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Help with TMO aircraft files
Getting some very stock like behavior from TMO planes.In area A2 off Luzon in May 1942, plane spawns, I dive, come back up , another plane comes, doesnt see me, just flieso n by, then an hour later two zeros spawn down the path i used to avoid the earlier contact, of course they only show up at 9,000 yards on SD and my Salmon doesnt dive.No way the first plane saw me at 10 miles in a light fog.Ill dive stay down for 4 hours, soon as I pop back up, more planes.Starting to remind me of stock, not sure what the issue is but it is killing gameplay for sure.
I want to know A how to eliminate zeros completely from spawning as ASW patrol since its highly unrealistic to have Zeros flying ASW so often unless a carrier is nearby. B how to slow the spawning, definitely getting too many planes.Definitely too many for 1942 also.HELP please Should open/save the IJN airbases with the Mission Editor as land unit layers? |
Something is wrong with air patrols in TMO and RSRDC...
PS. How strong was US air activity against Japanese ASW patrols during the War on Pacific? |
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Take a look at this mod, even if you don't like it you'll know which files to edit. I have used this mod since it was first released http://www.subsim.com/radioroom/show...hlight=webster |
RE: Zero's on ASW patrols.
Here's the problem. There isn't a whole lot of variety in SH4's aircraft models, and some aircraft models are simply underused. So If i removed the zero's, i'd have people bitching to me that their sick of seeing the same two or three planes all the time. If i added any of the underused models, id get people bitching at me for seeing planes on ASW patrols that were never used as such. Either way, i can't win. No matter what i do, people are going to complain. So i elected to leave the zero's on ASW patrol like stock. --- If you want to remove the zeros, go in the air base CFG files. /data/land/airbase whatever/ *.cfg In there you can select what aircraft the base generates, when, and how many of said aircraft it has. --- If you want to lower the generation rates, go tinker in the airstrike.cfg file. Go crank the "Logic Steps Between Air Sessions" up to like 40 or 50 or something. --- As an aside the way i arranged the airbase generations, i fixed it so you'd see the most aircraft early war when the japanese empire was at it's strongest. As the war progresses, you should see less and less of them. |
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Duci, I understand your decision on the planes and not bitching or complaining about your work, hope you didnt take it as that, just part of the mod I dont like so wanting to adjust it mainly because wouldnt see Zeros that often on ASW patrol and they spawn more than any other plane so it gets annoying.I did notice planes are not that bad in later war and understand your reasoning behind that but current career in 42, making it difficult to play, just noticed this bc i dont play early war all that much but have been enjoying my career and want to continue but the planes are just driving me crazy like stock, almost.Then I get annoyed from diving so much because the old dive plane bug leftover from stock kicks in eventually, the planes dont extend until reload the game. One thing I did notice when I opened up the Japanese airbase layer via the ME, in a lot of places there is an airbase, you move it and there is another airbase right under it, in some cases three of them.So instead of one airbase there are 3 right on top of each other, maybe this was an oversight? or did you do it for a reason. Open up the files with notepad or? Bottom line, TMO 2 is great, just wanting to tweak this a bit. |
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Thanks for the link and dont think that mod is for me.I like TMO's planes overall, theyre an actual threat, just Zeros on ASW drives me nuts, has every since I first played the stock game.I'll figure it out, thanks for the link though. |
Try this, for me works great:
http://www.subsim.com/radioroom/showthread.php?t=171819 |
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Check the entry and exit dates of those bases. Only one of those bases is active at any point in time. When one exits, another enters to take its place. Each of those bases has a different crew rating. Each successive/replacement base has a deduction in crew rating. Having looked at that, then go to the airstrike.cfg and look at the crew rating modifers. Hopefully you'll see what i did there. |
Again, speaking of the main question:
i understand that the system works like this: Default Air Strike Probability= [THIS, IS THE MAIN FACTOR ON HOW MUCH AIRPLANES YOU GET ON A PATROL] Enemy Air Strike Probability Increase on Player Detection= [WHEN YOU ARE DEETECTED THEN THEY SEND PLANES TO YOU DECREASING THE NUMBER OF ATTACKS ACCORDING WITH THE FOLLOWING ENTRIES] Atenuation Factor=15 Logic Steps Between Air Sessions=25 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec) If im mistaken in something telll me, but the annoying aircraft appearing every 10 minutes is gone from my game tweaking this values! |
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