SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
06-05-23, 06:22 AM | #1 | |
Grey Wolf
|
Quote:
|
|
06-30-23, 07:08 PM | #2 | |
Silent Hunter
|
Quote:
https://www.subsim.com/radioroom/sho...d.php?t=174225 Be warned I am not 100% sure - his submarines may still use the "invisible gun" workaround to imitate torpedoes. Now, for Silent Hunter 4 I can 100% confirm that AI torpedoes work on any ship or plane. The only problem is that they gradually sink over time, so AI units need to fire them at about 500 - 1000 meters. Not a big problem because that is a realistic torpedo range anyway.
__________________
https://www.facebook.com/WolvesoftheKaiser/ |
|
07-01-23, 08:40 AM | #3 |
CTD - it's not just a job
|
All methods are "fakes" to "launch" torpedoes. There is the cannon method that H.sie used, and then there is the Torpedo Gun method that DarkFish used. That also used a cannon, but it spawned a torpedo when "shot". The game does not do AI "aiming" or "targeting" very well, so multiple shots from multiple angles are usually needed to get "hits" on the intended target. This can lead to undesirable effects, as you can imagine, if you have "torpedoes" going every which way. I wonder if they had AI torpedoes in Destroyer Command when a person played that "solo"... ??
|
07-02-23, 06:44 PM | #4 |
Silent Hunter
|
Thanks for clarifying, propbeanie. In my experimentation with torpedoes for SH3, there have been two problems:
1) The game physics cause torpedoes to sink upon firing (unless you treat them like gun rounds, with high speed) 2) When generated, torpedoes appear in the wrong direction (I believe it was always North) regardless of orientation of the firing tube or launcher. I have never seen anyone resolve these issues yet.
__________________
https://www.facebook.com/WolvesoftheKaiser/ |
07-03-23, 03:57 PM | #5 |
Admiral
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
sergbuto and ...
Note:
Let's be fair... The first to use an invisible cannon as a 'torpedo tube' was Sergei Butorin (sergbuto)! H.sie appeared on the forum much later! And about "AI" submarine : https://www.subsim.com/radioroom/sho...9&postcount=42
__________________
Alex ® Moses said: "Don't create yourself an idol"... Last edited by Anvart; 07-25-23 at 08:08 AM. |
07-03-23, 04:24 PM | #6 |
Grey Wolf
|
I've seen an AI submarine dive and launch torpedoes against me in a mod where you can play as a destroyer commander.
|
07-03-23, 07:55 PM | #7 | |
Silent Hunter
|
Quote:
Regardless of who made it I would love to study that mod, if you are able to locate it.
__________________
https://www.facebook.com/WolvesoftheKaiser/ |
|
07-03-23, 05:18 PM | #8 | |
CTD - it's not just a job
|
Quote:
and another that I cannot find... I also did not find his thread... DarkFish did [REL] AI launched torpedoes in SH4, but I thought he was doing it in SH3 also, or maybe someone was copying off of him for it - or the other way around?? Been too long to remember all of that. |
|
07-30-23, 09:09 AM | #9 |
Watch
Join Date: Jun 2015
Posts: 28
Downloads: 12
Uploads: 0
|
Indeed they can work like that, which was a pleasent surprise after hearing for so long that it's impossible. I've recently edited the Hsie/Stiebler version of the air-dropped torpedos to be fired from several different aircraft since the original Hsie mod only had them dropped by one special version of the Avenger. Now the mid-late war years have more of a 'Cold Waters' feel to it. This might at first sound like overkill but it's balanced by two things; in my custom campaigns it's easier to get late-war tech including the XXI sub, plus the torpdoes are far from being an assured hit. They may or may not be dropped in a good direction and then may or may not aquire your engine noise depending on how loud your sub is. They do at least keep you on your toes; needing to dive fast to avoid the plane's conventional weapons, and then go slow or deep to avoid the torpedo from aquiring your engine noise. Last edited by SDFilm; 07-30-23 at 09:46 AM. |
|
|