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Old 09-08-10, 06:36 PM   #16
Madox58
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Originally Posted by keltos01 View Post
How ??? pm me if you don't want this public knowledge

keltos

I tried to send you a PM.
Your message box is full.
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Old 09-08-10, 07:10 PM   #17
Madox58
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Originally Posted by peabody View Post
I agree, just that is was easier to explain what I meant since they know what a "normal" P01 node is on a ship.

And I will be the first to admit you know 1.000 times more about this than I do.....Someday I will tell you something you don't know......I just don't feel like doing it today.

Peabody
Mate,
I did not intend to imply I know more then you.
And I highly doubt I know 1,000 time more then you about the files.
If you took it that way?
I'm sorry.
I actually have high regards for you and your work.
And I'm always open to being schooled on things!
I do not know it all.
And if I come off that way?
Just slap me down.


Regards
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Old 09-08-10, 08:50 PM   #18
peabody
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Quote:
Originally Posted by privateer View Post
Mate,
I did not intend to imply I know more then you.
And I highly doubt I know 1,000 time more then you about the files.
If you took it that way?
I'm sorry.
I actually have high regards for you and your work.
And I'm always open to being schooled on things!
I do not know it all.
And if I come off that way?
Just slap me down.


Regards
Totally joking!!!! I did not take it "that way".

You do know more than I do. I was just making a failed attempt at humor.
Like the "tell you something but not today" I can't think of anything I could tell you.
That the part I don't like about forums...it's hard to tell when someone is joking or upset. No hard feeling what so ever. You did not come across as "implying you know more". I took it as challenging to me to figure it out.

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Old 09-08-10, 08:56 PM   #19
peabody
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Originally Posted by Ducimus View Post
The problem comes when the game has to instantiate two player objects at the same time. (parent or child objects). If your using it, and the game has to start a new instance of it while it's in use, the game gets confused i guess. Now mind you, the game has to start the instance for the error to occur. Just having it in the campaign files isnt enough.

You can totally clone the player object in every detail, but the game won't have a tizzy, UNTIL IT TRIES TO RENDER IT. (usually within 30 KM or so.). Which makes tracking down this error really hard. Sometimes there was an AI sub around and you didn't know it. Lucky for you, others have already done hours of this: ( ) so you don't have to.



No, I meant if its an AI object, you should use AI sensors. If your watch crew is using something like "crewWatchVisual" and the AI is using "AI_visual", then use "AI_Visual". Same for radar and hydrophones, etc.

edit: Some nodes are player specific and never used by the AI. TAR node for example. I mention this specifically because it was giving me issues. I let this one node slip by not realizing the game was trying to insantiate two instances of this player specific node. (its for submarine coatings)
Thanks, I think I get it now. And I thank you guys for "doing hours of this" so I don't have to.
I usually do hours of something and end up empty handed. I think it should work but for some reason it doesn't. Sometimes the light comes on but a lot of times it doesn't. (and it's only a 25watt light so it's not too bright.)

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Old 09-08-10, 09:39 PM   #20
Madox58
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peabody,

I still doubt I know much more then you.
I just look at things a bit differently then many do.
People tend to get to serious and define things as a set standard.
Then they never push the bounds.
So if they believe a P0x is for placeing people?
They may never make the leap that most nodes are pretty much null.
(Yes, The K node is cargo placement but is interchangable)
And as Ducimus posted,
Watch the nodes when switching a Sub to an AI Unit with a Ship controller.
Also watch the zon file.
In GWX, We had to create new zones for AI Subs.
That was after massive testing.
ref created the base damage model for the AI Subs.
Testing showed a problem.
I re-tested and adjusted to solve the problem.
Team work!
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Old 09-08-10, 10:27 PM   #21
tater
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I tend to think in terms of compatibility as well. There are unused node names you could always use for random stuff. I like using the nodes as defined for others that may mod my mod

That way they just look and know what is at which point. A looong time ago I was using whatever node was handy to place guns, etc
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Old 09-09-10, 02:43 AM   #22
keltos01
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Originally Posted by privateer View Post
In GWX, We had to create new zones for AI Subs.
That was after massive testing.
ref created the base damage model for the AI Subs.
Testing showed a problem.
I re-tested and adjusted to solve the problem.
Team work!
would you have such a model for us to use ? with due credits of course !

keltos
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Old 09-09-10, 08:20 AM   #23
tater
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There are AI subs in TMO and RSRDC you could clone, then replace the hulls, etc.
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Old 09-10-10, 09:42 AM   #24
tater
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Hey, I have an interesting idea.

Yeah, AI subs can dive and even shoot some sort of fish (faked or not).

How do they behave as AI, however? Do they maneuver, or do they merely shoot at you, but follow waypoints?

One possible thing to try is to set them as some sort of escort. Ie unit type 0-4. If your campaign uses random escorts, pick one type that is unused, ideally.

Now you have an AI sub that will hunt you, even underwater.
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Old 09-10-10, 11:40 AM   #25
peabody
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Quote:
Originally Posted by tater View Post
Hey, I have an interesting idea.

Yeah, AI subs can dive and even shoot some sort of fish (faked or not).

How do they behave as AI, however? Do they maneuver, or do they merely shoot at you, but follow waypoints?

One possible thing to try is to set them as some sort of escort. Ie unit type 0-4. If your campaign uses random escorts, pick one type that is unused, ideally.

Now you have an AI sub that will hunt you, even underwater.
In my somewhat limited testing, they did shoot at me if I was surfaced. But they did not 'attack/hunt' me. In fact just the opposite, they would follow waypoints until we engaged and then they would evade me, usually turning away. They would definately evade torpedoes by turning or changing speed.
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Old 09-10-10, 12:29 PM   #26
keltos01
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Quote:
Originally Posted by peabody View Post
In my somewhat limited testing, they did shoot at me if I was surfaced. But they did not 'attack/hunt' me. In fact just the opposite, they would follow waypoints until we engaged and then they would evade me, usually turning away. They would definately evade torpedoes by turning or changing speed.
Peabody
they could be equipped with a torpedo launcher like the one from Battle for the baltic ?

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Old 09-10-10, 02:09 PM   #27
tater
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I have been rereading War in the Boats and his description of being shadowed by an IJN sub near Guadalcanal got me thinking. Ruhe makes the point that their task in pigboat 37 was "blockade" and that this was a stupid use of a sub since the IJN steered around where they knew a sub was. He suggests that such missions given to IJN subs was similarly ineffective.

Sort of OT, but since the IJN tried to cordon off areas to very poor effect, I dunno how you deal with this in a SH4 campaign. In Sh4, there is no dynamism AT ALL (contrary to sales pitches). So there is no way for USN traffic to be steered around cordons. As a result, an IJN player could easily do far, far better than RL. Assuming you want something closer to reality, it might be best to put really aggressive ASW patrols around US bases pretty far, so IJN subs cannot wait someplace close ashore where they'll be presented with zillions of targets.

Another thought I've always wanted to add... fratricide.

S-37 was unsure whether one sub spotted was IJN or S-41 from the neighboring patrol area. Getting fired on by a friendly was without question a very real possibility. It would be neat to add this somehow.
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Old 09-10-10, 05:35 PM   #28
Madox58
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Quote:
Originally Posted by keltos01 View Post
would you have such a model for us to use ? with due credits of course !

keltos
GWX 3 has all the files and info.
Special zones were created for the AI Subs
and damage models adjusted to use them on each AI Sub.
I can send you the zone.cfg and one of the AI Subs files to look at if you wish.
Any permissions and such needs to go to Jimbuna,
if you wish to use the files in future mods.
I really don't see any problems in that area.
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