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Old 07-13-10, 11:34 PM   #136
TheDarkWraith
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Originally Posted by W_clear View Post
I tested the Intelligent Random AI MOD. I would like to give feedback to @TheDarkWraith.

1.DD high frequency of firing depth charges,The result is not sink SUB when DD run out of depth charges .

2.Launch depth charges hit rate is too low, basically blind shot。

3.Destroyer slow response speed 。

My test mission:

submarine VS destroyer x3。Properties all are elite of the destroyers.submarine diving 50 meters and stop ,30 minutes late,Although the submarine very serious injury but destroyers still not sunk Submarines,

Expectations:
1. Destroyers close to SUB t by the Z word.
2.Improve the hit rate of firing depth charges.
3.Improving the sensitivity of destroyers.
4.Destroyers can attack periscope.
if those 3 X destroyers were not in a group then yes, I would expect you to get what you are seeing. Try making a group of them with the mission editor and redoing your test. The tactics don't come into affect until there is a commander (a group of ships)
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Old 07-14-10, 12:18 AM   #137
W_clear
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Originally Posted by TheDarkWraith View Post
if those 3 X destroyers were not in a group then yes, I would expect you to get what you are seeing. Try making a group of them with the mission editor and redoing your test. The tactics don't come into affect until there is a commander (a group of ships)
Yes。 3 X destroyers were not in a group in my mission.But if you encounter a destroyer, that alone destroyer would be very foolish ?

The same mission in SH4, destroyer anti-submarine are strong, so I think this error is SH5's.Similarly adjusted Sim.cfg, reflecting strong in SH4, no significant response in SH5.

My Atlantic MOD for the SH4 ------ Sim.cfg, AI is very, very strong, I'm afraid met destroyers. However SH5..........................
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Old 07-14-10, 12:14 PM   #138
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TDW, have you changed anything with the amount of destroyers, or just their AI?

I ask because last night, (my first full night of actually enjoying SH5) I came across a convoy in the western approaches. This being my first real experince with a large convoy I was suprised to see about 8 or 9 destroyers protecting it. I was never able to get a shot off because their coverage was so good, even running at silent and 1knot.

I have a feeling this is a stock issue and nothing you've changed, but for there to be that many DD's in 1939 escorting 1 convoy seems a tad overkill to say the least. I spent the next 4-5 hours (game time, not real time) trying to escape all of them and fighting the damned depth keeping problem.

So Kudo's to that! When I thought I was clear from them I nearly surfaced right underneath one just sitting there and waiting for me, bugger....

So, is there an easy way to reduce the number of escorts? I dont mind dodging HK groups but when you've got 8 to 10 DD's covering a convoy is nigh on impossible to penetrate and get a shot off. I can understand if this was late war, but we're talking 1939 here.

On a side note, I did sink the Ark Royal a short time later and wasnt DC'd once, in fact her escorts seemed to not even care their flagship went down. Comparing that instance with my run with the convoy escorts is quite the extreme opposite.
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Old 07-14-10, 12:22 PM   #139
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IRAI has nothing 2 do with the escort numbers, that's covered by the campaign script, TDW is working only on the AI behavior. I also sunk AR, but had a very different xp, wrote about few posts ago.

Try to sneak into a convoy and start the attack from there. Is my favorite tactic but I never managed to do that so far with IRAI on. I'm really curious how they will react to this, with stock game is real fun as is a cat-mouse chase through the pack of dazed merchants. With IRAI on, should be not so funny, mostly a fight for survival.
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Old 07-14-10, 12:34 PM   #140
TheDarkWraith
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Originally Posted by Piggy View Post
TDW, have you changed anything with the amount of destroyers, or just their AI?

I ask because last night, (my first full night of actually enjoying SH5) I came across a convoy in the western approaches. This being my first real experince with a large convoy I was suprised to see about 8 or 9 destroyers protecting it. I was never able to get a shot off because their coverage was so good, even running at silent and 1knot.

I have a feeling this is a stock issue and nothing you've changed, but for there to be that many DD's in 1939 escorting 1 convoy seems a tad overkill to say the least. I spent the next 4-5 hours (game time, not real time) trying to escape all of them and fighting the damned depth keeping problem.

So Kudo's to that! When I thought I was clear from them I nearly surfaced right underneath one just sitting there and waiting for me, bugger....

So, is there an easy way to reduce the number of escorts? I dont mind dodging HK groups but when you've got 8 to 10 DD's covering a convoy is nigh on impossible to penetrate and get a shot off. I can understand if this was late war, but we're talking 1939 here.

On a side note, I did sink the Ark Royal a short time later and wasnt DC'd once, in fact her escorts seemed to not even care their flagship went down. Comparing that instance with my run with the convoy escorts is quite the extreme opposite.
I'm only changing their behavior as Magnum stated.

This report does show me one tactic that I didn't think about - a ship gets destroyed in the group and no escort has a contact. This scenario should send the escorts out looking. I'll have to implement this
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Old 07-14-10, 12:44 PM   #141
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Originally Posted by TheDarkWraith View Post
I'm only changing their behavior as Magnum stated.

This report does show me one tactic that I didn't think about - a ship gets destroyed in the group and no escort has a contact. This scenario should send the escorts out looking. I'll have to implement this

Yes, that should improve the Escorts just steaming on as of nothing happened
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Old 07-14-10, 01:00 PM   #142
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Originally Posted by TheDarkWraith View Post
I'm only changing their behavior as Magnum stated.

This report does show me one tactic that I didn't think about - a ship gets destroyed in the group and no escort has a contact. This scenario should send the escorts out looking. I'll have to implement this
Yeah I was expecting all hell to break loose, clearly they need a little revenge scripting!

I'll look into changing the number of escorts somewhere else, unless this convoy was a just special? I can't really recal ever reading about that many escorts, especially in the early years.
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Old 07-14-10, 03:41 PM   #143
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ARAI 0.7
I headed towards a convoy , they were heading towards me at 0 deg in medium fog . I got sight of the lead destroyer coming out of the fog and dived to periscope depth , went to silent running and 1 knot . The seas were rough 15m/s and my scope was just catching a glimpse of him now and again . He was quite close but didnt detect me . A line of merchants were heading for me out of the fog so i headed away from the destroyer getting inbetween the columns of merchies . When i had a merchie lined up about 90deg i fired 2 torps forward and one rear torp at the merchie behind me . The merchie in front exploded and stopped but never sank . The merchie behind kept going , i think i was too close for the torp to arm . I dived to 100 mts and after a while i was being pinged . I let off a decoy and did an evasive manouvre at full speed for 2 minutes and then dropped back to silent running at 1 knot . I can hear a lot of depth charges being dropped . I dont have external camera so after detecting the destroyer behind me i went to peri depth and to my dismay i saw quite a few destroyers milling around . I had a quick look around and seen the burning merchie and then a destroyer obviously detected me and was heading for me quite fast . Emergency dive again with decoys and evasive manouvres and then 1 knot silent running . This went on for quite a while with all the destroyers searching . Finally after a run at full speed for 4 minutes after dropping numerous decoys and my compressed air running low benno confirmed the nearest destroyer was at medium range . Not believing benno i went to peri depth and i rotated the scope for a recon look around . I could see the burning merchie with a destroyer on the other side of it . All except 2 destroyers had left to catch up to the merchant pack . All of a sudden one of the 2 destroyers that stayed behind hunting me steamed off at full power and soon after the other destroyer left also . I shot another torp into the burning merchant and it exploded and sank , then i surfaced and headed home . I think ARAI is working quite well
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Old 07-15-10, 05:23 AM   #144
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Here is a report from Scapa. In general, all ships are on halt. Entered from west side and soon I meet a destroyer that was blocking the entrance. She was doing nothing, just standing there. So I had to sunk her. No reaction from anybody.

Further to the center I sunk a docked troop transport ship then I moved to the very center of the bay where I meed a Nelson BB and 2 other troop transport ship. Right next to the Nelson was a docked DD. So I saved the game and prepared to die. Unloaded all my torpedoes to the BB and one of the troop transporter. Got both sunk but again ... I got no reaction from any ship. Not even from the one docked next to the BB. The whole bay was like after a nuke, abandoned with no living thing in it, a ghost bay. Got bored and returned to the west side exit. After I lost the visual contact with the ships, I surfaced and put the gramophone on the con tower to listen some nice german lieds :P

Compared to the stock, this is not good. With stock there is at least 2-3 DD's circling around. They don't react, but at least they patrolling. Now all ship was on halt, got only 1 moving ship on the sonar, but that was far at the dock. So not sure what to think... docked ships have no crew at all, or they all drunk?

Scapa is maybe the biggest disappointment in SH5, there is no other port where I can get in so easy and also sink capital ships without being bothered by any1. If what elanaiba said is true, I can sink the whole royal navy capital ships by camping the place for 1 month, then we should win the war.
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Old 07-15-10, 06:20 AM   #145
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Originally Posted by TheDarkWraith View Post
v0.0.5 released. See post #1 for details.

Now I'll try and figure out why torpedoing a carrier results in CTDs. I also have to fix the ship AI remaining in constant alert state after they detect their first contact.
Ekhm...
What is CTDs?
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Old 07-15-10, 07:17 AM   #146
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Originally Posted by Magnum View Post
Here is a report from Scapa. In general, all ships are on halt. Entered from west side and soon I meet a destroyer that was blocking the entrance. She was doing nothing, just standing there. So I had to sunk her. No reaction from anybody.

Further to the center I sunk a docked troop transport ship then I moved to the very center of the bay where I meed a Nelson BB and 2 other troop transport ship. Right next to the Nelson was a docked DD. So I saved the game and prepared to die. Unloaded all my torpedoes to the BB and one of the troop transporter. Got both sunk but again ... I got no reaction from any ship. Not even from the one docked next to the BB. The whole bay was like after a nuke, abandoned with no living thing in it, a ghost bay. Got bored and returned to the west side exit. After I lost the visual contact with the ships, I surfaced and put the gramophone on the con tower to listen some nice german lieds :P

Compared to the stock, this is not good. With stock there is at least 2-3 DD's circling around. They don't react, but at least they patrolling. Now all ship was on halt, got only 1 moving ship on the sonar, but that was far at the dock. So not sure what to think... docked ships have no crew at all, or they all drunk?

Scapa is maybe the biggest disappointment in SH5, there is no other port where I can get in so easy and also sink capital ships without being bothered by any1. If what elanaiba said is true, I can sink the whole royal navy capital ships by camping the place for 1 month, then we should win the war.
part of the problem is the ships were docked. I haven't found a way to undock a ship and make it come after you. Once the ship is marked as docked it's forever frozen in time to that docked location. The sensor effectiveness of a docked ship is very low - the docked alert state isn't that much better either. The other problem is I don't have the AI responding to unknown contacts. Currently the ship's AI only responds to sub contacts. I'm working on fixing this but it's slow moving as any little error in the .AIX files instantly CTDs the game. Makes it hard to find the error/bug..... The .AIX files are not like the .py files where when they throw an exception a little messagebox pops up telling you the error/what went wrong giving you some clue and a place to start looking.

@Antar: CTD = crash to desktop
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Old 07-15-10, 07:27 AM   #147
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Ekhm...
What is CTDs?
Crash To Desktop.

Similar to the BSOD.. blue screen of death, the very (un)popular feature of Win98.
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Old 07-15-10, 07:35 AM   #148
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Originally Posted by TheDarkWraith View Post
part of the problem is the ships were docked. I haven't found a way to undock a ship and make it come after you. Once the ship is marked as docked it's forever frozen in time to that docked location. The sensor effectiveness of a docked ship is very low - the docked alert state isn't that much better either. The other problem is I don't have the AI responding to unknown contacts. Currently the ship's AI only responds to sub contacts. I'm working on fixing this but it's slow moving as any little error in the .AIX files instantly CTDs the game. Makes it hard to find the error/bug..... The .AIX files are not like the .py files where when they throw an exception a little messagebox pops up telling you the error/what went wrong giving you some clue and a place to start looking.
Well, Scapa is a very badly designed but even so, is the first time I saw docked patrol ships. I camped millions of times that place, but every time the destroyers are on the move. Maybe something makes them to stop...
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Old 07-15-10, 07:36 AM   #149
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Originally Posted by TheDarkWraith View Post
part of the problem is the ships were docked. I haven't found a way to undock a ship and make it come after you. Once the ship is marked as docked it's forever frozen in time to that docked location. The sensor effectiveness of a docked ship is very low - the docked alert state isn't that much better either.
If you are after realism, then docked ships would be unable to respond in less than a few hours and that's assuming they were equipped. They'd take considerbale time to fire up their boilers and raise enough steam to get underway. A lot of the crew may also not be onboard. Leaping into action is not something they should do immediately.

Quote:
Originally Posted by TheDarkWraith View Post
The other problem is I don't have the AI responding to unknown contacts. Currently the ship's AI only responds to sub contacts. I'm working on fixing this but it's slow moving as any little error in the .AIX files instantly CTDs the game. Makes it hard to find the error/bug..... The .AIX files are not like the .py files where when they throw an exception a little messagebox pops up telling you the error/what went wrong giving you some clue and a place to start looking.
If an unknown contact is out of their visual range or if it's foggy or rainy, they can be passed a pobable contact that is in a certain place (possible near you) at a guessed depth. The guessed depth can be wrong, so if you rely on having any hunting behaviour that needs GetContactDepth() < 0, then it won't work, as the unknown contact could be at 4M, even though you are submerged. You can combine (( Ship:ContactIs(SUBMARINE) and GetContactDepth() < Whatever ) or Ship:ContactIs(UNKNOWN)) to get round it. That's the reason that the stock harbour defence doesn't react a lot of the time.
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Old 07-15-10, 09:34 AM   #150
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I am very glad to see Nisgeis and DarkWraith working together on the A.I. If anybody can get it working right you guys can
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