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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#166 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
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TDW,
I understand that your IRAI mod still need much of work and your time, you have in plans many mailstones for this mod and I should be patient, but... What about AI torpedoes? 1) At your video plane AI is attacking stopped ship, but what about moving target? AI should know distance, AoB, speed of target and changes his course to successful attack. Ok, this problem is gone when attacked ship is unarmed, closed, slow merchant attacked by plane, but what about far, fast, or high-AA warship? What about calculation perfect distance to push torpedo for attack? 2) What about AI submarine attack at warships/merchants/surfaced and submerged submarines? The human must know all parameters to the TDC, but AI should decide about torpedo speed/kind/depth? This is problem with best moment to attack, calculate to chance attack for high-valuable target and be safe too... Or maybe better solution is surface attack? Or attack by deck guns? 3) What about AI torpedo attack by light warships? On my experience from SH2vsDC and E:RT it looks, that the very dangerous antisub weapon was torpedo shoot by light warships too (human DD keep parallel course to detected submarine and at first try to attack by torpedo salvo at periscope depth). It is possible with this mod?
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#167 | |
Black Magic
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![]() Quote:
2) I have yet to rewrite the Sub AI but I can tell you that the devs didn't expose any way to set it's torp parameters. Once again it's all controlled by the unit. 3) as I've been looking through the files, there are some ships that have weapons capable of firing torps. Problem is the devs didn't expose any way to make them fire those torps. They exposed ways to force them to fire DCs. We need that same method or something like it in order for the AI ships to fire AI torps. I can't even tell if a ship has AI torps or not by code. The AI is severely crippled in SH5. If the devs could expose more methods for the AI it would help tremendously. The airplane AI needs this badly. Maybe the devs have this coded in already. If they do then there's no document or list saying what all available methods are to use - there's a document for the ships but I've found that it isn't complete. For the airplanes I went through the files and generated my own list. I have to make a list for the sub AI also yet as one wasn't provided ![]() |
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#168 |
Chief
![]() Join Date: Jul 2005
Posts: 320
Downloads: 508
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Great work, please keep it up as your hard work makes this game better and better
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#169 |
Black Magic
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doing a little digging in the files for items I want to see working and found that the mines are in the game and they have the necessary controllers to detonate on impact with them. Now makes we wonder why I never see any
![]() Also found 3 little gems that are included in the .eqp files of some ships but never see firing: Torpedo_Tubes_21in_GER Torpedo_Tubes_Mk14 Graf_Spee_Torpedoes_GER The reason they don't fire anything is that they are missing controllers. We'll have to see if we can fix this ![]() ![]() |
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#170 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
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![]() But, are you saying that mines could be implemented? How would one go about it? Surely if it was as easy as say, adding them in terrain editor, someone would have done it already. Or is there no 3d model for them?
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#171 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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Hi ,and thank TDW for works , Great
![]() for the mines and nets , i have see the 3dMeshs in the game : C:\Ubisoft\Silent Hunter 5\data\Library\AntiSubNet.dat and C:\Ubisoft\Silent Hunter 5\data\Library\NavalMine.dat and ohter 3d things ![]() ![]() this game is a " casse-tetes " in french ![]() |
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#172 |
Stowaway
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The Mines and Nets don't work because they are not programed into the
Class Type Library it seems. Type 500 and 501 don't work. Re-class them and they can be placed with the Mission editor. I could not test in-Game to see if they worked. ![]() |
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#173 |
Black Magic
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re-class as environmental or ship or ??
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#174 |
Stowaway
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I did a ship just to test if the Mission Editor would accept them.
I also Classed a ship as a 500 and Mission Editor crashed. You also need to move the files to correct folders for Class. |
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#175 |
Samurai Navy
![]() Join Date: May 2006
Posts: 594
Downloads: 1367
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DID We have an AI?
![]() Great mod...we needed this for a very long time. Thanks DW! ![]() ![]() ![]()
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__________________________________________________ ________ __________________________________________________ ________ Joe ![]() ![]() |
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#176 |
Black Magic
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v0.0.9 released. See post #1 for details
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#177 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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TDW you are all over the place
![]() Any word on the mines?
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#178 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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With this changes the Black May will be real "black"... already at the medium difficulty level. ![]()
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#179 |
Seaman
![]() Join Date: Apr 2010
Posts: 32
Downloads: 563
Uploads: 0
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Please help
Please Help TDW, I love your work and others too but have a problem, I have tried all combinations of mods including non except newUIs ver 3.5.0 and irai any versions, Have not got to testing ship AI yet but plane AI work well the first time I come to them they shoot me to bits but if I dive and loose them and then resurface then no planes see me from then on. even when flying directly over me on a clear day. I have found Saving and resuming resets this and repeats itself, there has been a few times that it did work fine so problem is intermittent. also SOMETIMES if I dive planes still attack last known spot continuously. Im not sure if this is as much as they have been programed or where the problem could be, I have treid ALL I can think of. Please Help!!!
AND thank you and all the modders for making this game what it is. |
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#180 | |
Black Magic
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There are very little in the way of functions to use to control the airplane AI and thus is why you see this intermittent behavior. A plane will attack ONLY if it has bombs and/or torpedoes. I had to make it this way in order for the airplane AI to seem partially alive. If you are detected and they attack you, they will continue to attack as long as they have bombs and/or torpedoes. Once they have no more bombs and torpedoes they start following waypoints again (Had to make it this way for them to leave the area and not constantly attack a ghost spot if you submerged). Now they CAN get stuck in an endless loop of attacking the same spot IF they fail to fire all bombs/torpedoes before you submerge. There's no way to fix that given the limited functions available to the airplane AI currently (I hope one day the devs give a patch with more attention to AI). Since I've been playing with the AI and making everything smarter and more random, this has caused other anomolies to surface. The airplane AI now attacks you AND other units it spots. Ships and other airplanes now attack enemy airplanes they discover. It's quite possible that the airplanes you are reporting just flying over you attacked another unit before they spotted you and thus have no bombs or torpedoes (and thus are not allowed to attack). Like I said the airplane AI is the most severely limited and crippled AI in the game ![]() |
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