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Rear Admiral
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In testing the AI i've had such varied results trying to find the optium settings that i've decided it was best to just post what i did to the AI , my rationale behind it, and how to adjust it if you feel the AI is too hard.
How tough one thinks the AI should be will vary from person to person on what they want out of the game. Some will find the AI in Tmaru 1.4 too hard. If you found stock AI hard, then you most definatly will find Tmaru 1.4 extremely difficult. If your a seasoned sub sim'er then you may find yourself scoffing at the AI thinking to yourself, "ive seen worse then this", or you may find it "just right", it all varies. First let me explain the biggest AI sensor which effects you the most. Active sonar. Active sonar comes in two varites, and for me to classify these, im going to fall back to allied classification so that the japanese sonar classification will be easier to understand. The allies in SH3 and SH4 have two types of active sonar. "Type 1XX" and "Q" In the real world they scan around side to side, like a flashlight waving itself around in a dark room, and a ship could have multiple sonars equiped. ![]() Obviously they differer in geometry. In SH3 and SH4, a ship can only have one active sonar equiped at any given time. It may be a Type1XX or it might be a Q sonar, and they do NOT scan around. They behave more like a stationary floodlight affixed to the front of the ship. For the most part, the Type 1XX sonars are the standard sonar quiped. The Q sonars in SH3 tended to be of shorter range, but wider beam, and deeper in depth. In SH4, they seem rather generic looking at their stats. Now then, ive told you the two types and what they do, but to fully realize this you have to examine their stats in SH4. The three most important stats im going to list are: Max range ( in meters, otherwise self explanitory ) Max elevation, (downward angle of the beam in degrees, how deep it can go) sensitivity (how touchy it is to recieving a contact) Stock Allies Type 1xx settings Quote:
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Now that i've laid the basis on what the stock sonar settings are so you can better understand the changes ive made, here they are: Quote:
So with the changes to the AI_sensors.dat out of the way, ill explain what i did to the sim.cfg, and why i did it: Quote:
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- how long the escort will look for you if alerted to your presence. - how long you must remain undetected for him to give up and go away. - How far away units will come to look for you if alerted by another AI unit. (example: if a AI unit detects you, it broadcasts your location. Any unit that is within 30 minutes treaveling distance will be vectored into your location. Unless contact is made within those 30 mins, at 31 minutes the unit will turn around and go "home". This is why if you've ever attacked a fishing boat or what not, it felt like they had a radio when planes showed up a little bit later. Quote:
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Thermal Layer Signal Attenuation, default is 5, i made it 4 in Tmaru 1.3. As the sim.cfg comment states, " 1 means no signal reduction, 5 equals signal reduction to 20%" One last item under the sonar section of the sim.cfg which bears mentioning is the Detection time. Quote:
Another bit of reading i would suggest is this: http://www.ducimus.net/sh4/ai.htm Hopefully this will help understanding of the AI in SH4, the adjustments made in Tmaru 1.4, and how to adjust it yourself if your unhappy with the AI in general. If you have feedback, do share, maybe we can nail down the perfect AI settings yet. Last edited by Ducimus; 07-26-07 at 01:56 PM. |
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