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how do you add the MAD visual node to a plane ?
tried the MAD PBY mission at PD : they passed over me not noticing me... keltos |
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First, lets establish one thing. Underwater detection by an airplane is nothing short of a hack. Your making the game do something it was never designed to do. So it won't be perfect. Thankfully it works well enough to be feasible. Now then, what your going to have to do is make several new visual sensor nodes (easy with S3D), each with their own characteristics. (happy testing there, let me tell ya!). One "normal" visual sensor, and another with a negative surface factor to detect submerged, and maybe another with an even more negative surface factor. To the best of my knowledge, an AI unit can have only one visual sensor at a time. So then, like radar or sonar improvements in a ship or plane SNS file, so you do the same with the visual sensor. edit: Another idea is to clone (by 3d model inheirtance) a plane, so you have two instances of the same plane. One with the super negative visual factor, the other without. Place them both in your airbase.cfg files and let them randomly spawn. |
Yep.
Ducimus, it's been a while since that thread. Do underwater sensors need to be underwater? Ie: if you put a sonar on a ship, and the node is above the water, does it work? If underwater detectors must be under water, then make a new active sensor, and place the node for it 25m, or whatever the desired max altitude for the MAD equipped plane is. Then if the planes are flying above that alt, it won't work, and if they are low enough, the sonar is dipped. Assuming they need to be below water level. If they work above, then you need to design the other aspects of the active sonar such that it works. Course if they only ping after they detect otherwise, that won't work. The other issue with using a visual sensor is night time and weather. Of course ww2 aircraft would not have operated in bad weather anyway, but MAD planes did work at night. |
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Ducimus and tater,
I read your old thread and got it working. I know it's hit or miss, I prefer miss, but Keltos likes to blow himself up. :har: Still doing some testing, they engage most of the time. Thanks for your help. Peabody |
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Holy Crap
MAD on planes and fidos or maybe DCs... keltos and Ducimus are gona have our behinds!!!! :timeout: this is something to be very afraid........... cant wait to try it:wah: |
Peabody made it work ! :D
now we need them to drop a dye or a smoke marker on the first pass then attack... "submerged contact bearing 299 Sir ! " "stand by for DC release" :D keltos |
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I read someplace that they also had towed MAD arrays on ships :o
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keltos |
MAD on US Blimps
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http://battleblimps.com/k-ships.html keltos |
The japanese also had something like SOSUS, with both MAD, and listening gear.
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did the US already have them ?
keltos |
Honestly not sure, we didn't have much trouble sinking IJN subs without MAD, LOL.
The IJN campaign should have objectives that require the boat make a contact report at noon at a specific lat/long, then have a decent % of those meeting have a USN ASW asset (sub, ideally) waiting for them, LOL. |
we'll have MAD, homing air torpedoes, and lots of other goodies too !
we have our own Narwhal type too : the J1M :) and a double 5.5 inch DG keltos |
What ships did carry MAD gear in WWII ?
keltos |
bump since Ducimus said :
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http://www.mediafire.com/file/jmxn40n1niu/MAD IJN v1.1.7z keltos |
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One part of the puzzles however, is environmental mods. I forget the exact variable, but it deals with the min distance of fog rendering in the 4 states of fog in the scene.dat. Unfortunatly RE and EE tend to use a setting that is a big myopic for AI visuals, Looks great, but it handicaps visual detection. Best to use stock values on this particular variable. MinZfactor or something like that, id have to have the file in front of me to tell you. Feel free to rip the fog values out of TMO 2.0 if you want. Don't forget to adjust the sim.cfg as well. |
What an IJN sub campaign needs are missions that are VERY specific. Go to lat/long and radio base at noon. Then have that mission file generate a US sub or air assets to come and attack that sub.
Failure to follow orders should give the player a huge renown hit to encourage them to meet their ambush in a timely fashion. :) |
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Peabody's covering all that ! keltos |
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