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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#106 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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We never had any proper tools to debug the AI during development. We've since developed something so expect major improvements in this area in the coming patches.
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#107 |
Engineer
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#108 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
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Yes.....very good news.
Onward and upwards! |
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#109 |
Grey Wolf
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Location: New Tripoli, PA
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#110 |
Watch
![]() Join Date: Dec 2009
Posts: 21
Downloads: 34
Uploads: 0
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#111 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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You know, AI always cheats in games. And in the event someone was to make a really brilliant AI, everyone would automatically assume it to be cheating AI anyway. Most of the AI cheats here, though, are due to bugs or oversights since we haven't had any good AI debug tools until now.
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#112 | |
Ace of the Deep
![]() Join Date: Jan 2006
Posts: 1,140
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If "displacement" primarily controls the ship's survivability, with its maneuverability really being controlled by "Acceleration", "Deceleration", "Turn Rate" ... etc, then we can increase the differential between surface ships and submarines by using the sub's surfaced displacement value (for a Sierra, it is 6300 tons) as the starting point, not the submerged value. After all, comparing apples to apples, the real mass of a sub is its surfaced displacement. Its submerged displacement is preplanned flooding with seawater. Why should that be considered part of the ship, and even its survivability guestimated on that basis? What do you think? This should make it much easier to have vulnerable subs and suitably tough surface ships. |
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#113 | |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
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Are you going to eliminate the AI cheats or keep them in there? |
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#114 |
Good Hunting!
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Is displacement really the primary factor? Isn't it reserve buoyancy? I am not a naval architect or know much about this topic, but given an American sub and a Russian sub of the same displacement and assuming the American is single-hulled and the Russian is double-hulled, the Russian sub would have a higher survivability due to increased reserve buoyancy.
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Your friendly neighborhood modern submarine YouTuber. My videos: **Exclusive Look at Modern Naval Warfare!** Dangerous Waters Liu Doctrine (LwAmi Learn to play Dangerous Waters |
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#115 | ||
Engineer
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That's why I'm cautious about changing displacement and that's why I choose to account for different hull designs by modifying Player and AI hull modifiers in difficulty settings. |
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#116 | |||
WORST. KALEUN. EVER.
Join Date: Jul 2014
Location: Alton, NH
Posts: 61
Downloads: 68
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Given the fact naval combat never actually broke out during the Cold War, the only source we have for information is educated speculation, and what unclassified after action reports are available. Quote:
Even if they have no target detected, any incoming torpedo indicates an enemy is present somewhere down that bearing, and it would at least give the player something to account for before opening fire. The ability to see sonar contacts in the 3D environment is one of the tools provided to the player. I never understood why blindfolding the player is considered "realistic" especially if one wants to take screenshots or record video. All it does is make water dark because "water is dark". Given the fact the player is tasked with literally driving their submarine around using the WASD keys, low visibility is only a hindrance, not an enhancement. Quote:
You don't want huge submarines suddenly driving around as if they only massed a fraction of their submerged displacement. |
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#117 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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love your AI (erm actually kindo hate it ! ![]() ![]() |
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#118 | |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
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So, you guys are not going to get any results from changing displacement. Everything you need to change to tweak the maneuvering characteristics is the movement part of the ship data:
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The default settings for the subs were made to feel very responsive on purpose. Nobody likes sluggish, ketchup-bottle controls, realistic or not. |
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#119 | ||
Engineer
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This might get useful later, so thanks anyway. Quote:
![]() BTW, all I need to do now is add inertia to other us boats and I'll be uploading "Realism" mod v0.2 ![]() |
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#120 |
Watch
![]() Join Date: Dec 2009
Posts: 21
Downloads: 34
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