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View Full Version : Naval Feature request... DT team


migman
09-12-2014, 09:46 AM
First let me say a big Thank you to the team who have made this simulator so worth my original investment!

I would like it if ships under attack could perform some kind of automatic evasive maneuvering and that if they are hit, some counter could be implemented to simulate the crew attempting to keep their ship afloat

Once again Thank you Team Diadolas

Sita
09-12-2014, 09:47 AM
and loud emergancy sound signal

Pursuivant
09-12-2014, 12:22 PM
I would like it if ships under attack could perform some kind of automatic evasive maneuvering and that if they are hit, some counter could be implemented to simulate the crew attempting to keep their ship afloat

Having "smart" ships which maneuver to avoid attack is one of the big perennial fan requests. The problem is that the game isn't set up to give ships AI, so it would be a huge undertaking to add that feature.

An easier workaround might be to create event triggers which allows ships to perform random or pre-set evasive maneuvers when enemy planes of a particular type are in the area, or when an enemy plane drops a bomb or torpedo. But, the specific type of evasive behavior would need to be programmed by the mission builder in the FMB. But, you'd get "stupid" results when every ship starts maneuvering to avoid a bomb or torpedo aimed at just one ship!

This sort of limited programming also won't work if a ship also has to maneuver to avoid collision. At best, you could set up ship formations where all the ships perform the same maneuver at the same time, but that means that the ships might not keep formation very well, unless all the ships in the formation are going slow enough that the outer ships in the formation can keep station when the formation changes course.

Damage control for ships is sort of built into sinking time. But, the damage modeling for ships is very crude, and doesn't take into account things like compartmentalization, flooding, settling, listing, fires spreading, secondary explosions, loss of crew, loss of power, damage to vital ship systems or C3.

Realistically, you could build an entire game around damage control against various forms of damage to various forms of ships. Some people might find it to be a very fun game, but it wouldn't be IL2!

KG26_Alpha
09-12-2014, 03:38 PM
When ships are put to sleep and then wake up when attacked this could also trigger an ai routine to go evasive or at least turn maybe,
the problem is then they have to perform an anti collision routine or they could all start colliding with each other if you have a sizable convoy or fleet.

This has been proposed before along with men jumping overboard using the column ai that run away when attacking vehicles.

Shipping damage isn't all hit and sink, I have missions where they have been hit and are slowed up due to flooding but don't sink.

The rest is more like a ship sim that an aircraft one though.

:)

ECV56_Guevara
09-12-2014, 04:36 PM
http://www.youtube.com/watch?v=xO42TA8xMPg&list=UUL8t_bJa42LMZhhwEwF5Eqw


This was a video from 2009. Cannot remember where I read that, but I think that DT was reworking ships AI.

KG26_Alpha
09-12-2014, 08:05 PM
That was 4 years ago.

Shame it hasn't made into the game............yet

:)

Pursuivant
09-13-2014, 04:09 AM
When ships are put to sleep and then wake up when attacked this could also trigger an ai routine to go evasive or at least turn maybe, the problem is then they have to perform an anti collision routine or they could all start colliding with each other if you have a sizable convoy or fleet.

That's the problem with simple pre-programmed routines rather than actual collision-avoidance AI.


Shipping damage isn't all hit and sink, I have missions where they have been hit and are slowed up due to flooding but don't sink.

Perhaps I overstated how crude the damage modeling is for ships. What was trying to say is that IL2 vastly simplifies ship damage compared to reality, or even compared to damage models for planes.

You can currently get slowing, listing and oil slicks if a ship is damaged, and certainly individual guns can be knocked out, but other elements of ship damage aren't included.

IL2 will never be a ship sim, but it's possible that some additional aspects of damage, such as fire spread or secondary explosions might be included in the future.

stugumby
09-18-2014, 04:45 PM
Oil slicks? Haven't seen these before.

shelby
09-18-2014, 09:03 PM
From what i can see DT has many working projects so il2 is going to be the must have WW2 simulator

RPS69
09-21-2014, 02:24 AM
When ships are put to sleep and then wake up when attacked this could also trigger an ai routine to go evasive or at least turn maybe,
the problem is then they have to perform an anti collision routine or they could all start colliding with each other if you have a sizable convoy or fleet.

It is not an easy task. The ships AI is worst than the land AI on the fact that ground AI when encountering an obstacle will start a not very good trial and error walk around routine. Ships won't be even capable of this, because they will sink inmediately.


Shipping damage isn't all hit and sink, I have missions where they have been hit and are slowed up due to flooding but don't sink.


For sure!


The rest is more like a ship sim that an aircraft one though.


I won't agree on this one. Ground targets look much more alive when they actually try to make you hitting them more difficult. CLOD got this implemented, when you tried to attack an enemy ship it will start zig zagging.
On older titles like WW2 fighters, Mobile AA will get away from your straffe pass evading your attack. On both cases it was very pleasant to see, and make ground ttacking far more challenging than remembering how to set bomb fuses...

KG26_Alpha
09-21-2014, 12:41 PM
I won't agree on this one.
Ground targets look much more alive when they actually try to make you hitting them more difficult.
CLOD got this implemented, when you tried to attack an enemy ship it will start zig zagging.
On older titles like WW2 fighters, Mobile AA will get away from your strafe pass evading your attack.
On both cases it was very pleasant to see, and make ground attacking far more challenging than remembering how to set bomb fuses...


In CLOD no amount of zig zagging from shipping ever made me miss.

Its a nice feature but made no difference for me from Stuka dive bombing to skip bombing in a Blehiem.

Same with vehicles/columns etc etc.

As you say it looks more interesting/realistic/authentic but end result is kaboom !!!

Cheers :)

RPS69
09-22-2014, 02:07 AM
In CLOD no amount of zig zagging from shipping ever made me miss.

Its a nice feature but made no difference for me from Stuka dive bombing to skip bombing in a Blehiem.

Same with vehicles/columns etc etc.

As you say it looks more interesting/realistic/authentic but end result is kaboom !!!

Cheers :)

Congrats on your good aim!

Now, implementing a routine to execute a tight turn when under aerial attack, won't be that difficult. Seeing the same scene as on the aerial photos taken from airplanes ataking the japanese carriers on Midway, will be nice.

It will just take a bit of care on the mission building part not to put them too close that they will collide while doing tight maneuvers.

Actual code is so crude, to the point that I make once the mistake of putting the next waypoint 180° from the ship course... it actually turned 180° instantly while waiting on deck to take off. It was nauseating.