Here are a couple of examples to consider Kapitän:
First, the Stock game:
Maximum Aircraft Range=2000 ;[>0] in kilometers
Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.35 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.5 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.7 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.5 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=40 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=10 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)
... and from FotRSU
Maximum Aircraft Range=986 ;[>0] In kilometers[STOCK=2000/FOTRSU=1500]
Poor Airbase Modifier=0.3 ;[>0] Modifier for poor airbase (carrier) rating[STOCK=0.2/FOTRSU=0.25]
Novice Airbase Modifier=0.45 ;[>0] Modifier for novice airbase (carrier) rating[STOCK=0.35/FOTRSU=0.3]
Competent Airbase Modifier=0.65 ;[>0] Modifier for competent airbase (carrier) rating[STOCK=0.5/FOTRSU=0.35]
Veteran Airbase Modifier=0.85 ;[>0] Modifier for veteran airbase (carrier) rating[STOCK=0.7/FOTRSU=0.4]
Elite Airbase Modifier=1.0 ;[>0] Modifier for elite airbase (carrier) rating[STOCK=1/FOTRSU=1]
Night Modifier=0.45 ;[>0] Modifier on strike probability at night[STOCK=0.5/FOTRSU=0.5]
Default Air Strike Probability=8 ;[>0] Default probability to send an airstrike from a airbase (carrier)STOCK=10/FOTRSU=10]
Enemy Air Strike Probability Increase on Radio Messages Sent=35;[>0] Increase over the default probability on a radio message sent[STOCK=30/FOTRSU=38]
Friendly Air Strike Probability Increase on Contact Report Sent=60;[>0] Increase over the default probability on contact message sent[STOCK=70/FOTRSU=65]
Enemy Air Strike Probability Increase on Player Detection=48;[>0] Increase over the default probability on player detection[STOCK=40/FOTRSU=70]
Atenuation Factor=10 ;[>0] Decrease from an increased probability to default on each air session[STOCK=10/FOTRSU=10]
Logic Steps Between Air Sessions=42 ;[>0] Steps between air fighting sessions, 10*Logic Interval (90sec) [STOCK=10/FOTRSU=25]
We set all airplanes and airbases to "Elite" so the planes fly better. We also shortened the range in FotRSU since we were getting small planes way beyond their actual capabilities, and increased the Logic Steps substantially. The math for that is "42 steps times the 90, times 10) which equals 378000 seconds, which comes to about every 10.5 hours, which seems to make sense in most areas, as far as traffic patterns are concerned. A few things to remember about the figures is that ALL the AirBases near where you are respond to your submarine's presence. So if you are detected, you might four or five or more airbases sending everything they have after your submarine. Very unrealistic. That Logic Steps is something to really experiment with.
The AirBase Modifiers are multiplication things that increase (>1) or decrease an AirBases (<1) capability to respond, and how strong that response is. So an Elite AirBase in the mod not only sends a strong airplane, but it sends 2.5 times that response, and that figure divides the Logic Steps, since the AirBase is capable of responding faster, so now in FotRSU, that 2.5 modifier would make our 10.5 hour session into less than 2 and a quarter hours - from each base of that CrewRating level that you are within range of, so you might be blanketed in airplanes if detected in the Bay of Biscay. Most of the other "modifiers" for radio and night, etc., are "percentages", which modify the Logic Steps also, such that if you sent a radio message to BdU, you increase the odds of an air attack in your immediate area by 40%. It can be a real bother to attempt to balance those settings, and as mentioned, the number of available airbases (land or carrier based) comes into play.
One really strange quirk in the game's airplanes, no matter the mod or how high the airplane's CrewRating (Elite flies the best), but if your submarine is detected and an airbase responds and sends airplanes your way, but there is an intervening land mass higher than 500 meters (the default height planes spawn at), the airplanes will crash into said land mass... they cannot fly over or around the land mass. They will beeline on the shortest route to your submarine...