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little trick for adding airsupport to ships
opening the ships cfg file in the sea/ship folder
and adding these entrys to the cfg file [AirGroup 1] StartDate=19380101 EndDate=19420501 Squadron1Class=FBHurricaneMk1 Squadron1No=12 [AirGroup 2] StartDate=19420502 EndDate=19451231 Squadron1Class=TBAvenger Squadron1No=18 (compare to the carrier cfg entrys for more variety) will create a moving airbase attached to the vessel perhaps usefull for russian convoys (ship bourne hurricanes) works for allied ships/aircraft-- am going to try adding a FW condor in the same way to the player subs just to see if it allso works for player/axis vessels-- again perhaps for fun or maybe more seriuosly accurate (at a pinch) for med campaigns adding italian bomber support to the player subs--triggering bomber attacks against enemy convoys on contact- adds some spice |
Nice :up:
So if I understand you right, if you put this to C3 than all C3's will have this invisible airbase attached? |
Now is it at all possible to clone a air group and have them invisible and attach to them to ai subs.
Just my vivid imagination Or better still have an invisible group attached to our subs only to be triggered by a radio contact report. Maybe the latter would ruin the default air attacks though so not that possible. All the same, I can see great potential in this and definetly more eye candy at sea. You will probably find someone re-creating some pacific theatre here. |
Hi CB,
Where have you been? Just a thought on what you have done, will it work by attaching AI subs to the player sub (Wolfpacks)? Ooops! Sorry goulgjd we both poted the same thing a minute apart, thinking alike. :) |
Hi!
If you do this, you might want to limit the number of aircraft, unless you really want to be jumped by an entire squadron of aircraft all at once... ;) Pablo |
rulle34 wrote:
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Rubini. |
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not sure if the game will accept a sub (sergbuto's ai subs?) launched from an airbase--but it might--if not perhaps some form of hex edting of the core files might trick the game into accepting a sub as an aircraft-- rulles right tho every instance of the ship will have the airbase---tho using your brit sub type adition of new vessels a unique job is easy enough be nice to have a german destroyer group in the channel with stukas!! or adding hurricanes to the brit PT boats would liven up the coastal waters a bit-- and the hunter killer groups would have air support in coastal waters- stuff like that--i was too lazy to add escort carriers to all the convoys so cheated it with this idea LOL!! realism what's that ? :-j |
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i wondered about the class thing myself-wether there was any limitation on which classes of vessels could spawn aircraft on the fly--but it did work AFAIK-- perhaps the problem is with the walrus rather than the ship? the walrus being a "non-stock" (after a fashion) aircraft? might be missing a reference in the model file? try using the cfg file method i mentioned |
it may be that non carrier class vessels with the airgroup added via the cfg in fact only trigger/spawn aircraft when within the normal airbase range of the nearest "stock" airbase-- this would explain why the clemson and corvette spawned aircraft-- acting as a more localised mobile sensor/trigger for the global airstrike coverage---i noticed that out side the normal range of the airbases the vessels did not appear to trigger an airstrike--where-as within the normal coverage area they did--
instead of being a carrier class independant moving airbase they are just an external trigger for the existing airbases--interesting |
how do you script the group plus aircraft entry?
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I've added Serg's AI subs to a allied convoy using the editor, is this the way you add the A/C's above Commander?
http://www.subsim.com/phpBB/viewtopic.php?t=43862 |
what does this look like when you view the mission file in wordpad--(ie as a hand edit job?--there may be things you can tinker with by hand editing that you can't do by using the editor/ :hmm:
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I'm im work right now CB so I can't show till later, but maybe Cammander might be able to help, if not I'll post later.
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oops double post
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cheers Col :up:
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I'm Home now CB,
This is using Serg's AI subs: [Mission] Title=Wolfpack3 MissionType=0 MissionDataType=0 Year=1941 Month=7 Day=7 Hour=7 Minute=0 Fog=0 FogRand=0 Clouds=1 CloudsRand=2 Precip=0 PrecipRand=0 WindHeading=40 WindSpeed=6.000000 WindRand=1 WeatherRndInterval=2 SeaType=0 Briefing= [Group 1] GroupName=Convoy CommandUnitName=BR C3 Cargo#1 Category=0 RandStartRadius=0.000000 DeleteOnLastWaypoint=true EvolveFromEntryDate=false [Group 1.Unit 1] Name=BR C3 Cargo#1 Class=C3Cargo Type=102 Origin=British Side=1 Commander=0 CargoExt=1 CargoInt=0 CfgDate=19400101 DeleteOnLastWaypoint=true GameEntryDate=19400101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1230500.000000 Lat=6815500.000000 Height=0.000000 Heading=90.000000 Speed=11.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=80 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 NextWP=0 [Group 1.Unit 1.Waypoint 1] Speed=12.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=-1075000.000000 Lat=6815500.000000 Height=0.000000 [Group 1.Unit 1.Waypoint 2] Speed=12.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=-969500.000000 Lat=6766500.000000 Height=0.000000 [Group 1.Unit 1.Waypoint 3] Speed=12.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=-870120.000000 Lat=6689040.000000 Height=0.000000 [Group 1.Unit 1.Waypoint 4] Speed=12.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=-807120.000000 Lat=6662040.000000 Height=0.000000 [Group 1.Unit 2] Name=BR C2 Cargo#1 Class=KLS Type=102 Origin=British Side=0 Commander=0 CargoExt=1 CargoInt=0 CfgDate=19380101 DeleteOnLastWaypoint=true GameEntryDate=19400101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1233000.000000 Lat=6815500.000000 Height=0.000000 Heading=90.000000 Speed=11.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=80 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 [Group 1.Unit 3] Name=BR T2 Tanker#1 Class=OTMST2 Type=101 Origin=British Side=0 Commander=0 CargoExt=0 CargoInt=0 CfgDate=19380101 DeleteOnLastWaypoint=true GameEntryDate=19400101 GameEntryTime=0 GameExitDate=19451201 GameExitTime=0 EvolveFromEntryDate=false Long=-1232000.000000 Lat=6816450.000000 Height=0.000000 Heading=90.000000 Speed=11.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=80 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 [Group 1.Unit 4] Name=BR T3 Tanker#1 Class=OTMS Type=101 Origin=British Side=0 Commander=0 CargoExt=0 CargoInt=0 CfgDate=19380101 DeleteOnLastWaypoint=true GameEntryDate=19400101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1231950.000000 Lat=6814500.000000 Height=0.000000 Heading=90.000000 Speed=11.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=80 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 [Group 1.Unit 5] Name=BR Small Tanker#1 Class=OTSF Type=101 Origin=British Side=0 Commander=0 CargoExt=0 CargoInt=0 CfgDate=19380101 DeleteOnLastWaypoint=true GameEntryDate=19400101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1234200.000000 Lat=6815500.000000 Height=0.000000 Heading=90.000000 Speed=11.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=80 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 [Group 1.Unit 6] Name=BR DD C Class#1 Class=DDCClass Type=4 Origin=British Side=0 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19380101 DeleteOnLastWaypoint=true GameEntryDate=19400101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1229100.000000 Lat=6815500.000000 Height=0.000000 Heading=90.000000 Speed=11.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=80 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 [Group 1.Unit 7] Name=BR CO Flower#1 Class=COFlower Type=1 Origin=British Side=0 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19390201 DeleteOnLastWaypoint=true GameEntryDate=19400101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1235340.000000 Lat=6815500.000000 Height=0.000000 Heading=90.000000 Speed=11.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=80 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 [Group 1.Unit 8] Name=Type VIIA#1 Class=SSTypeVIIA Type=200 Origin=German Side=0 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19380101 DeleteOnLastWaypoint=true GameEntryDate=19400101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1228870.000000 Lat=6816630.000000 Height=0.000000 Heading=230.000000 Speed=14.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=80 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 [Group 1.Unit 9] Name=Type VIIA#2 Class=SSTypeVIIA Type=200 Origin=German Side=0 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19380101 DeleteOnLastWaypoint=true GameEntryDate=19400101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1228810.000000 Lat=6814470.000000 Height=0.000000 Heading=310.000000 Speed=14.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=80 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 [Group 1.Unit 10] Name=Type VIIA#3 Class=SSTypeVIIA Type=200 Origin=German Side=0 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19380101 DeleteOnLastWaypoint=true GameEntryDate=19400101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1231930.000000 Lat=6817370.000000 Height=0.000000 Heading=140.000000 Speed=14.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=80 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 [Group 1.Unit 11] Name=Type VIIA#4 Class=SSTypeVIIA Type=200 Origin=German Side=0 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19380101 DeleteOnLastWaypoint=true GameEntryDate=19400101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1232070.000000 Lat=6813770.000000 Height=0.000000 Heading=30.000000 Speed=14.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=80 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 [Group 1.Unit 12] Name=Type VIIA#5 Class=SSTypeVIIA Type=200 Origin=German Side=0 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19380101 DeleteOnLastWaypoint=true GameEntryDate=19400101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1229750.000000 Lat=6813890.000000 Height=0.000000 Heading=340.000000 Speed=14.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=80 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 [Group 1.Unit 13] Name=Type VIIA#6 Class=SSTypeVIIA Type=200 Origin=German Side=0 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19380101 DeleteOnLastWaypoint=true GameEntryDate=19400101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1230070.000000 Lat=6817010.000000 Height=0.000000 Heading=210.000000 Speed=14.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=80 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 [Unit 1] Name=Type IXB#1 Class=SSTypeIXB Type=200 Origin=British Side=0 Commander=1 CargoExt=-1 CargoInt=-1 CfgDate=19390401 DeleteOnLastWaypoint=true GameEntryDate=19390415 GameEntryTime=0 GameExitDate=19440411 GameExitTime=0 EvolveFromEntryDate=false Long=-1231900.000000 Lat=6815520.000000 Height=0.000000 Heading=90.000000 Speed=12.000000 CrewRating=3 DelayMin=0 ReportPosMin=10 ReportPosProbability=90 SecondsUntilReport=-60.000000 RandStartRadius=0.000000 NextWP=0 [EditorParams] InitLongOff=487620512.000000 InitLatOff=-88796496.000000 ZoomIndex=0 |
:up: cheers Col what happens if you use a huge randomstart radius and evolve from startdate = true for the subs?
this would place them allmost anywhere along the convoys route differently depending on the start date and interval for the convoy and could be used on every convoy giving unique wolfpack attacks that the player might stumble across from time to time in the campaign with a high radio report probability and timer you would get updates on their position with some certainty that they were waiting along the predicted route of a convoy so you could go and join them -that would be cool |
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you could just change this game completely if this could be done |
How can i add Floatplanes mod to my SHiii+Rub1,45 instalation? It is always СTD wenn I try to add floatplanes.
I put the to airfolder, add to german/english names put to airbases and ships but it doesnt help. Is there ant trick? |
Hi CB,
I also did a mission using the radius for the AI subs, that means not adding them to the convoy group as above, I thought it worked ok, but it was a bit fiddly to do using the editor. I did it a couple of times forgetting what I did the first time so to speak, but I got it in the end. I wasn't really sure they spawned or they were just there anyway, but I did notice the speed of the AI subs was slow, some even stopped, this is why I tried the other method above. |
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