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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
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Just a quick update ... as part of the development work for the TSWSM, I've managed to make submerged AI submarines which fire Torpedoes.
This will be released with the TSWSM, but for those experienced modders among the community, I thought I'd describe the method in case anyone wants to start coding it into their own work; 1) Create an AI controlled submarine (if you don't know how to do this ... you'll struggle with the rest) 2) Improtant bit - import the conning tower model from the relevant conning tower file in \objects into the main submarine model. 3) Remove the refeence to mounting the conning tower to Z01 at the top of the units .eqp file. 4) Add a mount point (I used M02) 1 Metre in front of the sub and 1.1 M above it and then mount Darkfishes torpedo launcher on it. 5) Set the surfaced draft in the subs .sim file to a value which puts the sub below the surface. For the IXD2 I'm using a draft of 15 To validate if this works, modify drakfishes torpedolauncher.dat to make the launcher visible - this will help you see if the torpedo launcher is clear of the surface and will also help validate whether or not its firing. The above does seem to be a bit snesitive to depth ... if I make the IXD2 go much deeper by increasing the draft by a couple of metres, it stops firing. Any Q's ...post here and I'll try and answer (TSWSM development is keeping the team real busy at present) |
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#2 |
Silent Hunter
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Thank you for the info; I have been fiddling with the AI torpedo mod all evening, TBH.
Question: Do you know how to give a torpedo or other object a depth of zero so that it's on the surface after launch? As part of an upcoming mod I am trying to give AI ships nodes so that they can launch boats when they encounter the player's sub. My idea is to create a "weapon" node that "fires" boats - however, I need to know how to keep the launched object on the surface. |
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#3 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
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Sorry - no don't know how to do that. Darkfish may do.
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#4 |
Navy Seal
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Nice idea...hope it works out well.I look forward to the day I have to dodged Japanese torpedos in SH 4.What mod will this be with? What is TSWSM?
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#5 |
Silent Hunter
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The Surface Warfare Super Mod.
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#6 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
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That's right. Check us out in the ATO mods forum.
And sorry polyfiller, but your subs are already obsolete ![]() They'll stay surfaced until they spot an enemy upon which they fire a couple of torpedoes and dive to a predefined depth. More info, probably including screenshots/movies, to come next weekend! ![]() (and no, it's not just that I only plan to make them, I already have!)
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#7 | |
Silent Hunter
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#8 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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Do they aim the torpedoes at you or just fire in the direction they are facing ? keltos |
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#9 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
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![]() Quote:
They'll use my AI torpedo launchers so they fire them at you the way the launchers do. I know I promised to show some screenies but because of some hardwarematic problems I haven't been able yet to port anything over from my desktop (on which I do all my modding, and which hasn't got internet ATM) to my laptop. I'll hopefully have an internet connection on my desktop again on monday. Just for info, work on this is taking longer than expected, partly because I've been very busy this week (1st week at university) and partly cause I've encountered a few problems with the diving system. Nothing I shouldn't be able to overcome though ![]()
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#10 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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keltos |
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#11 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
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quick update:
I've fixed almost all known problems, the subs don't destroy themselves anymore and dive to a static depth of somewhere around 100m. Only remaining bug is that surface ships engage the AI subs by shooting shells about 50m high over their position
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#12 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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bump
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#13 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
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Darkfish -thanks for the update. So given the issue with the AI shooting at the subs .... I think the best way to include ai subs in the game is to have a variety of subs. Suggestion is;
1) AI subs able to dive & fire 2) Ai subs already submerged (several at different depths) with torp launchers and able to fire 3) AI subs already submereged and unable to fire. A combination of the above will result in plenty of torp firing and also see the AI DD's dropping DC's at types 2) and 3) I think ? Am thinking this is most applicable to German AI subs - a mix of the above could make up a wolf pack ? |
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#14 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
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I know I looked at his Torpedos Launcher for AI ships and I still don't understand all of what he did, I get some of it but not all. Maybe I should go to the University!!?? ![]() Peabody
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#15 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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![]() keltos and yes we are interrested in knowing how to to that. |
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