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Old 07-18-20, 04:54 AM   #1
Eastwa
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Default Weird Acting AI Uboats

Right had this issue now for a while with GWX well not sure if its an issue or I have installed some mod incorrectly.

When I close a convoy there is star shell and the destroyers are firing on something when I take a look with the camera its a uboat getting blown to bits and its all blackened like it been hit over and over again but will not sink it just gets pounded all night by the DD's.

Usually when AI uboats are around all you see there periscopes and they sink when depth charged.

Any ideas ?
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Old 07-19-20, 02:03 AM   #2
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Quote:
Originally Posted by Eastwa View Post
Right had this issue now for a while with GWX well not sure if its an issue or I have installed some mod incorrectly.

When I close a convoy there is star shell and the destroyers are firing on something when I take a look with the camera its a uboat getting blown to bits and its all blackened like it been hit over and over again but will not sink it just gets pounded all night by the DD's.

Usually when AI uboats are around all you see there periscopes and they sink when depth charged.

Any ideas ?

Are you sure, it's not your boat?
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Old 07-25-20, 02:28 PM   #3
Hebe Vollmaus
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Quote:
Originally Posted by Eastwa View Post
Right had this issue now for a while with GWX well not sure if its an issue or I have installed some mod incorrectly.

When I close a convoy there is star shell and the destroyers are firing on something when I take a look with the camera its a uboat getting blown to bits and its all blackened like it been hit over and over again but will not sink it just gets pounded all night by the DD's.

Usually when AI uboats are around all you see there periscopes and they sink when depth charged.

Any ideas ?
I have complete different experience. Usually when german UBoats (part of that convoy, not the h.sie-Wolfpacks) attacks an alliet Convoy they sail on surface.

When these Subs cannot be drowned through enemy DDs you must have a bad installation. There are two things come to my mind. Compare the Zones.cfg with GWX-Original. And compare the related zon-file of that Submarine also with GWX-Original. Maybe "SSTypeVIIC/41" or "Resupply Uboat".
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Old 07-27-20, 08:36 AM   #4
Eastwa
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Thanks I'll take a look, the AI uboats seem to work correctly in my install of NYGM just not GWX and I am using the wolfpack mod that's included in the V16B1for both

these are my mods currently running with GWX

GWX - 16 KM Atmosphere (Shaded)
GWX - Enhanced Damage Effects (Shaded)
GWX - Late War sensors Snorkel Antenna
GWX - No Medals On Crew
GWX - VIIC/41 Player Sub
GWX - Increased Air Traffic
Searchlights Removed (Shaded)
SRM01 - Seabed Repair Mod (Shaded)
SRM02 - Option For GWX Enhanced Damage Effects
Stock GWX RND Campaign Layer With Zigzag
Uboat Aces Claims (Shaded)
MEP V6 (Shaded)
MEP V6 - Visual Sensors For GWX (Shaded)
Optional Zoomable Free Camera
Umark Mix V2
Merchant Fleet Mod 3.2 (Shaded)
MFM3.2 Displacement Correction Mod (Shaded)
MFM improved
Supplement To V16B1 (Shaded)
Stiebler 4C addon For V16B1
AI Active Sonar Mod

Kind Regards
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Old 07-27-20, 05:19 PM   #5
Hebe Vollmaus
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Quote:
Originally Posted by Eastwa View Post
Thanks I'll take a look, the AI uboats seem to work correctly in my install of NYGM just not GWX and I am using the wolfpack mod that's included in the V16B1for both
Every vessel around you are AI-controled, unless in Multi-Mission or Multi-Player campaign.

You may accept that there are different Subs in your install. The ones you are talking about, h.sie V16B1, and the "normal" ones, integrated in GWX. Both react different. You found a Sub on the Surface, so this one cannot be a h.sie-Wolpack-Sub, since these operate submerged and cannot dive or surface.

For an example what you probably have found please look into Campaign_RND.mis and look for something like "Type=200;Origin=German". In unmodified GWX v3.0 this can be found in "RndGroup 213". These Submarines operate on the surface.

Quote:
these are my mods currently running with GWX

GWX - 16 KM Atmosphere (Shaded)
GWX - Enhanced Damage Effects (Shaded)
GWX - Late War sensors Snorkel Antenna
GWX - No Medals On Crew
GWX - VIIC/41 Player Sub
GWX - Increased Air Traffic
Searchlights Removed (Shaded)
SRM01 - Seabed Repair Mod (Shaded)
SRM02 - Option For GWX Enhanced Damage Effects
Stock GWX RND Campaign Layer With Zigzag
Uboat Aces Claims (Shaded)
MEP V6 (Shaded)
MEP V6 - Visual Sensors For GWX (Shaded)
Optional Zoomable Free Camera
Umark Mix V2
Merchant Fleet Mod 3.2 (Shaded)
MFM3.2 Displacement Correction Mod (Shaded)
MFM improved
Supplement To V16B1 (Shaded)
Stiebler 4C addon For V16B1
AI Active Sonar Mod

Kind Regards
With "Shaded" you mean gray shaded?
Well, i will not install these mods to look into the problem deeper. But i would look first if "Seabed Repair" is careful adjusted for GWX. And then why it is Grayed. That is maybe relevant for the Zones.cfg.

Greetings.
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Old 07-28-20, 04:41 AM   #6
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He probably means they are shaded by JSGME. As it greys out mod lines when it's files are over riden by those from certain mods that supersede it. You know, when you get the warning message that files are in conflict.
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Old 07-28-20, 08:09 AM   #7
Eastwa
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Right thanks yes I should of said greyed out by JSGME LOL.

Yeah well they appear not when I send a contact report but rather when I intercept a convoy that has already been reported and tracked. I assumed it was all from H.Sie wolfpack mod so I'm wrong on that front obviously.
It was strange because I went over that install twice and it seemed to be installed correctly so yeah it must be as you said coming from another source.

I'll check out the these Zones you are talking about and let you know what the settings are.

Thanks for your help with this one

Kind Regards
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Old 07-28-20, 08:47 AM   #8
Eastwa
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This was in my orginal GWX zones file

Does this look correct to you ?

[UboatKeel]
Multiplier=1.000000
Flotability=0.000000
HitPoints=99999
Destructible=No
Armor Level=99
;Critic Flotation=0.300000
Critical=No
FloodingTime=9999
CargoType=None

All other flooding times were mostly 59.999996

The only 3 Mods that I am using that play around with the zones is the GWX enhanced damage effects and the seabed
repair mod and the seabed repair mod 2 with GWX enhanced damage effects.

The most recent install has been the seabed repair mod so that may well be the culprit as you mentioned.

As for the Camp RND file with the uboast my original GWX seems to be right

[RndGroup 213.RndUnit 40]
Class=SSTypeVIIC/41
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
Loadout=Crew on Deck
No=1
Escort=false
SpawnProbability=33
CrewRating=2
[RndGroup 213.RndUnit 41]
Class=Resupply Uboat
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=33
CrewRating=3

The only mod that has that RND file in it is the Stock GWX RND Campaign Layer with Zigzag

I found them under 218

[RndGroup 218.RndUnit 29]
Class=SSTypeVIIC/41
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
Loadout=Crew on Deck
No=1
Escort=false
SpawnProbability=44
CrewRating=3
[RndGroup 218.RndUnit 30]
Class=Resupply Uboat
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=44
CrewRating=3

Everything looks the same except for the spawn probability and obviously the RNDgroup that's changed.

I think I'll try disabling that seabed repair mod and see how that goes to start with.
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Old 07-29-20, 02:25 PM   #9
Hebe Vollmaus
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Quote:
Originally Posted by Eastwa View Post
This was in my orginal GWX zones file

Does this look correct to you ?

[UboatKeel]
Multiplier=1.000000
Flotability=0.000000
HitPoints=99999
Destructible=No
Armor Level=99
;Critic Flotation=0.300000
Critical=No
FloodingTime=9999
CargoType=None
No. And no.
1st no: i had the entire Mod in mind (Seabed Repair Mod), not the UboatKeel-entry itself. The UboatKeel is made for human playable Subs, not for "AI"-Subs. So this entry alone cannot be relevant for your problem. I would look if all anything else (related to UBoats) is similar to the original GWX-Zones.cfg. Especially the Zones List and all UBoat Compartments under "UBoat Items".

2nd no: there was an Update from the Master Rubini himself to some entries. Look here:
https://www.subsim.com/radioroom/sho...&postcount=175


Quote:
All other flooding times were mostly 59.999996

The only 3 Mods that I am using that play around with the zones is the GWX enhanced damage effects and the seabed
repair mod and the seabed repair mod 2 with GWX enhanced damage effects.
I'm not familiar with the last one.

Quote:
The most recent install has been the seabed repair mod so that may well be the culprit as you mentioned.
As above, there is a chance that something is wrong in the Zones.cfg if it is not made for GWX.

Quote:
As for the Camp RND file with the uboast my original GWX seems to be right

[RndGroup 213.RndUnit 40]
Class=SSTypeVIIC/41
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
Loadout=Crew on Deck
No=1
Escort=false
SpawnProbability=33
CrewRating=2
[RndGroup 213.RndUnit 41]
Class=Resupply Uboat
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=33
CrewRating=3

The only mod that has that RND file in it is the Stock GWX RND Campaign Layer with Zigzag

I found them under 218

[RndGroup 218.RndUnit 29]
Class=SSTypeVIIC/41
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
Loadout=Crew on Deck
No=1
Escort=false
SpawnProbability=44
CrewRating=3
[RndGroup 218.RndUnit 30]
Class=Resupply Uboat
Type=200
Origin=German
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
No=1
Escort=false
SpawnProbability=44
CrewRating=3

Everything looks the same except for the spawn probability and obviously the RNDgroup that's changed.

I think I'll try disabling that seabed repair mod and see how that goes to start with.
My hint to the RND-entry was an Example what Submarine you may probably came across. The entries there are almost irrelevant. Only interesting here is the Class-Name.
If you remember when and where exactly(!) you have seen your ugly reacting Sub, you can easily find out what Submarine this is by open the RND- and SCR-Campaign-file with the SH3MissionEditor, and locate which Convoy have reached exactly this Area and Time.
Then, when the ClassName of that Sub is known, you can look into Sim- and Zon-files in the Submarine-Directory of that specific Submarine to see if there is something wrong.





Lastly an anecdote of my own to "Weird Acting AI Uboats":

Recently i found an Alliet-Convoy. Approach on surface from behind, killed all the DD-watchdogs and some freighters in range with Gun. But my small usually green "Detected"-Sub-icon turns permanent to red!
Wow! No enemy in range which can see me. No Air. Nothing. But icon is red.
It turns out, there is an dived alliet Submarine in that Convoy!
Deckgun into its periscope - no effect.
Torpedo - no effect. Cannot hit them anyhow.
Ramming - career lost! Damn!

With the help of SH3MissionEditor found the Convoy. No ClassName. But there is only one dived Sub in my install. Looked into the related Zon-file. Found all Boxes ok, all Spheres are set to 0 (Zero)! Bingo - that was the error. Changed all Spheres to normal values - Sub can torpedoed now.

Yes, this was an older GWX-Submarine. Cannot be found in v3.0.

Greetings.
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Old 07-29-20, 11:06 PM   #10
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@Eastwa--a little off topic but where did you get this mod? GWX - Increased Air Traffic. My crew would benefit from a little more panic.
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Old 07-30-20, 05:42 AM   #11
Eastwa
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Quote:
Originally Posted by Hebe Vollmaus View Post
No. And no.
1st no: i had the entire Mod in mind (Seabed Repair Mod), not the UboatKeel-entry itself. The UboatKeel is made for human playable Subs, not for "AI"-Subs. So this entry alone cannot be relevant for your problem. I would look if all anything else (related to UBoats) is similar to the original GWX-Zones.cfg. Especially the Zones List and all UBoat Compartments under "UBoat Items".

2nd no: there was an Update from the Master Rubini himself to some entries. Look here:
https://www.subsim.com/radioroom/sho...&postcount=175


I'm not familiar with the last one.

As above, there is a chance that something is wrong in the Zones.cfg if it is not made for GWX.

My hint to the RND-entry was an Example what Submarine you may probably came across. The entries there are almost irrelevant. Only interesting here is the Class-Name.
If you remember when and where exactly(!) you have seen your ugly reacting Sub, you can easily find out what Submarine this is by open the RND- and SCR-Campaign-file with the SH3MissionEditor, and locate which Convoy have reached exactly this Area and Time.
Then, when the ClassName of that Sub is known, you can look into Sim- and Zon-files in the Submarine-Directory of that specific Submarine to see if there is something wrong.





Lastly an anecdote of my own to "Weird Acting AI Uboats":

Recently i found an Alliet-Convoy. Approach on surface from behind, killed all the DD-watchdogs and some freighters in range with Gun. But my small usually green "Detected"-Sub-icon turns permanent to red!
Wow! No enemy in range which can see me. No Air. Nothing. But icon is red.
It turns out, there is an dived alliet Submarine in that Convoy!
Deckgun into its periscope - no effect.
Torpedo - no effect. Cannot hit them anyhow.
Ramming - career lost! Damn!

With the help of SH3MissionEditor found the Convoy. No ClassName. But there is only one dived Sub in my install. Looked into the related Zon-file. Found all Boxes ok, all Spheres are set to 0 (Zero)! Bingo - that was the error. Changed all Spheres to normal values - Sub can torpedoed now.

Yes, this was an older GWX-Submarine. Cannot be found in v3.0.

Greetings.
Well that's an interesting one never had that happen to me but I'll keep an eye out for it, I have seen enemy subs before in convoys but never been interested in attacking them so I just ignore them.

In regards to my issues look like it was indeed the seabed repair mod I should of looked at which GWX it was made for and it was GWX2 and I run GWX gold stupid me, thanks for all your help mate
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Old 07-30-20, 05:43 AM   #12
Eastwa
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Quote:
Originally Posted by Grumpy Pete View Post
@Eastwa--a little off topic but where did you get this mod? GWX - Increased Air Traffic. My crew would benefit from a little more panic.

Hi mate

Very good question LOL, I downloaded it about 2 years ago from somewhere on this forum I'm pretty sure but I'm buggered if I can find it now, maybe just send out a message on the forums the designer is probably still hanging around.
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Old 07-30-20, 09:14 AM   #13
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Thank you for the reply. I completely understand. Mods have a way of fading into the mists! I also notice you're running AI Active Sonar Mod. I'm curious as to your experience with it...


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Old 07-30-20, 01:50 PM   #14
Hebe Vollmaus
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Quote:
Originally Posted by Eastwa View Post
...
In regards to my issues look like it was indeed the seabed repair mod I should of looked at which GWX it was made for and it was GWX2 and I run GWX gold stupid me, thanks for all your help mate
Cool. Thanks for the info.
As far as i can tell, the GWX2 Zones.cfg is actually from v1.03.
It lacks all the "AI SUBS ZONES" on the end of the file, which are used in v3.0 for example in "NSS_Uboat7c41.zon".
Maybe the Game does not know what to do with these missing Zones in your found AI-Sub, so it cannot sink.

Greetings.
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