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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Do you think the air layer needs a major overhaul? | |||
Yes |
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46 | 92.00% |
No |
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4 | 8.00% |
Voters: 50. You may not vote on this poll |
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Thread Tools | Display Modes |
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#1 |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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[REQ] SH4 Air Mod
As many of you have felt, the aircraft traffic in SH4 stock is fairly insane. After looking about there are some great MOD's that change or alter the way the games aircraft layers and the machines themselves work. Unfortunately all these MOD's also alter a lot more and they all seem to remove map contact updates. If you are like me and don't want to spend 4-5 hours looking for one ship, then you will know these MOD's are not for everyone.
Has anyone considered the possibility of a MOD that is compatable with ROW and 1.4 that could enhance and improve the air dimension? |
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#2 |
The Old Man
![]() Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
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I use the Airstrike Mod and it helped in reducing the night attacks and number of spawning aircraft. At least that is what I noticed. What I don't like is the plane's flight characteristics. Torpedo-bombers should fly below 200m but they act otherwise releasing their torps too close to targets. Betty bombers even from 2000m will dive bomb and smack right into the water instead of level-bombing. I know this is a Naval sim but aircraft played an integral part in the Pacific war, particularly the carrier-bourne aircraft.
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"Silence means death. Stand on your feet. Inner fear your worst enemy."- Sepultura. ![]() My Silent Hunter 5 mantra is this......"Torpedo missed, sir!" ![]() A P-400 is a P-40 with a Zero after it. ![]() A proud member of the Wikipedia Haters Club |
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#3 | |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
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#4 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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The aircraft visual sensors need O-haul badly !
Originally posted by Tater.
Did a few quick tests. I used an H6K armed with DCs. It dropped on me at 80ft. Note these were scripted planes. I was attacked by a few Bettys, but none bombed me. Looks like they didn't have DCs, but they sprayed the water with MG fire. Looks like we'll want a few new bombs---even make a 30kg and 60kg for the zeke. What I was really thinking was tweaking the air-dropped DC. The stock one has a sink rate of 5m/s, and a det depth of 5m +-5m. In RL, they had 2 different DC det depths. Make 2 identical bombs, one to each depth, and put 1 of each on the planes. Quote: Q. When making an attack on a submarine, were pilots allowed to drop depth charges after the submarine disappeared below the surface? A. Yes. Q. How many seconds after the submarine disappeared from sight were they allowed to attack? A. Within 30 seconds. Q. What size of depth bombs did your aircraft use? A. 250 kg. Q. Did you use any other airborne weapon besides depth bombs? A. We had nothing besides bombs. The bomb was a standard 250 kg bomb with a modified flat nose attachment and a special tail, a nose and tail fuse was used. Q. What depth setting did you use? A. We used 25 and 45 meters. If the submarine was discovered near a convoy at periscope depth and immediately submerged, we dropped the 25 meter; if time passed and gave the submarine time to go to a lower depth, we would drop the 45 meter bomb. Q. Did you drop more than one depth bomb at a time? A. Generally we dropped only one, but sometimes two. Q. When you dropped two, what spacing was used? A. None, the bombs were dropped simultaneously. Only experienced pilots were allowed to drop all bombs at once. Q. At what distance from the submarine was it necessary to explode the depth charge in order to sink the submarine? A. With the 250 kg bomb, it had to hit within 13 meters of the submarine in order to sink it. The smaller planes equipped with 60 kg bombs had to make a direct hit on the submarine to sink it. So 25m and 45m were the 2 real depth settings. I'd set the depth to that, no or little error. The burst charge on a standard 250kg makes it about as strong as the type 2 with a 162kg warhead, maybe more. In my current DC mod that's ~50% more powerful than the stock DC you are used to. I can make 2 versions, one for stock, 1 in line with my DC mod. I'll get on this. My gut says we should BOP clone the maritime patrol planes, then give their basic load DECs in addition to the other loads, then sprinkle a few per appropriate air base. tater I'm thinking, visual sensing range of aircraft needs to be reduced ![]() |
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#5 |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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Thanks for finding that for us Donut. 45m :O now thats the sort of plane heat im talking about... and to kill within 13m, thats a real bad day for a submariner.
As far as sprinkling these improved sub killers at airbases. Can anything be done to address the frequency of air attacks. One thing I noticed on mission, was that a Kate spotted me but took no action, then it was shortly followed by other planes in the vicinity that actually attacked. Correct me if i'm wrong, but wouldn't you take all the gear you needed rather than just spot for someone else ^^ , this is where I think Tater has the right idea. I see Ducimus has done a fair bit of work on planes in his TM mod, but am loathe to request he unstitch it as i'm sure I know what the answer is ![]() Regardless of that, a dedicated air layer MOD might be a far better idea. If anyone needs me to do monotonous data entry then PM me. |
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#6 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Nerf for air strike @ nite
Sailor man ![]() Join Date: Mar 2007 Location: Ohio, USA Posts: 46 ![]() Quote: Originally Posted by donut Originally Posted by Taurolas Ducimus you have a severe case of the condition known as "C.T.D" :rotfl: Long may it continue... even if it does contain the "Evil Ducimus Planes" hehehe I have spoke of this often,even had thought you Dicimus,had considered my request. Although having not gotten a response, I keep having an epiphany (your word) with this feature. Last patrol,agent insertion to the inland sea,North thru Kii sudio.coming back out 10 ten planes converged on my location at P/D at 2AM,pitch dark,no moon,& bombed ! All she wrote ![]() ![]() Donut... The Path that you seek is Data/Config/Air Strike. In the Air Strike CFG. file scroll down till you see Night Modifier=0.2. This is the setting for night air attacks. Change it to Night Modifier=0.0, then save.
IRL the Japanese had no night interdiction capability until the very last months of the war, and even at that it was not very good. Simply put you should never be attacked by an IJN or IJAAC aircraft at night while at sea. __________________ " And the sea shall grant each man new hope, as sleep brings dreams of home." Christopher Columbus |
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#7 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
Downloads: 46
Uploads: 0
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July 42, Aleutians. EVERY FREAKIN HALF HOUR, contact with an air unit!!!!
This I do not think is anywhere near acurate. Every 5 hours, yea that I could see. Problem is, I went to SH4 editor to look at the air layer...and have no idea which part controls the interval an aircraft is sent out. anyone have ideas on how to correct this lunacy? |
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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The entire paradigm of aircraft in SH4 is pretty screwy, frankly.
If I can figure out how to generate search patterns with a script... I'd put all the planes in by hand. tater |
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#9 |
Bilge Rat
![]() Join Date: Aug 2006
Posts: 1
Downloads: 35
Uploads: 0
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Hello there!
It might be the wrong thread to post this, but besides a rework of the aircraft layers, i would very much like to see the planes using their machine guns and cannons in an attack as they do in GWX 2.0 - if possible. |
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#10 | |
Undetectable
![]() Join Date: Sep 1999
Location: Colorado
Posts: 1,221
Downloads: 132
Uploads: 0
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The file you want is data\land Then look for folders ending in JP. For instance: LAB_NormalAirBaseJP Inside, open the cfg file and lower the number of squadrons. There are folders for small, normal, and large Jap bases.. Gulag..........are you saying reducing these affects the number of map contact updates? |
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#11 |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Tulsa, OK
Posts: 1,016
Downloads: 0
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I think in the SHIII vs. SHIV post someone mentioned that theh SHIV engine differs from SHIII in that the ships generate in port and terminate in another port. Whereas SHIII just spawns them as needed. So, I could see how changing a land-based squadron cfg file might affect how often the harbors generate ships, too.
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MJS USS Batfish Volunteer/Reenactor www.ss310.com www.ussbatfish.com Communism killed over 100M people and all that I got was this lousy signature.* *http://www.hawaii.edu/powerkills/COM.ART.HTM |
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#12 | |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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Donut is offering to do some work on the munitions the planes carry. Tater seems to have some ideas on the way the planes can be added. I'm picking this 'fix' could be some time in the making. It already conflicts with some work others have done to the aircraft layers, like Ducimus's TM. That said, it shows there is already some knowledge on this, with this thread merely voicing what some of the guys here have clearly been thinking about for a while. The reason I bring this up now, is because the mods available have pretty much addressed all the original concerns people had about SH4... the air layer is the only really BAD thing left in the game. Fortunately, since all the modders here are realism junkies, two people could be working on seperate mods for this and be more in line with eachother than they may realise ![]() |
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#13 | |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Capt.AkbarGulag
Quote:
I am not a realisum junkie,but know I would not have survived the war ,but for Gods will,& I love the sea,& the hunt. ![]() |
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#14 | ||
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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"Tater - improved campaign mod. - Taihosan Maru Fix - Type13 Radar fix - DD Yagomo - Misc ship eqp corrections - IJN Type 13 radar fix. - supercool guy - Guru of all that is IJN. If he says its true, i beleive him." From memory the last Layer I used from Tater was beta version 0.6. And the stuff in TM already looks promising. I better go read some other threads before further comment :hmm: Cheers, Donut. |
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#15 |
Undetectable
![]() Join Date: Sep 1999
Location: Colorado
Posts: 1,221
Downloads: 132
Uploads: 0
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No, reducing the number of squadrons just reduces the overall frequency of air encounters.
You need Donut's solution above to eliminate the night attacks. I don't think the planes need an entire revamping, I just think they are too frequent. |
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