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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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[TEC] Make wolfpacks attack Convois, via Radio!
Ive been gambling with this topic since years...and now there seems some kind of idea, that might make the ai-boats behave as ai-wolfpacks!
theres another thread on that (http://www.subsim.com/radioroom/showthread.php?t=146905) but i want to ask the whole community about the following tec-question. where might the behavior of "called airstrikes" be stored? i mean the dependence of: - sending radio message "contact report" - airplanes are send to your position, if youre "near" a german airfield where could this be coded? i looked through the "cfgs" and the "dats"...nothing. now i came across some topics in other forums, where the "simdata.dll" is defined as the main controlling unit for this game. does anyone agree on that? but for me its a bunch of hyroglyphs...i have no idea how to find the strings, that might be responseable for the airstrikes. but if one of you finds them, we could make some new "air-units" - uboats! to get an overview how this idea works, take look into the other thread (http://www.subsim.com/radioroom/showthread.php?t=146905) thx a lot in advance! ![]()
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Last edited by urfisch; 01-20-09 at 10:41 AM. |
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#2 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Airstrike cfg in the Cfg folder governs the strike rates
How often etc [AirStrikeSettings] ; AirStrike Creation Parameters ; Airstrike Session: ; 1. Compute airbases in range according to their aircraft maximum ranges ; 2. Compute air coverage factors on allies/axis/neutral on the target zone ; 3. Compute airstrike probability from each base ; 3.1 check number of aircraft that can strike at that range and conditions, and compute a coverage factor based on the range of each aircraft type ; and detection area around submarine ( 10 km radius ) ; 3.2 multiply coverage factor for the target area with : ; - current airstrike probability againt that side ; - nigft factor ( if necessary ) ; - airbase competence ; - close to airbase factor ; 3.3 check probability for airstrike ; 3.4 add more aircraft probabilistically for a large target Maximum Aircraft Range=2000 ;[>0] in kilometers Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating Novice Airbase Modifier=0.6 ;[>0] Modifier for novice airbase (carrier) rating Competent Airbase Modifier=1.4 ;[>0] Modifier for competent airbase (carrier) rating Veteran Airbase Modifier=2.4 ;[>0] Modifier for veteran airbase (carrier) rating Elite Airbase Modifier=3.0 ;[>0] Modifier for elite airbase (carrier) rating Night Modifier=0.2 ;[>0] Modifier on strike probability at night Default Air Strike Probability=35 ;[>0] Default probability to send an airstrike from a airbase (carrier) Enemy Air Strike Probability Increase on Radio Messages Sent=25 ;[>0] Increase over the default probability on a radio message sent Friendly Air Strike Probability Increase on Contact Report Sent=50 ;[>0] Increase over the default probability on a contact message sent Enemy Air Strike Probability Increase on Player Detection=40 ;[>0] Increase over the default probability on player detection Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session Logic Steps Between Air Sessions=20 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec) But there is probably a trigger somewhere too |
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#3 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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yep, and this trigger is needed to modify the airbases with our aiboats...i think?! i also do not know, how the aiboats are lead to your position. there must be given some pararmeters for the planes, which are created by the trigger (your radio message "contact report" or similar.
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#4 | |
Seasoned Skipper
![]() Join Date: Aug 2006
Location: Germany
Posts: 663
Downloads: 22
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Quote:
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#5 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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sure, it would be more than great. i sent him a pm...
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#6 |
Eternal Patrol
![]() Join Date: Jun 2006
Location: Karlsruhe
Posts: 679
Downloads: 56
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Hi,
a "call" by "radio message" only works with NONE-SCRIPTED air units - as bigboywooly mentioned above. A "call" for ai-subs (wolfpack) - similar to the cofiguration in the "Airstrike.cfg" - is impossible (imo). Ai-subs must be scripted into the RND and/or SCR files. Greets rowi58 |
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