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Old 02-22-17, 09:12 AM   #1
Anvar1061
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Will work this new SH3Collisions.act with my campaign_RND.mis, campaign_LND.mis & campaign_SCR.mis files?
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Old 02-23-17, 07:10 AM   #2
Stiebler
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@Hitman:
Quote:
Like you say, the problem with the fixed airbase is that you can't transit through the centre of the Biscay Bay without too frequent air attacks because the closer to it, the more air attacks. The solution of the moving airbase solves that by randomizing the location of the base itself, which moves over a zone.
Yes, that is an interesting idea. The airborne air-base could probably be made to move in a scripted circle with random path at 800m above the Bay of Biscay. Also use aircraft with very short radius.

At the moment, I'm trying to raise the alertness level of the scripted aircraft that I mentioned previously.

@Anvar1061:
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Will work this new SH3Collisions.act with my campaign_RND.mis, campaign_LND.mis & campaign_SCR.mis files?
Yes. Should work with any campaign files.

Stiebler.
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Old 03-04-17, 07:53 AM   #3
Stiebler
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Default Scripted aircraft in SH3, new information

I've now tested fully Hitman's idea of using a moving land-base for aircraft around the Bay of Biscay, using a moving special airbase floating at around 1200m in the air, and fitted with aircraft of limited range. The movement of the airbases can be seen clearly, if they are allowed to transmit their position every six hours.

This idea works very well, with a selection of two special aircraft. The aircraft require ranges of 300km, chosen by experiment, and the speed of the moving airbases is set at 50km/hr. The aircraft will not attack in medium or thick fog.

However, I have persevered with my original idea of using scripted bombers, as an addition to the moving airbases. The modified file SH3Collisions.act, mentioned earlier, prevents the scripted aircraft from appearing during fog.

Two observations are of interest:
1. When the stealth-meter turns red, it does not mean that the aircraft has detected you. You are detected when the time-compression drops to 8.
2. All the aircraft (scripted or spawned from a land-base) seem to be blind to the U-boat if it is not directly in their line of vision ahead as they fly close. As mentioned previously, the spawned aircraft are given a direct line of flight to the U-boat by the code before they are visible from the U-boat. This makes them deadly. The scripted aircraft can fly in a straight line past your U-boat without seeing it, even if it is close, unless the U-boat is by chance almost directly ahead of the flight of the aircraft.

I'm still trying to find out how to switch on the 'U-boat sighted' flag for scripted aircraft. But in the meantime the combination of moving airbase and scripted aircraft in the Bay of Biscay seems to give just the right level of air attack in late 1943.

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Old 03-06-17, 04:13 PM   #4
LGN1
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Hi Stiebler & Hitman,

great idea and great news!

Please share your airbase and your Bay of Biscay air-patrol route with us!

Best, LGN1
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Old 03-07-17, 05:08 PM   #5
Hitman
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Glad it worked, looking forward to seeing it released as final

Only sad thing is, after all this years the TC bug has not been solved and you have to stay below 256x to get realistic air attacks.
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Old 03-07-17, 05:26 PM   #6
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Quote:
Originally Posted by LGN1 View Post
Hi Stiebler & Hitman,

great idea and great news!

Please share your airbase and your Bay of Biscay air-patrol route with us!

Best, LGN1
But now, there will be a conflict with your own mod, right ?

http://www.subsim.com/radioroom/showthread.php?t=218280
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Old 03-18-17, 05:30 AM   #7
Stiebler
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Default Results now in NYGM_2017

For those who wished to see the results of this work in action:

I have just released the NYGM_2017 patch on the main, sticky, NYGM web-page here at SubSim ( http://www.subsim.com/radioroom/show...postcount=1291 ).

If you download NYGM_2017 (by itself, if necessary, for purposes of examination, although this single mod will not function by itself), you can see what I have done by examining the campaign _LND and _SCR.mis files in SH3 Mission Editor. Also examine the Data\Air\ files in this small mod, to discover the changes made to the cfg and (some) zon files.

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Old 09-21-17, 11:02 AM   #8
hauangua
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Hi Stiebler
Can use your 2017A Mod with GWX
Thanks : salute:
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Old 09-22-17, 03:17 AM   #9
Kendras
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@ LGN1 : there is a conflict between Stiebler's new mod and your own Submarine Tracking Room mod (http://www.subsim.com/radioroom/showthread.php?t=218280), isn't it ?
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Old 10-22-17, 10:54 PM   #10
Aquelarrefox
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Hi Stiebler, you only add this into nygm 2017 but not into the version with traffic in ports. Could you update the second file please, we should appreciate that update. Go ahead with this improvement.
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