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01-18-09, 12:22 PM | #1 |
Sea Lord
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[TEC] Make wolfpacks attack Convois, via Radio!
Ive been gambling with this topic since years...and now there seems some kind of idea, that might make the ai-boats behave as ai-wolfpacks!
theres another thread on that (http://www.subsim.com/radioroom/showthread.php?t=146905) but i want to ask the whole community about the following tec-question. where might the behavior of "called airstrikes" be stored? i mean the dependence of: - sending radio message "contact report" - airplanes are send to your position, if youre "near" a german airfield where could this be coded? i looked through the "cfgs" and the "dats"...nothing. now i came across some topics in other forums, where the "simdata.dll" is defined as the main controlling unit for this game. does anyone agree on that? but for me its a bunch of hyroglyphs...i have no idea how to find the strings, that might be responseable for the airstrikes. but if one of you finds them, we could make some new "air-units" - uboats! to get an overview how this idea works, take look into the other thread (http://www.subsim.com/radioroom/showthread.php?t=146905) thx a lot in advance!
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Last edited by urfisch; 01-20-09 at 10:41 AM. |
01-18-09, 12:53 PM | #2 |
Rear Admiral
Join Date: Apr 2006
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Airstrike cfg in the Cfg folder governs the strike rates
How often etc [AirStrikeSettings] ; AirStrike Creation Parameters ; Airstrike Session: ; 1. Compute airbases in range according to their aircraft maximum ranges ; 2. Compute air coverage factors on allies/axis/neutral on the target zone ; 3. Compute airstrike probability from each base ; 3.1 check number of aircraft that can strike at that range and conditions, and compute a coverage factor based on the range of each aircraft type ; and detection area around submarine ( 10 km radius ) ; 3.2 multiply coverage factor for the target area with : ; - current airstrike probability againt that side ; - nigft factor ( if necessary ) ; - airbase competence ; - close to airbase factor ; 3.3 check probability for airstrike ; 3.4 add more aircraft probabilistically for a large target Maximum Aircraft Range=2000 ;[>0] in kilometers Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating Novice Airbase Modifier=0.6 ;[>0] Modifier for novice airbase (carrier) rating Competent Airbase Modifier=1.4 ;[>0] Modifier for competent airbase (carrier) rating Veteran Airbase Modifier=2.4 ;[>0] Modifier for veteran airbase (carrier) rating Elite Airbase Modifier=3.0 ;[>0] Modifier for elite airbase (carrier) rating Night Modifier=0.2 ;[>0] Modifier on strike probability at night Default Air Strike Probability=35 ;[>0] Default probability to send an airstrike from a airbase (carrier) Enemy Air Strike Probability Increase on Radio Messages Sent=25 ;[>0] Increase over the default probability on a radio message sent Friendly Air Strike Probability Increase on Contact Report Sent=50 ;[>0] Increase over the default probability on a contact message sent Enemy Air Strike Probability Increase on Player Detection=40 ;[>0] Increase over the default probability on player detection Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session Logic Steps Between Air Sessions=20 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec) But there is probably a trigger somewhere too |
01-18-09, 12:56 PM | #3 |
Sea Lord
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yep, and this trigger is needed to modify the airbases with our aiboats...i think?! i also do not know, how the aiboats are lead to your position. there must be given some pararmeters for the planes, which are created by the trigger (your radio message "contact report" or similar.
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01-18-09, 01:32 PM | #4 | |
Seasoned Skipper
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Quote:
Kind regards |
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01-18-09, 04:41 PM | #5 |
Sea Lord
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sure, it would be more than great. i sent him a pm...
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01-19-09, 02:18 AM | #6 |
Eternal Patrol
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Hi,
a "call" by "radio message" only works with NONE-SCRIPTED air units - as bigboywooly mentioned above. A "call" for ai-subs (wolfpack) - similar to the cofiguration in the "Airstrike.cfg" - is impossible (imo). Ai-subs must be scripted into the RND and/or SCR files. Greets rowi58 |
01-19-09, 03:15 AM | #7 |
Commander
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How about adding AI boats to Air folder as unscripted arcrafts will it be possible to call them then?
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01-19-09, 03:28 AM | #8 |
Eternal Patrol
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Sure, if subs can fly :rotfl:. And you must have "AirBase" for subs too. And just remeber the maxium speed of subs: the "AirBase" must be very near to the (possible) convoy routes.
So it is better to script the "wolfepacks" into the RND or SCR files. Greets rowi58 |
01-19-09, 05:58 AM | #9 |
Sea Lord
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ok. but if the subs are scripted into the layers...they are still not available through radio. that is, what needs to be achieved! so the way with airbases is the way we have to experiment with! (and there must not be so many bases, as you can set their range.)
but how do we get the aiboats linked to airbases? so they work the same way as planes do?
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01-19-09, 07:27 PM | #10 |
Navy Seal
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I've made "air boats" in sh4. You can make a plane that will happy drive along in the water, with the 3d model of a sub, or whatever you like.
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01-19-09, 07:49 PM | #11 | |
Silent Hunter
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Quote:
[Unit] ClassName=LargeAirBaseUS UnitType=406 MaxSpeed=0.000000 MinSpeed=0.000000 Length=1 Width=1 [AirGroup 1] StartDate=19380101 EndDate=19420601 Squadron1Class=LBSPBYCatalina Squadron1No=2 [AirGroup 2] StartDate=19420602 EndDate=19451201 Squadron1Class=LBSPBYCatalina Squadron1No=1 Squadron2Class=LBB24LiberatorUS Squadron2No=2 Squadron3Class=LBMk.3 Squadron3No=2 You would modify it to: [Unit] ClassName=[SubmarineSpawnpointUS] UnitType=406 MaxSpeed=0.000000 MinSpeed=0.000000 Length=1 Width=1 [AirGroup 1] StartDate=19380101 EndDate=19420601 Squadron1Class=[New Sub Unit] Squadron1No=2 [AirGroup 2] StartDate=19420602 EndDate=19451201 Squadron1Class=[New Sub Unit] Squadron1No=1 Squadron2Class=[New Sub Unit] Squadron2No=2 Squadron3Class=[New Sub Unit] Squadron3No=2
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https://www.facebook.com/WolvesoftheKaiser/ |
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01-20-09, 12:41 AM | #12 |
Rear Admiral
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I tried something similar for my test mission
[Unit] ClassName=NormalSubBaseGe UnitType=406 MaxSpeed=0.000000 MinSpeed=0.000000 Length=1 Width=1 [AirGroup 1] StartDate=19410102 EndDate=19430101 Squadron1Class=Resupply Uboat Squadron1No=1 And didnt spawn anything - using a regular AI sub though |
01-20-09, 05:42 AM | #13 | |
Sea Lord
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Quote:
and there may be another problem. as mentioned before, there are parameters sent, which trigger the spawn of luftwaffe planes, which attack your convoi. maybe these triggers do not make the uboats spawn, even they are defined as "air units"... any thoughts on that? the idea is as simple as it gets. so there must be a working solution!
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01-20-09, 06:15 AM | #14 |
Commander
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I guess that Ai-sub and/or other units should be added to airfolder to be spawned ba a base.
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01-20-09, 10:15 AM | #15 |
Navy Seal
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What I did in sh4 was to make a new plane, and point it at the 3d model of a boat as an experiment. When that worked, I cloned a plane, and changed the 3d model in the dat to a boat, messed with the sim, etc. Had to live in the Air folder.
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