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-   -   How different Mods affect the aircraft occurances (https://www.subsim.com/radioroom/showthread.php?t=89311)

Der Teddy Bar 02-09-06 10:39 PM

How different Mods affect the aircraft occurances
 
The Airbase files specify how many of a type of aircraft is dispatched each time.

It was quite alarming to see some of Jace11's numbers. Jace11's Airpower is included in the HT Mod.

Here is an example of Jace11's Numbers. The second line, in bold tells the game of how many units to send each time
Squadron2Class=LBSSunderlandMKIII
Squadron2No=4 <== that is 4! FOUR Sunderland aircraft!


Airpower 1.4c
[Unit]
ClassName=LargeAirBaseGB
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1

[AirGroup 1]
StartDate=19380101
EndDate=19401225
Squadron1Class=FBHurricaneMk1
Squadron1No=4

[AirGroup 2]
StartDate=19401226
EndDate=19430510
Squadron1Class=FBHurricaneMk1
Squadron1No=4
Squadron2Class=LBSSunderlandMKIII
Squadron2No=4
Squadron3Class=LBSPBYCatalina
Squadron3No=2
Squadron4Class=LBWell
Squadron4No=2

[AirGroup 3]
StartDate=19430511
EndDate=19451231
Squadron1Class=FBHurricaneMk1
Squadron1No=4
Squadron2Class=LBSSunderlandMKIII
Squadron2No=4
Squadron3Class=LBB24Liberator
Squadron3No=2
Squadron4Class=LBWell
Squadron4No=2


RUB 1.45
[Unit]
ClassName=LargeAirBaseGB
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1

[AirGroup 1]
StartDate=19380101
EndDate=19401225
Squadron1Class=FBHurricaneMk1
Squadron1No=2

[AirGroup 2]
StartDate=19401226
EndDate=19430510
Squadron1Class=FBHurricaneMk1
Squadron1No=2
Squadron2Class=LBSSunderlandMKIII
Squadron2No=1
Squadron3Class=LBSPBYCatalina
Squadron3No=1
Squadron4Class=LBWell
Squadron4No=1

[AirGroup 3]
StartDate=19430511
EndDate=19451231
Squadron1Class=FBHurricaneMk1
Squadron1No=2
Squadron2Class=LBSSunderlandMKIII
Squadron2No=2
Squadron3Class=LBB24Liberator
Squadron3No=1



The NYGM Aircraft Damage Mod
[Unit]
ClassName=LargeAirBaseGB
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1

[AirGroup 1]
StartDate=19380101
EndDate=19401225
Squadron1Class=FBHurricaneMk1
Squadron1No=2

[AirGroup 2]
StartDate=19401226
EndDate=19430510
Squadron1Class=FBHurricaneMk1
Squadron1No=2
Squadron2Class=LBSSunderlandMKIII
Squadron2No=1
Squadron3Class=LBSPBYCatalina
Squadron3No=1
Squadron4Class=LBWell
Squadron4No=1

[AirGroup 3]
StartDate=19430511
EndDate=19451231
Squadron1Class=FBHurricaneMk1
Squadron1No=4
Squadron2Class=LBSSunderlandMKIII
Squadron2No=1
Squadron3Class=LBB24Liberator
Squadron3No=1

Der Teddy Bar 02-09-06 10:50 PM

Then there is of course the AirStrike.cfg that dictates how often or the chances that an aircraft will 'fly'

[AirStrikeSettings]
; AirStrike Creation Parameters
; Airstrike Session:
; 1. Compute airbases in range according to their aircraft maximum ranges
; 2. Compute air coverage factors on allies/axis/neutral on the target zone
; 3. Compute airstrike probability from each base
; 3.1 check number of aircraft that can strike at that range and conditions, and compute a coverage factor based on the range of each aircraft type
; and detection area around submarine ( 10 km radius )
; 3.2 multiply coverage factor for the target area with :
; - current airstrike probability againt that side
; - nigft factor ( if necessary )
; - airbase competence
; - close to airbase factor
; 3.3 check probability for airstrike
; 3.4 add more aircraft probabilistically for a large target


Jace11's Airpower 1.4c

Maximum Aircraft Range=2000
Poor Airbase Modifier=0.2
Novice Airbase Modifier=0.4
Competent Airbase Modifier=1.0
Veteran Airbase Modifier=2.0
Elite Airbase Modifier=3.4
Night Modifier=0.2
Default Air Strike Probability=40
Enemy Air Strike Probability Increase on Radio Messages Sent=40
Friendly Air Strike Probability Increase on Contact Report Sent=60
Enemy Air Strike Probability Increase on Player Detection=40
Atenuation Factor=15
Logic Steps Between Air Sessions=10


RUB 1.45
Maximum Aircraft Range=2000
Poor Airbase Modifier=0.2
Novice Airbase Modifier=0.6
Competent Airbase Modifier=1.6
Veteran Airbase Modifier=2.8
Elite Airbase Modifier=3.4
Night Modifier=0.2
Default Air Strike Probability=50
Enemy Air Strike Probability Increase on Radio Messages Sent=20
Friendly Air Strike Probability Increase on Contact Report Sent=60
Enemy Air Strike Probability Increase on Player Detection=30
Atenuation Factor=15
Logic Steps Between Air Sessions=15


NYGM Aircraft Damage Mod
Maximum Aircraft Range=2000
Poor Airbase Modifier=0.2
Novice Airbase Modifier=0.6
Competent Airbase Modifier=1.6
Veteran Airbase Modifier=2.8
Elite Airbase Modifier=3.4
Night Modifier=0.2
Default Air Strike Probability=50
Enemy Air Strike Probability Increase on Radio Messages Sent=20
Friendly Air Strike Probability Increase on Contact Report Sent=60
Enemy Air Strike Probability Increase on Player Detection=99 <== Only chnage from RUB
Atenuation Factor=15
Logic Steps Between Air Sessions=15


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