@ vdr1981 Re. "Carriers spawning aircraft when they have a contact detected"
@ vdr1981 Re. "Carriers spawning aircraft when they have a contact detected"
I have finally found the post where TDW describes the working of his patch. I also mentions a testing mission though I am not sure that he included it in the patcher. Hope that helps you in understanding why the patch didn't work during your tests. Here's the link: https://www.subsim.com/radioroom/sho...postcount=2193 |
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it looks like in SH4/SH5 all aircaft have "two sides of one coin"
on one side, we have almost stupid AI with no immersion to air warfare like in IL-2 etc. On the other side, the simple increase of aircart numbers may result in ending up the Battle of Atlantic 1-2 years earlier :) |
You sir, are correct! The planes were not modeled to be a major player in the game, and the player was not supposed to want to look at the beautiful scenery and wonderfully modeled airplanes and ships of the game, but to rather stay inside his little steel coffin, water dripping from every surface, and grin and bear it looking through a periscope instead... lol - That way, you never see the airplane crash after it dive bombs you, or you never see that what took your boat to the bottom was the plane itself, and not its bomb, which had fallen harmlessly 30 meters away... lol - It is a balancing act to get a decent, appropriate airplane response. Plus, the planes do not "dog fight", so their only true natural enemy are surface ships and submarines... :roll: - unless, of course, they crash into each other, which they do from time to time... or crash into hills that are over 500m in height... :roll: "AI" need not apply for a job here. Only AD (Artificial Dum-dum) is accepted by the game. :salute:
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Indeed, there is an Air Torpedo mod for SHIII by Rubini, but I think it exploited the same workaround as the ship torpedo mod (where torpedoes are spawned in game as the muzzle flash effect of an invisible dummy gun); I doubt anything related with their working and with their setup to apply to later SH games :hmmm: Quote:
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Did you try playing with AirStrike.cfg settings in order to reduce aircraft activity? |
I have just found a couple of books containing information on USAF Squadrons similar to the information we already had on RAF ones:
Air Force Combat Units of World War II Combat Squadrons of the Air Force WWII SHIV modders as well as SH5 ones might be interested in having a close look into those documents :salute: |
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I am not 100% sure about that, but I think the fix resides in eqp node naming or in its positioning relative to the 3D model of the plane :hmm2: Quote:
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Anyway, talking more specifically about air strikes, the only aircraft property with a direct effect on their probability, should be max radius and maybe max speed. Quote:
You make it sound like a joke whereas the dumb aircraft could be described as modding drama. Just one note: TDW developed a patch for making SH5 aircraft to "dogfight". Well, their air duels don't come even near to an actual dogfighting, but seen from a periscopic perspective... :haha: |
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[QUOTE=gap;2714991]Anyway, talking more specifically about air strikes, the only aircraft property with a direct effect on their probability, should be max radius and maybe max speed.[quote] yes, and I'm not certain the game considers the plane's speed. I would imagine the game considers the plane type also, especially if the detection is a long way off. Quote:
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That would be a nice testing situation btw. Quote:
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I think that I will still make attempts to work on this problem. |
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