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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
Uploads: 0
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http://www.subsim.com/radioroom/showthread.php?t=164452
Hey nisgeis, The link is to my mod to get the planes to attack. In a campaign the planes use the default equipment and for all but 5 planes in stock the default is without bombs. With how the AI works a plane won't attack unless it has bombs, this was true for sh3 and sh4. One thing that was done for those games and I did with my mod is use what's called a bombdummy, a fake bomb so the ai now thinks it has bombs on board and will now use it's cannons. This isn't needed for planes that have bombs on board and one of the things that I also did was went through each plane and adjusted their equipment to as historical as possible, as well as adjusting the damage they do with the cannons. I haven't updated it for a while but have what will probably be version 1.0 out very soon. So if there's anything you can do on top of this with the ai script file then cool beans. No matter what I do a plane refuses to drop a torpedo from the air, I don't think the devs got it working in the other sh games but they've given us just a little more to play with now. |
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#47 | |
Medic
![]() Join Date: Jun 2005
Location: AN85
Posts: 167
Downloads: 55
Uploads: 0
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Code:
action { Plane:FireCannons() } Code:
action { Plane:FireCannons(); } Code:
action { Ship:EndCurrentTactic() } Code:
action { Ship:EndCurrentTactic(); } Code:
strategies { EvadeEscortDay, } Code:
strategies { EvadeEscortDay } Code:
strategies { EvadeEscortNight, } Code:
strategies { EvadeEscortNight } cheers Noline |
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#48 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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![]() ![]() Wrong or incorect code? Thanks God, code is open...
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#49 |
Admiral
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Yeah...have a look through the other files...its open code!
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![]() "I like subcommanders...they dont have time for bull****!" Proud member of the Subsim army of zombies Becks website |
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#50 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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#51 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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I got an aircraft to attack with air dropped torpedoes, but they just hit the sea and kept dropping with the same speed the were dropped at, so they sank without a trace. They might have slowled descending a bit with time, but they went very deep, so they definately need to be more buoyant.
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#52 |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
Uploads: 0
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I"m no scripter .. could you please send me what you've discovered so I can test it out?
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#53 |
Soundman
![]() Join Date: Aug 2007
Location: On dry land, in Copenhagen
Posts: 142
Downloads: 39
Uploads: 0
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Hi Nisgeis!
Your mod does indeed improve the AI. After I toned down the effects of the Thermal Layer a bit I've even had (a little bit) trouble shaking off a DD. But I think the escorts' definitely need to get better at spotting you visually. I was evading at periscope depth (to test out your mod) and although they pinged me alright, I had my scope sticking out of the water the entire time. They didn't fire a shot at it. It seems like they don't want to use their guns at all while pinging or listening. In fact, they had all their guns pointed in the opposite direction of me. Another indicator that this is a problem was when I ordered my boat back up to periscope depth after deep diving (the fiends actually started DC'ing me! Thanks to you I reckon), my stupid planesmen broached the boat. The entire sub became visible at one point yet the DD (was about 1km away) just kept on circling lazily without acknowledging my presence. Still, thanks for the tweaks. I wouldn't even have seen a DC attack without them. ![]() Also, consider toning down the thermal layer. It just completely baffles the poor short-bus AI.
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Disclaimer: The above are my current opinion and are liable to change according to mood, time of day, degree of sleep deprivation endured, caffeine intake and/or level of inebriation. Last edited by TheBlobThing; 03-29-10 at 06:40 PM. |
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#54 |
Chief
![]() Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
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Odd incident today and the first ever such in SH5, for me anyways. Is it your mod?
Feb 15th 1940,travelling home across the North Sea, spotted a sole British Destroyer, i get quite close then dive to periscope depth in semi-calm waters and wait in ambush. I fire two torps when he is about 2.2km away on fastest speed. He spots them and does a wicked swerve and starts heading right for me! I'm almost paralysed with shock! WTF?? :-) It was not very deep water so as he is charging me i am just in time to let off a third torpedo which luckliy hits him when he is like 400 metres out...too close for comfort. Phew, that was a surprise. I've not had them notice one torpedo yet so this was something new. If they could do that more often it would be way more unpredictable and fun. |
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#55 |
Soundman
![]() Join Date: Aug 2007
Location: On dry land, in Copenhagen
Posts: 142
Downloads: 39
Uploads: 0
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Hi Nisgeis.
I just received an old link from sergei to Ducimus' guide to the sim.cfg. Apparently the Detection Time on visual detection is not in seconds but in minutes! Not sure if they have changed it for SH5 but I'll try and tweak it and give it a go. http://forums.ubi.com/eve/forums/a/t...475#9581006475 Edit: Just changed sim.cfg to TMO levels as outlined in the ubi thread above and I still had to get within 1000m of two destroyers while firing my deck gun at them before they noticed me. ![]()
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Disclaimer: The above are my current opinion and are liable to change according to mood, time of day, degree of sleep deprivation endured, caffeine intake and/or level of inebriation. Last edited by TheBlobThing; 03-30-10 at 06:06 AM. |
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#56 | ||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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Quote:
What conditions were you in when you were not spotted - night, stormy, rainy, foggy? I haven't had a problem being spotted when surfaced in normal conditions even with stock.
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#57 |
Chief
![]() Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
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Thats good work then because now i cant take them for granted any more, big imrpovement, well done!
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#58 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Does this mod also includes the behaviour of warships that are docked?
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#59 | ||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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![]() Quote:
Quote:
I was just going to do a script change, but I think you're right, it doesn't make much sense doing a script only mod, if all you need to do to get away is to dive down to avoid them. New version is up, which changes the thermal layer and also a few other changes - see first post for the link, which is the same and the list of changes. The DDs should now be more successful at finding you after they lose you, but still within limits. Spiral serach now allows them to find you again. Also other changes to make DCs tickle you a bit.
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#60 |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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I've just tried the mod for the first time (before this latest update) and man have I been missing out on some action.
![]() I was about 40KM off of Tyne (spelling?) and was preying on merchants as they were leaving port. My second attack I hit him with one and surfaced to finish off with deck gun since no other ships were showing on sonar. Well I was having fun with the deck gun when out of nowhere these guys showed up at full speed... crash dive! ![]() I sunk the ship and was getting out of the area then another merchant appeared on sonar and I couldn't resist. Eventually got him but they were back on me again along with two planes circling my location (using Plane Attacks mod as well). It was tense for awhile and really enjoy the company. Good job with the work so far and I'm grabbing the latest version now. ![]() |
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