SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 5
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-11-12, 06:59 PM   #1
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

This is weird. Everyone is talking about how well ships can see in 1939, and it doesn't appear to me that anyone has asked the most important question: Gambla, are you using TDW's AI mod? If not, no destroyer will ever react to you, even if you sail up to one in broad daylight. The AI in the stock game is all screwed up. With TheDarkWraith's mod you will quickly learn to hate life.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 02-11-12, 07:53 PM   #2
Michael13
Loader
 
Join Date: Dec 2011
Location: Moscow
Posts: 87
Downloads: 18
Uploads: 0
Default

Quote:
Originally Posted by Sailor Steve View Post
This is weird. Everyone is talking about how well ships can see in 1939, and it doesn't appear to me that anyone has asked the most important question: Gambla, are you using TDW's AI mod?
May be because:
Quote:
Originally Posted by gambla View Post
Is this one of the original bugs or is IRAI failing ?
Michael13 is offline   Reply With Quote
Old 02-12-12, 03:00 AM   #3
Hinrich Schwab
Grey Wolf
 
Join Date: Nov 2010
Posts: 908
Downloads: 89
Uploads: 0
Default

From what I have seen, the stock AI reminds me a lot of what I am seeing in SH II. The stock AI does not react until after a ship takes a hit. From what I have read in the AI doctrine in IRAI*...well, let's just say that the battleship requirement in Operation Weserübung just got a lot more complicated.

*I haven't installed this yet as I am still tweeking my mod soup and chasing persistent campaign bugs.
Hinrich Schwab is offline   Reply With Quote
Old 02-12-12, 04:30 AM   #4
gambla
Gunner
 
Join Date: Jan 2006
Location: Frankfurt, Germany
Posts: 97
Downloads: 43
Uploads: 0
Default

Quote:
Originally Posted by Schwartzritter View Post
The stock AI does not react until after a ship takes a hit.
That's not too bad. But i had hit two ships.
However, the minimum reaction in the Sim that i would like to see is that they head to the burning ship and "take notice".
__________________
_________________________________________
Mods: The Wolves of Steel 2.0.0 - 2.0.9d Update
gambla is offline   Reply With Quote
Old 02-12-12, 05:11 AM   #5
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by gambla View Post
That's not too bad. But i had hit two ships.
However, the minimum reaction in the Sim that i would like to see is that they head to the burning ship and "take notice".
For them to take any action they need to be part of a group or they need to 'see' an enemy. If they are single units then they behave as single units. As a single unit they will continue following waypoints until they 'see' something or they take damage from a player's weapon. Not my limitation but the game itself.
TheDarkWraith is offline   Reply With Quote
Old 02-12-12, 06:08 AM   #6
gambla
Gunner
 
Join Date: Jan 2006
Location: Frankfurt, Germany
Posts: 97
Downloads: 43
Uploads: 0
Default

Don't take that wrong, TDW. I appreciate your great work. So the convoy with escorts is not defined as a group ? I wonder what a modder could about it. Could we solve this with any message (internal message, not a radio message) sent from attacked ships (status,position) that would trigger the escorts. Or maybe could it be linked with the hitpoints ?
__________________
_________________________________________
Mods: The Wolves of Steel 2.0.0 - 2.0.9d Update
gambla is offline   Reply With Quote
Old 02-12-12, 03:21 PM   #7
Hinrich Schwab
Grey Wolf
 
Join Date: Nov 2010
Posts: 908
Downloads: 89
Uploads: 0
Default

Quote:
Originally Posted by TheDarkWraith View Post
For them to take any action they need to be part of a group or they need to 'see' an enemy. If they are single units then they behave as single units. As a single unit they will continue following waypoints until they 'see' something or they take damage from a player's weapon. Not my limitation but the game itself.
When you say "see" something, are you referring to visual detection only or any sensor detection? From what I saw in stock, it seems to be visual only.
Hinrich Schwab is offline   Reply With Quote
Old 02-13-12, 01:06 AM   #8
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Schwartzritter View Post
When you say "see" something, are you referring to visual detection only or any sensor detection? From what I saw in stock, it seems to be visual only.
When they are not in alert state they rely mostly on visual sensors. You'll notice their hydrophone cone is very small when not in alert state. They come into alert state when they see something via any sensor.
TheDarkWraith is offline   Reply With Quote
Old 02-12-12, 11:24 AM   #9
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Quote:
Originally Posted by Michael13 View Post
May be because:

Yes, it may be.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:24 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.