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03-23-10, 04:01 AM | #1 |
Ocean Warrior
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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[WIP] U-Boat Killer AI Mod
At the moment the AI sees one of its ships explodes and thinks 'Oooh that's pretty' and then goes back to reading its book, without trying to find out what happened to make the ship explode. Even when they actually spot you, they seem a bit dis-interested and go to investigate with all the enthusiasm of a sulky child who's been told to tidy his bedroom.
So, here's the first part of a WIP mod that aims to get the AI into the game. For anyone that wants to test, the latest version is v1.02: http://www.subsim.com/radioroom/down...o=file&id=1663 Thanks to Ducimus for the AI timeout fix. Thanks to TheBlobThing for his suggestion to change the thermal layer. I was just going to mod the AI scripts, but after thinking about it, it doesn' make sense if all you have to do is dive down a bit to lose them. v 1.02. Changes: DC damage radius upped - DC previously had to be dropped with 4 metres of your sub to do damage and I was fed up with a DC run and no damage whatsoever. Now you get shaken up a tad, but nothing serious. Just enough to know they were close. Spiral Searching now works and the DDs can re-acquire you. Not perfect yet, but getting there. Thermal Layer changed to not have an effect. Added proportioanl response - More DDs come to investigate if there are more escorts. Version 1 - Escorts close distance to a contact fast, prebiously it was on 0.3 throttle. Escorts will slow to acquire a target if they have lost it. Escorts now investigate unknown targets, so no more enemy harbour picnics. Version 1.01 - Escorts now initiate spiral search after a contact has been lost for.
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03-23-10, 04:19 AM | #2 |
Watch Officer
Join Date: Jul 2007
Location: Blackpool, England
Posts: 347
Downloads: 23
Uploads: 0
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This looks brilliant!!! Just what I have been waiting for!!
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03-23-10, 04:22 AM | #3 |
Ships Secretary
Join Date: Apr 2009
Location: MilesCity Montana
Posts: 583
Downloads: 614
Uploads: 0
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Already on the top of my download list ! Can't wait to actualy be hunted. Keep us posted and keep up the good work. Thank you !!!!!
Download what you have done so far so we can test it for you and give info, ANYTHING is better than what we have now.
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Just help someone.....it makes a difference |
03-23-10, 06:00 AM | #4 |
Silent Hunter
Join Date: Apr 2002
Location: standing watch...
Posts: 3,812
Downloads: 344
Uploads: 0
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In the "PQ-17" single mission, when you torpedo a merchant man, escorts will rush over to try and find you.
There may be a script involved. You may want to take a look at the mission file.
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03-23-10, 06:21 AM | #5 |
Chief
Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
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Bring it on! :-) Sounds excellent! I'm getting really tired of the flaky AI.
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03-23-10, 06:23 AM | #6 |
An able master
Join Date: Jan 2010
Location: England
Posts: 274
Downloads: 121
Uploads: 5
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The ai needs some work for sure, anything that improves gameplay is good by me, thanks will try this out.
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03-23-10, 06:38 AM | #7 |
Ace of the Deep
Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
Uploads: 0
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Can be linked with this?
http://www.subsim.com/radioroom/show...55&postcount=1
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04-04-10, 03:23 AM | #8 |
Watch
Join Date: Mar 2010
Location: Adelaide, South Australia
Posts: 25
Downloads: 22
Uploads: 0
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Thanks for your work.
Looking forward to an enemy with a bit of mustard about him. |
04-04-10, 02:28 PM | #9 | |
Ocean Warrior
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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Quote:
Looking forward to the feedback! Feedback on how well or badly the DDs perform is welcomed and also, essential!
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04-18-10, 06:52 AM | #10 | |
Grey Wolf
Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Quote:
It can be used separately but was tested only with your mod (with very good results). Topic here: http://www.subsim.com/radioroom/showthread.php?t=167972 Cheers,
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01-25-16, 11:01 AM | #11 |
Seaman
Join Date: Oct 2015
Location: Sunny, hot, humid, rainy MALAYSIA!
Posts: 31
Downloads: 176
Uploads: 0
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U-Boat Killer A.I. mod bug? I have GWX installed.
Hiya
I noticed that when I add U-Boat Killer AI mod to my soup, in the Marham Mission, when I surface my U-Boat, the destroyers take an awful long time before they fire on me. It is almost as though the British ships are *blind* to my 'sitting-duck' and surfaced U-Boat. So much so that I can steam right in the midst of the ships before they start firing on me! Is this a bug with the U-Boat Killer AI mod? Without the U-Boat Killer AI mod, the shells start coming in after 16 seconds or less when I surface my U-boat. I installed these mods: GWX - Alternate Loadscreen - Full Circle GWX - Alternative Flotillas GWX - Axis Mediterranean Aircraft Skins GWX - Black Sea Campaign Files Only GWX - Captain America's Officer Icons GWX - English Nav Map and Grid Refs GWX - Enhanced Damage Effects GWX - Fix French GWX - Indian Ocean Campaign Files Only GWX - Lite Harbor Traffic GWX - Main movie - 'Das Boot' GWX - Merged Campaign GWX - No Medals on Crew GWX - VIIC41 Player Sub U-Boat Killer AI Mod v1.02 Cheers Frankie Kam Update: I am so sorry. This mod is for Silent Hunter 5 !!! I installed it with JSGME inside Silent Hunter 3 (!) Arrgh!! Since I am on this topic, is there an equivalent mod for Silent Hunter 3 !? Last edited by frankiekam; 01-25-16 at 11:10 AM. |
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