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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#346 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
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And what do you think about system clock?
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#347 |
Black Magic
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the devs have a set of 'rules' and a set of functions that you are allowed to use in the AI 'blocks' like action, precond, etc. Each unit (aircraft, sub, ship) has different functions also. It's very complicated and I'm still figuring out what can and can't be done. I know I can't call out to any system level or outside functions though. C++ syntax is partly enforced and then again it's not
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#348 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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TDW,
What about ramming? At SH3 ramming into was very dangerous for uboat (in real for DD too), but ramming into conning tower was safe. Is this bug still existed in IRAI or is solved?
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#349 |
Black Magic
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ramming is in there. Any ship will try to ram you if their weight is > defined weight and their distance is < defined distance from you (these defined items are in the init.aix file)
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#350 |
Helmsman
![]() Join Date: Nov 2004
Location: Switzerland
Posts: 105
Downloads: 113
Uploads: 0
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I just attacked a convoy with 3 Escort units. They detected me, but by staying at periscope depth and keeping a parallel course to a merchant ship at a distance of about 100 metres, they were not able to get me, because they did not come as close to the merchant as they would have needed to.
Is there some kind of safety distance they have to keep? And if so, can there be done something to change that? I was able to cruise for hours without being attacked by the escorts. They just circled around me and my "merchant guard". ![]() |
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#351 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
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I mean the bug with weak durability of submarine hull and super hard durability of conning tower...
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#352 |
Frogman
![]() Join Date: Jul 2007
Location: Nebraska...
Posts: 303
Downloads: 102
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All I have to say is wow. the aircraft in this mod are DEADLY. They come outta no where and bomb you straight to hell.
Major props to you TDW
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I'm a gas pumpen, tire and brake changin, fix anything, jet fuel drinken, USAF Crew Chief. |
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#353 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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I look on the AI script code and have question (do not be angry if I'm wrong again):
What about procedure: Ship:SetThrottleRatio = 0.9*(1-Ship:GetDamage) Ship:WaitAction(1) Ship:SetThrottleRatio = 0.8*(1-Ship:GetDamage) Ship:WaitAction(1) ...
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#354 | |
Black Magic
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#355 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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Brainstorming,
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#356 |
Swabbie
![]() Join Date: Jul 2010
Posts: 5
Downloads: 12
Uploads: 0
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How in the HECK do you get away from 5 or 6 destroyers? I've been able to avoid being DC'd (mostly) but there is no amount of maneuvers that will allow me to evade them.
Do they ever just "give up"? They seem to have super sonar sometimes. |
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#357 | |
Black Magic
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![]() going deep, deploying decoys, and evasive maneuvers (not necessarily in that order) are your friends..... |
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#358 | |
Swabbie
![]() Join Date: Jul 2010
Posts: 5
Downloads: 12
Uploads: 0
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I AM deep.. don't matter. And I don't have decoy's, still early in the war. Sprint, drift, sprint, drift, change course, plod along at 1kt..2 kt.. 200m deep, nothing.. they just circle like hawks. I notice that the "pac man" detect circles go from small to large and back to small, kind of flittering back and forth. Are they doing their own sprint/drift tactics? Is there away to evade a group larger than 3? It seems with their combined tactics anything larger than 3 is just a killer group (no need to be a hunter). |
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#359 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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Recently you were angry at the default AI
![]() ![]() Who understands us? Thanks TDW ![]() |
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#360 | |
Swabbie
![]() Join Date: Jul 2010
Posts: 5
Downloads: 12
Uploads: 0
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Don't get me wrong. I love it better than the stock which was too easy. I wonder if the swarm's aren't too close to each other. A little more space between them would make it easier to slip between. Or some sort of "fog of war" variable. They just don't make a mistake large enought to slip away. At least IMO.... Ubisoft should give TDW games for life however. The amount he's been able to do is amazing. |
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