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Author Topic: AI can't use torpedo right  (Read 2653 times)

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pandacat

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AI can't use torpedo right
« on: June 20, 2016, 08:23:47 AM »

Just wonder if anyone else have the same issue.  I am currently using HSFX 7.02.  AI torpedo planes simply fly high and drop torpedoes like bombs.  I remember back in 6.0 days, AI is so good at launching torpedoes.  8/10 times, torpedo attacks will succeed.  Is it a bug?
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PA_Willy

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Re: AI can't use torpedo right
« Reply #1 on: June 20, 2016, 09:12:20 AM »

Check last version: HSFX 7.03.

7.02 is outdated.
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pandacat

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Re: AI can't use torpedo right
« Reply #2 on: June 20, 2016, 10:27:58 AM »

I thought the only difference between 7.02 and 7.03 was the new trigger mod.  Otherwise they are the same.
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SAS~Storebror

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Re: AI can't use torpedo right
« Reply #3 on: June 20, 2016, 11:37:39 AM »

4.11+ AI code causes torpedo bombers to climb in case they think they're under attack.
Unfortunately this can also be caused by heave AAA fire.
When the attack continues and vital parts of the plane get hit, they will dump the torpedo.
On the other hand, when the attack stops, they will continue their torpedo run but in that case they might have reached an altitude where the torpedo run code doesn't work correctly anymore and the torp will get "bombed" into the target.
This is an error in TD's native AI code since 4.11, unresolved until today (4.13.2) and impossible to fix by modders since TD deliberately don't share their native library holding the new AI code.

Best regards - Mike
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pandacat

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Re: AI can't use torpedo right
« Reply #4 on: June 20, 2016, 01:44:49 PM »

That sucks.  Naked 4.13.2 doesn't allow you to fly anything other than stock plane set.  Since, HSFX is not compatible with 4.13 (practically no mod works with 4.13 now), we are really outa luck here.
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pandacat

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Re: AI can't use torpedo right
« Reply #5 on: June 20, 2016, 02:23:02 PM »

This is an error in TD's native AI code since 4.11, unresolved until today (4.13.2) and impossible to fix by modders since TD deliberately don't share their native library holding the new AI code.

Best regards - Mike

Storebror.  Since you are so knowledgeable about this decades old game, let me ask you a few other questions.
1. In a big carrier battle, if the first wave of bombers killed the first enemy carrier, then the follow-up squadrons would all jettison their loads and turn back even though the rest of the enemy fleet is still active.  Is there anyway to make AIs expend their weapons as long as there are enemy still active?

2. The carrier aircraft launch logic is kinda funny.  In one of my battles, the task force was under heavy attack.  Instead of launching more fighters to help out, the carrier proceeded slowly to launch bombers and then only after all bombers are gone did it start to launch more fighters.  Would it be possible to have AI to launch more fighters if under attack?

3. For the AI torpedo problem, if I set their transit altitude very low (1000 meters), would this help them get into the attack run faster and even if they get bumped by AAA fire, they can quickly re-enter the run?

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wheelsup_cavu

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Re: AI can't use torpedo right
« Reply #6 on: June 22, 2016, 01:16:40 PM »

Not trying to step on Storebror's toes but this is what I do in my missions.

This is an error in TD's native AI code since 4.11, unresolved until today (4.13.2) and impossible to fix by modders since TD deliberately don't share their native library holding the new AI code.

Best regards - Mike

Storebror.  Since you are so knowledgeable about this decades old game, let me ask you a few other questions.
1. In a big carrier battle, if the first wave of bombers killed the first enemy carrier, then the follow-up squadrons would all jettison their loads and turn back even though the rest of the enemy fleet is still active.  Is there anyway to make AIs expend their weapons as long as there are enemy still active?

You can set GATTACK waypoints to multiple ships and those that don't drop their ordnance before the AI ship is destroyed will attack one of the ships attached to the following GATTACK waypoints. The same holds true of ground targets. Depending on the number of targets attached to GATTACK waypoints the first planes will attempt to fly over the following GATTACK waypoints too and probably be shot down. I find a maximum of three GATTACK waypoints per flight is about all you can use and expect any of the flights to survive the attack. Any AI flights attached to one another the lead flights GATTACK waypoints supersede those of the subsequent flights.

 
2. The carrier aircraft launch logic is kinda funny.  In one of my battles, the task force was under heavy attack.  Instead of launching more fighters to help out, the carrier proceeded slowly to launch bombers and then only after all bombers are gone did it start to launch more fighters.  Would it be possible to have AI to launch more fighters if under attack?

The attacking AI flights have no bearing on which planes are launched first. There is no logic involved except the order of the flights in the .mis file and the coded start time of each flight. First on the list first off the carrier, unless the start time for a flight further up the list is later than one of those following it.

3. For the AI torpedo problem, if I set their transit altitude very low (1000 meters), would this help them get into the attack run faster and even if they get bumped by AAA fire, they can quickly re-enter the run?

I use about 500m for torpedo bombers. IIRC DGen set their altitude at about 200m which for me was way to low.


Wheels
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SAS~Storebror

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Re: AI can't use torpedo right
« Reply #7 on: June 23, 2016, 01:00:56 AM »

Thanks for the explanations wheels.
You didn't step on my toes mate, I'm an FMB idiot and always keen to learn something about it.

What you said about multiple GATTACK waypoints meets my observations of TD's 4.11+ AI.
I might be wrong but I think that the "old" 4.10 AI didn't have the issue of crossing further GATTACK waypoints when all bombs/torps/rockets/cannon shells have been depleted.
Either case this might be worth a mod to fix that behaviour and instead skip all GATTACK waypoints on the route if there's nothing available to attack with anymore.

Concerning torpedo bomber transit altitude, I always thought the rule of thumbs was "the lower the better", at least 1000m sounds way too high to me.

Best regards - Mike
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Dreamk

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Re: AI can't use torpedo right
« Reply #8 on: June 23, 2016, 02:46:57 AM »

Most British, German and Russian torpedoes needed to be launched at less than 20 m height over the waves. The introduction of "tails" devices enable to raise this to 30-100m  but no more than that.
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pandacat

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Re: AI can't use torpedo right
« Reply #9 on: June 23, 2016, 07:33:26 AM »

There is a problem with low transit altitude.  If it's too low, it might run the risk of hitting a hill or something.
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