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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Naval Royalty
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#2 |
Ocean Warrior
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Well, the biggest limitation of the way the DW handles AI, is that it isn't possible for a platform to reference two other platforms relative to each other.
In other words, if there is a distant target and a friendly or neutral in between, there is no way to say to the objective platform "don't fire on that target because there is a potential blue-on-blue". In DW, the AI going to fire, and the faith is that the automatic presets put on the weapon will prevent the friendly fire... obviously, this doesn't always happen. ![]() I've been thinking about how to get around this, but no luck so far... Another limitation is that the doctrine system appears to merely provide the AI platforms with "suggestions" on what they should do in terms of weapons use and how they handle contacts. Very few of the doctrine commands actually command the AI to do something directly... it's more like it puts the idea of doing it on their proverbial radar, and then the AI core in the NavalSimEngine determines if they are actually going to do it. I'd imagine the contract versions of DW have a much more reliable way of directing AI behavior... ![]() Cheers, David
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#3 | |
Ace of the Deep
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#4 |
Medic
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DSRV behave totally wrong, big problem. can't reach the objective sub
@LuftWolf: may be a new doctrine for Attack Midget Sub which can attack submarine/ ship by Torpedo/Mine, release Special forces, and the midget sub can be launched and recover by a bigger sub(just like DSRV), for example: Russian project 865--known as LOSOS class Cheers, Cayman |
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#5 | |
Naval Royalty
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#6 | |
Naval Royalty
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The other problem is that the tendancy with computer models is to want to put more and more data into them for the sake of "realism" the problem with that is that the more things there are to vary in a model, the less insight it typically yields because it becomes possible for one to arrive at lots of possible outcomes making different assuptions about the various inputs. How likely are any of those? Who knows... maybe they ought to consult another computer model! HA! I've actually calculated the results of various situations using pencil and paper and then built computer models to reproduce those results because the Navy customer demanded a computer model, even though I knew what the answer was without one. I'm not sure whether I should laugh at them or cry because of the sorry state of affairs in the Navy. Last edited by SeaQueen; 01-26-08 at 11:42 AM. |
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#7 |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
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Here are a couple of AI pet-peves.
1. I hate how the AI Aircraft carriers don't maximize the amount of aircraft they launch. From what I've seen the AI CVs only launch and sustain 2-3 aircraft overhead to counter surface/air threats. I'ld like to see the CVs launch more continuous streams of squadrons. Sure you could script, prefabricated air-stations with fighters, but then their patrol zones would be locked-in and not flexible to where the carrier was located or locations of the threats. 2. The AI ASW aircraft don't drop sonabuoys when they should. Mainly the P3 and sometimes the S3 Vikings. 3. AI platforms running into dry land. Why sometimes the AI subs turn toward a landmass and decide to run into it even when "land avoidance" is on, is beyond me. ![]() 4. AI Surface ships blasting sonar even past washout speeds. This is more of a scenarios design issue. But nonetheless perhaps a addition to the doctrine to auto-turnoff active sonar if ship speed is above washout? Perhaps. 5. No "sprint and drift" option for escorts. Its in the AI programming of Harpoon 3; why not DW. Especially since the games is primarily a ASW sim. Surface and subs should have had this as an option in the mission editor platform tatics. A pretty annoying oversight OMHO. Whether any of these are fixable or not is beyond me.
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#8 |
Ocean Warrior
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Ok, as part of the effort to get the modding process off the ground, and to get everyone on the same page, I'm going to go through the few threads we have running now and do a matrix of all the suggestions that everyone has offered, what I can do about each issue, and what could theoretically be done if I were not limited by technical obstacles that I have the power to resolve.
In looking back, 3.08 comes pretty close to fixing all the fixables... so there are really only a few loose ends that can be tied up. Most of the focus at this point can/should be adding new features... which some other modders have done successfully. In terms of adding the advanced torpedo features... wow that's a big project, but I've already put so much work in, it would dissappoint me if I never got a working version out for the community. I wish the job I had now wasn't as chaotic and my life was way more settled... more like the summer of 2006 when I worked about eight weeks straight on this mod like 50+ hours a week with all the testing and extra playing. Now that was fun. ![]() Cheers, David
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#9 |
The Old Man
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Luftwolf, I still wonder what unfixale bug in DSRV you have encountered.
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#10 | |
Soundman
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Variable TgtAlt is not passed in the doctrine from the NavalSimEngine. 1. It is not known what depth should to borrow DSRV at rapproachement with the Sunk Sub. 2. Not the static situation of the sunk Sub - DSRV is floating on the originally received coordinates of the Target. However Target does not cost on a place - she is gradually displaced, as there is no complete statics of object. DSRV comes in the given point and the saved submarine already left in other position (And it thus that the speed is established on 0, however object all the same has displacement - he not completely static). Damn It… ![]()
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#11 | |
The Old Man
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This is not problem of the engine. It's because DSRV has no sensor which could detect target altitude. I overcame this by creating new sensor, HF sonar, with flag 'reports target alt'. Then the target depth WAS passed to the doctrine. |
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#12 | |
Silent Hunter
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#13 |
Pacific Aces Dev Team
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I find it most annoying that in the quick missions the enemy AI submarines go at high speeds, making detection & tracking of them very easy.
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#14 |
The Old Man
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I'm afraid this is unfixable. But what I hate more on quickmissions is that sometimes the enemy sub is generated 1 nm from you, which means it will launch torpedo at you in like 10 seconds.
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#15 | |
Silent Hunter
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