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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 872
Downloads: 72
Uploads: 3
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![]() Setting it high (like really high, 200 m or more) prevents even B-18, the worst offender so far, from crashing into ocean. It still flies like pilot just downed a case of beer by himself, but it does so at higher altitude. Now, all that's needed is: - make planes fly more stable - make them, if possible, drop bombs on first pass (now, even with Strafe behaviour, they usually make several circles and turns before they find a good position to drop bombs) First I hope can be achieved with fine-tuning wings/rudders drag and engine parameters. For second, no clue now but perhaps something will click if we keep changing all values... |
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#62 |
Village Idiot
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Depending on distance to target?
There is a AI Command. StrafingTooClose There's A LOT of Commands TDW didn't use. NeedToDescend LaunchTorpedoesStrafe MoveAroundCannonTarget Etc.
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#63 | |
Planesman
![]() Join Date: Dec 2014
Location: Czech Republic
Posts: 193
Downloads: 523
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Good day So I know one confirmed case. It's an attack by Skua aircraft from Ark Royal on the U-30. Here the bombs bounced off the surface and exploded in front of the planes. ![]() ![]() |
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#64 | ||
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 872
Downloads: 72
Uploads: 3
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For distance to target, GetContactRelDistOnWater works fine. Quote:
----- If any players who are currently playing a campaign using TWoS are reading this thread - Coastal Commma... wait, uhm, BdU Training Division would find it very helpful if you share your experiences with planes in game currently: how dangerous do you consider them to be, what are your usual reaction/tactic in dealing with them, what types of planes are most common in your game (my tests are very "clinical" and may not reflect real combat engagements). |
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#65 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 872
Downloads: 72
Uploads: 3
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Umm... guys?
So, this is a little side effect of meddling with AI scripts today. It is in no way related to aircraft behaviour, but I hope you'll like it anyway: |
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#66 |
Village Idiot
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Is that AI Subs firing deck guns?
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#67 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 872
Downloads: 72
Uploads: 3
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Yes.
I added Ship:CanFireCannons as additional condition to hitherto non-functional surface attack strategy and AI subs started firing both AA and deck guns. |
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#68 |
Village Idiot
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Now you need to add crew to those Guns!
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I don't do Stupid. So don't ask. |
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#69 |
Village Idiot
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Here's the complete list of AI commands.
I didn't take time to make it all pretty. GetContactWeight GetDepth....Dive.... CheckDepth..GetD amage...InSpotLi ght.GetCrewRatin gSub....ContactD etected.WaitActi on..PeriscopeRai sed.RaisePerisco pe..GetContactAv oidDist.GetConta ctRelDist...GetS ubMaxSpeed..GetC ontactSpeed.CanF ollowWaypoint... ContactIsMoving. SubInFrontOfCont act.PersuingTarg et..CanFire.Faci ngTargetTrajecto ry..FireTorpedoe s...FireCannons. ContactIs...AreE nemiesPresent... SetThrottleRatio ....IsDay...Turn ToFaceTargetTraj ectory..MoveOuts ideDetectionArea ....MoveIntoPosi tion....MoveNear DetectionArea... ApproachStillTar get.MoveAroundCa nnonTarget..SetT hrottle.FollowWp ....CanFireTorpe does....HasBombs ....HasTorpedoes ....CanFireBombs ....NeedToDescen d...StrafingTooC lose....FiredTor pedo....LaunchTo rpedoesStrafe... ShouldPrepareToL aunch...MoveToFi reTorpedo...HasW aypoints....HasC annons..CanFireC annons..HasGroup ....HasCommander ....HasSameConta ctAsCommander... FireBombs...SetC ourseBombs..Stra fe..AvoidWaterIm pact....SetOnTar get.ShouldSetOnT arget...SetCours eWaypoint...Floc k...GetContactRe lDistOnWater.... GetRole.IsType.. IsCommander.SetT actic...EndCurre ntTactic....CanC ontinueCurrentTa ctic....GetShips DestroyedRecentl yInGroup....Idle ThisShip....AddR ole.IsRoleInCurr entTactic...SetL ineFormation.... AssignRole..GetC urrentTacticID.. GetCurrentTactic MinShips....Wait ForFormation.... GetShipCountInGr oup.Random..Cont actIsInsideGroup Area....SetGotoF orwardDist..SetG otoDestRelToCont act.SetGotoDestR elToContactKeepF ormationOrientat ion.SetGotoDestR elToGroupCenterA longGroupHeading ....SetGotoDestR elToGroupCenter. StartFiringDCs.. StopFiringDCs... EnableStarshells ....ShipWaitActi on..GetMyWeight. TimeEventHappen. GetContactLostTi me..CanFireDCRac ks..CanFireHHogs ....CanFireDCThr owers...TorpedoD etected.CanFireS tarShells...GetC ontactDepth.GetC ontactBearing... ContactPresenceI s...GetCurrentSp eed.GetCurrentSp eedKnots....Fire DCRacks.FireDCTh rowers..FireHHog s...FireStarShel ls..AvoidTorpedo es..FollowWaypoi nts.Spiral..Pine appleFlares.Goto ....TurnToHeadin g...TurnFormatio nToHeading..GetC urrentHeading... GetCurrentFormat ionHeading..GetF ormationContactB earing..GotoActi on..SetRamDestin ation...SetSenso rFactor.IsNeutra l...IsDocked.... HasContacts.GetC rewRating...Chan geStatusIcon.... IsAlone.
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I don't do Stupid. So don't ask. |
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#70 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 872
Downloads: 72
Uploads: 3
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#71 | |
Seasoned Skipper
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Nice. ![]() I didn't see any AI sub firing anything. No matter if German or allied subs they have only been driving past and do nothing else.
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Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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#72 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 872
Downloads: 72
Uploads: 3
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Ok, little update on subs (see, I'm now derailing my own thread
![]() - They can fire at other subs as well if ordered, so no easy sinking British and Polish U-class subs with deck gun anymore. They will defend themselves ![]() - I can't get them to fire AA at planes, sadly (even though they do fire AA guns at other ships). In this case, script debugger shows CanFireCannons condition as false even is targeted plane is clearly within field of fire. Maybe if I find parts of script that order surface ships to attack planes I could learn something from them... if we could get this to work, we could have functional UFlak escorts in game. Edit: And if placed right next to surface vessel, surface ship has CanFireCannons=true and sub has CanFireCannons=false when enemy aircraft appears, while bothe have CanFireCannons=true when enemy ship appears. Seems like they really don't want to fight planes.
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An elemental spirit summoned up from the Sea of Lament itself and given one purpose, one skill, one desire... to sail! Or, to model hulls and adjust damage zones if no sailing jobs are open. My mods: Little Ships, Air Force Last edited by kapuhy; 03-24-21 at 06:16 AM. |
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#73 |
Village Idiot
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TDW included an AI Cannon for Subs but there is no AI AA gun for Subs.
Check the files. Do a copy of the 20mm and follow what he did for the Deck gun. Then check the Subs eqp files and adjust. You have 010 so COMPARE the AI deck gun to the stock Deck gun! Notice names are changed so ID's will change! Adjust the SIM with Goblin (Or S3D if you have the SH5 files for it) to match ID's. Should you want the CRC in the new edited GR2 file to be correct? I have a script for 010 that will do that.
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I don't do Stupid. So don't ask. Last edited by Jeff-Groves; 03-24-21 at 01:46 PM. |
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#74 |
Village Idiot
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One thing that still bothers me.
How exactly are ID's being generated? Sergbuto posted about it years ago but I still have not figured out how it's done! Finding the key to THAT would make editing files SO MUCH faster!
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I don't do Stupid. So don't ask. |
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#75 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 872
Downloads: 72
Uploads: 3
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![]() It will also fire at surface targets with its AA gun (and with any gun I tell it to mount on AA station), but refuse to use anything against planes. So, no progress with AA for now. On the bright side, thanks to you I learned how to compare files with 010 today, something I feel will come in handy more than once ![]() |
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