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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#916 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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Read@ DavyJonesFootlocker the feedback, I compiled a convoy mission for test AI again,
Very sorry, ![]() ![]() Last edited by W_clear; 10-17-10 at 10:24 PM. |
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#917 |
Black Magic
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are you saying they are too good/clever? Being Elite units they will be VERY hard to hide/get away from. As I recommended to someone else here adjust your difficulty settings. A difficulty setting of 1.0 means you are in for one hell of an encounter and most likely won't survive with Elite units.
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#918 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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Please test this mission。 http://www.file-upload.net/download-.../Data.rar.html |
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#919 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Quoting from another topic
How is possible that single merchants are slowing down to 3 knts in just few seconds after they got hit? They do that even if the torpedo missed and they have no intention to evade. Every fist torpedo is a miss because of that, soon as they spot the torpedo, they just slow down and almost halt. |
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#920 | |
Commander
![]() Join Date: Jul 2010
Location: Spain
Posts: 455
Downloads: 87
Uploads: 0
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![]() ![]() ![]() ![]() Thanks, TDW ![]() |
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#921 |
Loader
![]() Join Date: May 2007
Posts: 86
Downloads: 42
Uploads: 0
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0.027 - and 'Damage assesment' on top of it.
Large convoy spotted. ...teen ships and 4 DD. 1DD sunk. 4-5 merchant sunk. get into surface. 2 DD and 3 merchs destroyed by deck gun. Absolutely no reactions from DD. After all of it the convoy formation is a mess, like the flock of sheeps when they smell the wolf. But they are not trying to zig-zag or even change speed. I wonder if it's normal or my mods are messed up and conflicting. I see you wrote above about direct difficulty change. Where can I change it? What exacty does it do? |
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#922 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Damage Assessment is not compatible with IRAI, they are both AI mods. The overwrite warning in JSGME should be enough of a clue to that.
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__________________
Contritium praecedit superbia. |
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#923 | |
Loader
![]() Join Date: May 2007
Posts: 86
Downloads: 42
Uploads: 0
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EDIT: Disabled DA. Went to a patrol. Convoy, 6 DDs. One of them saw me slightly beyond visibility circle - that's nice. All of the destroyers joined. I was hiding for some time at 100-120 meters but it didn't work. So I went to periscope depth and one of them put a charge on my head and rammed me. Then I stuck at about 25 meters with electric and diesels destroyed. I've decided for a suicide ride and did emergency surface. In the shootout the 3 of the DDs were destroyed by my deck gun but others were on my 6 and the guys couldn't shoot them. Overall... nice to see the allies wary and persistent on S&D. I haven't seen this in vanila so thank you all for this mod ![]() Last edited by flymar; 10-26-10 at 12:42 PM. |
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#924 |
Ace of the deep .
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Would it be possible to have a random generated Difficulty parameters everytime you restart the game .
Example : # for non-merchants VISUAL_DIFFICULTY = 1.0; Random between 0.8 and 1.0 HYDROPHONE_DIFFICULTY = 1.0; Random between 0.8 and 1.0 RADAR_DIFFICULTY = 1.0; Random between 0.8 and 1.0 SONAR_DIFFICULTY = 1.0; Random between 0.8 and 1.0 and also randomly selects which parameters change and which ones stay the same from game restart . example: # for non-merchants VISUAL_DIFFICULTY = 1.0; HYDROPHONE_DIFFICULTY = 0.9; RADAR_DIFFICULTY = 1.0; SONAR_DIFFICULTY = 0.94; # for non-merchants VISUAL_DIFFICULTY = 9.2; HYDROPHONE_DIFFICULTY = 8.1; RADAR_DIFFICULTY = 9.9; SONAR_DIFFICULTY = 9.7; # for non-merchants VISUAL_DIFFICULTY = 1.0; HYDROPHONE_DIFFICULTY = 1.0; RADAR_DIFFICULTY = 8.8; SONAR_DIFFICULTY = 1.0; |
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#925 | |
Black Magic
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![]() ![]() EDIT: or I define a new value in the init.aix that let's you define the amount of change (%) that can be applied to the base amount. There would be a min and max % change value.....think I'll go this route as it would allow completely different random values each time you started a new mission with the same game (i.e. not quitting the game but after ending patrol you select another mission) EDIT2: this % change is the way to go as EACH ship is given a 'copy' of this file and thus each ship would have completely different random values instead of just one base value. I LIKE IT!! Have to test it as I see one possible problem with this approach... |
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#926 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
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That sounds interesting
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__________________
U-552 Tiger IDF |
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#927 |
Black Magic
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I've taken the idea above to a (possible) whole new level
![]() ![]() I'm coding in watch rotations and fatigue for the ship AI. Here's the idea: A watch rotation shift will be defined in \data\Scripts\AI\init.aix that lets you define the ship's watch rotation (in minutes). At some random time between 0.25 and 0.75 of that defined watch rotation fatigue will set in. Fatigue will reduce each AI sensor's sensor effectiveness some random amount. i.e.: ShipWatchRotation = 4; # in hours ShipFatigueMin = 0.25; # min time of ShipWatchRotation when fatigue starts ShipFatigueMax = 0.75; # max time of ShipWatchRotation when fatigue starts ShipFatigueSensorReductionMin = 0.0; # min sensor reduction amount for fatigue ShipFatigueSensorReductionMax = 0.1; # max sensor reduction amount for fatigue the formula for calculating when fatigue sets in is: fatiguetime = ShipWatchRotation * Random(ShipFatigueMin, ShipFatigueMax) the formula for calculating fatigue sensor reduction is: (sensor base value * sensor difficulty level) - Random(ShipFatigueSensorReductionMin, ShipFatigueSensorReductionMax) then the next 'watch rotation' starts at: ShipWatchRotation - fatiguetime If this works (cross your fingers!) then this will add a whole new dynamic to the ship AI. The thing to realize is EACH ship will act differently as they each get a copy of this file in game ![]() Last edited by TheDarkWraith; 10-27-10 at 04:41 PM. |
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#928 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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#929 |
Black Magic
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It works
![]() ![]() but the change in the sensors is very abrupt (expected) when fatigue set in. So now I'm going to try and make fatigue be a gradual thing. Fatigue will cause the sensor effectiveness to start decreasing from start of watch to end of watch. When new watch crew comes on sensor effeciveness goes back to base value * difficulty level and starts decreasing with time again. This may not be possible to do...Coding and testing change now.... Last edited by TheDarkWraith; 10-27-10 at 05:10 PM. |
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#930 | |
Commander
![]() Join Date: Jul 2010
Location: Spain
Posts: 455
Downloads: 87
Uploads: 0
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![]() BTW, don´t know if this has something to do with this mod, but is it possible to limit the number of depth charges that each destructor has to a fixed number? I mean, sometimes those DD´s hunt you for hours and they seem to have millions of depth charges, they never end... ![]() ![]() ![]() ![]() |
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