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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: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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Hi!
Since the database update is out there somewhere being done, I've thought about doing some work on the AI doctrines. Of course, since I haven't actually played any DW in the last six months (oh xbox live... turns out I'm a stone cold murderer in FPS's... amateur free agent cyber-athelete, currently with a bush-league clan on gamebattles.com ![]() ![]() SO, what AI behaviors would you have me tweak, assuming I can still do such a thing? Now that my job situation is settled, perhaps I can actually give you guys what you ask for this time, as opposed to welching out like others in the past... which I told myself I wouldn't do. ![]() Hope everyone has been good... seems like a nice flow of people coming through these days. ![]() Cheers, David
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#2 |
Ocean Warrior
![]() Join Date: Sep 2006
Location: Connecticut
Posts: 2,507
Downloads: 145
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I'd really like to see those oil rigs able to be hit with all weapons, not just torpedoes and TSAMS, but the Sakurra mod is a definite great start !!!
![]() AI ? Lets see... How about working with the special forces deployed from the subs. There are a lot of times when you release them to go to a target and they just run off in their own direction. On a side note, I'd also like to see special forces be able to attack oil rigs as well instead of just sailing into it, crashing and taking damage. (Call me obsessed with the oil rigs... I'm trying to design a "Death Star" of an Oil Rig as well as an "Undersea Base" version of one as time allows) I'd like to see "Collision avoidance" between AI ships tweaked. When I make a convoy wether they be in a line or in a carrier group (Spaced the proper distances that the ships in a carrier group should be from each other), the minute they see a weapon, they steer all over the place and crash into each other. It's like their attention focuses entirely on the approaching weapon, and not on each other's locations. Also... after the attack, when the convoy goes to maneuver back into a convoy formation, they don't see each other and crash into each other. All of this occurs to me even with "Collision Avoidance" turned on for each of the ships. ![]() I'd like you to take a look at that if you could. ![]()
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#3 |
Mate
![]() Join Date: May 2005
Location: Texas
Posts: 57
Downloads: 3
Uploads: 0
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I was playing the Clyde mission this weekend, flying the P-3. I watched all of the following on the replay.
I had laid mines across the narrow part of the strait, and eventually, a southbound Ruski sub triggered a couple of the Captors. The torps began snaking to the east toward the hapless sub, and a couple of southbound Russian Kara surface combatants which happened to be very close by at that moment. The Kara AI's both scrambled to avoid the torps in the water. One Kara fled east; the other successfully evaded to the south. The sub released an active decoy. One torp hit the sub, but didn't kill it. The sub settled to the bottom at a depth of 150 feet or so. It didn't move for the remainder of the scenario; I guess it lost propulsion, which may have helped it to avoid the second torp. The decoy fooled that torp, which continued snaking to the east, but there were no subs for it to acquire. The torp now appeared to me (and to the AI I'm sure) to be actively chasing the second Kara, which continued east at high speed, trying to avoid the torp snaking after it. The Kara AI thought the torp was after it, not knowing that Captor torpedoes won't acquire surface vessels. Eventually the Kara grounded itself on the unforgiving coast. Whether it was an AI failure or not, this was a cool little drama to watch! |
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#4 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
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DSRV , A to Z
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#5 |
The Old Man
![]() Join Date: Jul 2003
Location: Central MO
Posts: 1,562
Downloads: 6
Uploads: 0
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Luftwolf,
Glad to see you back ol' bean. If you ever want to chat about old times, give me a pm! I haven't been playing DW that much either thanks to the step-son and my new found love of Star Wars games on the PS2. You've got to watch Chewy pull the arms off of a enemy in Lego Star Wars. :rotfl::rotfl::rotfl: |
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#6 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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The most annoying thing or me is that every ship/sub on a Side will flank to identify an unknown contact. I'd like to see that task handed off to aircraft whenever possible, or at least, for subs to proceed at no more than tactical speed if they are sent to investigate. Some platforms should not even be in the business of identifying unknown contacts at all, e.g., SSBNs.
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#7 |
Seaman
![]() Join Date: Feb 2006
Posts: 32
Downloads: 0
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Had more than a couple of occasions lately when my sub was fired on by AI surface ships using ASROCs. They always seem to shoot too far, as in the things shoot over my head and land far on the other side with no hope of ever hitting me. The AI seems to adjust its range after awhile but usually I am long gone by the time that happens.
I think they usually get a pretty good fix on me sometimes so its probably not bad AI TMA. In one occasion I was detected first by a helo on MAD which turned around after the ship fired to drop a torp neatly on my head (I guess he wanted to show the ship how it was done). Anyway, I dunno if this has been discussed before (I remember reading something about an ASROC fix... or was it SUBROCS?) or if it is even fixable but... |
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#8 | |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
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#9 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Germany
Posts: 956
Downloads: 9
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@Lw : On a related note, I don't know if you are aware of it but there is a Project Tracker now for the LwAmi Mod here : http://www.commanders-academy.com/fo...hp?projectid=2 . I'd suggest you check it out and let me know if you have any questions.
Might be helpful to start using it ... |
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#10 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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#11 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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Sorry guys, I've been having some computer problems that have knocked me offline for a bit...
The case of duct tape finally came in, so I'm catching up on all my online activies (and there are way too many...) in the next few days. Basically, the next activity I've got is to do some doctrine tuning for the AI and also to include in the LWAMI package (or perhaps just as a patch since people are using the other mods) the corrected helo dipping doctrine that will prevent the FFG MH60 from pinging on launch and recovery. Cheers, David PS Disable your system restore and disk indexing processes, if you have an older computer with a smaller HD, after time, there is a good chance the processes will completely take over your CPU and write to every possible open space on your HD... ah windows.
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#12 | ||
Seaman
![]() Join Date: Feb 2006
Posts: 32
Downloads: 0
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nevermind then. I must have it installed wrong or something. |
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#13 |
Ocean Warrior
![]() Join Date: Mar 2004
Location: USA
Posts: 2,552
Downloads: 33
Uploads: 0
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Thanks for the informative thread. When playing the FFG, I normally like to play it with hostile surface platforms on the prowl. And I normally am escorting an Arleigh Burke or Tico and I act as it's primary ASW escort, and let him handle most of the AAW/ASuW work.
When doing this, one thing I hate about the AI in the AB or Tico is whenever my Helo promotes a hostile surface platform to the link, the AB or Tico will immediately unload 6-8 Harpoons, without a refined range solution. This will sometimes cause the Harpoons to miss it's intended platform as range and bearing have not been refined enough for an adequate solution. I wouldn't know how this could ever be fixed, but the TAO's of the AB's and Tico's have too much of an itchy trigger finger. Perhaps make them fire only when solution confidence is high??? |
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#14 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
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#15 | |
Soundman
![]() Join Date: Sep 2004
Location: Compartment № 5 /Silos/
Posts: 149
Downloads: 0
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-+= I the ocean hunter, and I am dangerous =+- *** Kalashnikov - the best *** |
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