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#1 |
Samurai Navy
![]() Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
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[TEC] Tweak destroyers reactions to convoy attacks
I wonder if it is possible to tweak the destroyers reactions when their convoy is attacked.
If I remember correct, when playing SH3 with GWX the escorts guarding the attacked convoy would react according to where the first ship is hit. What I mean is that, if a ship is hit on starboard side by a torpedo, the destroyers escoring the convoy would go fast in the direction they "believe" the torpedo where coming from in other words, starboard. If some experienced modders from SH3 would be kind to share their knowledge about this, I would be grateful! Could it be that it is hardcoded? ![]()
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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#2 |
Rear Admiral
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As far as the AI goes, the only thing were able to mod, is its sensors. In otherwords,
detection. With the exception of crewrating, everything else as the AI goes is hardcoded. |
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#3 |
Samurai Navy
![]() Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
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Hmmm!
I see! Thanks for sharing your knowledge Ducimus. ![]()
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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#4 |
Sparky
![]() Join Date: Apr 2005
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That is sad news, the AI behavior is getting frustrating.
The escorts don't seem to notice the bubble tracks left by the steam torpedoes. In daytime, it should lead them right to where the sub was when they were fired (this one on of the big advantages of electrics, no?). At least it did in SH1. Looks like they managed to uninvent the wheel. |
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#5 | ||
Samurai Navy
![]() Join Date: Dec 2006
Location: Munich
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![]() Quote:
Some 300 miles off the coast of Honshu Adaki Shidoku, the navigator, is still all over the map when Captain Jingto Raisen returns to the bridge. The Japanese Army Air Force has recently submitted a storm warning to all vessels in the area. A taifun no 50 miles from the current position of Captain Raisen's convoy, and directly enroute. A course change will be necessary, and recalculation of time of arrival. There are strong currents in the area, and a few ships in the convoy are low on fuel, since they had already been underway from Tokyo when they joined Raisen's little endevaour, which doesn't exactly help either. The navigator turns around: "Captain, the new plot is ready. We need to..." Both Shidoku and the Captain leap around reflexively and look outside the window, eyes squinting, where it seems the sun has suddenly risen early into the darkness of the Pacific night. "WRRRAAAAMMMMM!" The enourmous explosion sound follows, and Captain Raisen could swear he felt his own ship tremble with it. The ship that did not tremble, but downright evaporate into an incinerating holocaust, was the 20,000 ton tanker only 2000 yards off their starboard side. In an instant, Raisen realizes what is going on. It haunted him ever since the 12th of April, when their destroyer escort detected and charged a submerged submarine which was trying to infiltrate the convoy. It seemed like they did so with some success, as the submarine seemingly disappeared, but no confirmation of a kill either. Today is April 16, 00:23, and Raisen's worst nightmares have just become true a few seconds ago. "ALAAAAAAARM! Convoy under torpedo attack, rigg ship for impact! Come to a FULL STOP! Signal Officer! Get out NOW, signal "ALL STOP!" to the convoy immediately. Let this guy have at us! We are going to remain in this position until those detestable Yanks have taken out at least two more ships, and until we are hit as well. Let's show them. Form a blockade with the outer ships so that our escorts will stay outside at least half a mile and will not be able to charge the sub. Let's get sunk by those bastards, GO GO GO!" ... Quote:
Last edited by heartc; 05-02-07 at 02:37 PM. |
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#6 |
Sparky
![]() Join Date: Apr 2005
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The really sad part is we may not be able to mod it!!!
Although considering what GWX did for SH3 maybe theres hope... |
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#7 |
Rear Admiral
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What GWX did to the AI, is along a similar theme with what ive done with it in SH4, although GWX's visual sensor implementation is different, primarly to accomidate long range gunnery from capital warships.
With the exception of adding more visual nodes to the dat file like NYGM did, theres really only so much you can do with the sensors. All it really boils down to is when did you want the AI to detect the player, under what conditions, and how long do you want the encounter to last. Some aspects of the AI in SH4 are different then SH3. Its these differences that are the issue. (IE merchants stopping when another ship gets torpedoed, convoys slowing down to the speed of the slowest ship, etc) Nothing we can do about that. |
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#8 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
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Yes very sad this poor behaviour of ia.
![]() in sh1 scorts and ships react inmediately running away at full speed at the first submarine sighting or explossions. i hope that it will be modded or improved.
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But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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#9 | |
Sparky
![]() Join Date: Apr 2005
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#10 |
Torpedoman
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It's also a lack of coordination of DD, having 6 or 8 of em come after you they don't work well together.
no real search pattern, they just seem to all come running. Even almost into each other ![]() SHIII had this problem I think but was fixed in a patch. Now they make cordanated searches for you. Lets hope 1.3 is in the works and will be out soon. |
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#11 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
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Merchant reaction isn't just in convoys when a ship is hit. I tested this
in approaching a single merchant on the surface. His course and speed are relatively constant until he sees you. Then he starts to turn away but also slows down? My latest contact was 9 kts. down to 2 kts. I believe the code of the speed action is backwards, in other words, the devs wrote it 180 degrees out, slowing the ship instead of speeding it out. Hopefully if they know about it (should with all the posts here about it) it should be fixed... JIM
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If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#12 |
Pacific Aces Dev Team
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The 2 merchants in question in the above post were spawned from the
randon layer. Merchants I have created in a mission react the same way... JIM
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If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#13 |
Sparky
![]() Join Date: Apr 2005
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The merchants also behave poorly when you open fire on them with the deck gun.
As far as the AI escorts, after playing some the last two days with enhanced AI sensors, the problem appears to be that the escorts just aren't pinging me. They seem to wait for hydrophone contact first before going with active sonar. They really should alternate between the two, instead of relying on one before the other. They also seem relatively blind in terms of seeing torpedo tracks and responding appropriately. |
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#14 |
Stowaway
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#15 |
Captain
![]() Join Date: Mar 2005
Location: Nash Town, USA
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Were'nt IJN escorts known for pinging all the time when they knew a sub was in the area? I was surprised to hear such little pinging when I got SHIV. :hmm:
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"Hit Shokaku class carrier with three out of six torpedos. Recieved 105 depth charges during three hour period. Heard four terrific explosions in the direction of target, two and one half hours after attack. Believe that baby sank!" Lieutenant Commander Herman Kossler USS Cavalla |
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