![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
|
Thread Tools | Display Modes |
|
![]() |
#1 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
hmm. however i dont think we can add a real AI submarine. possible is a submerged target we can detect( bearing,heading,range), but not its depth, so especially in my case, no submerged dogfights. a proper weapon for that ai sub against other subs is an even bigger problem. besides, i tried an AI EchoII with missile-launching guns(Cruise-missile model attached to the shell, a missile trail, the surface-only launchers of the sub are the guns annd have to be elevated to a certain angle before they can fire, the shell speed is slow so you can see the missile on course, the range is limited, the reloading cycle is long etc.) which killed my ai nimitz quite well on a hit`n`run attack. for a wwII boat, you could use a torpedo as shell model running BELOW the shell node and make it very fast to get a straigt "flight", attach the (invisible?) gun very close to the water level and have the sub "shoot" surface targets.however, it would be most likely instant killing with a laserlike weapon, but poor japs subby wouldnt be kanonenfutter any longer.hmm better idea while writing: check out the firing angle of the gun using a slow spped and find out the usable range, then add an animation controller to the torpedo model that keeps it below the surface on a straight level while the shell flies its courve.this way the torpe can go a little more realistically...hell im good in the morning
Last edited by jhapprich; 10-14-13 at 02:57 AM. |
![]() |
![]() |
#2 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
|
![]()
Not sure why you say you can't have AI controlled submerged subs ... I've been hunting them and depth charging them for quite some time in the TSWSM development build. Why do you think submerged AI subs won't work ?
Making DC's isn't too much a of a porblem. add a munition and a launcher to fire them (a gun in effect) and bob's your uncle, or sister, depending on how complex a family strcuture you belong to. To get the AI subs to fire submerged, you just mount the torp launchers on nodes which are xx metres above the subs hull ... as in, the torp launchers are still surfaced. I've even got a 50m submerged sub which still fires torps at me on the surface. |
![]() |
![]() |
![]() |
#3 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
![]() I can't follow everything written here, but it sure looks encouraging. |
![]() |
![]() |
![]() |
#4 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
polyfiller, i guess tswsm isnt ready yet? maybe you could upload your ai torpedolauncher and your ai submarine so i could take a look at it. nice idea with the depth charge ,however it is not that simple.same goes for the submerged sub launching torpedoes. hard to believe you have all that already, until i have seen it myself.
Last edited by jhapprich; 10-16-13 at 01:09 AM. |
![]() |
![]() |
#5 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
I DID IT!
great news! i finally managed to make thedarkwraith`s torpedo spawner fire DIRECTLY and RELIABLY at the target! found it out while adding the torpedo spawn effect to a k-gun as firing effect.when the enemy lunched its depthcharge run at me , the AI-Torpedo was launched heading directly towards my sub all the time,however it would go very slowly,floating on the water surface so its propeller was useless(any idea to solve this,polyfiller?).BUT i then had the idea not to make a torpedogun that used ashell as origin for the torpedolauncheffect, but simply adding a dummy shell with 0damage to an existing gun and make the torpedospawnfx the firing effect instead of the muzzle flash. voila, i was sunk all the times, and i ran 15 knots surfaced. guessing that an AI Elco would run much faster itself, it would blow eg. the Yamato to hell without launching dud torpedos all day and mybe one would hit. sozund out it does not work for himng torpedoes.they will be launched and run towards me,but behave like unguided, meaning they go on a straight course but you can see the torpedo itself turning towards your propellor. if i can unlock the alignment of trhe launched torpedo from the initial vector of the particle generator, guided torpedoes will work as well!!!!
![]() Last edited by jhapprich; 10-16-13 at 03:45 AM. |
![]() |
![]() |
#6 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
ok, having changed some values of the original torpedospawnfx, i managed to make the launcher run smooth. it is now possible to make all the existing torpedolaunchers of the ai ships actually work+ i modified the k-gun so there is the possibility to launch torpedos on submerged targets. ill make an upload asap, currently on another pc.
|
![]() |
![]() |
#7 | |
Navy Seal
![]() |
![]() Quote:
Very nice, look forward to checking it out.Would be nice to have Elco and IJN PT boats, DD's etc launching torpedoes accurately. |
|
![]() |
![]() |
![]() |
#8 | |
Silent Hunter
![]() |
![]() Quote:
|
|
![]() |
![]() |
![]() |
#9 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
![]() |
![]() |
![]() |
![]() |
#10 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
they run straight WITHOUT descending, which is controled by the particle generator. currently, i have added a new type93 double launcher to the guns_radars.dat that fires one torpedo at a time and is assigned to a M*-node class "cannon". to add the launcher to an existing ship, you need to edit the *.dat and *.sim. the T*-nodes need to be renamed M*, and you have to add the corresponding obj_turret to the sim. in the *.equ-file, the T*-entry must be reassigned "M*",and the "Torpedolauncher93double" will replace the connected weapon. i will upload the file today, and there will be a demo-mission with a Permit-class lookalike Black Swan with both torpedo launchers for surface and submerged combat. there will also be the single files necessary for the ship editing only,no further modding by me.this way, you will have the opportunity to edit the stock ships and to implement the launcher in your own mods.ps don`t get this wrong, but personally i am particulary happy having solved this, for now i am able to moke ai-subs a real threat in the cold war mod. thanks thedarkwraith for the initial idea!ps anyone knows how to make screenshots in win7? wanted to add pictures, but print screen wont work...hmmm
![]() |
![]() |
![]() |
|
|