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12-05-05, 10:30 AM | #1 |
Sea Lord
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From stationary to moving
Hi,
i´ve got a simple problem. if i place subs into the campaign.. for example kiel and they shall move from the harbour to the sea they do not appear and of course they don´t move. Speed is set to 10 and depth to 0 m. If i place them into the harbour with the "docked sign" they appear at the given date. How do people from IUB get them to move??? |
12-13-05, 08:24 AM | #2 | |
Sonar Guy
Join Date: Dec 2005
Location: Montréal
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Re: Subs do not appear and move!
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If you try to be serious, it just does not understand it. |
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12-13-05, 05:59 PM | #3 |
Sea Lord
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i got it somehow...
when u install serge´s ai-uboats you have to use them to get subs moving. original u-boats from stock game don´t do that. unfortunatly the 3 inch gun looks quite ugly.. but you can simply change it by editing the "equip" file in the submarine folder with an editor Now i have a great campaign feels like i´m really in war! |
12-14-05, 08:59 AM | #4 | |
Sonar Guy
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happy hunting |
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12-14-05, 04:34 PM | #5 |
Grey Wolf
Join Date: Jun 2003
Location: Manchester UK
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Have you set way-points for them, plus make sure the wp also has a speed indicated, then create a loop of the waypoint.
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Silent and Violent |
12-24-05, 06:46 PM | #6 |
Lieutenant
Join Date: Jul 2002
Location: USA
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Sorry but I cannot get them to move at all even with a way points, I think
it is just brokening. Just a bug in the game!!! |
12-26-05, 04:41 AM | #7 |
Grey Wolf
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Have you set the command to be human in the editor, you need to tick the box?
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Silent and Violent |
05-12-06, 09:23 PM | #8 |
The Old Man
Join Date: Apr 2005
Location: Oldham, Lancs,England
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From Stationary to moving
As it says above just how do I get a DD that's stationary to move as soon as a torpedo hits a target ? Something like in GW scapa single mission as soon as you hit something that DD goes searching.
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05-12-06, 10:35 PM | #9 | |
Engineer
Join Date: Jan 2006
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Re: From Stationary to moving
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05-13-06, 06:00 AM | #10 |
The Old Man
Join Date: Apr 2005
Location: Oldham, Lancs,England
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thank for the advice.
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02-08-08, 06:59 PM | #11 |
Stowaway
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AI subs not manned nor moving in an SP mission
I'm working on a mission that involves a German AI sub on the surface. I've given it waypoints, and a speed. But when I test the mission out: 1) she's at dead stop and remains and dead stop and, 2) her flak guns are not manned, nor is their a watch crew.
Even odder, when I first encounter her and lock her up in my UZO, the UZO indicates a speed of 13 knots (which is what she's been scripted for) but she's not moving. Any ideas what is wrong and/or what I need to do to have an Axis AI sub move as scripted and manning her flak guns? |
02-09-08, 01:57 AM | #12 |
Grey Wolf
Join Date: Apr 2005
Location: Bucharest, Romania
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Any vessel you put in a mission will start at the defined speed, but will eventually slow down to zero if you don't define also a speed for the waypoint. New waypoints are always set with zero speed and you must change the speed by hand (right click on waypoint).
Now, coming to the unmanned sub, it depends on what version of AI sub you are using. They come in several "flavors", with or without crew set on deck. A version with crew on deck has been created by Sergbuto and you can find it here: http://hem.bredband.net/serbut/ I've done my own experiments with AI subs/ships and I think you'll find them very limited in what they can do, actually frustratingly limited. Apart from attacking the enemy when in range, they can do nothing. They strictly stick to their set waypoint and are unable to go after the enemy on their own. In fact, the only ship AI worth of this name in the game is that of escorts. They move on their own when they see the enemy, they attack realistically etc. All other vessels are most limited. Even big warships like battleships or cruisers are limited to this "follow the waypoints" behavior. Further reading about AI subs and wolfpacks here: http://www.subsim.com/radioroom/show...pack+crew+deck |
02-09-08, 03:24 PM | #13 | |
Stowaway
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