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Old 10-25-07, 03:48 PM   #6
leovampire
Eternal Patrol
 
Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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Default The game uses a Steping/stage Air patrol set up

If you go for a 24 hour period of time without being spoted or attacking anything there are less plane's sent out.

If you go 48 hours without attacking or being spoted it takes even longer periods of time before you get an air contact.

I have a large number of plane's in my own game set up 2 Zero's for every bomber on an airbase so if I have 8 bombers there are 16 Zero's.

But inbetween my attacks on ship's I can still go as long as 2 to 3 days without seeing a plane or picking one up on Radar. You just need to adjust the distance plane's can travel and the AirStrike file properly.

But if you are spoted or make an attack of course Airbases and AirCraft carriers in the area are going to patrol a lot it would be Stupid if they didn't.

The point of a Submarine game is stealth so if you allow yourself to be seen or picked up by a DD you can expect Air suport in that area and on your projected path for a while.

After being spoted change your course during the night to start the reduction of Air patrols and when you pick one up on radar dive and hide until after they make the return flight back to home base then you can surface again.

Just remember the game revolves around you and your sub in a lot of way's. So everything you do or do not do make's a difference on how other thing's in the game react over time.

This is what I have for an Airstrike set up:

Maximum Aircraft Range=1500 Only late war Bombers can go this far in my game set up.

Poor Airbase Modifier=0.5 the larger the number means the more accurate search the plane does inbetween detection times for the airbase modifiers. Each time a plane is sent out they get more accurate in the search so if you start out with a really low number it takes longer before the plane's actualy do a search that come's right at you.
Novice Airbase Modifier=0.7
Competent Airbase Modifier=0.8
Veteran Airbase Modifier=0.9
Elite Airbase Modifier=0.1

Night Modifier=0.2 With a number this low no night time Air patrols unless a plane is radar equiped this effect's AIR AI VISUAL.

Default Air Strike Probability=10

Enemy Air Strike Probability Increase on Radio Messages Sent=50 every time you make a radio message the logic steps of this changes and takes time to go back to normal.

Friendly Air Strike Probability Increase on Contact Report Sent=90 It has to be day time and near a friendly air base or carrier's and you have to send a contact report or a friendly ship must see the enemy ship's.

Enemy Air Strike Probability Increase on Player Detection=70 every time you are detected this increases in logic steps and takes time to go back to normal again and both ship and plane detection counts here.

Atenuation Factor=15
Logic Steps Between Air Sessions=20 this is a ballance number between how bad it gets in Airstriks appon detection and how long it takes for it to go back to normal.
So it is hard to get a good and happy ballance with changing this.

So the point is every time you are or are not detected changes the logic steps in how soon or how long it takes for a plane to be launched and how many are launched to go looking around. Plane's do not look around the ground area's only the ocean matters to them because the game revolves around you.

So if you have a 1500 knm maxium radius for a plane the primary search is on water and they will head in a general direction of the players sub.

I draw, using the compus, 2 circle's one for the bombers max range and one for the Zero's so I know the danger point's.

So one circle is set at 1500 nm range and my zero's can not go past 600 nm so I make another circle for them at that range.

Go into the CFG file for each plane and set them to a range you can deal with or ask the modder's how they have the plane's set up for distance in thier mod so you can make a circle from the airbases.

Last edited by leovampire; 10-25-07 at 05:57 PM.
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