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View Full Version : [REL] TMO-RSRDC Aircraft Patch


Capt. Morgan
03-09-11, 01:35 AM
Restore Killer AC to TMO 2.1 - RSRDC

With thanks to UBI for making a great game , to all the modders who have made it so much better, to Ducimus and lurker_hbl3 for building TMO and RSRDC - the mods that this patch addresses, and to JScones for JSGME which is a really swank piece of software.





TMO 2.1. has some deadly aircraft to accompany its infamous escorts. Sadly, these get overwritten by the RSRDC mod. This patch restores some of these overwritten files with the aim of returning the aircraft to previous threat level.

I've tried to bring back a fair portion of TMO's aircraft behaviour, their weapon load-outs, and weapon characteristics; and also the conditions under which they spawn and the frequency of their attacks, but I can only play so much, so I'm looking forward to your impressions. I've included a test mission so you can easily judge it's effectiveness for yourself.

Something to consider is that RSRDC adds many aircraft to the campaign which are not of the especially deadly TMO variety. So you won't be guaranteed a severe air attack in all instances. Anyway, I hope you enjoy this.

Here's the link:\http://www.mediafire.com/download.php?14vdo4bj3tc2919


Installation:
Copy the Restore Killer AC to TMO 21 - RSRDC folder to your MODS directory and enable with JSGME

The install order is...
TriggerMaru_Overhaul_2
TMO_Update_20_to_21
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Restore Killer AC to TMO 21-RSRDC


All play tests were conducted on a clean install of SH4 - 1.5, with no mods enabled other than TMO 2.1 and RSRDC V-502. I make no promises about how it will perform if other mods are enabled.

Slyguy3129
03-09-11, 07:59 AM
Alright Captain!

Been looking forward to this, have been playing a patrol with the copied version I mentioned in the other thread and have yet to come across any aircraft. Go figure right?

Soon as I get down with this patrol (had things go no quite according to plan) I will install.

Thanks for the effort mate, though I fear if you were successful your name just might be the bane of my virtual crew and sub!:salute:

ReallyDedPoet
03-09-11, 08:45 AM
Nice work :yep::up:

AVGWarhawk
03-09-11, 11:20 AM
:yeah:

etheberge
03-09-11, 09:37 PM
Good work with this, thanks.

kylesplanet
03-09-11, 10:45 PM
Thank you Capt Morgan. :up:

HMCS
03-10-11, 04:12 AM
I'm guessing that the escorts are a little nerfed, too, n'est pas?

Slyguy3129
03-10-11, 09:17 AM
From everything I understood in the original post the only thing that RSRD changes on escorts is the sensor file. Meaning the training that TMO mods are still there but RSRD makes the sensors realistic to the year along with DC tech IIRC.

I had started a career, with this mod and TMO and RSRD and enemy escorts spotted me from about 5 nms away which surprised the heck out of me to say the least.'it seems that TMOs super escorts are still very much there.

Armistead
03-10-11, 09:35 AM
Will the changing of the planes spawn, will it effect the historical plane traffic for battles?
I thought lurker said RSRD doesn't effect TMO sensors, but for sure RSRD overwrites crew ratings that nerf escorts.

Capt. Morgan
03-10-11, 12:04 PM
First off, thanks for downloading and trying this.


I'm guessing that the escorts are a little nerfed, too, n'est pas?

Well if they get nerfed by installing RSRDC, then they'll be just as nerfed with this patch - I haven't touched the escorts at all. Armistead's comments above however, point to a different matter (Crew ratings) that may create a similar result.

I had originally intended to try my hand at a general compatibility patch for TMO 2.1/RSRDC but it will be a while before I learn enough to take that one on. I had some success with the aircraft though, so I released this much.

From everything I understood in the original post the only thing that RSRD changes on escorts is the sensor file. ... enemy escorts spotted me from about 5 nms away which surprised the heck out of me to say the least.'it seems that TMOs super escorts are still very much there.

The main difference that I could see was that they will receive different sonar/radar equipment at different times then they would under TMO alone. Last night I had destroyer in a H/K group spot my sub at night - in heavy seas, from about 5500 yards - the escorts seem as healthy as ever.

Will the changing of the planes spawn, will it effect the historical plane traffic for battles?
...

I don't think it has an effect on scripted events. the data\Cfg\Airstrike.cfg file controls the the effectiveness of enemy air bases in sending aircraft to attack you. Below is the file as found in TMO 2.1 - and restored by this patch.

Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.35 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.4 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.5 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=40 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=80 ;[>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=25 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)

They are less effective than they are under RSRDC. I'm undecided as to whether I'll keep TMO's airstrike.cfg. In Play, I was a little disappointed as to the frequency of air attacks. I'm still testing out this. Deleting Data\Cfg\Airstrike.cfg from my patch will restore RSRDC's air strike characteristics.


...I thought lurker said RSRD doesn't effect TMO sensors, but for sure RSRD overwrites crew ratings that nerf escorts.That is something I would like to look into. Do you mean that RDRDC changes default IJN crew ratings to lower level than TMO (as in from "Veteran" to "Poor")?

Armistead
03-10-11, 12:12 PM
First off, thanks for downloading and trying this.


That is something I would like to look into. Do you mean that RDRDC changes default IJN crew ratings to lower level than TMO (as in from "Veteran" to "Poor")?

RSRDs are somewhat lower. I think they go from novice to elite. TMO has more with harder ratings earlier war on, why RSRD gets a little more beef later war. Still, overall many RSRDs setting are lower throughout the war.

You could change these using notepad in the campaign file.

HMCS
03-10-11, 06:38 PM
I'm using this patch now; haven't been bounced by any planes yet but as always TMO is the model of stability. Not ctd's or whatever.

Slyguy3129
03-10-11, 06:40 PM
Haha my post was supposed to say over 5 nms. It was somewhere in the 5.6-5.8 range. Given it was a clearday and I was at ahead flank at a 90. But I thought I would have closed the gap close.

I was hoping around watching the smoke on the horizon trying to check course and speed and what all was in the convoy and (puals sound+eax sound sim) whooooooosh splash two shells came awfully close 30-40 yards off my port bow. The hair on my neck stood up and I crash dived as more shells came my way. Apparently the west flank was guard by atleast 3 pretty darn good escorts. Luckily it's 41 and their sonar is crap and I was able to evade.

Ducimus
03-10-11, 07:05 PM
How aircraft generation works in TMO.

In Version 2.0
A.) Single engine and twin engine aircraft are on their own individual visual sensor, the difference is how deep they can detect a player via the negative value ascribed to Minsurface factor of those sensors.

b.) Each airbase has 3 versions of itself. Novice, competent, and veteran.

(If you look closely at TMO's airbase.mis file, you'll notice each base you see in the mission editor has 2 other bases right under it, each at a different skill level)

As the war starts, most bases are veteran. As the war progresses, the veteran base is "expires" via its exit date, and the Competent rated base enters in its place. By late war, the competent base has exited play and the poor skill rated base takes its place.

The idea of this was to simulate loss of japans air assets.

c.)Spawn rates are being variable on the airbase.cfg file and the skill ratings of the base. Look closely at what i did in the airbase.mis file, and look at the airbase modifiers in the airstrike.cfg, and realize what base is in play and when.

In Version 2.1
A.) All aircraft can no longer see submerged objects until some of them aquire a new "visual_MAD" sensor in late 43, early 44. This sensor is even "worse" then what you saw in 2.0 (meaning, a larger negative surface factor, and in theory, deeper detection)

b.) Airbase skill levels were reversed. Now poor at beginning, and veteran towards end. Contrary to version 2.0, the idea of this was to simulate japan stepping up its ASW efforts (which they did) instead of loss of air assets.

c.) Airstrike.cfg changed from verson 2.0


One of the reasons i put version 2.1 as an update, was to give people a choice on what they wanted, or make it easier to reverse engineer these adjustments for your own tastes.

Compare the associated files from 2.0 and 2.1. Use what you like best.

I'm goin' down
03-10-11, 07:25 PM
From my point of view nothing is worse than losing it to an airplnane bomb, especially when submerged. I don't tangle with planes. You cannot see them most of the time, and my gunners cannot hit the broadside of a barn. I prefer to submerge, hide, and resurface when the coast is clear. Being sunk while submerged -- that is worse than being stalked by the dd's when I am having a a good day.

Capt. Morgan
03-11-11, 02:43 AM
...RSRD gets a little more beef later war. Still, overall many RSRDs setting are lower throughout the war.
You could change these using notepad in the campaign file.

While it's tempting to take a stab at this (the ships), I think for the moment I must limit myself to aircraft - one step at a time. Also, I suspect changing ship behaviour is opening a much bigger can of worms than changing aircraft.

I'm using this patch now; haven't been bounced by any planes yet but as always TMO is the model of stability. Not ctd's or whatever. Very happy to hear this. My number 1 fear is inflicting CTD's on innocent players.

... I was hoping around watching the smoke on the horizon trying to check course and speed and what all was in the convoy and ...whooooooosh splash two shells came awfully close 30-40 yards off my port bow. The hair on my neck stood up

Possibly, a large cruiser was in that convoy. They are very good shots at long range.

How aircraft generation works in TMO. ...

Thank you. Again, very helpful. What I'm trying to achieve is to replicate TMO 2.1's aircraft behaviour as closely as I can after installing RDRDC. I'll be looking at these files - the late war M.A.D. is a feature that I especially want ensure is preserved.

From my point of view nothing is worse than losing it to an airplnane bomb, especially when submerged. I don't tangle with planes. ... Airplanes should strike terror into the heart of a submariner. Game-wise, I think an air attack should carry a high (as in nearly certain) probability of inflicting some damage to your boat and crew.