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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: Dec 2005
Location: Norway
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Path-finding
I don't quite know why I'm creating this thread, as I'm 99,99% sure there's been no progress in this field, but have anyone any ideas on how to do something with the rather terrible path-finding in the game?
It's incredibly annoying how ships run themselves aground, ram into mine-fields, and take hours to re-organize after having to make a turn when as part of a convoy. Is this hard-coded into the game, or can it be altered somehow?
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Last edited by Safe-Keeper; 12-01-06 at 01:20 AM. |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
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SK, I've seen what you mention happen when leaving ports, especially Lorient. You have to stay back and away from any moving ship. As a test try following the trawler that heads out ahead of you. If you get too close it runs aground. But if you run at Ahead Slow so it's a ways infront, it will go on it's merry way and reach the open sea just fine.
Not sure what causes convoy shipping to run over each other when you attack but it must be the same as ports. I've seen the same thing when in the middle of a convoy. They try and run each other over. LOL
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#3 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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The AI have an anti collision routine built in
If you get too close they avoid you and each other Which is why in a convoy if a couple of ships turn to avoid attack the rest have to alter course too Some stop some reverse The AI sensors do not see land as a solid object thats why they can detect you through islands and ports and head straight to the contact usually grounding themselves on the way |
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#4 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
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Which is a huge pain when operating in the Norwegian fjords. In reality, the resistance's MTBs zoomed around in the narrow passages with ease, going where bigger ships couldn't go and using the terrain and knowledge of the geography to their advantage. In Silent Hunter III, they just run themselves aground.
But then why are they reluctant to run themselves aground if land is such an ethereal, non-existant thing to them? They usually sit and rock back and forth for half an hour before building up the courage to run themselves aground. I can just picture the bridge crew: "Aw, naah, I don't know", "Oh, c'mon captain Dinsdale, don't be such a pussy", "Er...", "Floor it, Dinsdale!", "But...", "C'mon, you canna cook with the big boys, get outta the kitchen!", "er, OK". [Destroyer plows into solid rock and explodes] Does it have to do with depth, then? "If depth ahead is less than so and so, stop"?
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#5 |
Silent Hunter
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Which raises the problem of the uber hydrophone in sh3, that can:
a) hear ships though land!! b) hear stationary ships - WOW!!! c) do both of the above at the same time ![]() ![]() CAnt wait for SH4! So i can hear a docked Yamoto though an pacific island! ![]() |
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#6 | |
Silent Hunter
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Dude thats nothing - try testing SH3s aircraft AI out, if plane spots you when it has no ordernance (bombs) it just flies around in a downward spiral until it plummets in to the ocean. Pilot: "Uboat 11 o clock!!" Bombardeer: "Uh we got no ammo!" Pilot: "Then we must all make the ultimate sacrifice to the fluffy asparagus king who lives in my shoe!!!!.... SUICIIIIDEEEE AHAHAHAHAHAHAHAHAHAHHAHA!!!!" |
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#7 | |
Sonar Guy
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Location: Sailing the Seas of Lies
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LMAO But it's so true... either that or AI DDs have mystical abilities. |
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#8 | |
Stowaway
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Suddenly, a very bright light stabbed through the dark night off the starboard bow. Moving quickly from right to left, it would disappear, only to reappear intermittently. The captain of the DE, suspecting the very worst, immediately detached one of the PCs with orders to proceed dead ahead at full speed, investigate this very suspicious light and report his findings promptly. Off into the night went this little ship, quickly disappearing from view. After what seemed to be an unusually long time, a signal light began to flash in our direction- W-E H-A-V-E I-N-V-E-S-T-I-G-A-T-E-D T-H-E L-I-G-H-T I-T I-S A-N A-U-T-O-M-O-B-I-L-E A-N-D W-E A-R-E A-G-R-O-U-N-D Elmo Allen, Radioman First Class, USS Edgar G. Chase
(http://www.de220.com/Life%20on%20a%20DE/DE-Life.htm) |
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#9 | ||
Rear Admiral
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:rotfl: :rotfl: :rotfl: |
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#10 |
Ocean Warrior
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Location: Norway
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:rotfl:
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#11 |
Rear Admiral
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See even the USN had a Bernard
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#12 |
Lucky Jack
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:rotfl::rotfl:
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