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Author
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Topic: Another SDOE Breakthrough...
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Harman_5 Pilot
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posted 08-01- 10:07 AM
I'm not too sure if this is considered a breakthrough, but today...I got the AI in SDOE to drive!  The AI still needs some lessons, but they can start a driveable vehicle and drive along their waypoints as set in the Mission Editor. Unfortunately sometimes they will roll the vehicles if the drive too fast, but this can be fixed. I can't describe the feeling of strafing an Opel Blitz in a Pe2 as it tries to escape at 30mph... Also, NN Tym noticed this recently, the vehicles couldn't be used as mission objectives offline because they would be considered "destroyed" imemdiately on mission start, this has been fixed also... Just thought I'd share the good news. ------------------ Visit FS:SDOE Online Future Home Of FS:SDOE Online HERE IP: Logged |
Maury Markowitz Pilot
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posted 08-01- 10:20 AM
Cool!Maury IP: Logged |
Werner Molders JAG
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posted 08-01- 10:23 AM
How did you do this? I tried getting Tigers to drive on the flat in North Africa once by setting way points close together with reasonable speeds, but after a couple minutes they all cut out and started drifting backwards.  Hehe, time to hang a "Student Driver" sign in the back of the Citroen.  WM ------------------ Abbeville Field: Dedicated to the SDOE Experience. IP: Logged |
li'l bastard Pilot
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posted 08-01- 10:30 AM
that's great! How's it going on w/ it? Will it take a lot of time?li'l b IP: Logged |
Harman_5 Pilot
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posted 08-01- 10:50 AM
This was achieved by fooling with some of the Openplane values used in the vehicles so the AI thinks the vehicles are more like planes. More specifically, ArgonV gave me some good advice recently that an "aircarft" class object which my vehicles are, needs at least four wing part objects in SDOE for the AI to fly them. My vehicles only had two...and this was the reason why they were marked as "killed" as mission objectives on mission start because SDOE thought they had two wing parts missing! I had to modify the vehicles out of GP1 to achieve this so those existing vehicles in GP1 won't work, I will include these improvements in GP2. Also, I found that setting reasonable speeds won't get the AI's butt into gear too well. I set the waypoints to 80 - 100 mph and also set the starting altitude to 0 feet but, the 1st waypoints and those that follow on to 500 feet and higher. This makes the AI think that they will take off soon and they'll start driving forward (and try to take off lol). This way the AI can at least reach around an average speed of 40mph depending on the vehicle. I found that starting the vehicles off from an airbase works better too. Also, Werner did you try that with my Tiger or Archy's? This new feature won't take too long to implement to every existing vehicle but they won't be released until GP2 is out so maybe another 2 months or so...(oh no, I shouldn't have said another 2 months...) ------------------ Visit FS:SDOE Online Future Home Of FS:SDOE Online HERE [This message has been edited by Harman_5 (edited 08-01-2001).] IP: Logged |
ArgonV JAG
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posted 08-01- 11:03 AM
Arent you guys just soo glad I mentioned this to Harman_5 here?  IP: Logged |
Hawk General
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posted 08-01- 11:05 AM
I would sure as heck call it a Breakthrough!Great job and I can't wait to try straffing the little buggers as they run all over the place. Hawk www.rcwarbirds.com
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Werner Molders JAG
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posted 08-01- 11:22 AM
I ran that test on Archy's, and it was some time ago.WM ------------------ Abbeville Field: Dedicated to the SDOE Experience. IP: Logged |
Rendsburger Pilot
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posted 08-01- 11:45 AM
Harman, THIS is definitly a breaktrough!!!  Question,can you post one of these vehicles ,maybe the Opel Blitz, for testing?! Rendsburger IP: Logged |
Rendsburger Pilot
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posted 08-01- 11:48 AM
Harman, will AI driven tanks attack each other? canīt wait to see the tanks shooting each other  Rendsburger IP: Logged |
Harman_5 Pilot
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posted 08-01- 11:58 AM
Rendsburger, Good idea, I have only improved the Opel Blitz with the AI driving system now, but I will package it up and release it very soon so everyone can have a go at strafing it.  I haven't tried the tanks yet, but it would be cool to see 'em shoot each other if they do. ------------------ Visit FS:SDOE Online Future Home Of FS:SDOE Online HERE IP: Logged |
7./JG3_Galland Cadet
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posted 08-01- 12:03 PM
Harman, why dont u make a Sea Pack after GP2? canīt wait to see the ships shooting each other.  Galland IP: Logged |
Rendsburger Pilot
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posted 08-01- 12:03 PM
Must be cool if you straf an convoy and the trucks drive away from the street while they are driving evasive manouvers,LOLRendsburger IP: Logged |
Harman_5 Pilot
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posted 08-01- 12:20 PM
Hehe Galland, a couple of gun boats would be nice.  Rendsburger, the trucks already do evasive movements if they drive above 40mph, I think the AI has some difficulty driving at higher speeds and it starts swinging from side to side lol. ------------------ Visit FS:SDOE Online Future Home Of FS:SDOE Online HERE IP: Logged |
Pye Pilot
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posted 08-01- 12:37 PM
Good one you Both! breakthough for sure!  IP: Logged |
NN Tym Pilot
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posted 08-01- 01:53 PM
quote: Originally posted by Harman_5: I got the AI in SDOE to drive! 
Too bad my modem freid, I wanted to be the first to thank you ! Did my irritating questions push you to try harder ? ------------------ NN Tym nn_tym@noos.fr Normandie-Niemen IP: Logged |
Harman_5 Pilot
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posted 08-01- 08:07 PM
In a way, yes.  But they weren't irritating questions, there were problems and they had to be fixed, and I'm glad the vehicles are being fixed this way, as I'm sure many others are too.  ------------------ Visit FS:SDOE Online Future Home Of FS:SDOE Online HERE IP: Logged |
Jonners Pilot
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posted 08-02- 04:11 AM
Certainly will call it a breakthrough old chum: That was one thing I liked about Janes WWII Fighters - setting up a battlefield,watching everyone engage the enemy and act as close air support! Or chasing those reserves moving up to the combat zone!Fantastic Harman, cannot wait  Cheers ------------------ 'After a scrap, I usually have to drink my tea through a straw' - S/Ldr Barton [This message has been edited by Jonners (edited 08-02-2001).] IP: Logged |
Sailor Pilot
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posted 08-02- 05:19 AM
Harman, this is real cool news for sure  You sometimes sound like if you were nursing the AI, teaching it new tricks like a baby Ape or a Puppy That will certainly open exciting possibilities ! Beware WW2 Online, SDOE is the first virtual WW2 battlefield ! SailorIP: Logged |
Karaya 2 Pilot
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posted 08-02- 07:22 AM
Of course this is a break through. This game just keeps getting better and better all the time, thx largely to the dedication that you guys have put into the game.I can't wait to get back into a new inter-squad war anytime soon. Having and using this new capability will make for some really great missions.. 
[This message has been edited by Karaya 2 (edited 08-02-2001).] IP: Logged |
Harman_5 Pilot
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posted 08-02- 07:29 AM
Thanks guys,I'm currently preparing the "test" Opel Blitz for public evaluation. The AI driving is still not 100%, but with careful mission planning, the AI will drive. They drive best along flats though, and they can easily roll the vehicles but I'm hoping to refine the vehicles to stop this. ------------------ Visit FS:SDOE Online Future Home Of FS:SDOE Online HERE IP: Logged |
gt Pilot
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posted 08-02- 08:51 AM
Not a breaktrough???? You've NO idea for how long I was waiting for this one.Keep up the work!! Question: Not shure if this was asked before..sorry, but will the AI shoot at each other? Think Rends already asked it .....what's the status? cheers gt ------------------ Please visit: GT's HANGAR Bombing the Reich "You'll have to put her down Baz, we're badly on fire." Dedicated to the memory of Squadron Leader Ian Bazalgette VC DFC. IP: Logged |
Harman_5 Pilot
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posted 08-02- 08:56 AM
Thanks gt,No I haven't got the AI to shoot at each other yet, I'm still trying to get them to drive properly at the moment lol. I'll try and get the guns working though, if these improvements succeed, then the vehicles can have their own offline campaign with AI controlled convoys and more!  ------------------ Visit FS:SDOE Online Future Home Of FS:SDOE Online HERE IP: Logged |
Nat JAG
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posted 08-02- 09:37 AM
Hey Harman, to help stop the vehicles rolling why don't you try adding 2 more hidden wheels, they could protrude from the sides of the vehicles and give them extra support to stop rolling, I thought of using body points but they would pass damage, but hidden wheels should do the trick, hope so anyway  Great work as always Harman! ~Nat~ IP: Logged |
Harman_5 Pilot
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posted 08-02- 09:59 AM
Thanks Nat, you know I always thought that if I added extra wheels, they will collide if driven too close to other objects or along the sides of buildings since they protrude off the sides and jack knife the vehicle but I may try adding removing the body points from them or just try them out as they are.  ------------------ Visit FS:SDOE Online Future Home Of FS:SDOE Online HERE IP: Logged |
Werner Molders JAG
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posted 08-02- 10:29 AM
The ability to move near buildings is essential, given that there is no cover at all anywhere other than airfields, towns and factories - these are places where combat is most likely to take place, and hiding in rubble is sweet.Werner ------------------ Abbeville Field: Dedicated to the SDOE Experience. IP: Logged |
objective_af Cadet
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posted 08-02- 03:17 PM
Absolutely it's a breakthrough! More like a revelation! I've been dreaming about this for some time, now it's a reality! If the AI can drive and shoot, then that opens up a whole new dimension to this game! You guys do, in fact, rock! I agree with Jonners about Janes WWII Fighters! It'a amazing to fly over a battle field in action! Guns firing and engines roaring and air support strafing the hell out of the reinforcements! This is gonna be so cool!Keep it up chiefy! AF IP: Logged |
Nat JAG
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posted 08-02- 03:57 PM
Good point Harman, but here's another good idea that should work better... lower the C of G, make the main inertia box low, flat and very wide and dense to take most of the weight, doing this should put very little weight at the top of the vehicle and all close to the ground, also, since interia boxes don't collide with anything, you can make it as wide as you want to disperse the weight low down, gotta be worth a try anyway  IP: Logged |
Pachy Pilot
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posted 08-02- 04:02 PM
Nat, if I remember correctly this was already done for the Citroën. Maybe we could even cheat a bit and create a sort of keel. That would be a heavy inertia box that would be under the normal CoG.IP: Logged |
Harman_5 Pilot
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posted 08-03- 02:47 AM
Thanks guys, it looks like inertia boxes will be best solution avoid vehicles overturning, right now there's another issue that until now hasn't been a problem but now that the AI is expected to drive, it will have to be fixed. The engines on the vehicles will stall if the throttle is kept below 25% and sometimes while driving the AI likes to "coast" once the vehicle is up to speed and they'll bottom the throttle to 10% stalling the engine...then when try to throttle up again to speed up they won't have any engine power lol. Anyway, the ground performance will need to be revamped... ------------------ Visit FS:SDOE Online Future Home Of FS:SDOE Online HERE IP: Logged |
ArgonV JAG
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posted 08-03- 12:45 PM
To get the engine not to stall, you have to do a few things... Make the prop lighter, make sure the min prop pitch is 0 and the max anywhere from like 20-60. This requires much testing...IP: Logged |
Harman_5 Pilot
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posted 08-03- 12:54 PM
That's what I'm worried about Argon, it took ages to get the performance right on the vehicles as they are now, I busted my brain to get the vehicles to limit to around 50mph yet still climb hills...I sometimes wish there was a "obLimitSpeed..." prop in OPP lol. If I set the prop to low pitch as you say, this will most likely reduce or completely kill their ability to climb hills and make them speed off at insane speeds, but I'm sure I can find a way to balance speeds and still keep the climbing ability there and keep the engine from stalling too. But as you said, it needs a lot of work and testing...------------------ Visit FS:SDOE Online Future Home Of FS:SDOE Online HERE IP: Logged |