SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-31-23, 03:49 PM   #1
kapuhy
Grey Wolf
 
Join Date: Oct 2010
Location: Poland
Posts: 873
Downloads: 72
Uploads: 3
Default Volunteers needed, to test experimental AI tweaks

Hi guys! In short, I'm looking for volunteer(s) who are currently playing SH5 campaign (with or without TWoS, the only thing required would be that you have JGSME mod manager set up), who would be willing to test changes I've made to TDW's version of Airplane.aix script in order to make planes in game more dangerous.


If you're interested, here's a little more detailed explanation:

Plane AI in SH5 is governed by Airplane.aix file located in data/Scripts/AI folder. Vanilla version was (like most of the game) very buggy and modders have been trying to improve it, most notably TheDarkWraith in his IRAI mod (this is the version used by TWoS megamod among others). Unfortunately TDW never finished working on it, and plane AI still has many problems leading to aircraft not attacking a U-Boat when they should or crashing into ocean. This was discussed at length and tested in a thread I've started some time ago, and based on findings from this thread I did some changes to TDW's version of Airplane.aix aiming to make planes more of a threat to the player.


Unfortunately, my free time is very limited these days and I cannot do any sort of extensive testing, especially testing in campaign (all my own tests were done in specially prepared single missions to have a controlled environment where I can make various script changes and compare results. Campaign doen't work that way - planes fly in various groups, weather conditions, approach from different directions, plus there are various tactics emploed by player to evade the attack - all this has an impact on how well AI will work). This is why I'm looking for someone who is currently playing a campaign to test changes and provide feedback.

How would this work? Here, you'll find a mod that replaces Airplane.aix with new script:

https://www.subsim.com/radioroom/dow...o=file&id=6291

Copy it to your mods folder (or TWOS_Parts folder if you use TWoS). It can be enabled or disabled through JGSME at any time during your campaign, even mid-patrol, and will work both for vanilla game and for TWoS. After enabling it, when you are attacked by an aircraft, please post here the results:

- What type of plane (if you had time to check or use external cam)
- How did you respond to the attack (dive, fight it with AA, etc)
- What was the result (did the plane drop any bombs? Did it crash into ocean or did it do some other weird maneuver?)

I hope to pinpoint planes and situation that lead to least satisfying results, and use this to improve their behaviour by further tweaking either the script or plane parameters.

Final note on credits: as noted above, I was working on version of the script created by TheDarkWraith and included in TWoS megamod, so most of the script is TDW's work, I just changed parts that led to buggy behaviour (specific info on changes made is in comments within script file).
kapuhy is offline   Reply With Quote
Old 01-31-23, 05:33 PM   #2
Muckenberg
Planesman
 
Join Date: Dec 2014
Location: Czech Republic
Posts: 193
Downloads: 527
Uploads: 0
Default

Hello, I will keep you updated. I just started Happy Times.
Muckenberg is offline   Reply With Quote
Old 01-31-23, 05:36 PM   #3
kapuhy
Grey Wolf
 
Join Date: Oct 2010
Location: Poland
Posts: 873
Downloads: 72
Uploads: 3
Default

Quote:
Originally Posted by Muckenberg View Post
Hello, I will keep you updated. I just started Happy Times.
Thanks
kapuhy is offline   Reply With Quote
Old 01-31-23, 07:47 PM   #4
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,742
Downloads: 439
Uploads: 2


Default

I am quite busy right now kapuhy, but if I can finish up a few things and get back to having fun actually playing the game, I'll do some reports. But it will be at least several weeks before I can.
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 02-01-23, 03:06 AM   #5
GrenSo
Grey Wolf
 
Join Date: Apr 2019
Location: Germany
Posts: 840
Downloads: 583
Uploads: 7


Default

Maybe I will have time on this weekend. But without guarantee.
__________________
Best regards,
GrenSo


“Mankind must put an end to war, or war will put an end to mankind.” - J.F.K.
GrenSo is offline   Reply With Quote
Old 02-01-23, 04:42 AM   #6
kapuhy
Grey Wolf
 
Join Date: Oct 2010
Location: Poland
Posts: 873
Downloads: 72
Uploads: 3
Default

Thanks guys

Anyways, from my own testing in single missions so far, this current version seems to improve the following:

- planes more willing to drop bombs (still a lot of "dry runs" but there should be a bomb dropped on player within 1-5 minutes of plane getting in range though efficiency varies from plane to plane)
- way faster turning back for another attack, which also means they keep you in range of their machine guns for better suppression
- planes attempt to drop bomb on place where U-Boat has just dived, and while they almost always miss it's still better than immediately breaking off the moment your periscope hides under water

Downsides:
- weird maneuvers that sometimes lead to stalling (especially with level bombers)
- accuracy in bomb drops is poor.
kapuhy is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:10 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.