![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
View Poll Results: How important are Wolf Packs in SH5 to you, the customer ? | |||
Pah...who cares! |
![]() ![]() ![]() ![]() |
23 | 5.34% |
Only if the devs have some spare time. |
![]() ![]() ![]() ![]() |
42 | 9.74% |
I'm 50/50 |
![]() ![]() ![]() ![]() |
116 | 26.91% |
I'm not sure i'd buy the game without them. |
![]() ![]() ![]() ![]() |
36 | 8.35% |
An Absolute Must |
![]() ![]() ![]() ![]() |
214 | 49.65% |
Voters: 431. You may not vote on this poll |
![]() |
|
Thread Tools | Display Modes |
![]() |
#31 | |
Pacific Aces Dev Team
![]() |
![]() Quote:
I have installed a few days ago the latest version of the Freespace2 Source Project, a space sim/shooter based on the open source of Freespace2 (released 1999). In 1999, on PC's systems most gamers would laugh about, fighting task groups similar to wolfpacks are already in this game and with a genius AI that time. Today for the actual version this AI is further improved by the community developers of the project, your group of space ships fighting together agains large enemy groups. Every one can take an insight of this AI routines because the full C++ sourcecode is available via SVN. For AI routines like this, it makes no real difference whether they are control models of spaceships in a 3D space environment or models of submarines in a 3D ocean environment.
__________________
-- Vapor-ware is always easier to sell because there's no limit what it can do! |
|
![]() |
![]() |
![]() |
#32 | ||
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,809
Downloads: 11
Uploads: 0
|
![]() Quote:
The same way you program the AI to attack AI ships or aircraft in a realistic fashion and not always focus on you. ![]() It will simply attack what every it sees/ detects first, tis the same for every game where you are not the only target. Try it the mission editor and you'll see what I mean ![]() Quote:
![]() Last edited by JU_88; 09-21-09 at 04:57 PM. |
||
![]() |
![]() |
![]() |
#33 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
Downloads: 204
Uploads: 0
|
![]()
Wolfpacks are not difficult to implement.
I remember sh1 and aces of the deep with IA submarines, including an old abandonware game with IA submarines, and only 500 k of size, so it´s not true that it can be difficult or impossible to implement.( wolfpack from novalogic). Also a lot of flight sims have IA planes that reacts to enemy units in a 3d enviroment. I think that is a must have in a atlantic war sim, the sensation of be in a full campaign with other friendly units around making contacts, attacking and other operations and radio messages It´s the equivalent of fly a combat flight sim without friendly planes and no wingman, flying alone against the enemy planes. ![]() Another thing is if they don´t have enough money/time to expend implementing this because the other modifications of sh3/sh4 engine consumes a lot of resources and work ( full interior) but at least i hope they could make possible this with IA controllers for no player boats.
__________________
But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
![]() |
![]() |
![]() |
#34 |
Captain
![]() Join Date: Mar 2005
Location: Nash Town, USA
Posts: 525
Downloads: 1
Uploads: 0
|
![]()
I voted 50/50. As for AI subs, I think it would be far more exciting to be stalked or have chance encounters with British or other allied subs which have the ability to kill you at sea. With regard to wolfpacks, I would be pleased with more dynamic radio interaction & an occasional hit on a convoy I am attacking by a simulated u-boat (which has been mentioned before). Maybe to allow me to thread my way through the escort screen, but I dont feel the need to grab the Freecam and go to 150m to watch a fellow u-boat get depth charged.
just my two cents Payoff
__________________
"Hit Shokaku class carrier with three out of six torpedos. Recieved 105 depth charges during three hour period. Heard four terrific explosions in the direction of target, two and one half hours after attack. Believe that baby sank!" Lieutenant Commander Herman Kossler USS Cavalla |
![]() |
![]() |
![]() |
#35 |
Fleet Admiral
|
![]()
If wolfpack could do it waaaaay back then, I don't see why they couldn't do it now?
__________________
![]() |
![]() |
![]() |
![]() |
#36 | |
Fleet Admiral
|
![]() Quote:
what's wolfpack? http://www.subsim.com/radioroom/show...41#post1176441 ![]()
__________________
![]() |
|
![]() |
![]() |
![]() |
#37 |
Watch Officer
![]() Join Date: May 2007
Posts: 339
Downloads: 1
Uploads: 0
|
![]()
Must be in
__________________
I only need one torpedo. ![]() |
![]() |
![]() |
![]() |
#38 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
|
![]()
Is there a post anywhere on the internet by UBI devs or UBI that definatly says ... No Wolfpacks ?
Produce it. |
![]() |
![]() |
![]() |
#39 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
|
![]()
I think everyone's getting uppity because of Neal's report from the Europe meet that said that wolfpacks are not a certainty.
__________________
They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
![]() |
![]() |
![]() |
#40 | |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
|
![]() Quote:
![]() ![]() |
|
![]() |
![]() |
![]() |
#41 | |
Fleet Admiral
|
![]() Quote:
![]()
__________________
![]() |
|
![]() |
![]() |
![]() |
#42 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
|
![]()
I'd bet it's programming a new submarine AI smart enough to look realistic to us, old subsimmers, and to integrate it into the game engine. This is more than just scripting some new ships or missions, it is deeply embedded in the engine code. Hard, indeed, but still an absolute must.
|
![]() |
![]() |
![]() |
#43 |
Medic
![]() Join Date: Mar 2007
Posts: 167
Downloads: 0
Uploads: 0
|
![]()
Untrue. IL-2 can have hoardes of AI planes flying around, doing complex manuevers, shooting, bombing targets with little impact on most computers. Slow moving ship action should be far far less resource intensive.
|
![]() |
![]() |
![]() |
#44 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
|
![]()
Hahaha! I love stirring the pot!!!!
![]()
__________________
***THE GENERAL*** |
![]() |
![]() |
![]() |
#45 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
I side with payoff. More radio interaction from BDU on convoy contacts would be fantastic.
That would be suffuciant enough for me to simulate a wolfpack. Perhaps the sound of depth charges in the distance, but anything beyond that would merely be a sideshow. Radio interaction and perhaps a third numerical digit in the contact reports. No need to change the grid chart for that. |
![]() |
![]() |
|
|