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Old 03-28-10, 09:58 AM   #46
wamphyri
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http://www.subsim.com/radioroom/showthread.php?t=164452

Hey nisgeis,

The link is to my mod to get the planes to attack. In a campaign the planes use the default equipment and for all but 5 planes in stock the default is without bombs. With how the AI works a plane won't attack unless it has bombs, this was true for sh3 and sh4. One thing that was done for those games and I did with my mod is use what's called a bombdummy, a fake bomb so the ai now thinks it has bombs on board and will now use it's cannons. This isn't needed for planes that have bombs on board and one of the things that I also did was went through each plane and adjusted their equipment to as historical as possible, as well as adjusting the damage they do with the cannons.

I haven't updated it for a while but have what will probably be version 1.0 out very soon. So if there's anything you can do on top of this with the ai script file then cool beans. No matter what I do a plane refuses to drop a torpedo from the air, I don't think the devs got it working in the other sh games but they've given us just a little more to play with now.
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Old 03-28-10, 11:07 AM   #47
NoLine
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Quote:
Originally Posted by Nisgeis View Post
Hi NoLine, thanks for the suggestion. I tried what you suggested and it made no difference. I think the problem is that the aircraft we are seeing eraly on simply don't have bombs or torpedoes.
.
you also removed the other one from aircraft.aix ?

Code:
  action
 {
  Plane:FireCannons()   
 }
to
Code:
  action
 {
  Plane:FireCannons(); 
 }
or in ships-navigation.aix
Code:
 action
 {
  Ship:EndCurrentTactic()
 }
to
Code:
 action
 {
  Ship:EndCurrentTactic();
 }
in submarine.aix

Code:
 strategies
 {
  EvadeEscortDay,  
 }
to
Code:
 strategies
 {
  EvadeEscortDay 
 }
also

Code:
 strategies
 {
  EvadeEscortNight,  
 }
to
Code:
 strategies
 {
  EvadeEscortNight 
 }
not sure it works but those seem to be wrong

cheers
Noline
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Old 03-28-10, 12:50 PM   #48
PL_Andrev
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Wrong or incorect code?
Thanks God, code is open...
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Old 03-29-10, 10:48 AM   #49
McBeck
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Quote:
Originally Posted by Antar View Post

Wrong or incorect code?
Thanks God, code is open...
Yeah...have a look through the other files...its open code!
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Old 03-29-10, 11:54 AM   #50
Nisgeis
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Quote:
Originally Posted by wamphyri View Post
With how the AI works a plane won't attack unless it has bombs, this was true for sh3 and sh4. One thing that was done for those games and I did with my mod is use what's called a bombdummy, a fake bomb so the ai now thinks it has bombs on board and will now use it's cannons.
You can do the same through the scripts, by telling the plane to attack even if it has no bombs, but there is no way to get the plane to line up properly, so slow aircraft, such as the sworfish won't line up properly, but faster aircraft work OK.
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Old 03-29-10, 11:55 AM   #51
Nisgeis
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I got an aircraft to attack with air dropped torpedoes, but they just hit the sea and kept dropping with the same speed the were dropped at, so they sank without a trace. They might have slowled descending a bit with time, but they went very deep, so they definately need to be more buoyant.
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Old 03-29-10, 12:52 PM   #52
wamphyri
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I"m no scripter .. could you please send me what you've discovered so I can test it out?
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Old 03-29-10, 06:07 PM   #53
TheBlobThing
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Hi Nisgeis!

Your mod does indeed improve the AI. After I toned down the effects of the Thermal Layer a bit I've even had (a little bit) trouble shaking off a DD.

But I think the escorts' definitely need to get better at spotting you visually. I was evading at periscope depth (to test out your mod) and although they pinged me alright, I had my scope sticking out of the water the entire time. They didn't fire a shot at it. It seems like they don't want to use their guns at all while pinging or listening. In fact, they had all their guns pointed in the opposite direction of me.

Another indicator that this is a problem was when I ordered my boat back up to periscope depth after deep diving (the fiends actually started DC'ing me! Thanks to you I reckon), my stupid planesmen broached the boat. The entire sub became visible at one point yet the DD (was about 1km away) just kept on circling lazily without acknowledging my presence.

Still, thanks for the tweaks. I wouldn't even have seen a DC attack without them.

Also, consider toning down the thermal layer. It just completely baffles the poor short-bus AI.
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Old 03-29-10, 06:59 PM   #54
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Odd incident today and the first ever such in SH5, for me anyways. Is it your mod?

Feb 15th 1940,travelling home across the North Sea, spotted a sole British Destroyer, i get quite close then dive to periscope depth in semi-calm waters and wait in ambush. I fire two torps when he is about 2.2km away on fastest speed.

He spots them and does a wicked swerve and starts heading right for me! I'm almost paralysed with shock! WTF?? :-)

It was not very deep water so as he is charging me i am just in time to let off a third torpedo which luckliy hits him when he is like 400 metres out...too close for comfort. Phew, that was a surprise. I've not had them notice one torpedo yet so this was something new.

If they could do that more often it would be way more unpredictable and fun.
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Old 03-30-10, 05:30 AM   #55
TheBlobThing
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Hi Nisgeis.

I just received an old link from sergei to Ducimus' guide to the sim.cfg.

Apparently the Detection Time on visual detection is not in seconds but in minutes! Not sure if they have changed it for SH5 but I'll try and tweak it and give it a go.

http://forums.ubi.com/eve/forums/a/t...475#9581006475

Edit: Just changed sim.cfg to TMO levels as outlined in the ubi thread above and I still had to get within 1000m of two destroyers while firing my deck gun at them before they noticed me.
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Last edited by TheBlobThing; 03-30-10 at 06:06 AM.
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Old 03-30-10, 11:42 AM   #56
Nisgeis
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Quote:
Originally Posted by Coldcall View Post
He spots them and does a wicked swerve and starts heading right for me! I'm almost paralysed with shock! WTF?? :-)
Yeah that's the mod at work. Previously stock AI only reacts to you if it sees you or hears you. If something explodes, without you being detected beforehand, the AI acts like it's aliens and doesn't suspect a submarine. Now they do and come looking for you - but not always in the right spot, but their best guess as to where the firing point was. Harbour attacks also now get a response from DDs.

Quote:
Originally Posted by TheBlobThing View Post
Edit: Just changed sim.cfg to TMO levels as outlined in the ubi thread above and I still had to get within 1000m of two destroyers while firing my deck gun at them before they noticed me.
Yeah it's in minutes and it's all weighted, so one minute at max range (say 10km or whatever) but it would only take a few seconds to be spotted at 1 km. Then the figures are modified by the wave factopr and speed factor etecetera... Figures just for example.

What conditions were you in when you were not spotted - night, stormy, rainy, foggy? I haven't had a problem being spotted when surfaced in normal conditions even with stock.
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Old 03-30-10, 12:51 PM   #57
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Thats good work then because now i cant take them for granted any more, big imrpovement, well done!
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Old 04-02-10, 02:29 AM   #58
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Does this mod also includes the behaviour of warships that are docked?
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Old 04-02-10, 11:39 AM   #59
Nisgeis
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Quote:
Originally Posted by Antar View Post
Does this mod also includes the behaviour of warships that are docked?
No, no change to them yet.

Quote:
Originally Posted by TheBlobThing View Post
Also, consider toning down the thermal layer. It just completely baffles the poor short-bus AI.
Hi TheBlobThing,

I was just going to do a script change, but I think you're right, it doesn't make much sense doing a script only mod, if all you need to do to get away is to dive down to avoid them.

New version is up, which changes the thermal layer and also a few other changes - see first post for the link, which is the same and the list of changes. The DDs should now be more successful at finding you after they lose you, but still within limits. Spiral serach now allows them to find you again. Also other changes to make DCs tickle you a bit.
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Old 04-02-10, 12:14 PM   #60
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I've just tried the mod for the first time (before this latest update) and man have I been missing out on some action.

I was about 40KM off of Tyne (spelling?) and was preying on merchants as they were leaving port. My second attack I hit him with one and surfaced to finish off with deck gun since no other ships were showing on sonar. Well I was having fun with the deck gun when out of nowhere these guys showed up at full speed... crash dive!



I sunk the ship and was getting out of the area then another merchant appeared on sonar and I couldn't resist. Eventually got him but they were back on me again along with two planes circling my location (using Plane Attacks mod as well). It was tense for awhile and really enjoy the company.

Good job with the work so far and I'm grabbing the latest version now.
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