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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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I'd like to add a sub as an AI one, so as not to be so lonely outthere, does anyone know how ?
keltos |
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#2 |
Pacific Aces Dev Team
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IIRC it's the same process as for creating any other AI ship, you are in fact creating a DD with the looks and armament of a submarine (Except the torpedoes). Clone a DD, modify all IDs and use the submarine model.
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One day I will return to sea ... |
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#3 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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never done that before !
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#4 |
Pacific Aces Dev Team
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AFAIK it's done the same as what you did to clone the cachalot from the Perch, but with an AI unit.
EDIT: Are you really keltos? Who are you? And what did you do with his body? I should call the police! ![]() j/j ..... ![]()
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One day I will return to sea ... |
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#5 |
Navy Seal
![]() Join Date: Mar 2007
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Can't you just place any sub in the mission editor, and not check the "player sub" box?
That's what you'd do to place subs in port, for example. |
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#6 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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Thanks to Lou and Dagon for letting me use it ![]() Keltos |
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#7 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
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Clone the sub, same as you would any other sub, then in the .sim file make it a ship. It will follow waypoints and shoot guns at you. But to put men on deck the normal "DeckWatch" crew will not work. As you will note in the Sea folder, ships don't have upc/upcge files. So you would put P01 nodes (I think, it has been a while) to place men on it. If you do as Hitman suggests it will work, but you have to deal with changing all the guns, men, 3D model for rudders and propellers etc, the 3D damage won't be right etc. It is just much harder to do. Tater's way you can use it as eye candy in a port, but it won't go anywhere and will not shoot at you. So it depends what you want to do with it. In fact Tater's way you don't have to clone it since it will not conflict with another sub of the same kind. If you put one in with a speed it will move a short distance, but if you check, you will find the propellers are not turning, so it will eventually come to a stop. So as I stated it depends what you want it for. Peabody
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#8 |
Stowaway
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I'll agree to all the above except you don't need to name the nodes P0x
Any name for a node will do. They are after all just placement nodes and care less about what you call them. They are only used in the manor they are to make things easy to follow when working on stuff at build time. And to make another thing very clear? AI Subs done as Ships in the sim file can be made to dive! I never finished the final work on this as GWX priorities at that time, demanded I put that work aside. I am back into that work for several reasons now. ![]() |
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#9 |
Samurai Navy
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all you smart people talking your smartness.... but i'll add that i would love to have a companion sub that might follow and work with you or accept recon orders or.... give you fuel and stores while on long missions would be great!
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"Diesel Pig" Not so long ago... |
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#10 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
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And I will be the first to admit you know 1.000 times more about this than I do.....Someday I will tell you something you don't know......I just don't feel like doing it today. ![]() Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#11 |
Navy Seal
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Some of the nodes do seem to have specific, hard-coded functions. The K node, for example. Changing them is trivial inS3d so why not make it consistent
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#12 |
Rear Admiral
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Skimmed through the thread, sounds like other have pretty much covered it. Though i'll add:
- It is VITAL that the AI subs do not use ANY of the same sensory nodes, equipment, etc that the player uses. AT ALL, EVER. Not even a TAR node. (you'll know this happen if you notice all the dial needles stuck in the 12 O'clock position in the interior. Possibly super large file sizes for save games too, like 500 MB saves) - You'll need to redo damage zones so they sink correctly. Admittidly, i cheesed, and just changed one zone into a BB keel zone and ran it the length of the boat. Does the job, but certainly not elegant. |
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#13 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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![]() Quote:
keltos |
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#14 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
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I did NOT know about the sensory nodes, equipment etc. Now mine were the Porpoise and the Tambor, and Keltos used German subs to create the IJN subs. Do you know if this will encounter the same problems? I am not asking you to test it, only if you know the answer. I didn't notice any problems with dial in the sub not working. Possibly because we are using German "equipment" ??? I will check the file sized the next time I have them loaded in the game. The other question is you say the "same Sensory nodes", does that mean we have to rename the node. for example change the H01 to F01 or we have to actually remove the Hydrophones from the sub, and use 'ship' equipment instead of 'sub' equipment? There is so much I need to learn, thank you for the information. I NEVER would have figured that one out. In fact if you are busy (you are always busy!!!) I can check your AI sub in TMO and see what you did and maybe figure out at least some of it. Thanks again for the information. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#15 | ||
Rear Admiral
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I know you can make a submerged and surfaced version of the same submarine. Just set its draft to run below the surface. (sim and/or cfg file tweaks, i forget). You can also make "fake" torpeo's too. Clone a new gun, make it invisible. Take the node for this gun mount on the parent object and offset it so its above the surface. Tweak the gun's rotation and reload specs, and there you go. Someone thought this up way back in the day in SH3, i forget who. Anywho I should probably get off my lazy as and do this at some point.
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You can totally clone the player object in every detail, but the game won't have a tizzy, UNTIL IT TRIES TO RENDER IT. (usually within 30 KM or so.). Which makes tracking down this error really hard. Sometimes there was an AI sub around and you didn't know it. Lucky for you, others have already done hours of this: ( ![]() ![]() ![]() ![]() Quote:
edit: Some nodes are player specific and never used by the AI. TAR node for example. I mention this specifically because it was giving me issues. I let this one node slip by not realizing the game was trying to insantiate two instances of this player specific node. (its for submarine coatings) |
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