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[WIP] Air Layer
AkbarGulag;Digital_Trucker;CaptainHaplo;Donut,have teamed to attempt to rework,Nite attacks,A/C spotting's at PD w/Periscope stowed,& radar mast lowered,Less patrols directly on your radial location search planes only. If detected 40% chance of air strike frequency. As we decide balanced game play,through testing,your questions will be answered in due time,with developments.
We could fall short of our goals,but it won't be because we didn't give it our best shot. Please subscribe,& post help,I will try to keep you abreast,w/teams assist. |
Good luck, guys! :up: Anything specific you need help with?
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Best of luck to you lads :yep::up:
RDP |
If I can help why not? Besides I've resorted to pelting rocks at Zero fighters now.
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Slingshot? Boy what technical advances. What would they think of next?:rotfl:
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Nah just jokeing :p Thanks all. |
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Well, if anyone has a known easy way to modify how airbases perform in certain ways - ie - to define specific search patterns or at a minimum the specific range it "searches" (independant of plane range) - that would be a great help to us. From what we have seen, there is little chance of defining specific search patterns - but a range change would accomplish the same thing for our purposes.
*We have tried playing with the range in the airbase file, it does not seem to have the effect desired. Thanks! |
Just to keep everyone in the loop, an air layer with a massively reduced frequency has been achieved. But it's merely the start. The team is at the point where we will shortly be able to say 'Cake', whenever we need to do something.
To those that like historical accuracy, plane allocation dates have been changed to reflect their actual service entry and to a lesser extent availability by those dates. Anyway, we have said to much already. Many changes. By the looks this will initially be made for only SH4+1.4 patch and thats great news for those who run fairly clean versions (i.e not one of the major mods or mods altering how the planes work). That said, as a person who runs major MODS myself, I would imagine something to be compatable with others would follow. |
Sounds promising. Keep it up! :up:
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An area that is in dire need of work. Looking forward to this. :up:
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Bravo Guys
Hope it goes to plan for you while creating :rock: Have fun Ciao Def |
As you know (I'm sure) the way to change the ranges is to change them for the planes.
"BP-clone" planes and make variants for different purposes, IMO. I made VERY short ranged versions for carriers since a CAP flies over the fleet, not at the max range of the plane. Ditto for airfield CAPs. The only plans you'd expect to see far from home would be patrol aircraft, or planes flying somewhere to attack it (or CAP farther from home). The ideal solution would probably be a mix between using the airbases (limiting you to the crappy "airstrike" stuff) and adding some campaign layers with the planes following waypoints (use random groups). Some might be strike groups (say from Rabaul to Guadalcanal, or later to Sunlight, Munda, Ondonga, etc). Such groups I would actually have unarmed, except for maybe a plane or two so they don't all unrealistically abandon their mission to attack a speck in the ocean. I tried to no avail to get the ACE program to make radial patterns, looks like they need to be done by hand for that. I have a mod out there someplace that makes som variant plane with short range, and I think the airbases are published WIP, too. Take all you need. |
Whatever you guys do, if you can, PLEASE try to get rid of the multi-engine aircraft (Mavis, Betty, Emily, Q1W) that patrol together in pairs. They simply did not patrol this way.
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