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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
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UPDATED VERSION - NOW ABLE TO HIT MOVING TARGETS
Thought I'd better make it a new thread. As the title suggests I've solved the problem of getting AI ships to fire torpedoes. The files available for DL are only the files needed to manually install them on ships, ships won't have them without some manual tweaking. I've made a small vid showing an AI elco PT boat attacking a stationary Japanese merchant with 3 torpedoes: ![]() Known bugs/issues: - Torpedoes are relatively ineffective, about 4% hit rate @4000m distance. - the torpedoes occasionally dive (much) too deep/too shallow, sometimes recovering after a certain distance. and before anyone's gonna ask, no, the merchant is not to the north of the elco. WaterInteraction is great, but not so great for torpedoes ![]() DL Link: http://www.gamefront.com/files/21085853/AI_torps_rar Installation: - install manually or using JSGME, no files will be overwritten. - Now for all ships you want to have torpedoes add a main armament node in its .dat file (in the .dat file - Data\Sea\Shipname\Shipname.dat, open using S3D - you'll find nodes called cfg#M01_NPT_Boat_A, cfg#M02_NPT_Boat_A etc. If the last one is for example called cfg#M04_NPT_Boat_A you must add a new one called cfg#M05_NPT_Boat_A) - Make sure this node is placed well clear of the ship. Launching torpedoes from a node too close to the hull will lead to torpedoes scattering all over the place. Also rotate it into the direction you want torpedoes fired in as the torpedo launcher will only fire within 45 degrees to either side of this direction. I recommend an X-coordinate offset of at the very least 0,5 game units. If you see torpedoes heading for space it means the node is too close to the ship. - now finally in the ships .eqp file add: Quote:
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![]() Last edited by Webster; 12-14-11 at 06:08 PM. Reason: working link added |
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#2 |
Silent Hunter
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Great job! Can we adjust the torpedo speed, so that maybe the torpedoes will be useful against faster targets? I don't mind if they're ahistorically fast if it helps improve accuracy a little.
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#3 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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any more work done in the past 10 days ?
keltos |
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#4 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
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![]() Quote:
Just a suggestion on the issue of stationary/slow moving targets. You have the Particle generator/object linked to the MK14. What about making one of the torpedos acoustic. (I know the cutie is already, but it is slow and underpowered for this use.) Wouldn't that solve the problem of accurate aiming for faster ships? You would still have to be "in the ballpark" or the acoustic wouldn't pick up the target. And then you could create missions with surface AI ships assisting an attack. Of couse I would put a rather small limit on the available ammo or it would keep shooting until everything is sunk. Thanks for the great work. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#5 |
Navy Seal
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This smells like as lousy an idea as Ducimus' evil airplanes.
![]() I think this is another one of those game-changer ideas that will force us to operate with a little more fear and in a little less Rambo-like fashion. If we're setting up a surface attack and a fleet of six torpedo boats with two or four of these torpedoes charges us from two directions at 30 knots, what do you think our reaction would be? Did the Japanese have E-Boats or the equivalent? They certainly were good at destroyers and torpedoes, so something can be cooked up in any event. This promises to mess up our nice tidy game and introduce a little refreshing mayhem! ![]()
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#6 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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![]() Quote:
![]() ![]() http://forum.axishistory.com/viewtopic.php?t=68979 ![]() Tomozuru was one of four Chidori-class torpedo boats of the Imperial Japanese Navy. She capsized in a storm on March 12, 1934, shortly after her completion. Her loss forced the IJN to review the stability of all of its recently completed, still building and planned ships. She was salvaged and put back into service after extensive modifications. She saw service in the Battle of the Philippines and the Dutch East Indies campaign as escorts and continued in that role for the rest of the war. http://en.wikipedia.org/wiki/Japanes..._boat_Tomozuru They also had smaller Torpedo Boats : ![]() http://commons.wikimedia.org/wiki/Fi...t_No2_1941.jpg type 101 torpedo boat : ![]() http://commons.wikimedia.org/wiki/Fi...round_1943.jpg type 241 torpedo boat : ![]() http://commons.wikimedia.org/wiki/Fi...pe241_1944.jpg torpedo boat n° 14 : ![]() http://commons.wikimedia.org/wiki/Fi..._No14_1944.jpg IJN torpedo boat main picture page : http://commons.wikimedia.org/wiki/Ca..._Japanese_Navy keltos Last edited by keltos01; 08-04-09 at 06:17 AM. |
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#7 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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more on japanese torpedo boats classes :
http://www.probertencyclopaedia.com/...+Boat&offset=0 do you know which are already modelled in game if any ? Miner1436 could maybe make a few ? keltos |
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#8 |
Grey Wolf
![]() Join Date: Jul 2007
Posts: 808
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I might give it a shot in the future, but for now im taking a break from modding.
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#9 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
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![]() Quote:
FYI, there are no custom torpedoes included, it just uses the stock ones. If you want a torpedo to go faster you would have to modify one of the already existing ones. Maybe cloning it, but I don't know what effect that would have on the 'playable' ones. There is already a limit on the ammo, right now it has 4 torpedoes launching 20 seconds apart. Also, I updated the file to fix problems with deep running torps, in the latest version (just uploaded to FileFront) even with 15m/s wind 2/3 of all torpedoes still hit the target. (depending on target draft of course, 7,5 ft in this case) At longer ranges (from about 2500 m) the problem seems to cure itself with all torpedoes suddenly rising to their normal depth ![]()
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#10 | |
Planesman
![]() Join Date: Jan 2008
Location: Maryland, USA
Posts: 185
Downloads: 119
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Speaking of Japanese torpedo boats... http://en.wikipedia.org/wiki/File:Shimakaze.jpg This is the only remaining picture of HIJMS Shimakaze. She had hands down probably the biggest broadside of her tonnage class of the war - six five inchers and 15 Long Lances, which gave her a huge edge in night fighting. To top it off she could scurry along at 40 knots with an experimental turbine. Dang, the Japanese could have done a lot more damage than they did IRL...imagine encountering this baby ingame, with torpedos all loaded up. ![]() |
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#11 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
![]() Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#12 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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you cannot clone a torpedo. period. but you could modify a relatively less used one into what you need
![]() thanks to all the modders out there this game is starting to look like something ! guess they should hire us all ![]() keltos |
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#13 |
Lieutenant
![]() Join Date: May 2008
Location: The absolutely most exciting state!! Iowa!
Posts: 251
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They should! I would probably only be a tester though. Can't mod, can paint a little.
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#14 |
Navy Seal
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Reading these posts about AI controlled torpedos from subs and ships is a big tease(lol) Thanks for the work guys, can't wait till your work is implemented in major mods out there, will be too cool.
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#15 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
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looks like someone has to backed up this mod somewhere else than filefront....now its gone forever....
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