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Coastal Command should have done so well
August '43. BE57. Lone Tramp Steamer struck with Type I amidships.
Steamer unarmed. Prepare to surface for gun action. One round into the wheelhouse. Radar detection warning. Twelve signals. Twelve signals ? Twelve PBYs. A few more rounds to the steamer waterline, then to hell with it. Crash dive. Aerial bombardment with no regard for the steamer. This smacks of unreality, and borders on the ludicrous. And planes tend to do what is known as "spawn" rather than "originate". Couldn't these things be regulated in quantity, and regulated in their travel time ? Reverie |
What version are you playing? :hmm:
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Hi, jimbuna.
SH3 DVD 1.4b US GWX1.03 SH3Cmdr2.7 SH3Gen.082 SH3Weather1.5 Just placing myself in scenarios based on Date using SH3Cmdr. I've given up trying to run a realtime campaign until I find a mix of mods that work. With JSGME I'm using (all GWX - ) Capt Amer Officer Icons, Integrated orders, No medals on crew, Stay Alert v1c, and Reduced Buoyancy. Is there a patch I've missed ? These planes don't seem to ring historic. Reverie |
No, you didn't miss anything.
Airbases and the composition of what they spawn will be further adjusted in the upcoming GWX version 1.04. |
One other thing that may or may not be related. While ending the sim to go to desktop and run SH3Gen worked normally, returning to SH3, my Saved Game would not reload completely. It would get all the way to the moment before "Not so long ago", but screen would stay black. Then the Microsoft "Send or Don't Send" error app would appear with the error being something wrong with the kernel32. But I found that restarting SH3Cmdr to restart SH3, and simply closing the pop-up window to "Generate" SH3Weather would allow the saved game to reload properly.
:huh: But there was never an apparent problem using SH3Weather when the Saved Game problem occurred. The Mission.dat (? or something like that) would state to be updated. My not generating the weather was just a routine process of elimination to solve the problem. And I got lucky first try. But, I digress...the planes, jimbuna. The planes.... Reverie |
Hi, Kpt.
That's encouraging ! I have no idea what you're going through to Mod this software. But as an afterthought, where does one go to submit ideas aka requests ? Reverie |
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Try a search and no doubt you'll come across numerous requests. Most areas have been covered apart from the AI turtles with limpet mines attached to their shells ;) |
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Also, to address your savegame query: It appears your problem stems from the SH3 weathermod, not from GWX itself. I don't think the problem is related to SH3 Gen. GlobalExplorer's SH3 Gen program seems to be solid as far as I can tell. Unfortunately, due to my focus on the core GWX files, I'm not as familiar with some of the finer points of external programs. Dunno how to help you there. Do check back here later though. Maybe someone else can shed some light on the issue. |
You shouldn't ever see 12 of any flying boat. They hunted alone.
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Yeah as Ktp said aircover is being revisited in 1.04
I can only guess your are in the area of more than one airbase to see that many as no airbase in GWX has anywhere near that amount of any aircraft in a squadron |
I can hardly wait....
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They flew Sunderlands during the battle of the atlantic and co-operative tatics were part of their repertoire. |
What little there is of the war diary doesn't show them operating together.
http://www.rafcommands.currantbun.co...201/201WD.html http://www.rafcommands.currantbun.com/Coastal/201C.html Admittedly what I could find on the web is sketchy. What book(s)/site(s) would you recommend? |
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I'm pretty sure it was described at elast once in Iron Coffins, from H. Werner |
True, but the original plane making contact had to radio for support from other aircraft patrolling adjacent "boxes."
"Dark Sky, Deep Water" by Norman Franks details a great deal in the way of aerial operations against U-boats. I know that sometimes, as many as three or more aircraft were directed against U-boats and on the scene the aircrews would coordinate multiple simultaneous attack runs from different directions in order to split the incoming flak. Sometimes however, accurate flak would keep aircraft at a distance, long enough for the U-boat to escape... but this was the exception, not the rule. Aircraft would always report the position of th U-boat and often surface units were vectored in. Sometimes, the U-boat crew would think it was safe to make a crash dive in the face of an orbiting aircraft that the flak gunners were holding off... only for the aircraft to run in and attack as the dive is initiated. (Too bad this circumstance can't be modelled into SH3!) Getting spotted by an aircraft sucked for U-boat crews in about twenty different ways... even if the aircraft couldn't complete an attack. @ReM... sorry for cross-post. |
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Well, I thank you both for the references. Most of the reports and stories I've read involved lone aircraft, and one was usually more than enough to do the job. I am certain that u-boats weren't usually attacked by groups of ten or more, and I'm positive they didn't shoot down five or six before finally being overwhelmed.
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The real problem is balancing SH3 in such a way that it represents history at least in a general sense. Modifying the Airstrike.Cfg alone... will lead to ruin, LOL. There are a bunch of separate problems to balance airpower in SH3. (Generally speaking.) 1) Air coverage locations (fixed in GWX as best we can tell) 2) Saturation of covered locations (At the points where they touch or overlap... things can get crowded.) 3) Some aircraft were equipped improperly or would not release ordnance. 4) Airbase loadouts We're fixin' em as we identify them... and for the most part things work like they should in GWX... but we are always watching for quirks that can be fixed. I wish I had a few days to talk about air coverage in history vs. modding. LOL, I guess that's why they write books on the matter, and thank God for Clay Blair. |
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Finally I get to read the socalled 'bible' |
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