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View Poll Results: Do you think the air layer needs a major overhaul?
Yes 46 92.00%
No 4 8.00%
Voters: 50. You may not vote on this poll

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Old 01-31-08, 09:34 PM   #16
AkbarGulag
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Quote:
Originally Posted by RickC Sniper
I don't think the planes need an entire revamping, I just think they are too frequent.
After using RSRD (awesome btw) I would agree that lowering the frequency is a huge improvement. Thats said, TM incorporates some interesting changes. RSRD (lurker) has even gone so far as to make changes to the allied planes.

You are on the right track, reduce frequency/tweak bases. But I also see one other possibility that could work hand in hand, that being the hard changes to the craft bombs etc.. themselves. Both of these could be seperate and/or overlap.

The main concern is of some of the current mods, moving to far in different directions, but essentialy with the same goals. Surely a shared resource would be beneficial to both the current mods in progress, standalone stock users and yet to be thought of mods.

That said, at this stage some concrete structure needs to be built before I think any of the current modders see it as a realistic prospect rather than a pipe dream.
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Old 02-02-08, 06:01 PM   #17
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Advise welcomed.We will give this bad boy a try

How to fruit
frequency=useing SH4 Editor to redo scripted layer/#of AC types at basses. Because AI will use all assigned.
Limiting spotting range= S3D to alter AI Visual Sensers.dat,in Data/Library
Which means there is two ways to skin this animual. I think ! A year or so back,I distroyed my install by merging scripted layers improperly while working on the Kiel Canal,SH3.
Now I have S3D running,but opened AIV_S_.dat,don't know exactly what I am looking at Comments /help !
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Last edited by donut; 02-02-08 at 06:04 PM. Reason: clarification/humor,we do that around here.
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Old 02-02-08, 06:47 PM   #18
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Quote:
Originally Posted by M. Sarsfield
I think in the SHIII vs. SHIV post someone mentioned that theh SHIV engine differs from SHIII in that the ships generate in port and terminate in another port. Whereas SHIII just spawns them as needed. So, I could see how changing a land-based squadron cfg file might affect how often the harbors generate ships, too.
Ships spawn where the group starts
Start the group in port and thats where it starts
Same for both 3 and 4

However that has nothing to do with aircraft
Not spent too much time delving into the SH4 files but have noticed the airbase cfg have an awfull lot of aircraft per squadron
The more aircraft a squadron has in the cfg the more that are up in the air so the higher chance you will meet them
Lowering the Night Modifier will also help reduce night time air attacks

But from what I read and see maybe more is required
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Old 02-05-08, 01:04 AM   #19
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Thanks for the insights Wooly. I can't see why ship and aircraft generation would be overtly different when it comes to groups. You gave me some info I needed. Cheers mate
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Old 02-05-08, 06:09 PM   #20
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Quote:
Originally Posted by DavyJonesFootlocker
I use the Airstrike Mod and it helped in reducing the night attacks and number of spawning aircraft. At least that is what I noticed.
Same here.

I don't see so many of them now.
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Old 02-08-08, 09:15 AM   #21
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Default Calling in Airstrikes!

The code below is from the airstrike cfg file and I believe it is supposed to allow for the spawning of a friendly (aswell as enemy) airstrikes on an enemy taskforce or convoy after you have radioed in spotting one. You will see certain criteria must be met; like you must be within 1500 miles of a friendly airbase and that it must be during daylight and so forth. However for some reason it doesn't seem to work in SH4. The only time I have ever seen a friendly aircraft is when the odd one flies over Pearl Harbour. Surely this is a flaw in the game and can be easily corrected by one of you Mod-masters?

Maximum Aircraft Range=1500
Poor Airbase Modifier=0.5
Novice Airbase Modifier=0.7
Competent Airbase Modifier=0.8
Veteran Airbase Modifier=0.9
Elite Airbase Modifier=1
Night Modifier=0.2
Default Air Strike Probability=20
Enemy Air Strike Probability Increase on Radio Messages Sent=20
Friendly Air Strike Probability Increase on Contact Report Sent=70
Enemy Air Strike Probability Increase on Player Detection=90
Atenuation Factor=10
Logic Steps Between Air Sessions=25
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Old 02-08-08, 10:08 AM   #22
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Thanks for that General

This MOD is still on the burner. Plenty of resources gathered, with a reasonably clear picture of what has to be done. Lots of mundane stuff to do, but the mundane stuff isn't the challenge, it's the S3D side of things.

Our team of two (including myself ) have almost everything we need. After writing up a few more 'How-to' resource files, we may be able to start making an itinery of all the jobs required. Once we have a clear picture and are able to spell out the exact events we need to put into action, there will be a post here. Most likely looking for 1-2 other people, with at least one person with skill in S3D being required, or even someone we can use as a resource to explain how to use S3D to do the tasks we have planned.

If/When we get to that stage, a WIP will be put in place in these forums.

EDIT: The General, are you saying some of this file doesn't work? or all of it? Because I have not found any other files that could dictate any of these events. Nothing that is easily readable at least...

Also, two lines i'm curious on, "Atenuation Factor" and "Logic Steps Between Air Sessions".
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Old 02-08-08, 10:46 AM   #23
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The comments on those variables explain a little and confuse a lot:rotfl: These are from the stock file. Comparing paraB's reduced airstrike file against stock might give an idea of how the variables work.

Total confusion:
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session

Modifies "Time" between airstrikes:
Logic Steps Between Air Sessions=10 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)


When you're ready to add team members, I'd be glad to do what I can. I have a fair amount of experience with S3D (and getting more every day ).
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Old 02-08-08, 11:44 AM   #24
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Quote:
Originally Posted by Digital_Trucker
Total confusion:
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
I see, this is the reset, for what all the parameters above this one are based on.

Quote:
Originally Posted by Digital_Trucker
Modifies "Time" between airstrikes:
Logic Steps Between Air Sessions=10 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)
And this stops the engine from calculating strikes over and over and over every second... that makes sense :p

Quote:
Originally Posted by Digital_Trucker
When you're ready to add team members, I'd be glad to do what I can. I have a fair amount of experience with S3D (and getting more every day ).
We appreciate the offer DT

I would like to say, we can start in X number of days, but clarity of purpose is a must before we cast off and expectations of a timetable, lead to a level of despondency if not met IMO.

So many ideas
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Old 02-08-08, 12:04 PM   #25
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Quote:
Originally Posted by AkbarGulag
I would like to say, we can start in X number of days, but clarity of purpose is a must before we cast off and expectations of a timetable, lead to a level of despondency if not met IMO.

So many ideas
I know exactly what you mean Kinda like jumping in the car to go somewhere, but not knowing where you're going. Gets kind of depressing when someone asks "Are we there yet?" and not knowing how to answer
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Old 02-08-08, 12:10 PM   #26
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We are probably closer and more organised than we realise I wonder if something like Ventrilo would speed up the transfer of ideas on start-up. At least until everyone knows their tasks.
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Old 02-08-08, 01:33 PM   #27
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That or Teamspeak or even an IM/chat would probably be beneficial. The toughest part of that would be timing (depending on the locations of the parties involved).:hmm:

If the timing is too difficult to overcome, then, perhaps an email distribution list would be helpful (especially for passing small amounts of data back and forth).
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Old 02-08-08, 09:02 PM   #28
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Planes have been an issue for a good while - not only because of the number and visual acuity they possess - but also because of HOW they spawn.

If you hit a ship or ships, they ALL call in for air support if your first hit isnt an immediate kill. What this does is a number of things. First off, for single ship attacks you have a decent chance of not getting an overflight. However, if your hitting a convoy - even at night running "stock" numbers of .2 for an airstrike - thats a 20 percent chance the call will get heeded right? Wrong - thats a 20% chance for EACH ship in the group. Hit a group that has say 6 merchants and 4 destroyers - and your about guaranteed that at least one of those requests for air cover is going to get answered.

Second problem is that if a aircraft is launched, it heads EXACTLY to where you are. This is ok for the first bird - its going to fly out to the source of the attack, go past a little ways, and fly home if it doesnt see anything. But when subsequent aircraft are launched - they now are tasked to fly to where you presently are - even if you have moved from the last known location. No way these guys could know where you are - yet their spawn course is going to take them right over your head almost every time. That ruins realism!

Droping the number of aircraft and changing airstrike probabilities is a help, as is decreasing the sensor ability on the aircraft.

If we really wanted to get "historical" accuracy (without being able to code in search patterns), the way to do so is make the "random" airstrike probability very low, then put confirmed contact airstrikes reasonably higher. Night attacks are pretty much not going to happen unless its an important convoy, but there doesnt seem to be a way to assign aircraft to cover a convoy as yet.

When it comes to sensor acuity, visibility at night really should be heavily dependant on other factors, but there really isnt a way to define "Night stats" vs "Day Stats" as darkness only creates a singular "multiplier" of the base ability.
Only thing that could be done is to adjust that multiplier, but that will imbalance shipping at night, or make em able to see you OTH during the day.

If any need hel, I offer my own limited ability as well.
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Old 02-09-08, 12:09 AM   #29
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The point you make about not being able to define if it is night/day has had me pickled also. Basically theres nothing we can do.... unless somehow you could link the game clock to another airstrike variable, but heck, if you could do that, then you could probably link sensors in the same way.. I have no idea how this would be done or even if it's possible. That sounds like codeing to me

Cheers for the offer Haplo
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Old 02-09-08, 10:38 AM   #30
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CaptainHaplo just gave me a flash of inspiration...

If the game has an 'Airstrike Night Modifier', then SH4 has some way to link the game clock to the config and control files....

Can any of you MOD geniuses out there, explain how the game engine pulls that clock resource... and if it would be possible to plug other .cfg files into it?

If this was possible... the mind boggles... If anyone can enlighten me or can see the potential, please PM me. Especially the other main MODS in progress, you guys would benefit massively from this as well.. we all could. I will explain more to anyone that can help me.

Regards,

Akbar
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