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Old 08-31-07, 06:10 PM   #781
switch.dota
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Without scripted airplanes you might run into problems when on lifeguard duty.

IMO the best thing to do would be to simply eliminate ASW patrols from CVs. I mean how often were planes sent out from CVs to look for subs?
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Old 08-31-07, 06:15 PM   #782
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Default I ment in the campaign random layers switch.dota

not in the mission layers. And back in WWII planes were constantly sent out in good weather as they were heading to their mission point to make sure there were no surprises waiting for them. The best radar there was back then were those scout planes.
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Old 08-31-07, 06:17 PM   #783
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Quote:
Originally Posted by leovampire
not in the mission layers. And back in WWII planes were constantly sent out in good weather as they were heading to their mission point to make sure there were no surprises waiting for them. The best radar there was back then were those scout planes.
I find it odd that a single CV can send over 20 planes my way in one day :p
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Old 08-31-07, 06:22 PM   #784
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Default game programming

I don't think anyone has found out yet how the game handles the Carrier's send out the plane's in the way they do. But they will use what ever is available so if a Carrier has 20 zero's they might use them all. The problem is the game is set up so that they are heading in the sub's gerneral direction because the entire game revolves around the sub your in unless they are told to ignor player's sub when set up.
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Old 08-31-07, 07:40 PM   #785
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Ducimus, do not worry, your latest has the air cover much more realistic feeling than the previous 1.5 etc.

I actually have to be near Japan before I am deluged with Vals, Zeros, and Kates Oh Myyyyy!! Instead of the whole trip over from Midway. Works for me!

Just want to thank you again for all the hard work and effort you and other modders have put in to make this game what it shoulda been.

Now enjoy sinking some tonnage!

PS: Some of us do read the readme....LOL
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Old 08-31-07, 08:04 PM   #786
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There are no scripted planes in the Midway mission. The carriers ARE doing their own thing, but the CVs are not yet spawned.

Only CVs.

This problem is that scripted MISSIONS that contain CVs, put the TF groups in limbo between the campaign.cfg load date, and the actual mission start. As far as I can tell, the CV airgroups are NOT in this limbo, so it acts like an invisible, stationary CV wherever the scripted (non-random) group starts (the origin waypoint).

So what we see in the area between Midway and Tokyo is the airgroups from 4 CVs, and a CVL (Taiyo standing in for Hosho).

So it's Feb 2, 1942 and you go on patrol. Because it's >= 19420201, the Midway battle loads. The ships don't actually spawn in til ~June, but the game needs it on deck in case you have a super long patrol that lasts 4 months (would happen if that date was shorter, doesn't matter). So from the moment you spawn in on patrol, even though no CVs are on the map, the CV airgroups ARE on the map at the starting point of the group scripted to appear in 4 months (or 2 months, whatever).

Last edited by tater; 08-31-07 at 08:42 PM.
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Old 08-31-07, 10:18 PM   #787
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http://mpgtext.net/subshare/708CV%20...0fix%201.0.rar

That is a quick fix that dumps the CV airgroups to near zero planes. (it actualy drops akitsu to zero since she was not a carrier, rather a ferry).

The problem will still exist, but the chances of seeing planes will be far lower.

This is not unrealistic, at most, a given CV might fly 3 CAP planes at a time, and they'd literally be right over the TF. In SH4, aircraft patrol tot he limit of their range. Search planes from a CV TF would only be launched when they expected the enemy because keeping search planes aloft all the time would do what it does in SH4---it alerts us that CVs are around.

By keeping ~3 planes per CV as a CAP, it encourages you to keep your head down, but isn't insane.

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Old 09-01-07, 12:15 AM   #788
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on the subject of planes,

i have just done a patrol in the java sea and every few minutes or so(might have had TC on) 2 planes would spawn in the middle of the ocean.

they would circle a couple of times and then fly off westward.

i was hoping to find a carrier but when i wandered over there was nothing to be found
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Old 09-01-07, 01:19 AM   #789
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Quote:
Originally Posted by tater
http://mpgtext.net/subshare/708CV%20...0fix%201.0.rar

That is a quick fix that dumps the CV airgroups to near zero planes. (it actualy drops akitsu to zero since she was not a carrier, rather a ferry).

The problem will still exist, but the chances of seeing planes will be far lower.

This is not unrealistic, at most, a given CV might fly 3 CAP planes at a time, and they'd literally be right over the TF. In SH4, aircraft patrol tot he limit of their range. Search planes from a CV TF would only be launched when they expected the enemy because keeping search planes aloft all the time would do what it does in SH4---it alerts us that CVs are around.

By keeping ~3 planes per CV as a CAP, it encourages you to keep your head down, but isn't insane.

tater
You rock!

As an aside, Ive updated the patch with taters fix.
http://www.ducimus.net/sh4/release/TMARU-Patch_1.6.2.7z
Time for me to go play now, I are now retired i are!



Good enough for goverment work!
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Old 09-01-07, 05:51 AM   #790
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That's 3 times now Ducimus. :hmm:
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Old 09-01-07, 06:52 AM   #791
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Default Woo Hoo!

Thanks guys!
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Old 09-01-07, 09:24 AM   #792
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Thanks Ducimus

And a mirror if needed

http://bsg-online.be/downloads/TMARU-Patch_1.6.2.7z
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Old 09-01-07, 09:46 AM   #793
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Quote:
Originally Posted by Ducimus
Yeah if you delete a file from a mod before deactivating the mod, JSGME assume's it was a new file when you finally do deactive it, and removes the file from the active game entirely - result, stock file comes up missing.
I'm surprised the in-game file is ultimately deleted and not simply left behind. I'll do some tests and see if I can make it a bit more "user proof".

BTW, the stock file *should* still be in the MODS\!BACKUP folder, albeit with an extra suffix.

EDIT: Hmmm, in my tests, if I enable mod "A" which has files "B", "C" and "D", and then I delete file "C" from the mod "A" folder *before* disabling the mod, when I ultimately disable the mod, mod "A"'s "C" file remains behind with the file it replaced (if any) staying the in the JSGME !BACKUP folder. This is how I expected it to work - with the file deleted from the mod, it becomes invisible to JSGME, so JSGME doesn't see it when the mod is disabled and thus leaves the modded file behind in the game.

Unless I am misunderstanding the circumstances of the problem? I mean, if you *add* a file to a mod while it is enabled, and a file by that name already exists in the game, then I could understand JSGME deleting it when the mod gets disabled. The file would be deleted because there'd be no backup file to return (because the file wasn't part of the mod when it was originally enabled). Perhaps *this* is the scenario here?

Last edited by JScones; 09-01-07 at 10:15 AM.
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Old 09-01-07, 11:35 AM   #794
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I just wanna give 'ol Ducimus a big ol hug ... but ... I think I'll put it off.

"D" you are the man!! What you have done in compiling TM just blows me away!

I also want to thank those whose material was added to TM without you guys, TM probably wouldn't be as good as it gets!

I am appreciative to all you guys and wish I had your patience time and skills.

But I don't, so I'm gonna go sink some ships now.
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Old 09-01-07, 11:57 AM   #795
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Quote:
Originally Posted by JScones
Quote:
Originally Posted by Ducimus
Yeah if you delete a file from a mod before deactivating the mod, JSGME assume's it was a new file when you finally do deactive it, and removes the file from the active game entirely - result, stock file comes up missing.
I'm surprised the in-game file is ultimately deleted and not simply left behind. I'll do some tests and see if I can make it a bit more "user proof".

BTW, the stock file *should* still be in the MODS\!BACKUP folder, albeit with an extra suffix.

EDIT: Hmmm, in my tests, if I enable mod "A" which has files "B", "C" and "D", and then I delete file "C" from the mod "A" folder *before* disabling the mod, when I ultimately disable the mod, mod "A"'s "C" file remains behind with the file it replaced (if any) staying the in the JSGME !BACKUP folder. This is how I expected it to work - with the file deleted from the mod, it becomes invisible to JSGME, so JSGME doesn't see it when the mod is disabled and thus leaves the modded file behind in the game.

Unless I am misunderstanding the circumstances of the problem? I mean, if you *add* a file to a mod while it is enabled, and a file by that name already exists in the game, then I could understand JSGME deleting it when the mod gets disabled. The file would be deleted because there'd be no backup file to return (because the file wasn't part of the mod when it was originally enabled). Perhaps *this* is the scenario here?

Jones, i could be entirely mistaken, OR, im thinking of an older version of JSGME. I've only upgraded to the newest version only recently in the past 3-4 weeks or so.
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