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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Paris
Posts: 588
Downloads: 574
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It's strange to see some planes crashing into the sea by themselves - well, it's obviously quite unrealistic and it should be possible to simply remove this action from the script (beginner pilot removed)
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#2 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Hi Muckenberg, thanks for the report. Hopefully I'll get some free time during next weekend to try to experiment with plane characteristics and see how they come into play. For now thing to look into: spitfires, zigzagging, and crashing into sea.
As for second Hurricane continuing, that's a but weird - it should only behave this way if it's out of bombs... Quote:
strategy AvoidImpact(Plane) { precond { Plane:StrafingTooClose() } action { Plane:AvoidWaterImpact(); } } Simple, right? Problem is, we don't know how exactly StrafingTooClose() and AvoidWaterImpact() work. Their code is inside sim.act file which we can't read. So we can only experiment with adding some extra conditions for these functions - but not modify functions themselves. Edit: only way I was able to eliminate crashing into water completely, was by switching ALL planes to "level bomber" mode and adjusting their minimum height so that they just pass high over target trying to carpet bomb it. With this approach, however, they were so inaccurate they might as well be removed from game to save some fps. |
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#4 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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![]() Quote:
According to game files they are armed - but these light fighter types are also the worst in terms of being able to use their weapons. In my tests Spitfires crashed into sea more often than drop bombs, unfortunately. There's also another problem with these planes - they should be extremely rare in game (please correct me it I'm wrong, but for all I know there was not a single historical case of Spitfire or Hurricane attack on U-Boat at sea), yet from what I hear SH5 players encounter them more often than dedicated anti-submarine patrol planes. I'm not a campaign expert, so maybe there's a reason this wasn't done but as far as I'm concerned, game would benefit from drastic reduction of light fighter planes range, to the point where player would only encounter them close to harbors. |
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#5 |
CTD - it's not just a job
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Depending upon how much of SH4 is in SH5 kapuhy, look at the AirBase cfg files for the AirGroups. In SH4, there are Small, Normal and Large Type=406 AirBase sets, and the LargeGr has a 2 Group of
[AirGroup 2]That is 38 planes altogether, which with the game's logic is about 26 planes too many... ![]() ![]() ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#6 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Paris
Posts: 588
Downloads: 574
Uploads: 0
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#7 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Paris
Posts: 588
Downloads: 574
Uploads: 0
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#8 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Fixing this, however, requires pretty big edits to campaign air groups and is beyond scope of little AI tweak tested here. |
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#9 | |
Grey Wolf
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I would be very interested to see this kind of list. ![]() |
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