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Old 07-07-10, 09:25 PM   #1
7thSeal
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Originally Posted by TheDarkWraith View Post
v0.0.3 released. See post #1 for details.

Try the single mission PQ-17 with this and let me know what you think
Tried it and deleted my saved career game afterwards.... starting a new one.

Don't believe I'll be cruising through my career game so easily now.
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Old 07-07-10, 10:07 PM   #2
TheDarkWraith
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Originally Posted by 7thSeal View Post
Tried it and deleted my saved career game afterwards.... starting a new one.

Don't believe I'll be cruising through my career game so easily now.
I've modeled the AI to be 'level' dependent. Level being the experience level of the crew - poor, novice, veteran, elite, etc. Each 'level' has different parameters for sensor effectiveness, available ship's speeds, etc. There are modifiers for whether they are in alert state (contact detected), damage control state (damage to ship > certain %), or alert state and damage control state at the same time.
There is still more work to be done on it. There's much more than can be done to make the AI appear to be 'smarter'. What I've done currently is just make them 'respond' and actually act like they are alive and remove the useless crap Ubi put in there that is totally unrealistic (like the follow thing).
The one thing I wish the devs would have done is given the same 'tools' to the Airplane AI. I'd love to make them do more than they currently can.
I should also be able to make the AI subs act way more intelligently and 'respond' like the ships do now.
I'd like to bounce ideas off everyone and for everyone to give input/feedback/advice on the tactics used by the ships. I'd like to model the AI to be as realistic as possible to what was then real life
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Old 07-07-10, 10:25 PM   #3
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Originally Posted by TheDarkWraith View Post
I'd like to bounce ideas off everyone and for everyone to give input/feedback/advice on the tactics used by the ships. I'd like to model the AI to be as realistic as possible to what was then real life
Sounds good to me. You might also want to look into getting the AI weapons to be historically accurate. Meaning realistic dc damage and damage range, realistic ship gun accuracy, and things like that. I know that you focus on more of the scripting side of things, but if you are going to put so much work into the scripts, it would be a shame if the supporting material was not up to par. Maybe someone could volunteer to do some research and help out with doing that. Perhaps you could talk to ddrgn or Nisgeis since they have already done some stuff in regard to AI weapons. Just a suggestion. Good luck with further work on this.
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Old 07-07-10, 11:54 PM   #4
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Originally Posted by SteelViking View Post
Sounds good to me. You might also want to look into getting the AI weapons to be historically accurate. Meaning realistic dc damage and damage range, realistic ship gun accuracy, and things like that. I know that you focus on more of the scripting side of things, but if you are going to put so much work into the scripts, it would be a shame if the supporting material was not up to par. Maybe someone could volunteer to do some research and help out with doing that. Perhaps you could talk to ddrgn or Nisgeis since they have already done some stuff in regard to AI weapons. Just a suggestion. Good luck with further work on this.
Noooooo , someone else can do the AI weapons . Crew animations and expanded crew dialogues are next
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Old 07-08-10, 12:47 AM   #5
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Originally Posted by sober View Post
Noooooo , someone else can do the AI weapons . Crew animations and expanded crew dialogues are next
Gonna try and make TDW re-script the whole game are we?



@TDW,

One thing I would not mind seeing that you have not mentioned yet is a destroyer that will wait at your last known position for a certain number of hours. You know, the whole sitting there quietly waiting for you to surface, or starve you of air.
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Old 07-08-10, 01:59 AM   #6
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I suppose you have to disable other mods like Feared Hunters 2.1 and The Elite Campaign 1.1 when using this excellent mod?
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Old 07-08-10, 03:03 AM   #7
Zedi
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I had not much time to play, so not much feedback from me so far. I started again the SH5 campaign so I'm in TG again now.

Planes are no more just fly around and say Hi. They turn around and attack.. but can you pls check they ammo? Because many times they just buzzing around but without shoting, I think they are aout of ammo. If I dive to 20 m they stop attacking, but I think this depends on weather and how transparent the water is.

Because I was short on time, I used a lot of TC and when I encountered a convoy the escorts spotted me right before I returned to tc1. So had no time to properly test the convoy AI, only by rushing with TC and doing that, they act weird.. like scattering all over the map. I know the TC bug the AI, so I will test this another time.

Anyway, great improvement on aircrafts, but there is still a lot to improve. Like no fly in night time (at least not in 39), small planes should call in DD's if near of coast or ports instead of engaging a fight with a heavy AA armed sub, stop the attack if out of ammo.

You guys should work in team on this, there is a LOT of work and is impossible to do all this tweaks only by one man. Form a wolfpack :P
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Old 07-08-10, 05:33 AM   #8
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Originally Posted by SteelViking View Post
One thing I would not mind seeing that you have not mentioned yet is a destroyer that will wait at your last known position for a certain number of hours. You know, the whole sitting there quietly waiting for you to surface, or starve you of air.
that is one thing I'm trying to script in but I'm having a hard time with it. Reason I'm having a hard time is that I can't differentiate between say a V&W destroyer and a Flower Corvette. To the game they are both escorts. So if the behavior of sitting at your last known position is scripted in it will apply to all warships. One could make the warships that detected you at < x distance do this behavior but then if multiple warships detected you @ < x distance they would all be sitting there waiting for you. I don't know if that would be acceptable or not?

EDIT:

just remembered there's a GetWeight function. I could narrow down the warship's that can do this behavior by a weight range (> this min weight and < this max weight) in order to isolate a particular warship(s)
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Old 07-08-10, 07:14 AM   #9
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Originally Posted by TheDarkWraith View Post
that is one thing I'm trying to script in but I'm having a hard time with it. Reason I'm having a hard time is that I can't differentiate between say a V&W destroyer and a Flower Corvette. To the game they are both escorts. So if the behavior of sitting at your last known position is scripted in it will apply to all warships. One could make the warships that detected you at < x distance do this behavior but then if multiple warships detected you @ < x distance they would all be sitting there waiting for you. I don't know if that would be acceptable or not?
This is how the Feared Hunters worked and the reason why I don't use it anymore since patch 1.2. They gather around the sub last contact position and grind the place dropping millions of DC's, eventually damaging them self and sunk. Seeing 10 or more DD's doing this made me to uninstall all my AI improvement mods and playing only with stock game. Hope that your work will be very different.. actually I'm convinced.

Quote:
Originally Posted by Stormfly View Post
is the change active by installing it in midcampaign or midpatrol ?
Works. I installed this mod when I was out on patrol on the first campaign and at least the planes are acting very different. No more TC to max when aircrafts are spotted. If you do it, u get badly damaged and sunk.
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Old 07-08-10, 04:49 AM   #10
Capt Jack Harkness
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Originally Posted by TheDarkWraith View Post
I've modeled the AI to be 'level' dependent. Level being the experience level of the crew - poor, novice, veteran, elite, etc. Each 'level' has different parameters for sensor effectiveness, available ship's speeds, etc. There are modifiers for whether they are in alert state (contact detected), damage control state (damage to ship > certain %), or alert state and damage control state at the same time.
There is still more work to be done on it. There's much more than can be done to make the AI appear to be 'smarter'. What I've done currently is just make them 'respond' and actually act like they are alive and remove the useless crap Ubi put in there that is totally unrealistic (like the follow thing).
The one thing I wish the devs would have done is given the same 'tools' to the Airplane AI. I'd love to make them do more than they currently can.
I should also be able to make the AI subs act way more intelligently and 'respond' like the ships do now.
I'd like to bounce ideas off everyone and for everyone to give input/feedback/advice on the tactics used by the ships. I'd like to model the AI to be as realistic as possible to what was then real life
Well on the note of feedback, using v0.0.3 I keep getting CTDs when trying to attack a carrier group. Most of the time these occur immediately after impact of the first torpedo on the carrier.
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Old 07-08-10, 05:35 AM   #11
TheDarkWraith
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Originally Posted by Capt Jack Harkness View Post
Well on the note of feedback, using v0.0.3 I keep getting CTDs when trying to attack a carrier group. Most of the time these occur immediately after impact of the first torpedo on the carrier.
I've never seen a carrier in game yet so I have to ask some questions. If you disable the mod, does this happen? What usually happens when a carrier is first hit with a torpedo, does it do something special?
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Old 07-08-10, 05:52 AM   #12
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is the change active by installing it in midcampaign or midpatrol ?
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Old 07-08-10, 06:06 AM   #13
TheDarkWraith
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Originally Posted by Stormfly View Post
is the change active by installing it in midcampaign or midpatrol ?
should be. All AI behavior is described by the files in \data\Scripts\AI
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Old 07-08-10, 10:05 AM   #14
SteelViking
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Quote:
Originally Posted by TheDarkWraith View Post
I've never seen a carrier in game yet so I have to ask some questions. If you disable the mod, does this happen? What usually happens when a carrier is first hit with a torpedo, does it do something special?
I have sunk about 5 carriers in SH5(a while back now) and I never got CTD with any of them. The only special thing that sets them apart from other ships when they are struck by a torp that I can think of is that the planes on deck tend to explode and fly into the water. A lot of ship totally explode when struck(some times unrealistically like when I know I did not hit something vital) but the carriers are the only ones I have ever hit with planes on board. Has anyone sunk a cargo ship with planes sitting on it, I know SHIII had them?
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Old 07-08-10, 12:40 PM   #15
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Sorry TDW meant to post this last night after testing, but it was late and I was working in 5hrs time.

Anyway this is a great improvement to the UI. Started The suggested mission.
And headed straight into the pack from the front at periscope depth.
Sent a Torp at the leader from 2000m out to get there attention, and crash dived to 70M.

Went to external camera (Playing at medium settings to test Mod).
After a min the Pack Leader got what it deserved and went down fast.
Search lights were lit up on all the remaining vessels. From the External Camera I could see that they didn't know where the Torp came from as a few Groups started to do search patterns about 1500M out from my position - there spot lights searching everywhere.

I Time compressed till they got about 800M out and returned to standard time.
After a min I noticed that all the ships searchlight turned to focus at my spot (I've being discovered - Is this stock behavior or the result of your AI), now the fun begins.

I get 4 destroyers making passes straight over my position dropping depth charges all over the place - no hits but close.
This continued for an hour till I had to turn off. I had not escaped at this point and they dropped a hell of a lot of DC over me, some damage but nothing critical. At this stage I had about 3 Groups making passes and dropping Dc's then moving out of the way for the next group to make its pass. (They would also DC away from my position.

Was exciting to play, look forward to your future additions.

Spotlights overhead.


Depth charges Incoming.
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