Thread: [REL] Dark Waters
View Single Post
Old 06-22-22, 02:12 PM   #11
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,142
Downloads: 608
Uploads: 44


Default

Quote:
Originally Posted by Kapitän View Post
Hi Bubblehead1980,


This is interesting to me! I'm currently trying out KSDIIAce, October 1942, leaving Bordeaux through the Bay of Biscay and now postioned west of the Canary Islands, heading toward South America: Not a single enemy A/C in 1 week!


I'm beginning to wonder, if there is something wrong with the airstrike.cfg settings. Don't get me wrong: It's not like that I want to be killed by A/C, but zero airplanes seems a bit "unrealistic" to me. Would you (or anyone else) have any ideas, what could be the issue?


Here are my current "Data/Cfg/AirStrike.cfg" settings (no changes made):

[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


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.7 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=1.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=1.7 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=2.2 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=2.5 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.15 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=30 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=40 ;[>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=50 ;[>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=40 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)




I am still looking into the Dark Waters airplane situation.


I used my airstrike.cfg from TMO Update V.20 mod I made. I'm not at home or would just post the file here.

Thus far I have had more planes but still too few. I am waiting to see how things perform as war goes on. There may be issues with airbase placement (Propbeanie mentioned the land mass issue) as well as the airbase rosters. If numbers are too few to cover their patrol radius defined in the airstrike.cfg, will not see many, if any planes.

I have not had a chance but also possible they are set to competent or worse and not veteran or elite, that can play into things.


The factors below are rather low also.

Default Air Strike Probability=30>>>I increased it to 90 I believe


Enemy Air Strike Probability Increase on Player Detection=50>>>changed this to 95 I believe.
Bubblehead1980 is offline   Reply With Quote