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#1 |
Pacific Aces Dev Team
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With all this mess about the DRM, we had been distracted of what was the most supported petition by the community
![]() What about wolfpacks? Anyone here been able to operate yet with them? Cooperating with friendly subs, or at least have you seen them attack the same convoy? Come on, I'm interested in knowing what happened to this ![]()
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One day I will return to sea ... |
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#2 |
A-ganger
![]() Join Date: Mar 2005
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Nope. I've even been experimenting with the "Send Contact Report" hoping subs would show up.
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#3 |
Grey Wolf
![]() Join Date: Jul 2008
Location: Sweden
Posts: 831
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Not really, but i nearly crapped my pants having 2 torpedoes swish by my own ship, couldnt find the aggressor tho.
this was near Norway during the invasion days.
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#4 |
Rear Admiral
![]() Join Date: Mar 2005
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Only passed a friendly sub in the Kiel canal damn near smacked into em they had to throw it into astern flank to avoid me.
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Follow the progress of Mr. Mulligan : http://www.subsim.com/radioroom/showthread.php?t=147648 |
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#5 |
A-ganger
![]() Join Date: Apr 2007
Location: Charlotte
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Saw one operating off the coast of England. Thought he was going to steal my kill, but he motored on...
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#6 | |
Pacific Aces Dev Team
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#7 | |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
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![]() Quote:
We're trying to test this using custom missions but the mission editor is not being cooperative, if you can help, please check this thread.
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#9 |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
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Tested the British U class abit in the mission editor.
I can confirm they can dive and surface -but they seem to a have a few problems with this in shallow depth. (they bottom out on occasion) I have yet to see one make an attack with guns or torpedos. Im my test mission i put a submerged U-class up against a german merchent (unarmed) But the mission screwed up, 3 merchents and and 3 U-class were spawned (stacked on top of each other) Some took and damage and sunk themselves as a result) not sure what Im doing wrong..... ![]() On a side note: the 3D model of the U-class is beautifully crafted. ![]() |
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#10 |
Ocean Warrior
![]() Join Date: Jan 2008
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I shelled a U Class near Scapa Flow and the cheeky git dived and then fired two torpedoes at me.
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#11 |
Swabbie
![]() Join Date: Mar 2008
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I came across a Brit sub of the U class in the mid-north Nord See. I came close on the surface to about 1 km and opened with the deck gun (no torpedos left and heavily damaged on the return trip). He dived after 3-4 impacts so I just motored on full speed away for fear of retaliation.
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#12 |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
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I mean look at the AI Sub Script !
Lots of tactics implemented already. ![]() Run or attack based on time of day and enemy strength, torpedo/guns attack percentage, Get into firing position (there's your wolfpack!), etc. Perhaps this script can be modified to keep shadowing a convoy and contact BDU/other boats with radio, with all this scripting I would bet it's possible! Code:
strategy SubStrategies(Sub) { strategies { Attack, Navigate } } # Attacks an enemy contact strategy Attack(Sub) { precond { Sub:CanFire() } strategies { ShipAttack, SubmarineAttack } } strategy ShipAttack(Sub) { precond { !Sub:ContactIs(SUBMARINE) } strategies { TorpedoAttack, CannonAttack } } # how to attack a submarine strategy SubmarineAttack(Sub) { precond { Sub:ContactIs(SUBMARINE) } strategies { # cum functioneaza pentru submarine mai grele de 1000 de tone? exclusive { TorpedoAttack (8), CannonAttack (2) } } } strategy TorpedoAttack(Sub) { precond { Sub:ContactIs(SUBMARINE) or (Sub:GetContactWeight() >= fLightWeight) and (!Sub:ContactIsMoving() or (Sub:FacingTargetTrajectory() and Sub:ContactIsMoving() )) } strategies { TorpedoDayAttack, TorpedoNightAttack } } strategy TorpedoDayAttack(Sub) { precond { Sub:IsDay() } action { Sub:Dive(periscopeDepth, true); Sub:RaisePeriscope(2); Sub:FireTorpedoes(); } } strategy TorpedoNightAttack(Sub) { precond { !Sub:IsDay() } action { Sub:FireTorpedoes(); } } strategy CannonAttack(Sub) { precond { (Sub:GetContactWeight() < fLightWeight or Sub:ContactIs(SUBMARINE)) and (!Sub:AreEnemiesPresent(ESCORT)) and (!Sub:AreEnemiesPresent(BATTLESHIP)) and (Sub:GetContactRelDist() < 3000.0) } action { Sub:SetThrottleRatio(1.0); Sub:Dive(0.0, true); Sub:MoveAroundCannonTarget(fRadius); Sub:FireCannons(); } } strategy Navigate(Sub) { strategies { AdvancedNavigation, SubFollowWaypoint } } strategy AdvancedNavigation(Sub) { precond { Sub:GetCrewRatingSub() > CREW_POOR } strategies { Hide, HandleContact, Check, Surface } } strategy Hide(Sub) { # 0 e in loc de Sub:EnemyDangerous() # sau contact too close to attack precond { Sub:ContactDetected() and (!Sub:CheckDepth(hideDepth)) and (Sub:GetContactRelDist() <= (Sub:GetContactAvoidDist() * 0.98)) and (!Sub:PersuingTarget()) or (Sub:ContactIs(ESCORT) and ((Sub:IsDay() and (Sub:GetContactRelDist() < DAY_ESCORT_EVADE_DIST)) or (!Sub:IsDay() and Sub:GetContactRelDist() < NIGHT_ESCORT_EVADE_DIST)) ) } action { Sub:Dive(hideDepth, true); Sub:WaitAction(30.0); #wait 30 min } } # We check for contacts using the periscope. # for this we need to go to periscope depth (after waiting underwater for 30 min) # Once the periscope is raised, keep checking for 12 sec. strategy Check(sub) { precond { (!Sub:ContactDetected()) and (Sub:GetDepth() < periscopeDepth - 1) } action { Sub:Dive(periscopeDepth, false); Sub:RaisePeriscope(periscope); Sub:WaitAction(5.0); # wait 12 seconds } } #We surface if we have no contact detected strategy Surface(Sub) { strategies { SurfaceCheck, SurfaceDamaged } } strategy SurfaceCheck(Sub) { precond { !Sub:ContactDetected() and Sub:CheckDepth(periscopeDepth) or (Sub:GetContactRelDist() >= Sub:GetContactAvoidDist()) } action { Sub:Dive(0.0, false); #Surface the boat } } #Emergency surface if Damage > 50% strategy SurfaceDamaged(Sub) { precond { Sub:GetDamage() > 0.5 } action { Sub:Dive(0.0, true); } } # Strategies for aproaching and attacking an enemy contact strategy HandleContact(Sub) { precond { Sub:ContactDetected() } strategies { EvadeDetection, PositionToFire } } # Evades enemy visual detection (day and night time) strategy EvadeDetection(Sub) { #the only difference between day and night evasion is the EVADE_DIST. strategies { EvadeDetectionDay, EvadeDetectionNight, EvadeDefault } } # Evades from contact sight during day time strategy EvadeDetectionDay(Sub) { precond { Sub:IsDay() } strategies { EvadeEscortDay, } } # Evades from contact sight at night strategy EvadeDetectionNight(Sub) { precond { !Sub:IsDay() } strategies { EvadeEscortNight, } } # Evades escorts (night version) strategy EvadeEscortNight(Sub) { precond { Sub:ContactIs(ESCORT) } strategies { EvadeCloseEscortNight, EvadeFarEscortNight } } # Evades escort if not too far away during night time strategy EvadeCloseEscortNight(Sub) { precond { Sub:GetContactRelDist() < NIGHT_ESCORT_EVADE_DIST } action { Sub:Dive(-90.0, true); Sub:SetThrottleRatio(0.33); Sub:MoveOutsideDetectionArea(); #do try to attack contact after evade was done } } # Evades far escort during night time strategy EvadeFarEscortNight(Sub) { precond { Sub:GetContactRelDist() >= NIGHT_ESCORT_EVADE_DIST or (Sub:InSpotLight()) } action { Sub:SetThrottleRatio(1.0); Sub:MoveOutsideDetectionArea(); #do try to attack contact after evade was done } } # Evades escorts (day version) strategy EvadeEscortDay(Sub) { precond { Sub:ContactIs(ESCORT)} strategies { EvadeCloseEscortDay, EvadeFarEscortDay, EvadeDefault } } # Evades an enemy escort if not too far away (day time) strategy EvadeCloseEscortDay(Sub) { precond { Sub:GetContactRelDist() < DAY_ESCORT_EVADE_DIST } action { Sub:SetThrottle(0.33); Sub:MoveOutsideDetectionArea(); #do try to attack contact after evade was done } } # Evades far enemy escorts (day time) strategy EvadeFarEscortDay(Sub) { precond{ Sub:GetContactRelDist() >= DAY_ESCORT_EVADE_DIST } action { Sub:SetThrottleRatio(1.0); Sub:MoveOutsideDetectionArea(); } } # Evade enemy contacts if they are not escorts strategy EvadeDefault(Sub) { precond { (!Sub:ContactIs(ESCORT)) and (!Sub:ContactIs(ESCORT)) and (Sub:GetContactRelDist() <= (Sub:GetContactAvoidDist() * 0.98) ) and (!Sub:CanFire()) and (!Sub:PersuingTarget()) } action { Sub:MoveOutsideDetectionArea(); } } strategy PositionToFire(Sub) { precond { Sub:PersuingTarget() and ( Sub:GetSubMaxSpeed() > Sub:GetContactSpeed() ) } strategies { PositionToFireCannons, PositionToFireTorpedos } } # Positions the sub in a good firing position strategy PositionToFireTorpedos(Sub) { precond { !Sub:CanFire() and ( (Sub:GetContactWeight() >= fLightWeight) or Sub:ContactIs(SUBMARINE) ) } action { Sub:SetThrottleRatio(1.0); } strategies { MoveNearDetectionArea, MoveIntoPosition, TurnToFaceTargetTrajectory, ApproachStillTarget, } } strategy PositionToFireCannons(Sub) { precond { Sub:GetContactWeight() < fLightWeight and Sub:GetContactRelDist() > 2500.0 } action { Sub:ApproachStillTarget(); } } # Approaches the target's detection area before trying to get in front of it strategy MoveNearDetectionArea(Sub) { precond { (Sub:GetContactRelDist() >= (Sub:GetContactAvoidDist() * 1.10)) and Sub:ContactIsMoving() and Sub:PersuingTarget() } action { Sub:MoveNearDetectionArea(); } } # Tries to get in front of a moving ship and also keep away from it's # visual detection area strategy MoveIntoPosition(Sub) { precond { Sub:PersuingTarget() and Sub:ContactIsMoving() and (!Sub:SubInFrontOfContact()) } action { Sub:MoveIntoPosition(); } } # Turns the sub towards target trajectory so that the angle between the perpendicular # to the trajectory and the sub's heading vector is less than 10 degrees strategy TurnToFaceTargetTrajectory(Sub) { precond { Sub:ContactIsMoving() and Sub:SubInFrontOfContact() and (!Sub:FacingTargetTrajectory()) and Sub:PersuingTarget() } action { Sub:TurnToFaceTargetTrajectory(); } } # Approaches a target which has a speed less than 0.1 strategy ApproachStillTarget(Sub) { precond { (!Sub:ContactIsMoving()) and (Sub:GetContactRelDist() >= 2000.0) } action { Sub:ApproachStillTarget(); } } strategy SubFollowWaypoint(Sub) { precond { Sub:CanFollowWaypoint() and !Sub:ContactDetected() } action { Sub:FollowWp(); } }
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#13 |
Pacific Aces Dev Team
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At least the AI is there, and it is scripted openly
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One day I will return to sea ... |
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#14 | |
Silent Hunter
![]() Join Date: Jan 2006
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![]() Now i Just to finnish this mother off and get her in as an AI/player unit. (The T-Class = British equivilent of the Type IX & Gato ... gotta love those 11 torpedo tubes ![]() ![]() ![]() |
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#15 |
Seaman
![]() Join Date: Feb 2010
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Hello to all subsimmers.
![]() Good news to us - wolfpacks ARE in game. Don`t know yet how exactly they work, but they exist. You can find them in campaign files. For example here`s a map of wolfpack operation in "Happy days" campaign. ![]() There are also many single Uboats patrolling. |
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