Type from file, and to adopt different AI strategies depending on it and on UnitType...
The AI DLLs I haven't even dove into yet. Still concentrating on the main files: sh5.exe, shcollisions.act, shsim.act, simdata.act, shcontrollers.act, and enginemission acts/dlls
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Old 07-18-13, 03:41 PM   #2088
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You'd have to send me the unit and the test mission you are using so I can see what's going on using the debugger.
Hi TDW, any news on the B-25?
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Old 07-18-13, 03:49 PM   #2089
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Hi TDW, any news on the B-25?
not yet. Been coding/testing new plug-in framework/architecture for SH5 via Generic Patcher.
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Old 07-18-13, 06:30 PM   #2090
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not yet. Been coding/testing new plug-in framework/architecture for SH5 via Generic Patcher.
Okay, no problem. Tomorrow I will resume my work on the plane. Check what happens with her guns please, whenever you get time
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Old 07-21-13, 12:24 PM   #2091
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Try setting the maximum speed of the unit to a larger value in it's .cfg file.
What is the difference between the two max speed set in aircraft cfg and sim files? For stock planes, their values often don't match. Simple error by devs or they are so for a reason?
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Old 07-21-13, 02:01 PM   #2092
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What is the difference between the two max speed set in aircraft cfg and sim files? For stock planes, their values often don't match. Simple error by devs or they are so for a reason?
When viewing the object in memory it always has the max speed specified in .cfg file. So it appears .sim file is a default value and the cfg file can override the defaults.
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Old 07-21-13, 02:45 PM   #2093
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When viewing the object in memory it always has the max speed specified in .cfg file. So it appears .sim file is a default value and the cfg file can override the defaults.
Good to know

I suppose this is also valid for ship speeds. If so, by properly editing cfg files we can adjust class variants specs (for duplicated unit definions).

Maybe the max speed stored in sim file is used, together with max force and max rpm, for torque calculation

P.S: even after having increased B-25's max speed, force and rpm, and decreased drag, I cannot get the bomber to use her gun properly; she only performs some very short and erratic gun bursts before dropping her bomb load, and then nothing
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Old 07-25-13, 02:46 PM   #2094
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Hi TDW!
I have a suggestion for IRAI, see PM.
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Old 07-25-13, 02:51 PM   #2095
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Hi TDW!
I have a suggestion for IRAI, see PM.
Is it a secret feature?
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Old 07-25-13, 03:02 PM   #2096
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No, but TDW writes:Copyright notice:
The code changes made to this file are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole,
or in part, without the express written permission of TheDarkWraith. The code changes made to this file may not be used in any commercial
application of any form without the express written permission of TheDarkWraith
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Old 07-25-13, 03:19 PM   #2097
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Originally Posted by Serge65 View Post
No, but TDW writes:Copyright notice:
The code changes made to this file are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole,
or in part, without the express written permission of TheDarkWraith. The code changes made to this file may not be used in any commercial
application of any form without the express written permission of TheDarkWraith
How does it apply to a simple suggestion?
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Old 07-25-13, 03:27 PM   #2098
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I changed a few files. Maybe I was reinsured, but the author can write amendments.
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Old 07-25-13, 03:29 PM   #2099
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I changed a few files. Maybe I was reinsured, but the author can write amendments.
Post up your proposed changes and let's have a discussion
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Old 07-25-13, 04:07 PM   #2100
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I changed a few files. Maybe I was reinsured, but the author can write amendments.
I see now

yet I think there's a big difference between stealing someone else's work, and proposing some improvements (as you are doing) to what keeps being intellectual property of TDW

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Post up your proposed changes and let's have a discussion
Q.E.D.
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