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06-29-11, 09:12 AM | #1696 |
Admiral
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@SSB: No, I did only change Type=4 in .cfg file, but not in .mis file (simply forgotten). Would be great if that were the explaination...........By the way: Thanks for your work.
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06-29-11, 10:07 AM | #1697 | |
Pacific Aces Dev Team
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It seems that there are many different units available (I know old news for you), but has someone checked if all of them have some kind of AI attached?
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One day I will return to sea ... |
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06-29-11, 02:38 PM | #1698 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
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i am gettin definitely excited, guys...this might become one of the best single mods ever made for sh3.
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06-29-11, 02:55 PM | #1699 |
Admiral
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No reason to get exited.
With SSB's help I could now place a VIIA AI-Sub in the Sea folder and give him Type=4 and cmdr_AIFight (destroyer AI). But its behaviour did not change: It only shoots if closer than 2-3km. If distance > 3m: No reaction. It does not try to get closer to the convoy in order to shoot. Then I tested a german destroyer Type36A. Same behaviour: He shooted at the merchants, but he did not try to get closer to the convoy. So the destroyer AI will not help us to get some AI-Subs, which approach to a convoy until a distance of 1-2km is reached and then fire. Aircraft does attack merchants. From that aspect, their AI seems to be better, but I fear it won't work to apply Aircraft-AI to a ship. So what's left?? One could place an AI-Sub directly on a waypoint of a convoy. But it will be very hard (impossible?) to find the memory position of a number of waypoint in RAM among thousands of waypoints. |
06-29-11, 04:02 PM | #1700 |
Sea Lord
Join Date: May 2006
Location: U-73
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That's what I also found but wanted to wait for a confirmation.
Ship AI seems to be not suitable for wolfpack purposes. BTW it looks like merchants use the same AI... Iceberg? That's Uncle Carl's task... |
06-29-11, 04:29 PM | #1701 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
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Hi,
that's weired In my tests I designated a C3 as type=4 and it started to attack me, change course in order to ram the boat, increased speed,... The only explanation I have is that the different behavior is only with respect to an enemy sub, but not a surface unit An easy test would be to change the nationality of the AI sub to British and see whether it attacks the player submarine. If the range of the guns is far enough and also the sensor settings then a destroyer should shoot at the target even if does not move, shouldn't it? Wouldn't that help at least? Cheers, LGN1 PS: As Hitman has suggested one should maybe start a series of tests with different types and see whether anything changes with respect to ship vs. ship engagements. Another resort might be to create a unit in the aircraft folder that looks like a u-boat... However, I don't know whether this can be done easily. One advantage of this approach would be that it might be possible to change the depth of u-boat. |
06-29-11, 05:09 PM | #1702 |
Admiral
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@LGN1: Yes, I think the same. The DD comes closer to your sub in order to ram or throw depth charges. But merchants are fighted with guns without approaching. (This is according to my observations. Cannot completely exclude errors)
So what possibilities are left? 1) I am pessimistic regarding Aircraft AI. But maybe someone of you wants to try that idea? Would be very kind. 2) Try to enlarge the "action radius" (operating range) of the Sergbuto AI-Sub to maybe 10km. 3) Maybe an acceptable solution would be (as you suggested) a modified destroyer. With the following properties: - invisible (?) - shoots without sound & fire - limited ammo, should sink max. 1-2 ships. - one hit should heavily damage or sink a merchant - ammo should be similar to that used by Sergbutos Sub (no water splashes). 4) I thought about minefields, but that does not work because the player sub is also affected. Last edited by h.sie; 06-29-11 at 05:20 PM. |
06-29-11, 06:13 PM | #1703 | |
Rear Admiral
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I have no qualms calling it for what it is, and it is just that. |
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06-30-11, 03:11 AM | #1704 |
Admiral
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Urfish: "if i can help, let me know".
Now I let you know! We need a unit that can be used to mimick a wolfpack attack. Details about the requirements, about current problems and possible solutions see the posts above. Do you have any experience regarding ship modelling, sensors, weapons and similar? h.sie |
06-30-11, 04:07 AM | #1705 | |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
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06-30-11, 04:16 AM | #1706 |
Admiral
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if I had experience, I wouldn't have asked for help
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06-30-11, 07:05 AM | #1707 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
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k...i will have a look into the files of the sea units and look for solutions or new ideas. but i cant say if my suggestions will be a great help.
to me it seems, the unit is stuck with its sensors at 2-3km. but good ai destroyers see you at >4km range and ai airplanes see you at more than 8km. also the normal "ai" watch crew of your boat discovers enemy ships at 8km or more and triggers the event "enemy sighted". i am sure, the uboat does not "accept" the settings of its new applied ai. dont know, what the reason could be. the mentioned reason its an "underwater" unit cant be the clue, as you already defined it as a surface unit. there must be something hidden, we havent discovered so far. but i will have a look.
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06-30-11, 07:10 AM | #1708 |
Admiral
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great. I'll also do some research and there are 1 or 2 other people doing some tests in the background.....
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06-30-11, 07:35 AM | #1709 | |
Admiral
Join Date: Jan 2006
Location: Russia ®
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RB ... oops, sorry TDW, as always, offers a convoluted and irrational way... it's his way of thinking ... For most modders his sentence sounds very strange (to put it mildly)... S3D is an excellent tool that solves the vast majority of tasks in SH3... This tool allows you to edit existing and add missing classes and parameters very easy. This is the best tool in the history of SH. If TDW does not like S3D and he does not use S3D to view the files, even (which I doubt) ... it's his choice ... may be why some of his mods don't have absolute purity and perfection. @ skwasjer S3D excellent tool! S3D excellent tool! S3D excellent tool! S3D excellent tool! S3D excellent tool!
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Alex ® Moses said: "Don't create yourself an idol"... |
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06-30-11, 08:24 AM | #1710 | |
Pacific Aces Dev Team
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The more I think about it, the more convinced I am that what we need is something that distracts the escorts for a while and gives the player a chance to get closer. Wether it is attained with invisible or visible uboats (Which you shouldn't anyway see normally) is the less important thing. More important would be to ensure that the escorts also do not see them, so they don't simply shoot with guns but instead are forced to leave the area to investigate.
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One day I will return to sea ... |
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