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Old 04-05-20, 10:18 AM   #684
propbeanie
CTD - it's not just a job
 
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Well, we may have discovered what is going on, and it is a combination of items. The main one being the Stock game's handling of the AirBase assets (which includes carriers), and the planes that spawn from them. There is no way to "fix" this, other than either violating the Ubisoft license agreement, or doing a couple of text-edit tweaks and living with the results. In a nutshell, when a player locks on to a target while at periscope depth (or any other asset "sees" the target), the radioman in the back room somehow manages to send out a message of the enemy's location. This then runs through the AirStrike.cfg routines, and the AirBase will then spawn an airplane or two or three or two dozen. These planes then fly the shortest route to destination (usually), including flying ~through~ mountains and island terrain, if they happen to be higher than 500 meters, as KaleunMarco and I had supposed previously. They also use the "default" 90 knots speed, again, as previously supposed. This combination can ruin an "Elite" setting for the AirBase to impart to its generated planes, of course. In conjunction with this, as in a lot of things "Silent Hunter", the game will run-over a modders intentions with dates or limits set with numbers, in that the larger a target is, the more planes that will be sent, such that a DD warrants three airplanes, and as the targets increase in size, the more airplanes you will see. A submarine apparently will cause an AirBase to generate seven planes. I have no definitive proof of any of this, but recent observations in attempts at finding what is corrupting some players' Save data has led to this, and other recent eye-opening (for me) "findings". There are possible ways around some of this behavior, by having "specialized" AirBases, such as lurker_hlb3 did with RSRDC and OM, but for a different purpose. There are possibly other tweaks possible that we will experiment with in the next few days / weeks (dependent upon "tests" and findings). While there have been a few RGG in the Campaign layers that contribute to issues, this "Stock" game handling of the AirBases almost makes us want to dump them entirely... The worst part of it is that if your submarine happens to be within spawn range of an airplane that is flying at 500 meters through terrain that is higher than that figure, the planes spawn, but inside the terrain, and they therefore "crash"... the lot of them. The more planes, the more "crashes", and the more strain there is on the game's engine, and the higher the chance of data corruption as it can't handle what's going on around your submarine. Sort of like the run-a-way DD spawns of yesteryear, it brings the computer to its knees, and then a TKO. Not cool... This exact same behavior has now been observed in FotRSU, Stock and TMO... As a little side note for torpedobait - if the planes get close enough to "see" friend or foe, they are also close enough to see you, either as you are diving, or beneath the surface, especially if the seas are calm and you are above 120 foot depth... Also, you are restricted in speed, hence the "math" solution to figure where you will be an hour from now is much easier.
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