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pegasusairandspace
04-01-22, 04:05 PM
Hello all, most remember the famous scenes in das boot with the airplane and the 'ALARM!' being yelled down the conning tower. Well lately I haven't had to do much of that. I remember on some of my first patrols (starting early 1941 and run in real time i.e. no time skipping) that there was quite a few aircraft about. I even shot one down once. Yet lately not much has been happening in the air. Its now about September of 41 and I've looked at the Campaign RND file and found a good few aircraft in there (yet not the hurricane and a few others however) and I've checked the airstrike file. That all seems in order and in fact I know the aircraft fly when they are scripted in. Recently I have acquired SH3 commander as well as Captain's Choice Of Mods which provides a new interior amongst other things. I'm using v1.6 with the new weather fixes etc as well. I was just worried if any of those were perhaps causing it. Note that my CCOM is not fully installed, just the bits I wanted really and I don't actually recall the RND being changed. So is it just me worrying about nothing and that in fact the aircraft are supposed to be sporadic...or is there something odd up? Bear in mind that it's been at least two patrols without any activity. Now it could be my route as lately I tend to go south before heading west rather than just cutting directly west along the UK's South coast.

-Thank you

pegasusairandspace
04-01-22, 06:15 PM
There is one thing I've noticed, when I open the RND using the editor, I see very few aircraft in there. Most are down in the med in 41 (I have the med expansion pack installed) but for around the UK, GB-Air18(or whatever it is called) has 42 and not 41. Would this explain it and should there be more?

FUBAR295
04-01-22, 06:36 PM
Are you using a mega mod??? If so, which one??? Post a list of the mods you have activated.

pegasusairandspace
04-03-22, 05:37 PM
Well as a stated, I have SH3 commander installed, some parts of CCOM and a bunch of small and not related mods that are mostly sounds and textures. No big mega mods however, unless U-boat Mediterranean expansion counts . Now I've opened up all layers and found that actually, whilst there are no random aircraft programmed in for the Atlantic, there are a series of airbases listed such as Tangmere. So I guess the airbases follow the air-strike cfg and so me not making many transmissions might mean I have only a 10% chance of attack?

John Pancoast
04-03-22, 06:03 PM
Aircraft are generally controlled by two methods in SH3 campaign files. Note the Airstrike.cfg file controls these entries.
- scripted into the campaign.scr file.
- via their airbase entries in the campaign.lnd file.

pegasusairandspace
04-03-22, 07:32 PM
Yeah I was wondering that. As far as I know, CCOM never touched it. Although I think v1.6 did tinker with the amount of aircraft I'm not sure. Either way I'll compare the probabilities set by the default vanilla cfg to the one I have and see how it is. Admittedly though I have avoided transmitting lately and so I understand that the less contact I have with the enemy as well as radio, the less the probability of strike increases. I think mine is set to 10 by default and gets modified from there

How often should I be attacked during mid 41?

John Pancoast
04-03-22, 08:00 PM
Yeah I was wondering that. As far as I know, CCOM never touched it. Although I think v1.6 did tinker with the amount of aircraft I'm not sure. Either way I'll compare the probabilities set by the default vanilla cfg to the one I have and see how it is. Admittedly though I have avoided transmitting lately and so I understand that the less contact I have with the enemy as well as radio, the less the probability of strike increases. I think mine is set to 10 by default and gets modified from there

How often should I be attacked during mid 41?

I don't know CCOM well so hard to say. It depends on how close you are to an airbase, etc. too.
Historically, there should be an attack now and then. Nothing serious and mostly around the U.K. and French bases.

Fifi
04-04-22, 01:12 AM
In September 41, around Great Britain you should get plenty planes attack in Ccom12…
AirStrike in Ccom12 is very well rendered, and is its quality number one.
But due to SH3 limitations, you should play no more than 512 (even best 256) to get air attack … depending your pc system … mine, when I play 1024, I don’t get attacked (or almost never) :yep:

pegasusairandspace
04-04-22, 03:21 AM
When you say 512? Do you mean setting the res on the computer properties settings? Because the game itself has no setting for resolution

pegasusairandspace
04-04-22, 03:23 AM
Also bear in mind that my CCOM is not fully installed in that regard. The aircraft have been left alone. I only used the parts required to give me the flag, interior and Uzo etc.

Fifi
04-04-22, 04:14 AM
Saying x512 time compression …
If you don’t have full Ccom12 … can’t say nothing :D

pegasusairandspace
04-04-22, 04:22 AM
Well I've just spent the past hour trying to get the full version. The ROOT and then CCOM folder doesn't seem to exist anymore as all I see are a bunch of images and things. The other link I did use has a bunch of 12 files but all have .001, .002 etc after them. And when using computers you can't just put a . on a file name. It now thinks that the 001 is a file extension. SO now I have the files but I can't actually open them because nothing wants to see it. Do you know where I can find the files that do open?

FUBAR295
04-04-22, 06:48 AM
They are zip files archieve and all linked together. If you extract file 001, all the others will extract automatically giving you the full mod.

Fifi also made up a enhancement mod for CCoM, check this thread too.

https://www.subsim.com/radioroom/showthread.php?t=248059

Good hunting,
FUBAR295

John Pancoast
04-04-22, 07:08 AM
Few other things about aircraft and SH3, maybe CCOM does better in these regards. Fifi would know.
Even during later in the war, the aircraft are very weak in terms of actual danger.

They tend to drop their ordinance well off the mark and the radar warning receivers tend to have their ranges set too long. Maybe they have the receivers historical (lab ?) operating ranges, but in the game they make aircraft a non-issue anyway. I usually halve their ranges myself.
But I only use Type VIIs. Type IXs being the clumsy barges they are can be another story with aircraft I'm told. :D

FUBAR295
04-04-22, 08:07 AM
I like the Type IX, use it a lot, but it is a real slow pig when crash diving. Has a clunky feel to it. :doh: It seems that you could send your kid off to Kindergarten and get to 20 meters by the time they graduate college. :o

To help with the diving time, I run with decks awash when conditions permit, It shaves off a few seconds so. I don't like using radar, I feel it is more of a attract-er for trouble, but I feel it evens things up game wise with aircraft if visual sighting is utilized. As John said, the aircraft can be inaccurate when dropping bombs.

It is great for hunting single merchantmen or off the coast of USA for tankers and the Kapstadt Kampaign in the South Atlantic.

Good hunting,
FUBAR295

Mad Mardigan
04-04-22, 10:25 AM
I like the Type IX, use it a lot, but it is a real slow pig when crash diving. Has a clunky feel to it. :doh: It seems that you could send your kid off to Kindergarten and get to 20 meters by the time they graduate college. :o

To help with the diving time, I run with decks awash when conditions permit, It shaves off a few seconds so. I don't like using radar, I feel it is more of a attract-er for trouble, but I feel it evens things up game wise with aircraft if visual sighting is utilized. As John said, the aircraft can be inaccurate when dropping bombs.

It is great for hunting single merchantmen or off the coast of USA for tankers and the Kapstadt Kampaign in the South Atlantic.

Good hunting,
FUBAR295

I too... like the IX, as well. Namely for its longer sea legs & that it holds more torps than the VII's or the II's do.

Just as you do, I too, run decks awash, having set the subs up (been a bit since I looked into that area so can't recall the exact file in the uboats depth setting for what's considered surfaced & at what depth kicks in the e motors :hmmm:) to do just that... as that was & was used as a viable tactic.

Heck, Fubar... send 'em off to kiddie garden & graduated college... feels more like to me, kiddie garden-graduated & had k schoolers themselves aka gran kids... before ya hit 20 meters, Myself... :haha: :har: :haha: to be frank about it... :shucks: but, yeah... it does take an exuberant amount of time for it to claw to the depths... compared t it's smaller, more agile kin.

Think I timed it once, just to see if the dive time was... accurate on going from full out surfaced to peri depth... & wasn't shocked to find... it was waaaayyyyy of base. took something like 5-10 seconds longer than they were supposed to, at minimum. If I have it right, the time is only slower than the VII by about 3 to 5 seconds... & most mod sets I have, the VII's like oops... aircraft... pop the cork... bam, submerged lickety split... almost as fast as a II's time... the IX... same scenario... oops aircraft, pop the cork.... & (que cheesy elevator music to hang oneself by....) aircraft attacks, drops bombs, strafes ya... drops some more bombs or DC's if it's so equipped... & strafes ya some more... in all the time, while you're wallowing about like a addled whale... blundering about... lost in a daze.... before ya submerge. :shucks:

Can't believe that someone, hasn't investigated that... & offered up a fix on getting dive times right... I would, if... IF... I knew just what files it was that controlled that aspect.

If it is a .val/.dat/.zon... or anything related... forget about it... don't have the knowledge, items needed, or the time to attempt to learn them now... old dawgs & new tricks... move along... BUT... if it is like... .cfg or similarly related... then, I am quite capable of tweaking it or making tweaks to it.

I know My limitations... thanks. :shucks:


:Kaleun_Salute:

M. M.

John Pancoast
04-04-22, 10:53 AM
Well the IX's were slow pigs, so decreasing their dive times may not be "realistic" if that matters. One of the reasons they were early on taken off of convoy duty.
But if you want to change dive times I'm sure it easy to do but would probably require S3D. I don't know what file controls it but it wouldn't take long to find it, so if you have some dive time in mine let me know and I'll change it for you.

FUBAR295
04-04-22, 11:03 AM
I too... like the IX, as well. Namely for its longer sea legs & that it holds more torps than the VII's or the II's do.

Just as you do, I too, run decks awash, having set the subs up (been a bit since I looked into that area so can't recall the exact file in the uboats depth setting for what's considered surfaced & at what depth kicks in the e motors :hmmm:) to do just that... as that was & was used as a viable tactic.

Heck, Fubar... send 'em off to kiddie garden & graduated college... feels more like to me, kiddie garden-graduated & had k schoolers themselves aka gran kids... before ya hit 20 meters, Myself... :haha: :har: :haha: to be frank about it... :shucks: but, yeah... it does take an exuberant amount of time for it to claw to the depths... compared t it's smaller, more agile kin.

Think I timed it once, just to see if the dive time was... accurate on going from full out surfaced to peri depth... & wasn't shocked to find... it was waaaayyyyy of base. took something like 5-10 seconds longer than they were supposed to, at minimum. If I have it right, the time is only slower than the VII by about 3 to 5 seconds... & most mod sets I have, the VII's like oops... aircraft... pop the cork... bam, submerged lickety split... almost as fast as a II's time... the IX... same scenario... oops aircraft, pop the cork.... & (que cheesy elevator music to hang oneself by....) aircraft attacks, drops bombs, strafes ya... drops some more bombs or DC's if it's so equipped... & strafes ya some more... in all the time, while you're wallowing about like a addled whale... blundering about... lost in a daze.... before ya submerge. :shucks:

Can't believe that someone, hasn't investigated that... & offered up a fix on getting dive times right... I would, if... IF... I knew just what files it was that controlled that aspect.

If it is a .val/.dat/.zon... or anything related... forget about it... don't have the knowledge, items needed, or the time to attempt to learn them now... old dawgs & new tricks... move along... BUT... if it is like... .cfg or similarly related... then, I am quite capable of tweaking it or making tweaks to it.

I know My limitations... thanks. :shucks:


:Kaleun_Salute:

M. M.

Historically the Type IX was slow in submerging, so I am not tempted to try and adjust the dive time, just do the best I can. :yep:

I seem to remember that it took about 37 seconds to get submerged with the IX, where the Type VII is about 28 seconds. Those extra seconds can make a difference. If I think about it next time I will give them a timing.

Mad Mardigan
04-04-22, 11:09 AM
Well the IX's were slow pigs, so decreasing their dive times may not be "realistic" if that matters. One of the reasons they were early on taken off of convoy duty.
But if you want to change dive times I'm sure it easy to do but would probably require S3D. I don't know what file controls it but it wouldn't take long to find it, so if you have some dive time in mine let me know and I'll change it for you.

Would think of noting what the dive time is.. with the VII, then... adjusting the time on the IX, to.. say get it in the 3-5 sec's longer ballpark, :hmmm: would then do it John... :yep: to have it more in line with what the IX's dive time was... thanks.

S3D, would be in that list of what I have no experience with, access to & nor the time to attempt to learn to use. So, if you'd care to take a stab at that... much obliged & know that I for 1... would appreciate the effort put in to do so. :yep:


:Kaleun_Salute:

M. M.

Mad Mardigan
04-04-22, 11:13 AM
Historically the Type IX was slow in submerging, so I am not tempted to try and adjust the dive time, just do the best I can. :yep:

I seem to remember that it took about 37 seconds to get submerged with the IX, where the Type VII is about 28 seconds. Those extra seconds can make a difference. If I think about it next time I will give them a timing.

If I recall rightly... the II's time to submerge, was 25 seconds... give or take... the VII's was 30, & the IX's was about 3 to 7 seconds behind the VII's dive time... overall.

As for the e boats... the XXI & XXIII's, not sure... as I haven't really researched or thought to, on their dive time rates. :hmmm:


:Kaleun_Salute:

M. M.

John Pancoast
04-04-22, 11:22 AM
Would think of noting what the dive time is.. with the VII, then... adjusting the time on the IX, to.. say get it in the 3-5 sec's longer ballpark, :hmmm: would then do it John... :yep: to have it more in line with what the IX's dive time was... thanks.

S3D, would be in that list of what I have no experience with, access to & nor the time to attempt to learn to use. So, if you'd care to take a stab at that... much obliged & know that I for 1... would appreciate the effort put in to do so. :yep:


:Kaleun_Salute:

M. M.

Ok I'll take a look at it later today. Sea state affects dive time too but a general number will work.

Mad Mardigan
04-04-22, 06:07 PM
Ok I'll take a look at it later today. Sea state affects dive time too but a general number will work.

:Kaleun_Thumbs_Up:

Appreciated, thanks. :yep:


:Kaleun_Salute:

M. M.

John Pancoast
04-04-22, 06:21 PM
M.M., you have a pm.

Mad Mardigan
04-04-22, 08:00 PM
M.M., you have a pm.

Ok... uhm, not to sound dense... but where... here on subsim or discord... as... I'm not seeing any notifications for a pm, John... :doh: :o :hmmm:


:Kaleun_Salute:

M. M.

John Pancoast
04-04-22, 08:40 PM
Ok... uhm, not to sound dense... but where... here on subsim or discord... as... I'm not seeing any notifications for a pm, John... :doh: :o :hmmm:


:Kaleun_Salute:

M. M.


Ah, ok. Here. Maybe your profile isn't set up for notifications.
Anyway, I've found how to change the dive speed (I think) but I need the sub file(s) of any sub(s) you want changed.
I.e., it won't do any good if I change them on install version x if you're using install version y.
So send me the .sim files from any sub you want changed or tell me what mod you're going to use them with. It's found in each subs folder; data\submarine\sub x, etc.
If you have a mediafire account that'll work or if they're in one particular megamod let me know and I'll just grab them from there.

Mad Mardigan
04-04-22, 10:14 PM
Ah, ok. Here. Maybe your profile isn't set up for notifications.
Anyway, I've found how to change the dive speed (I think) but I need the sub file(s) of any sub(s) you want changed.
I.e., it won't do any good if I change them on install version x if you're using install version y.
So send me the .sim files from any sub you want changed or tell me what mod you're going to use them with. It's found in each subs folder; data\submarine\sub x, etc.
If you have a mediafire account that'll work or if they're in one particular megamod let me know and I'll just grab them from there.

http://https://www.mediafire.com/file/exnr6h67akivul0/NYGM_Enhanced_.sim_files.7z/file

Included a small read me, on them & many thanks, John... I appreciate this. :shucks:


:Kaleun_Salute:

M. M.

pegasusairandspace
04-05-22, 06:53 AM
So just ignoring CCOM for a minute as Imma still wait until I finish my current patrol first (don't want to screw anything up), without it, aircraft are by default fairly uncommon by default during 41? Seeing as how it is driven through the airstrike cfg, I haven't changed it so the behaviour wouldn't be affected? Truth is that I'm asking as It has been a while. My first couple of patrols saw a few aircraft and even several attacks on one patrol. But lately I just noticed I hadn't been attacked much. So is this really just a lucky spell perhaps? I might run a test and put a boat out there and time skip and see what happens.

Actually that's a point, the airstrike config. By default, the unmodified probability (allowing for transmissions etc) is set to 10%. But when it says 10% over what time period before the next roll of the dice?

propbeanie
04-05-22, 07:59 AM
That is the
Logic Steps Between Air Sessions=20 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)
line at the bottom of the file. The "math" in this GWX example is the 20 times 90 for 1800 logic seconds (30 minutes) x 10 = 18000 seconds, or 300 minutes, which is a chance every five hours, based upon the percentages in the lines above. Most airbases have multiple airplanes though, and many bases overlap other bases's territory, so your odds can be rather high of seeing a plane, unless the modders also reduced the number of planes and AirGroups available at some of the airbases..

John Pancoast
04-05-22, 10:01 AM
http://https://www.mediafire.com/file/exnr6h67akivul0/NYGM_Enhanced_.sim_files.7z/file

Included a small read me, on them & many thanks, John... I appreciate this. :shucks:


:Kaleun_Salute:

M. M.


Dead link M.M. :hmmm:

John Pancoast
04-05-22, 10:06 AM
It will never be the same with different patrols. I.e., you could do ten patrols with the same parameters (date, location, etc.) and get numerous different results.

Mad Mardigan
04-05-22, 12:14 PM
Dead link M.M. :hmmm:

https://www.mediafire.com/file/exnr6h67akivul0/NYGM_Enhanced_.sim_files.7z/file

https://mega.nz/file/xg52xI4B#bo_vcdXvcqA4NyUKdivIJYJNV286WTNQBPB4c191W Ek

John Pancoast
04-05-22, 01:07 PM
Ok M.M. I am able to adjust the diving time via the time it takes the main ballast tanks to flood in a crash dive situation.
I made a simple test mission with a IXc with no wind, clear weather and the boat cruising at nine knots.
With the file you have, this boat can reach 20 meters in approx. 45 seconds (what a pig ! :haha:).
Tell me what time frame in seconds you'd like. I figured I'd only do the IX's, is that correct ?

Mad Mardigan
04-05-22, 01:28 PM
Ok M.M. I am able to adjust the diving time via the time it takes the main ballast tanks to flood in a crash dive situation.
I made a simple test mission with a IXc with no wind, clear weather and the boat cruising at nine knots.
With the file you have, this boat can reach 20 meters in approx. 45 seconds (what a pig ! :haha:).
Tell me what time frame in seconds you'd like. I figured I'd only do the IX's, is that correct ?

If you could, cross check the II's & VII's... from what I can find the II's should be hitting around 27 sec.'s, the VII's around 32 & the IX's... should be around... 37/38... on the IX... will let ya decide on which to adjust there... but... it shouldn't be more than 39/40 on dive time...

John Pancoast
04-05-22, 01:32 PM
If you could, cross check the II's & VII's... from what I can find the II's should be hitting around 27 sec.'s, the VII's around 32 & the IX's... should be around... 37/38... on the IX... will let ya decide on which to adjust there... but... it shouldn't be more than 39/40 on dive time...

Ok, easy to do. I'll get back to you later with the modified files.

Mad Mardigan
04-05-22, 01:41 PM
Ok, easy to do. I'll get back to you later with the modified files.

:Kaleun_Cheers:

Thanks.


:Kaleun_Salute:

M. M.

Can make that available for all... that care to want to use them, John.

John Pancoast
04-05-22, 03:18 PM
Here (https://www.mediafire.com/file/w1z3glq1um24cqh/Quicker_dive_times.7z/file)you go M.M. JSGME ready. With the IIs I did the a and d. With the VIIs the b and c. With the IXs the b and c.
The VIIc was the only one left as is as it already hits the time you listed in the test mission I used.
The test mission is also enclosed if you want to try out the changes. It has the IId in it now but just swap it for the other subs as needed.

Mad Mardigan
04-05-22, 05:43 PM
Here (https://www.mediafire.com/file/w1z3glq1um24cqh/Quicker_dive_times.7z/file)you go M.M. JSGME ready. With the IIs I did the a and d. With the VIIs the b and c. With the IXs the b and c.
The VIIc was the only one left as is as it already hits the time you listed in the test mission I used.
The test mission is also enclosed if you want to try out the changes. It has the IId in it now but just swap it for the other subs as needed.

Much obliged, John... :Kaleun_Cheers: got it & will test it out a.s.a.p.


:Kaleun_Salute:

M. M.

Mad Mardigan
04-06-22, 06:21 PM
Here (https://www.mediafire.com/file/w1z3glq1um24cqh/Quicker_dive_times.7z/file)you go M.M. JSGME ready. With the IIs I did the a and d. With the VIIs the b and c. With the IXs the b and c.
The VIIc was the only one left as is as it already hits the time you listed in the test mission I used.
The test mission is also enclosed if you want to try out the changes. It has the IId in it now but just swap it for the other subs as needed.

Tested that, John... &.... outstanding, looks better compared to before. Many thanks on getting that done. :shucks: :up:


:Kaleun_Salute:

M. M.

John Pancoast
04-06-22, 06:46 PM
Tested that, John... &.... outstanding, looks better compared to before. Many thanks on getting that done. :shucks: :up:


:Kaleun_Salute:

M. M.

:up: Glad to help.

pegasusairandspace
04-10-22, 04:22 AM
I ran a test scenario earlier in 1944 and as soon as I left port, a wellington turned up. So I'm confident that the airstrike config certainly works. What I need to have another look at is the LND file for the airbases. At least I know something does work on mine. Hopefully everything else does too.