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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Black Magic
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You all said you wanted this so I'm releasing it. From the readme file:
**** Racerboy's AI Torpedoes This mod will add AI Torpedoes to the game. The AI Torpedoes are very unrealistic in that they: - have a speed of 150knots - cannot turn and will proceed in a straight line from the direction fired - will always maintain a depth of 3m relative to the water surface - can and will pass through solid objects - are given a distance to run and once that maximum distance is reached they 'die' (do not detonate). If they find their target before that distance then they detonate. - are fired based on the target's current position. They are not smart enough to lead ahead of the shot or account for target's speed. The AI torpedoes do contain duds. If you find that your torpedo 'hits' it's mark but doesn't detonate then it was a dud. Currently the only AI torpedo modeled is the TI. The AI torpedoes will leave a wake on the water surface and will emit bubbles just like normal torpedoes. I have made an entirely new torpedo detonation effect for this mod. You will see a small, initial column of water rise and fall with some waves and then a small time later you will see the big columns of water rise with large waves and fall back to the surface turning into mist as they do. This models how a torpedo actually explodes (expanding/collapsing steam bubble) under water. AI Torpedoes are available for subs (fore/aft) and for ships. They are named like so: AITorpsShip__TI040400300000000360Y breaks down to: AITorpShip - AI Torp for ships (AITorp_Sub - AITorp for subs) TI - torpedo type (TI) 04 - number of tubes 04 - total number of torpedoes (if this equals number of tubes then there are no spares to reload the tubes) 0030 - number of seconds between firings 0000 - number of seconds required to fully reload all tubes. 000 - minimum range of circular motion. 0 would be north, 90 east, 180 south, 270 west. These directions are in regards to it's parent object (sub, ship, etc.). 360 - maximum range of circular motion. 0 would be north, 90 east, 180 south, 270 west. These directions are in regards to it's parent object (sub, ship, etc.). So if minimum angle is 0 and max is 360 then the launcher has full circular range of motion. Current Available launchers: Ship's Launchers: AITorpsShip__TI040400300000000360Y (TI torp, 04 tubes, 4 torpedoes total, 30 seconds, 0 seconds, min angle 000, max angle 360, Visible) - this launcher can fire in any direction. AITorpsShip__TI040400300000270090Y (TI torp, 04 tubes, 4 torpedoes total, 30 seconds, 0 seconds, min angle 270, max angle 90, Visible) - this launcher gives firings from west, through north, to east. It is not able to fire backwards. AITorpsShip__TI010100300000000014N (TI torp, 01 tubes, 1 torpedoe total, 30 seconds, 0 seconds, min angle 0, max angle 14, not visible) - this is used on the right side of PT boats. It can only fire from straight ahead to 14 degrees to the right. AITorpsShip__TI010100300000346000N (TI torp, 01 tubes, 1 torpedoe total, 30 seconds, 0 seconds, min angle 346, max angle 0, not visible) - this is used on the left side of PT boats. It can only fire from straight ahead to 14 degrees to the left. Sub's launchers: AITorpsBarrel_Sub__TI040400300000315045N (TI torp, 04 tubes, 04 torpedoes total, 30 seconds, 0 seconds, min angle 315, max angle 045, not visible) - this is used on the front of subs. It can only fire straight ahead and 45 degrees to either side of that. AITorps_Sub__TI040800301200315045N (TI torp, 04 tubes, 08 torpedoes total, 30 seconds, 1200 seconds, min angle 315, max angle 045, not visible) - this is used on the front of subs. It can only fire straight ahead and 45 degrees to either side of that. Since this has 8 torpedoes total with 4 tubes it it able to re-arm itself once. AITorps_Sub__TI020400301200135225N (TI torp, 02 tubes, 04 torpedoes total, 30 seconds, 1200 seconds, min angle 135, max angle 225, not visible) - this is used on the rear of subs. It can only fire straight behind and 45 degrees to either side of that. Since this has 4 torpedoes total and only 2 tubes it can re-arm itself once. AITorps_Sub__TI010200301200135225N (TI torp, 01 tubes, 02 torpedoes total, 30 seconds, 1200 seconds, min angle 135, max angle 225, not visible) - this is used on the rear of subs. It can only fire straight behind and 45 degrees to either side of that. How to add a launcher to a sub/ship: Torpedoe launchers are added via the cfg#Mxx nodes. You will either have to add new cfg#Mxx nodes or use an existing one. In the samples provided for the Hunt I, the AI subs, and the PT boat I have created cfg#M94 - cfg#M99 for this mod and for RFX. Once you have added or used an existing cfg#Mxx node in the ship's/sub's files then you will need to setup the ship's/sub's .eqp file. Here is a sample from the Hunt I's .eqp file (NDD_HuntI.eqp): ;reserved for RFX [Equipment 6] NodeName=M94 LinkName=NULL StartDate=19380101 EndDate=19451231 ;reserved for RFX [Equipment 7] NodeName=M95 LinkName=NULL StartDate=19380101 EndDate=19451231 ;reserved for RFX [Equipment 8] NodeName=M96 LinkName=NULL StartDate=19380101 EndDate=19451231 ;reserved for RFX [Equipment 9] NodeName=M97 LinkName=NULL StartDate=19380101 EndDate=19451231 ;Reserved for RFX [Equipment 10] NodeName=M98 LinkName=NULL StartDate=19380101 EndDate=19451231 ;Reserved for RFX [Equipment 11] NodeName=M99 LinkName=AITorpsShip__TI040400300000270090Y StartDate=19380101 EndDate=19451231 Notice that I added the launcher to Equipment 11 which corresponds to cfg#M99. You use the cfg#Mxx node (located in the ship's/sub's files) to place where the launcher should be on the object. The LinkName must specify one of the valid ship/sub launchers above in order to have AI torpedoes on that object. By changing the StartDate and EndDate you can determine when the object gets AI torpedoe capability. This is Version 1.0 BETA of Racerboy's AI Torpedoes. This mod has been based on SH3 1.4b files when files were needed. I have created my own files for this mod so as to not interfere with other mods. All the effects are self-contained in this mod and thus cannot be influenced by other mods. The only part of this mod that can be influenced by other mods are the sounds. It uses \data\Sounds sounds for the effects. This mod also contains work by others. That work is the AI subs. I do not recall who the original author is (I believe it's Ref or Sergbuto) but those subs were not made by me. I have included them so that a demo mission in a wolfpack could be done. This mod contains a single mission named 'HuntI_PT_attack'. I highly recommend running this single mission first after installing the mod to see the new torpedoe explosion effects and to see the mod in action. I highly recommend browsing my files to learn how I did what I did. Various forms of 'trickery' and use of controllers in ways they weren't intended to have enabled this mod to come to be what it is. There is also use of a controller that I've never seen used before (I had to 'make' it from the SH3Controllers.ACT file) that allowed the torpedo explosion effect to do what I wanted it to do. Version History: 1.00 - Initial BETA release This mod is fully JSGME compliant. Delete previous versions of this mod, unzip, and copy the folder 'Racerboy_AI_torps_1_0_BETA' to mods folder, enable, and enjoy! As the sole tester and maker of the mod I have only myself to thank and acknowledge! Hope you all enjoy it. I know I do. Copyright notice: This mod [Racerboy's AI Torpedoes] and all versions thereof and all corresponding files of said mod are freeware. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author. Racerboy ![]() http://files.filefront.com/RB+AI+tor.../fileinfo.html |
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#2 |
Black Magic
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reserved by Racerboy for FAQ/bugs/updates/etc.
--------------------------------------------------------------------------------------------------- Q: How can I make the new torpedo explosion the default explosion for torpedoes? A: You will have to edit the \data\Library\torpedo.sim file and change all the references to the old torpedo explosion to use mine. If you open torpedo.sim you will find references to this ID: A54BEC00E3C37EE3 (from hex editor so could be backwards in whatever tool your using to view the file!) That ID is found in particles.dat and it is the 'ref_torp_great_explosion' or better known as the torpedo explosion effect. Replace all references to that ID in torpedo.sim with C0EF0001A1FF00FF (once again could be backwards as it was lifted from hex editor) which is my new torpedo explosion effect. Now you'll either have to keep my AI Torpedo mod enabled at all times or copy the files: - AITorpsCommonEffectsParticles.dat - AITorpsCommonEffectsMaterials.dat - AITorpsCommonEffects.dsd to the \data\Library folder. Enjoy your new torpedo explosion effect! Note: when I say ID could be backwards I'm talking about little-endian, big-endian. I only use a hex editor (and my own applications) and thus my IDs are backwards to any of you that use tools (like S3D). --------------------------------------------------------------------------------------------------- Q: Is it possible to add optional "legs" to search pattern torpedo? Let's say the torpedo has to run 50 legs of a short distance (10m) after the arming distance with a minimum speed. A: It is not possible to add optional 'legs' at this time. Due to the way it is implemented currently it has to travel in a straight line and the arming distance is 0. --------------------------------------------------------------------------------------------------- Q: Can this be used in super-mods? A: As this mod uses it's own files for effects and all there should be no impact on any supermod. In order to use with any super-mod or the stock game the end-user will have to manually setup the AI Torpedoes for the ships/subs they are wanting. How to setup the AI Torpedoes can be found in the text file included with the mod. --------------------------------------------------------------------------------------------------- Last edited by TheDarkWraith; 03-02-09 at 11:17 AM. |
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#3 |
Ace of the Deep
![]() Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
Uploads: 0
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I am now downloading your great work. I am anxious to use it.
Thanks ! ![]()
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#4 |
Black Magic
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I made this to tide me over until a way was figured out how to use real torpedoes since they always want to spawn north. cfg#T01_ ... = Torpedo Armament
cfg#TAR_ ... = Submarine Torpedo Armament I think have something to do with it. Last edited by ReallyDedPoet; 03-02-09 at 01:06 PM. |
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#5 |
Machinist's Mate
![]() Join Date: Jan 2009
Location: Germany, about 200km upwards the Weser from bunker "Valentin"
Posts: 125
Downloads: 0
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Hello Racerboy.
I have a little question. I use your SH4 FX for SH3 mod, updated by asanovic7, and l like to add your new torpedo explosion to it. I think these are in your new AITorpsEffectsMaterialsShip.dat, AITorpsEffectsMaterials_Sub.dat, AITorpsEffectsParticlesShip.dat & AITorpsEffectsParticles_Sub.dat in the Library folder. Is it going to work, if I only enable them via JSGME, or do I have to edit the files? (Hopefully not, I'm still no modder... ![]() I think this could screw the explosion, because all files in the Library folder are loaded, if I remember correctly. Then would be two torpedo explosions loaded. Poorly I have not enough knowledge how these files work... Best regards Awful Smutje
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Fette Beute und immer eine Handbreit Wasser unter dem Kiel! |
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#6 | |
Black Magic
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![]() Quote:
Last edited by TheDarkWraith; 02-28-09 at 07:23 PM. |
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#7 |
Machinist's Mate
![]() Join Date: Jan 2009
Location: Germany, about 200km upwards the Weser from bunker "Valentin"
Posts: 125
Downloads: 0
Uploads: 0
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Thanks for your fast and helpful reply!
![]() That sounds less difficult then I thought. I'll have to try that directly... I'll ask again, if any problems show up wich are not in the faq... (Probably noob questions... ![]()
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Fette Beute und immer eine Handbreit Wasser unter dem Kiel! |
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#8 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
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The ONLY reason privateer has "cracked" the AI torpedo issue and will not release it until GWX 4 is out is because he had help from Ubisoft.
You might be legally bound not to reveal certain facts, privateer, but you can't claim superior skill when you've been handed things on a silver platter by the Silent Hunter Devs. Racerboy is doing all this work out of dogged determination and has done an admirable job without the official SDK or source code.
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Still sailing the high seas, hunting convoys with those who join me. Last edited by ReallyDedPoet; 02-28-09 at 11:37 PM. |
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#9 |
Black Magic
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Now please let's keep comments hushed if they're not about this AI torpedo mod. I'm looking for feedback on it....likes, dislikes, complaints, gripes, wish it could do this or that, etc.
Last edited by ReallyDedPoet; 02-28-09 at 11:38 PM. |
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#10 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
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He brought it on himself. I can't stand asses who pretend privilege is skill and it's time he had a wake-up call.
To answer you, BBW...it's very obvious with the bragging and other comments that privateer has made. A moronic, blind monkey can see that. After all, you didn't think all of those Subsim meets were just about buddies getting drunk and playing Silent Hunter, did you?
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Still sailing the high seas, hunting convoys with those who join me. |
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#11 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Be interested to know Many ppl ask the devs for things I have Most times they help A lot of times they just dont know as ppl gone |
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