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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Black Magic
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You all said you wanted this so I'm releasing it. From the readme file:
**** Racerboy's AI Torpedoes This mod will add AI Torpedoes to the game. The AI Torpedoes are very unrealistic in that they: - have a speed of 150knots - cannot turn and will proceed in a straight line from the direction fired - will always maintain a depth of 3m relative to the water surface - can and will pass through solid objects - are given a distance to run and once that maximum distance is reached they 'die' (do not detonate). If they find their target before that distance then they detonate. - are fired based on the target's current position. They are not smart enough to lead ahead of the shot or account for target's speed. The AI torpedoes do contain duds. If you find that your torpedo 'hits' it's mark but doesn't detonate then it was a dud. Currently the only AI torpedo modeled is the TI. The AI torpedoes will leave a wake on the water surface and will emit bubbles just like normal torpedoes. I have made an entirely new torpedo detonation effect for this mod. You will see a small, initial column of water rise and fall with some waves and then a small time later you will see the big columns of water rise with large waves and fall back to the surface turning into mist as they do. This models how a torpedo actually explodes (expanding/collapsing steam bubble) under water. AI Torpedoes are available for subs (fore/aft) and for ships. They are named like so: AITorpsShip__TI040400300000000360Y breaks down to: AITorpShip - AI Torp for ships (AITorp_Sub - AITorp for subs) TI - torpedo type (TI) 04 - number of tubes 04 - total number of torpedoes (if this equals number of tubes then there are no spares to reload the tubes) 0030 - number of seconds between firings 0000 - number of seconds required to fully reload all tubes. 000 - minimum range of circular motion. 0 would be north, 90 east, 180 south, 270 west. These directions are in regards to it's parent object (sub, ship, etc.). 360 - maximum range of circular motion. 0 would be north, 90 east, 180 south, 270 west. These directions are in regards to it's parent object (sub, ship, etc.). So if minimum angle is 0 and max is 360 then the launcher has full circular range of motion. Current Available launchers: Ship's Launchers: AITorpsShip__TI040400300000000360Y (TI torp, 04 tubes, 4 torpedoes total, 30 seconds, 0 seconds, min angle 000, max angle 360, Visible) - this launcher can fire in any direction. AITorpsShip__TI040400300000270090Y (TI torp, 04 tubes, 4 torpedoes total, 30 seconds, 0 seconds, min angle 270, max angle 90, Visible) - this launcher gives firings from west, through north, to east. It is not able to fire backwards. AITorpsShip__TI010100300000000014N (TI torp, 01 tubes, 1 torpedoe total, 30 seconds, 0 seconds, min angle 0, max angle 14, not visible) - this is used on the right side of PT boats. It can only fire from straight ahead to 14 degrees to the right. AITorpsShip__TI010100300000346000N (TI torp, 01 tubes, 1 torpedoe total, 30 seconds, 0 seconds, min angle 346, max angle 0, not visible) - this is used on the left side of PT boats. It can only fire from straight ahead to 14 degrees to the left. Sub's launchers: AITorpsBarrel_Sub__TI040400300000315045N (TI torp, 04 tubes, 04 torpedoes total, 30 seconds, 0 seconds, min angle 315, max angle 045, not visible) - this is used on the front of subs. It can only fire straight ahead and 45 degrees to either side of that. AITorps_Sub__TI040800301200315045N (TI torp, 04 tubes, 08 torpedoes total, 30 seconds, 1200 seconds, min angle 315, max angle 045, not visible) - this is used on the front of subs. It can only fire straight ahead and 45 degrees to either side of that. Since this has 8 torpedoes total with 4 tubes it it able to re-arm itself once. AITorps_Sub__TI020400301200135225N (TI torp, 02 tubes, 04 torpedoes total, 30 seconds, 1200 seconds, min angle 135, max angle 225, not visible) - this is used on the rear of subs. It can only fire straight behind and 45 degrees to either side of that. Since this has 4 torpedoes total and only 2 tubes it can re-arm itself once. AITorps_Sub__TI010200301200135225N (TI torp, 01 tubes, 02 torpedoes total, 30 seconds, 1200 seconds, min angle 135, max angle 225, not visible) - this is used on the rear of subs. It can only fire straight behind and 45 degrees to either side of that. How to add a launcher to a sub/ship: Torpedoe launchers are added via the cfg#Mxx nodes. You will either have to add new cfg#Mxx nodes or use an existing one. In the samples provided for the Hunt I, the AI subs, and the PT boat I have created cfg#M94 - cfg#M99 for this mod and for RFX. Once you have added or used an existing cfg#Mxx node in the ship's/sub's files then you will need to setup the ship's/sub's .eqp file. Here is a sample from the Hunt I's .eqp file (NDD_HuntI.eqp): ;reserved for RFX [Equipment 6] NodeName=M94 LinkName=NULL StartDate=19380101 EndDate=19451231 ;reserved for RFX [Equipment 7] NodeName=M95 LinkName=NULL StartDate=19380101 EndDate=19451231 ;reserved for RFX [Equipment 8] NodeName=M96 LinkName=NULL StartDate=19380101 EndDate=19451231 ;reserved for RFX [Equipment 9] NodeName=M97 LinkName=NULL StartDate=19380101 EndDate=19451231 ;Reserved for RFX [Equipment 10] NodeName=M98 LinkName=NULL StartDate=19380101 EndDate=19451231 ;Reserved for RFX [Equipment 11] NodeName=M99 LinkName=AITorpsShip__TI040400300000270090Y StartDate=19380101 EndDate=19451231 Notice that I added the launcher to Equipment 11 which corresponds to cfg#M99. You use the cfg#Mxx node (located in the ship's/sub's files) to place where the launcher should be on the object. The LinkName must specify one of the valid ship/sub launchers above in order to have AI torpedoes on that object. By changing the StartDate and EndDate you can determine when the object gets AI torpedoe capability. This is Version 1.0 BETA of Racerboy's AI Torpedoes. This mod has been based on SH3 1.4b files when files were needed. I have created my own files for this mod so as to not interfere with other mods. All the effects are self-contained in this mod and thus cannot be influenced by other mods. The only part of this mod that can be influenced by other mods are the sounds. It uses \data\Sounds sounds for the effects. This mod also contains work by others. That work is the AI subs. I do not recall who the original author is (I believe it's Ref or Sergbuto) but those subs were not made by me. I have included them so that a demo mission in a wolfpack could be done. This mod contains a single mission named 'HuntI_PT_attack'. I highly recommend running this single mission first after installing the mod to see the new torpedoe explosion effects and to see the mod in action. I highly recommend browsing my files to learn how I did what I did. Various forms of 'trickery' and use of controllers in ways they weren't intended to have enabled this mod to come to be what it is. There is also use of a controller that I've never seen used before (I had to 'make' it from the SH3Controllers.ACT file) that allowed the torpedo explosion effect to do what I wanted it to do. Version History: 1.00 - Initial BETA release This mod is fully JSGME compliant. Delete previous versions of this mod, unzip, and copy the folder 'Racerboy_AI_torps_1_0_BETA' to mods folder, enable, and enjoy! As the sole tester and maker of the mod I have only myself to thank and acknowledge! Hope you all enjoy it. I know I do. Copyright notice: This mod [Racerboy's AI Torpedoes] and all versions thereof and all corresponding files of said mod are freeware. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author. Racerboy ![]() http://files.filefront.com/RB+AI+tor.../fileinfo.html |
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