View Full Version : Making planes more dangerous?
Hi,
I'm playing a late war campaign at the moment and I'm realizing that planes are no real threat. Although I meet tons of them, they never do me any harm. They are annoying, but not really dangerous. You get a radar warning, press 'c', stay submerged some time, and surface. No problem at all crossing the Bay of Biscay. Just tedious :-?
Does anyone have made different experiences (not when staying surfaced and using the flak)? I've already installed Rubini's rocket fix with the random radar-warning receivers, but still I always have enough time to dive. I guess most SH3 careers are ended by destroyers and not by planes :hmmm:
Does anyone have a good idea how to change this situation? Maybe not using RWR at all :06: It seems the RWRs work too perfectly in SH3.
Cheers, LGN1
Hi LGN1,
In GWX you are really alerted too early by RWR in late war. "Rubini's rocket fix", make it less easy.
Anyhow, I use a version where I am frequently attacked by planes. A lot of times the planes are just detected visually, but too late.
I run a self modded Sh3, but I can point to you where you need to look to make the RWR less effective and yet with some randomness.
Another easy way is to just decrease their max range on sensors.dat using s3d. Put there a precise range=500m or less and a max range at your taste/preferences accordingly the type of RWR. This already will produce detections ranges very short some times.:up:
DrJones
02-12-12, 04:32 PM
Hi,
I'm playing a late war campaign at the moment and I'm realizing that planes are no real threat. Although I meet tons of them, they never do me any harm. They are annoying, but not really dangerous. You get a radar warning, press 'c', stay submerged some time, and surface. No problem at all crossing the Bay of Biscay. Just tedious :-?
Does anyone have made different experiences (not when staying surfaced and using the flak)? I've already installed Rubini's rocket fix with the random radar-warning receivers, but still I always have enough time to dive. I guess most SH3 careers are ended by destroyers and not by planes :hmmm:
Does anyone have a good idea how to change this situation? Maybe not using RWR at all :06: It seems the RWRs work too perfectly in SH3.
Cheers, LGN1
Hey LGN1,
i changed my AirStrike.cfg to this one. And with this configuration the aircrafts make a lot of trouble in the early campaign. Sometimes i make a crashdive but the bombs still hit me. And this happens in the first year of the war.
Try and test and make your own suggestion...
[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=0.6 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.8 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=1.0 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=1.4 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1.8 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.2 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=20 ;[>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=60 ;[>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=30 ;[>0] steps between air fighting sessions, 20*Logic Interval(90sec) means 1800 sec or 30 min
Best Regrads
DrJones:salute:
Thanks for your replies :up:
Anyhow, I use a version where I am frequently attacked by planes. A lot of times the planes are just detected visually, but too late.
I run a self modded Sh3, but I can point to you where you need to look to make the RWR less effective and yet with some randomness.
Rubini, it would be great to know how you achieved this in your SH3 version. Did you further increase the SweepPeriod?
i changed my AirStrike.cfg to this one. And with this configuration the aircrafts make a lot of trouble in the early campaign. Sometimes i make a crashdive but the bombs still hit me. And this happens in the first year of the war.
I think the airstrike.cfg only influences the amount of planes you see, but not the warning time :hmmm: By adding another air base to the Bay of Biscay, I already encounter enough planes. Have you once tried a late-war scenario with a RWR and your airstrike.cfg setting?
Regards, LGN1
DrJones
02-13-12, 04:03 PM
Thanks for your replies :up:
Rubini, it would be great to know how you achieved this in your SH3 version. Did you further increase the SweepPeriod?
I think the airstrike.cfg only influences the amount of planes you see, but not the warning time :hmmm: By adding another air base to the Bay of Biscay, I already encounter enough planes. Have you once tried a late-war scenario with a RWR and your airstrike.cfg setting?
Regards, LGN1
That is right...not only the warning time. but not only the amount of planes is set in the cfg file...there is also the skill of the pilots setted up.
isn't the warning time depending to the abilities of the watchcrew???? and the map how far you can see....
Best Regards
DrJones
@Drjones: airstrike.cfg will not allow what LGN1 is looking. It only generate more or less air attacks, the AI plane crew propertie (elite, veteran, etc) is only for itīs aiming quality.
@LGN1: If using "Rubini rocket fix" - IIRC - iīm getting old - you can adjust the ProbInsideArc (this is not in use on stock or others mods AFAIK). Lesser the value , less probability to your rwr equipment detect something in time (also the SweepPeriod can be adjusted).
This really brings "probability" to the RWR function.
Perhaps you need to adjust your crew visual sensor too (if they are spooting the planes too early). Adjust the "Surface" for 100 or 120 and they will be almost blind to small ships and airplanes (airplanes are often small ): you will see them just too near your uboat now. Play a bit with these settings and you will really find a good one for your taste. Mine: ProbInsideArc(rwr)=0,3; SweepPeriod(rwr)=20; Surface(visual)=65.
Take in mind that "Surface"(visual) will also mess a bit with your overall visual detection, so donīt change it too much.
Hopes that help you!:up:
Rubini.
PS: donīt forget to also set the PreciseRange to 500m or less.
DrJones
02-13-12, 06:12 PM
@Drjones: airstrike.cfg will not allow what LGN1 is looking. It only generate more or less air attacks, the AI plane crew propertie (elite, veteran, etc) is only for itīs aiming quality.
@LGN1: If using "Rubini rocket fix" - IIRC - iīm getting old - you can adjust the ProbInsideArc (this is not in use on stock or others mods AFAIK). Lesser the value , less probability to your rwr equipment detect something in time (also the SweepPeriod can be adjusted).
This really brings "probability" to the RWR function.
Perhaps you need to adjust your crew visual sensor too (if they are spooting the planes too early). Adjust the "Surface" for 100 or 120 and they will be almost blind to small ships and airplanes (airplanes are often small ): you will see them just too near your uboat now. Play a bit with these settings and you will really find a good one for your taste. Mine: ProbInsideArc(rwr)=0,3; SweepPeriod(rwr)=20; Surface(visual)=65.
Take in mind that "Surface"(visual) will also mess a bit with your overall visual detection, so donīt change it too much.
Hopes that help you!:up:
Rubini.
That is what i also meant...the visual sensor of the crew...that may work rubini....:salute::yeah:
Thanks for your help, Rubini & DrJones :up:
I will play a bit with the settings and see what I can come up with.
Cheers, LGN1
Also, I had situation when my watch crew spotted plane on more that 10 km distance ..
I am not sure is it correct. Especially because planes during attack on subs use cover of Sun and clouds.
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