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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Black Magic
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![]() IRAI is going release state now, no more alpha versions ![]() ![]() Have a couple of things to finish up on it (some ship AI stuff and I would like to try and revise the airplane AI some more) Change log/release notes as of now: v1.0.0 - first official release (non-BETA and non-ALPHA state thus release state) - revised AI tactics for unknown contacts - adjusted AI tactics for new PT Boat unit - increased explosion range of DCs to 150m (this allows for more shaking of uboat when DCs explode) - changed depth precision of DCs to 2.5m - fixed problem of when unit has no waypoints to follow it would come to all stop. Now the unit will set it's throttle to 0.5 to allow it to maneuver - single ship (non-convoy and not HK) tactics against airplanes revised. If airplane is > 8000m from ship then ship will continue following waypoints. If airplane is < 8000m but > 1500m then ship will start zig-zagging and go to 75% max speed. If airplane is < 1500m then ship will maneuver to place airplane at ~90 degrees to it and speed is increased to full throttle. - MERCHANT_CONTACT_DETECTED_SPEED_CHANGE_MIN changed from 0.5 to 0.8 - MERCHANT_ZIGZAG_CONTACT_DISTANCE changed from 3000m to 5000m - for single merchant: if sub distance to merchant <= MERCHANT_CONTACT_DETECTED_WAYPOINTS_DISTANCE and >= MERCHANT_ZIGZAG_CONTACT_DISTANCE then merchant will zig-zag and change speed. If sub distance to merchant < MERCHANT_ZIGZAG_CONTACT_DISTANCE then the merchant will change heading and speed - CONVOY_LEADER_ACTION_SPEED_CHANGE_MIN changed to 0.75 - CONVOY_LEADER_ACTION_SPEED_CHANGE_MAX changed to 0.9 - tactics that weren't differentiating between air and non-air contacts now do (and have different tactics for them) - AI subs now have tactics against airplanes - sub AI vastly improved (they do not die easily anymore due to stupid AI behavior). Sub AI will now play 'cat and mouse' with contacts while trying to attack/evade them. Sub AI will now try to keep the convoy escorts/battleships 'entertained' so player can wreak havoc on convoys. If convoy has no escorts then they will procede to wreak havoc on convoy. - single ship AI (merchant and warship) greatly improved - convoy leader AI greatly improved - evasion tactics revised (and greatly improved) - AI no longer has pin-point accuracy on unknown contacts. Now they will search in the direction (and range) the unknown contact is believed to be (it is random how they search and is finally what I've always wanted to accomplish with this). If they believe the unknown is submerged then they will also drop DCs while searching. |
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#2 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
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Great job. Will have to take a look when you release, but before I have to repair my scope issue. I sent you a PM, TDW.
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#3 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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I tested this version long time and i can confirm that is a masterpiece
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#4 |
Black Magic
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#5 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#6 | |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
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What we do in life echoes in Eternity |
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#7 | |
Black Magic
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Subs now have tactics against land units. Have to add tactics for land units to ships/airplanes also. Now we need to add land units (coastal defenses et al) to the campaign (and once we do I'll give them tactics) ![]() |
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#8 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#9 | |
Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,013
Downloads: 124
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![]() Awesome work TDW. Looking forward to this. ![]() ![]()
__________________
Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. |
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#10 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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ExternalCargo=-1 InternalCargo=-1 CrewRating=2 Weapons=0 Sensors=0 Tactics=0 Camouflage=0 0 can be changed up to 2 and 3 which is Medium and Late. In stock campaign most of the units were set as Poor or Competent and tactics on 0 or 1, just to make thing easy. Now after 43 the escort will use 3, everything set at maximum. We asked you if is possible to control the AI tactics in certain timeframes.. like having the AI noobish in 39-42 but extremely aggressive in 45-45? If they use in 39 the same tactics used in 45.. is no fun and realism. |
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#11 | |
Black Magic
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- years '38-middle '42 AI will be dumb down - years middle '42-middle '44 will be like they are now - years '44 on will be made very difficult How does that sound? Do I need to change the years? |
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#12 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
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For example: Hard, Medium, Dumb (number is a chance for each DD to be H, M or D): '39: 75%D 20%M 05%H '40: 50%D 30%M 20%H '41: 30%D 40%M 30%H '42: 20%D 50%M 30%H '43: 15%D 40%M 45%H '44: 10%D 30%M 60%H '45: 05%D 20%M 75%H At this way the human player will not know which level of difficulty currently is. Maybe this DD is dumb, but maybe hard. This same way is used for multiplayer games: some DDs are hard, some medium and some low and the question is: WHICH ONE? ![]()
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#13 |
Helmsman
![]() Join Date: Mar 2010
Location: España
Posts: 105
Downloads: 472
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#14 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
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#15 | |
Planesman
![]() Join Date: Dec 2009
Posts: 191
Downloads: 172
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