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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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As the title says, here are some long-standing doubts of mine that I never managed resolving:
Any hint by some knowledgeable subsim mate would be much appreciated ![]() |
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#2 |
CTD - it's not just a job
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From an SH4 perspective, but I am reasonably certain the SH5 uses the same type configuration, though it might add script-based configurations, so be sure and check for that, gap. In order of your list:
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"...and bollocks to the naysayers" - Jimbuna |
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#3 | ||||
Navy Seal
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Wow, I wasn't expecting so many answers that soon!
Thank you very much propbeanie, your wisdom places you on the ligh side of the Force, Yoda appreciates that ![]() That said he (Yoda) still has some doubts regarding your replies that I would like to ask in his behalf, if you don't mind... Quote:
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What about other sea unit types? I am mostly interested in types 6, 7, 10, 11 (capital ships other than carriers), 101, 102 and 108 (freighters and tankers).... Last edited by gap; 11-17-20 at 05:13 AM. |
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#4 | |
CTD - it's not just a job
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"...and bollocks to the naysayers" - Jimbuna |
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#5 | ||||||||
Navy Seal
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Location: CJ8937
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If "long-range" bombers and fighters are assigned to airbases with moderation and if, at the same time, we place in Allied territory many airbases with "short-ranged" aircraft, one might play with the global Air Strike Probability factor so that the chances of a bombing raid on player bases will be acceptably low (due to the small number of squadrons equipped with long-range aircraft) while the chances of an air attack against the player, when he nears enemy territory, will still be relatively high (due do the comparatively large number of airgroups which have short-range aircraft assigned). I hope I made myself clear, but I am probably rephrasing the workaround that you, Fifi, s7rikeback, etc. have laready applied to SHIV and that you have summarized in your reply to me. I am wondering if Vecko has devided something similar for TWoS. Quote:
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With all the information on RAF squadrons we have available from books and websites, we have the possibility to replicate in game a (simplified) version of RAF's 1939-45 order of battle. My idea is to replace generic UK airbases currently featured in game with unique ones, each of them being placed on the SH5 map appropriately for representing one specific RAF station, with the squadrons and aircraft that in real WWII warfare are know to have been based there. Of course not all the RAF bases and squadrons would be represented, but only the ones which were involved in anti-submarine and anti-shipping warfare, maritime patrol, coastal defense, etc. Each airgroup would represent a squadron or a combination of squadrons with the aicraft they actually operated with ranges, armament loadouts and sensors set to reflect as closely as possible the known duties of those squadrons. That's a whole lot of work and I am not even sure that the game could handle so many airbases and air groups, but let me daydream of it ![]() Quote:
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CAM and MAC ships can be set as escort carriers. They would fly the naval ensign whereas in reality, being commanded by a civil captain they would have sailed under the merchant ensign. There are workarounds to this, so that's only a minor issue, but the lack of airgroup support for battleships and cruisers annoys me big time lol ![]() |
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#6 |
Navy Seal
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I have one more question that I forgot to asking at post #1
8. Do aircraft assigned to a base need to be in the same national roster as the base itself? In other words: can I assign to an UK base an aicraft which is only found in the US roster, or I need to have two bases (one British and the other American) in the same place? |
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#7 | |||||
Navy Seal
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Here's what I learned about airbases and planes in SH5...
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![]() However, It's important to note that when TDW patches for AC are activated, AC will indeed spawn aircrafts when you are detected but the planes will simply roll of the deck and fall in the water... Regardless, AC will still regularly spawn planes even without TDW patches enabled but only while outside of players 3D rendering range (40 km by default), just like "moving" airbase. ![]() There is also one more very important and ugly bug about airbases in SH5. Inactive bases will spawn planes even before airbase activation date if there's axis threat zone up to XXX miles away (in addition to sea traffic avoidance,opposite threat zones are used as a patrol zones for planes as well )! For example, Airbase in Azores, which should become active in 1943 IIRC, will spawn planes even in Happy times campaign as well, well before airbase activation date. If such planes enter players 3D rendering range the game will most likelly CTD and if saved before that, the save will become corrupted. There were a lot of these conflicts in the original OHII files but I managed to solved them somehow in Wolves...
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#8 | ||||||
Navy Seal
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Thank you Vecko, I was waiting for you to give your contribution to this thread, and now I know that my wait was worth all the knowledge you had to share on the topic
![]() Yes please! I would test that myself but at present I have not the game installed on my computer... Quote:
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![]() In other words - correct me if I am wrong - that means that air groups must cover without gaps the whole campaign duration, otherwise some buggy planes will spawn and the game will crash as soon as they enter rendering radius, right? If so, a possible workaround might be filling the empty gaps before, after and in between "offensive" air groups with "filler" air groups equipped with one or more unharmed planes, like a transport, a trainer, a liaison aircraft, a scout or something along these lines. Even better, we could assign to those airgroups just one customized aircraft with a very short max radius, so that it will hardly cross our routes ![]() Last edited by gap; 12-05-20 at 02:01 PM. |
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#9 | ||||||
Navy Seal
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I don't remember all the trick I did to bypass these problems, it was several months ago, but I do remember that I had to carefully inspect all airbase layers from all the campaigns and set them accordingly. I also remember that I had to create new (clone) airbases in Final years campaign because of this but I dont remember exactly why... ![]() ![]() You can download the archive and inspect the files for your self if you like, it can be opened with winrar or 7zip... ![]()
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#10 |
Navy Seal
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It seems that airplane radars can detect AI units without problems. They managed to attack and sink German freighter in the middle of the night and in extreme weather conditions with visibility no more than 300m and I set their WP significantly off course...
![]() But I just couldn't make TDW patches for AC to work again from some reason. ![]()
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#11 |
Navy Seal
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...and I can confirm that regular catapult ship can be cloned to AC and it may launch airplane, outside of 3D rendering area of course...
![]() EDIT: This plane I mean... ![]()
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... Last edited by vdr1981; 12-05-20 at 05:16 PM. |
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#12 | ||||||
Navy Seal
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#13 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() Among the other things, that means that we can get Tempest fighters equipped with air-to-air radar to intercept and destroy V-1 flying bombs in late '44 ![]() For that to work, TDW's "dogfight" patch should be enabled. Do you have any experience with that? BTW, I think you should equip your air raid sirens with radar for them to work at night as well as during daytime. Quote:
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If possible I would prefer not messing with ship types. CAM and MAC ships can be set as escort carriers with little consequences on generic traffic composition, as far as they are given historically plausible start end dates, but scout plane-equipped battleships and cruisers spawning in place of carriers woudn't be right ![]() Quote:
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#14 | |||
Navy Seal
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__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#15 | |
Duplicate account
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I think that I will still make attempts to work on this problem. |
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