How aircraft generation works in TMO.
In Version 2.0
A.) Single engine and twin engine aircraft are on their own individual visual sensor, the difference is how deep they can detect a player via the negative value ascribed to Minsurface factor of those sensors.
b.) Each airbase has 3 versions of itself. Novice, competent, and veteran.
(If you look closely at TMO's airbase.mis file, you'll notice each base you see in the mission editor has 2 other bases right under it, each at a different skill level)
As the war starts, most bases are veteran. As the war progresses, the veteran base is "expires" via its exit date, and the Competent rated base enters in its place. By late war, the competent base has exited play and the poor skill rated base takes its place.
The idea of this was to simulate loss of japans air assets.
c.)Spawn rates are being variable on the airbase.cfg file and the skill ratings of the base. Look closely at what i did in the airbase.mis file, and look at the airbase modifiers in the airstrike.cfg, and realize what base is in play and when.
In Version 2.1
A.) All aircraft can no longer see submerged objects until some of them aquire a new "visual_MAD" sensor in late 43, early 44. This sensor is even "worse" then what you saw in 2.0 (meaning, a larger negative surface factor, and in theory, deeper detection)
b.) Airbase skill levels were reversed. Now poor at beginning, and veteran towards end. Contrary to version 2.0, the idea of this was to simulate japan stepping up its ASW efforts (which they did) instead of loss of air assets.
c.) Airstrike.cfg changed from verson 2.0
One of the reasons i put version 2.1 as an update, was to give people a choice on what they wanted, or make it easier to reverse engineer these adjustments for your own tastes.
Compare the associated files from 2.0 and 2.1. Use what you like best.
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