SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-25-25, 02:45 PM   #1
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
Posts: 4,273
Downloads: 465
Uploads: 29


Default

Quote:
Originally Posted by KaleunMarco View Post
made one change: added Realistic Sound travel to config.

i will take your advice and abandon the Div2 career and start over from Pearl with the A Team.

new career. Tambor. Pearl. 20mm rather than 50 cal. (is that by design?)

first mission: ECS Sink mission.

Sonar is useless. could not detect a Yae Maru at 2000 yds. sonar station could not/would not rotate to various headings.

Lots of patrolling a/c in ECS. may have to back off some of those settings as the IJN/IAF does not have enough a/c or fuel to run that many missions. (Allied Coastal Command in Europe WISHES they could run this many ASW missions )
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is offline   Reply With Quote
Old 03-25-25, 03:21 PM   #2
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,154
Downloads: 613
Uploads: 44


Default

Quote:
Originally Posted by KaleunMarco View Post
new career. Tambor. Pearl. 20mm rather than 50 cal. (is that by design?)

first mission: ECS Sink mission.

Sonar is useless. could not detect a Yae Maru at 2000 yds. sonar station could not/would not rotate to various headings.

Lots of patrolling a/c in ECS. may have to back off some of those settings as the IJN/IAF does not have enough a/c or fuel to run that many missions. (Allied Coastal Command in Europe WISHES they could run this many ASW missions )

ECS? East China Sea?

Well I never added the .50 cal in V2.0 remember it was uploaded two years ago, I just started working on 2.1 and adding the .50. Now that I have it working, will added it to other subs for next release.

This is the airstrike.cfg settings in 2.0


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.35 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.4 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.01 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=50 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=50 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=90 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=99 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=60 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)



I recall during development eliminating many overlapping airbases and it reduced traffic greatly, there are areas where due to proximity of airbase seem to get more contacts such as if off Tokyo.

In the upcoming version plan to address some issues.

I am long convinced since stock days that enemy aircraft locate player subs by SD radar signals since always on., emitting signals. Believe its a hard coded thing. I plan to make the SD a radar which can be turned on and off as in other mods if possible. Of course that means sacrificing it as a mast that can be raised/lowered from what I understand but believe it is worth it for realism and sanity.

As a trade off, deck watch visual sensors have been increased further, but SD radar effectiveness lowered to match historical performance as much as possible. They will no longer detect aircraft flying below 1,000 feet, which was a actual issue of SD.

I have also worked to restore the "evil" aircraft of TMO, still in progress
Bubblehead1980 is offline   Reply With Quote
Old 03-25-25, 03:37 PM   #3
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
Posts: 4,273
Downloads: 465
Uploads: 29


Default

Quote:
Originally Posted by Bubblehead1980 View Post
ECS? East China Sea?

Well I never added the .50 cal in V2.0 remember it was uploaded two years ago, I just started working on 2.1 and adding the .50. Now that I have it working, will added it to other subs for next release


I recall during development eliminating many overlapping airbases and it reduced traffic greatly, there are areas where due to proximity of airbase seem to get more contacts such as if off Tokyo.

In the upcoming version plan to address some issues.

I am long convinced since stock days that enemy aircraft locate player subs by SD radar signals since always on., emitting signals. Believe its a hard coded thing. I plan to make the SD a radar which can be turned on and off as in other mods if possible. Of course that means sacrificing it as a mast that can be raised/lowered from what I understand but believe it is worth it for realism and sanity.

As a trade off, deck watch visual sensors have been increased further, but SD radar effectiveness lowered to match historical performance as much as possible. They will no longer detect aircraft flying below 1,000 feet, which was a actual issue of SD.

I have also worked to restore the "evil" aircraft of TMO, still in progress
Evil a/c?

do you mean ala Dr. Evil?

yes, it would be nice to turn off the SD radar set. i believe that FOTRSU allows that. not sure if the IJN could detect SD in 1942 but that would not have anything to do with Ubi programming it into SH4.

and thank you for reminding me that the 50 cal. fix was for the Sargo.
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is offline   Reply With Quote
Old 03-25-25, 09:45 PM   #4
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,154
Downloads: 613
Uploads: 44


Default

Quote:
Originally Posted by KaleunMarco View Post
Evil a/c?

do you mean ala Dr. Evil?

yes, it would be nice to turn off the SD radar set. i believe that FOTRSU allows that. not sure if the IJN could detect SD in 1942 but that would not have anything to do with Ubi programming it into SH4.

and thank you for reminding me that the 50 cal. fix was for the Sargo.

Lol @ Dr. Evil. We watched "Goldmember" the other night.

"Evil" in sense they are a real threat again, especially once have MAD. Some other surprises i'm testing. I found an old write up by ducimus on development of his planes.

One issue have is with the G4M , it likes to make a dive, and fire guns if player is on surface in transition to diving, then once player is submerged, comes back around and usually too deep for it where as on first drop. Just silly behavior. I've thought about removing the guns actually to prevent this, but then strafing runs once out of bombs are nice.
Bubblehead1980 is offline   Reply With Quote
Old 03-25-25, 11:08 PM   #5
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 10,117
Downloads: 451
Uploads: 2


Default

Quote:
Originally Posted by KaleunMarco View Post
Evil a/c?

do you mean ala Dr. Evil?

yes, it would be nice to turn off the SD radar set. i believe that FOTRSU allows that. not sure if the IJN could detect SD in 1942 but that would not have anything to do with Ubi programming it into SH4.

and thank you for reminding me that the 50 cal. fix was for the Sargo.
The game seems to constantly 'cheat' and apparently can home-in on your SD, even early war. It is an undocumented "feature" of the stock game...

btw- the "On/Off" versus "Rise/Lower" is the sim file designation for the SD mast as either "Radar antenna (FotRSU) or "Snorkel" (TMO). Skwasjer had a post about that somewhere, but Anvart is the one to first do it (Rise/Lower), but without using S3D (hex), and released a mod for it in like 2007 or 8, otherwise you had the Stock method On/Off...
__________________

"...and bollocks to the naysayers" - Jimbuna

Last edited by propbeanie; 03-25-25 at 11:19 PM. Reason: dirty rotten @$$ sprell chkr
propbeanie is offline   Reply With Quote
Old 03-25-25, 11:30 PM   #6
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
Posts: 4,273
Downloads: 465
Uploads: 29


Default

Quote:
Originally Posted by propbeanie View Post
The game seems to constantly 'cheat' and apparently can home-in on your SD, even early war. It is an undocumented "feature" of the stock game...

btw- the "On/Off" versus "Rise/Lower" is the sim file designation for the SD mast as either "Radar antenna (FotRSU) or "Snorkel" (TMO). Skwasjer had a post about that somewhere, but Anvart is the one to first do it (Rise/Lower), but without using S3D (hex), and released a mod for it in like 2007 or 8, otherwise you had the Stock method On/Off...
so.....does lowering the SD radar turn it off such that it is not detectable?
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is offline   Reply With Quote
Old 03-25-25, 11:31 PM   #7
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
Posts: 4,273
Downloads: 465
Uploads: 29


Default

BTW, the sonar came back to life in the second mission.
it will now operate as expected.

no idea why it stopped working in the first mission.

in the middle of an attack, i have the attack scope raised forward and i switch over and raise the observation scope to see aft and.........CTD.

prior to this time, i had used both scopes although not simultaneously.
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10

Last edited by KaleunMarco; 03-25-25 at 11:56 PM.
KaleunMarco is offline   Reply With Quote
Old 03-27-25, 07:27 PM   #8
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
Posts: 4,273
Downloads: 465
Uploads: 29


Default

Quote:
Originally Posted by KaleunMarco View Post
BTW, the sonar came back to life in the second mission.
it will now operate as expected.

no idea why it stopped working in the first mission.

in the middle of an attack, i have the attack scope raised forward and i switch over and raise the observation scope to see aft and.........CTD.

prior to this time, i had used both scopes although not simultaneously.
survived a mission (second) to the Gilberts.

third mission: Dolittle Raid recon.
neither the April 9 nor the April 10 messages triggered.
on our way to the ten-day patrol zone.
++++

intercepted a group as it passed the Bonins. sunk two or three ships. one of the escorts exploded as it passed a ship that we had just torpedoed. no credit...but one less escort. took a beating. survived. surfaced and lit out after the group. CTD.
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10

Last edited by KaleunMarco; 03-27-25 at 08:46 PM.
KaleunMarco is offline   Reply With Quote
Old 03-26-25, 10:13 AM   #9
LUKNER
Electrician's Mate
 
Join Date: Jun 2009
Posts: 139
Downloads: 765
Uploads: 0
Default

Quote:
Originally Posted by Bubblehead1980 View Post
ECS? East China Sea?

Well I never added the .50 cal in V2.0 remember it was uploaded two years ago, I just started working on 2.1 and adding the .50. Now that I have it working, will added it to other subs for next release.

This is the airstrike.cfg settings in 2.0


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.35 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.4 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.01 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=50 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=50 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=90 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=99 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=60 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)



I recall during development eliminating many overlapping airbases and it reduced traffic greatly, there are areas where due to proximity of airbase seem to get more contacts such as if off Tokyo.

In the upcoming version plan to address some issues.

I am long convinced since stock days that enemy aircraft locate player subs by SD radar signals since always on., emitting signals. Believe its a hard coded thing. I plan to make the SD a radar which can be turned on and off as in other mods if possible. Of course that means sacrificing it as a mast that can be raised/lowered from what I understand but believe it is worth it for realism and sanity.

As a trade off, deck watch visual sensors have been increased further, but SD radar effectiveness lowered to match historical performance as much as possible. They will no longer detect aircraft flying below 1,000 feet, which was a actual issue of SD.

I have also worked to restore the "evil" aircraft of TMO, still in progress

Вражеские самолеты не могут найти лодку по работе радара. Это самовнушение, или заблуждение, ваше. Авиабаза генерирует самолет рядом с лодкой. Удаленность в пределах генерации 3Д объекта, не далее 30 км от лодки. Если самолет оснащен необходимым оружием, то атака идет сразу как сенсоры самолета находят лодку. Потому что сенсоры самолета в разных модах на максималках практически на 80 % перекрывают зону генерации самолета. Единственное что спасает, или точнее сказать, "задерживает" на время атаку самолета, это коффициенты тумана, волны, день/ночь.
======================
Enemy aircraft cannot find a boat by radar. (The plane cannot detect the submarine's radar.) This is self-hypnosis, or delusion, yours. The airbase generates an aircraft near the boat. The distance is within the generation of a 3D object, no further than 30 km from the boat. If the aircraft is equipped with the necessary weapons, then the attack occurs immediately as the aircraft sensors find the boat. Because the aircraft sensors in different modes at maximum settings almost 80% overlap the aircraft generation zone. The only thing that saves, or more precisely, "delays" the aircraft attack for a while, is the fog, wave, day/night coefficients.
LUKNER is offline   Reply With Quote
Old 03-26-25, 05:34 PM   #10
ElCid97
Electrician's Mate
 
Join Date: Nov 2019
Location: Miami, FL
Posts: 134
Downloads: 121
Uploads: 5


Default

Just to verify:

1. The enemy airbase in question is set to generate aircraft up to "X" amount of km's from the base, depending on the base?

2. The sim "checks" if there is a sub (your boat) within that "range" of km's from the airbase.

3. If the answer to those questions is "yes", then the enemy aircraft is spawned within 30km of your boat at a random bearing and range from your boat.

4. The sim then "checks" to see if your boat is within range of the most sensitive of the "sensors" the enemy aircraft is equipped with -- whatever that "range" may be.

5. If "yes", then the sim checks for environment factors (night, waves, weather, etc.) and reduces (or adds) factors to the "sensors" on the aircraft.

6. If after all this is done the "sensors" on the enemy aircraft can "detect" your boat, then the aircraft attacks. If not, you can get away.

I'm not sure how you figured that out, but I would guess it took a while!

Let me know if that sounds about right.

Saludos!

ElCid97
ElCid97 is offline   Reply With Quote
Old 03-26-25, 07:01 PM   #11
LUKNER
Electrician's Mate
 
Join Date: Jun 2009
Posts: 139
Downloads: 765
Uploads: 0
Default

Quote:
Originally Posted by ElCid97 View Post
Just to verify:

1. The enemy airbase in question is set to generate aircraft up to "X" amount of km's from the base, depending on the base?

2. The sim "checks" if there is a sub (your boat) within that "range" of km's from the airbase.

3. If the answer to those questions is "yes", then the enemy aircraft is spawned within 30km of your boat at a random bearing and range from your boat.

4. The sim then "checks" to see if your boat is within range of the most sensitive of the "sensors" the enemy aircraft is equipped with -- whatever that "range" may be.

5. If "yes", then the sim checks for environment factors (night, waves, weather, etc.) and reduces (or adds) factors to the "sensors" on the aircraft.

6. If after all this is done the "sensors" on the enemy aircraft can "detect" your boat, then the aircraft attacks. If not, you can get away.

I'm not sure how you figured that out, but I would guess it took a while!

Let me know if that sounds about right.

Saludos!

ElCid97

In general, it is correct. But there are some minor amendments.


1. If the airbase has different aircraft by range, then the aircraft whose flight range matches the range of the airbase will arrive. The airbase shows its range by the maximum flight range of one of the registered aircraft.

6. The attack will only occur if the aircraft has weapons for the attack, and it also depends on the group the aircraft is registered in. For example, a fighter group. I have tested their operation experimentally. Without bombs, there is no attack. Even with bombs, there were cases when the aircraft simply flew overhead in clear weather in calm weather. But as soon as I registered the Zero as a patrol aircraft, everything changed dramatically. Not a single fly-by happened anymore. An aggressive attack even without bombs: attack - turn - attack ... !!!


===============================

В общем правильно. Но есть небольшие поправки.

1. Если авиабаза имеет разные самолеты по дальности, то прилетит тот самолет у которого дальность полета совпадает с дальностью авиабазы. Авиабаза показывает свою дальность по максимальной дальности полета одного из прописанных самолетов.

6. Атака произойдет если только вооружение будет иметься на борту самолета для атаки, и еще это зависит от группы в которой прописан самолет. Например группа истребители. Опытным путем проверял их работу. Без бомб атаки нет. Даже с бомбами были случаи что самолет в ясную погоду в штиль просто пролетал над головой. Но стоило мне Зеро прописать в патрульные самолеты, все резко поменялось. Ни одного пролета мимо больше не случилось. Агрессивная атака даже без бомб: атака - разворот - атака ... !!!
LUKNER is offline   Reply With Quote
Old 03-27-25, 06:33 AM   #12
ElCid97
Electrician's Mate
 
Join Date: Nov 2019
Location: Miami, FL
Posts: 134
Downloads: 121
Uploads: 5


Default

Thanks for the clarification!

I'll see if I can type something out for reference.

ElCid97
ElCid97 is offline   Reply With Quote
Old 03-27-25, 11:36 AM   #13
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 10,117
Downloads: 451
Uploads: 2


Default

Quote:
Originally Posted by LUKNER View Post
... Enemy aircraft cannot find a boat by radar. (The plane cannot detect the submarine's radar.) This is self-hypnosis, or delusion, yours. The airbase generates an aircraft near the boat. The distance is within the generation of a 3D object, no further than 30 km from the boat. If the aircraft is equipped with the necessary weapons, then the attack occurs immediately as the aircraft sensors find the boat. Because the aircraft sensors in different modes at maximum settings almost 80% overlap the aircraft generation zone. The only thing that saves, or more precisely, "delays" the aircraft attack for a while, is the fog, wave, day/night coefficients.
Technically, no - they do not find you by radar, but the game does indeed point them more directly, more often at the player boat when the SD / APR is on, because it adds to the equation modifiers. Like most aspects of the game, you cannot "date" certain aspects of the environment or submarine as the game progresses. Some parts can change, others cannot, dependent upon the dev's "build" of that aspect of the game. The AirStrike.cfg comes into play here, as noted by Bubblehead1980, and it does not change during the gameplay. You might also notice that the devs simulate HF/DF throughout the war, and the Japanese did not feel the need for that early-war either.

Quote:
Originally Posted by ElCid97 View Post
Just to verify:
1. The enemy airbase in question is set to generate aircraft up to "X" amount of km's from the base, depending on the base? Small, Normal and Large Airbase, but also planes, as LUKNER notes below
2. The sim "checks" if there is a sub (your boat) within that "range" of km's from the airbase. somewhat - see below
3. If the answer to those questions is "yes", then the enemy aircraft is spawned within 30km of your boat at a random bearing and range from your boat. The 'range' is the game's spawn range - whatever that is. The "bearing" is a roll of the dice, with 'modifiers' that are invoked based on the situation (radar active, detector active, etc)
4. The sim then "checks" to see if your boat is within range of the most sensitive of the "sensors" the enemy aircraft is equipped with -- whatever that "range" may be. If equipped with radar, then yes, once the player boat is within the plane's radar range, then it will divert its course
5. If "yes", then the sim checks for environment factors (night, waves, weather, etc.) and reduces (or adds) factors to the "sensors" on the aircraft. The factors also determine whether a plane is generated by the AirStrike.cfg
6. If after all this is done the "sensors" on the enemy aircraft can "detect" your boat, then the aircraft attacks. If not, you can get away. You do not always get an attack, especially as LUKNER notes below
...
Quote:
Originally Posted by LUKNER View Post
In general, it is correct. But there are some minor amendments.
1. If the airbase has different aircraft by range, then the aircraft whose flight range matches the range of the airbase will arrive first. The airbase shows its range by the maximum flight range of one of the registered aircraft.
6. The attack will only occur if the aircraft has weapons for the attack, and it also depends on the group the aircraft is registered in. For example, a fighter group. I have tested their operation experimentally. Without bombs, there is no attack. Even with bombs, there were cases when the aircraft simply flew overhead in clear weather in calm weather. But as soon as I registered the Zero as a patrol aircraft, everything changed dramatically. Not a single fly-by happened anymore. An aggressive attack even without bombs: attack - turn - attack ... !!! The "type" of planes do make a difference
Now, the AirStrike.cfg determines how often the "roll of the dice" is done to determine whether the game will send a plane out toward the player, whether directly on their bearing, or 10-12 degrees off-bearing. The other factors stated in the AirStrike file determine whether there is more of a chance, or less of a chance of an AirStrike. If a player's boat is "seen" by the AI Visual, that basically will make AirStrikes occur one after the other. Get "seen" a 2nd time, and they will keep occurring. In the Stock game, the "size" of the AirBase determines the range, but as LUKNER mentions, the planes are the real determining factor for "range". Also, "range", as far as the game's "AI" is concerned, does NOT allow for RTB or 'Bingo' fuel. They can travel to you, and generally stay overhead quite a bit longer than "real life" would allow. If you are further away from an AirBase, they will send the long-range plane first, and shorten up as you are further detected, until you are within range of the fighers. If there are 7 planes in an airgroup, the game will send all 7 after the player boat. The player MUST be killed, as far as the AI is concerned.

As for the "fighter" plane to attack (any plane), all you need is a couple of dummy bombs (BombDummy) in the cfg / eqp file loadout (and of course, bomb pads to mount them to in the dat file). Sometimes, planes do not attack if the conditions are not 'correct' for the AI. If a plane is equipped with radar, you will sometimes get a bomb drop on a 2nd pass, but you will see them come down, almost like they're dropping a 'marker' in the water. If they "see" you, unless the angle is not good, you will almost always get a bomb drop on the first pass, or a strafing if a BombDummy is mounted instead. I was going to mention something else, but my internal AI is very deficient, and the idea has escaped for now... sigh

Hah! I remember now... Aircraft carriers, or any ship designated as Type=7, 8, 18 and 19, are also considered an AirBase, with ranges based upon the planes in their Sea folder cfg file... they are also involved in the AirStrike.cfg file, BUT - in addition, if your submarine is detected within range of them, you will have a constant stream of planes spawning from them, as they attempt to terminate your submarine with extreme prejudice, at the expense of all else, including encounters with their enemy Task Forces... It can be interesting to see sometimes...
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Old 03-27-25, 07:04 PM   #14
LUKNER
Electrician's Mate
 
Join Date: Jun 2009
Posts: 139
Downloads: 765
Uploads: 0
Default

Альтернатива появлению самолетов в игре без использования авиабаз и AirStrike.cfg это рандомная прописка траффика. Минусы этого способа, это сложный траффик, и полеты в любую погоду, даже в ураган с туманами и сильным ветром. Когда на лодке только сенсоры визуального обнаружения, этот метод супер лучший. Самолеты есть не зависимо от погоды, но ни самолеты ни игрок не видят друг друга, как будто самолетов в воздухе нет. Другое дело, когда на лодке есть радар воздушного обнаружения. Тогда такой воздушный траффик выглядит глупо.
Поэтому создание воздушного противника в игре эта самая сложная работа в кампаинге. И использовать надо комплексно все способы что может дать игра. И авиабазы, чтобы перекрыть большое пространство, и узкие участки (острова, порты, проливы) с помощью рандомной прописки.
====================================


An alternative to the appearance of aircraft in the game without using airbases and AirStrike.cfg is random traffic registration. The disadvantages of this method are complex traffic, and flights in any weather, even in a hurricane with fog and strong wind. When the boat only has visual detection sensors, this method is super best. Airplanes are present regardless of the weather, but neither the planes nor the player see each other, as if there are no planes in the air. Another thing is when the boat has an air detection radar. Then such air traffic looks stupid. Therefore, creating an air enemy in the game is the most difficult work in the campaign. And you need to use all the methods that the game can give in a comprehensive manner. And airbases to cover a large space, and narrow areas (islands, ports, straits) using random registration.
LUKNER is offline   Reply With Quote
Old 04-16-25, 07:14 PM   #15
Captain Wreckless
XO
 
Captain Wreckless's Avatar
 
Join Date: Jul 2003
Location: Edmond, Oklahoma
Posts: 424
Downloads: 658
Uploads: 0
Default

Quote:
Originally Posted by Bubblehead1980 View Post
ECS? East China Sea?

Well I never added the .50 cal in V2.0 remember it was uploaded two years ago, I just started working on 2.1 and adding the .50. Now that I have it working, will added it to other subs for next release.

This is the airstrike.cfg settings in 2.0


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.35 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.4 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.01 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=50 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=50 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=90 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=99 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=60 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)



I recall during development eliminating many overlapping airbases and it reduced traffic greatly, there are areas where due to proximity of airbase seem to get more contacts such as if off Tokyo.

In the upcoming version plan to address some issues.

I am long convinced since stock days that enemy aircraft locate player subs by SD radar signals since always on., emitting signals. Believe its a hard coded thing. I plan to make the SD a radar which can be turned on and off as in other mods if possible. Of course that means sacrificing it as a mast that can be raised/lowered from what I understand but believe it is worth it for realism and sanity.

As a trade off, deck watch visual sensors have been increased further, but SD radar effectiveness lowered to match historical performance as much as possible. They will no longer detect aircraft flying below 1,000 feet, which was a actual issue of SD.

I have also worked to restore the "evil" aircraft of TMO, still in progress

Webster's Better Air Patrols for v1.4 and v1.5 took care of the crazy amounts of patrols.
__________________
"Quando omni flunkus moritati"


United States Navy 1979-1982
"AD2" Aviation Machinists Mate 2nd Class
VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner)
NAS Kingsville, TX; NAS Jacksonville, FL; NOB Norfolk, VA
FAA Air Traffic Control Specialist, Fairbanks, AK 2000-2020 (Ret)
Captain Wreckless is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:43 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.