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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: What time period would you like the Cold War Mod to encompass? | |||
Early Cold War: 1947 to the early 1960s |
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148 | 14.18% |
Mid Cold War: 1960s to 1980s |
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195 | 18.68% |
Late Cold War: 1980's to 1991 |
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147 | 14.08% |
I want the whole thing! 1947 to 1991 |
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554 | 53.07% |
Voters: 1044. You may not vote on this poll |
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#22 |
Sailor man
![]() Join Date: Jun 2009
Posts: 45
Downloads: 8
Uploads: 0
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I'm working on a mod to implement basic cold war functionality to sh4. The game has many limitations, and realism is not possible, but I believe that challenging gameplay is possible. First, a big thank-you to DarkFish for the AI Launched Torpedoes mod. This was the starting point.
Completed features: AI submarines and surface ships are able to launch torpedoes at the player while he is submerged. For a torpedo launch, a visual detection is necessary. The AI unit needs to be able to "see" underwater. The trick is, to get the visual sensor to behave like a hydrophone would. The influence of day/night and fog needs to be minimized. I got surprisingly good results! This modification affects surface warfare, but there are workarounds. One side effect is night vision for surface ships. AI Launched mines: A torpedo is used to simulate a mine. A shallow mine is easy, but a deep mine is a problem - any time compression will mess it up. Because of this, a large proximity radius could be used. The mines have their own hyd_sound. A type of ping can be used, to simulate mine detecting sonar (heard at short range). AI torpedo attack: The ai cannot determine player's depth, and each torpedo has it's own fixed depth. Again, a large proximity radius can be used to cover a lot of ground. Also, it's possible to have a deep, shallow and "middle" torpedo launcher. The modder can decide which one to mount (or all three, if desired). There was a lot of tuning done to the torpedo launchers to increase their accuracy. A salvo option is available, since the player can easily evade one torpedo. Player submerged attack: The player can use his sonar ping freely, because the AI doesn't hear it (try it). There is a method to determine the exact depth of a target, using sonar. Thanks to homing torpedoes, a precise solution isn't necessary. The player will match his depth to the target's depth, and launch a fixed-depth torpedo. It stays at launch depth. There are also regular torpedoes, which go to their pre-set depth (in the sim file). Air launched torpedoes/mines: this one is still somewhat buggy, but it's fun to watch planes decimate a convoy with torpedoes. Extensible surface radar: replaces one of the periscopes. Failed to complete: Agressive behaviour of AI subs: the subs are pretty dumb. They have "merchant" behaviour: follow waypoints,zigzag and shoot. I've tried to make them act like a destroyer. almost had it..but the rudder stopped working. It was done by placing a Unit_Ship controller besides the Unit_Submarine controller in the sim file. Anti ship / anti air missiles: I've got a launcher for them, but it's useless, since they don't collide with objects. The magnetic detonator doesn't trigger. To do: further tuning of sensors and weapons. AI torpedo evasion if possible. Compatibility for 1.5 (using 1.4 now). I hope this mod will be a step forward in making a cold war campaign for sh4. Check back for updates. Note: this mod will not contain cold-war units, only the sensors and wepons files. |
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