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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||||
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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#2 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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The only minor issue would be CAM and MAC ships flying the naval ensign rather than the merchant one, but in my previous post I already suggested an easy workaround to "force" them using the red ensign. |
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#3 | ||
Navy Seal
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I like this whole concept of actually functional catapult ships, this wasn't the case in any previous SH title to the best of my knowledge... ![]() ![]()
__________________
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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#4 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Anyway, after your suggestion, I will be adding "filler" air groups to fill the possible intervals between an "active" air group and the next one. These air groups will do nothing but spawning one (or whatever is the minimum safe number) unarmed and short-ranged aircraft. Filler groups will also be used at the beginning and/or at the end of the whole air group sequence, in case a base is not active since day one and/or until the last day of the campaign that it will be used on. To keep on with my previous example, after the aforementione changes the cfg file looks like this: Code:
[Unit] ClassName=RAFNortholt ;-50087.640000 6186482.280000 3DModelFileName=data/Land/LAB_LargeAirBaseGB/LAB_LargeAirBaseGB UnitType=406 MaxSpeed=0.000000 MinSpeed=0.000000 Length=1 Width=1 [AirGroup 1] StartDate=19390801 EndDate=19400617 Squadron1Class=Trainer Squadron1No=1 [AirGroup 2] StartDate=19400618 EndDate=19400622 Squadron1Class=FHurricaneMkI ;No. 1 Sqn. RAF (fighter squadron, No. 11 Group - Battle of Britain) Squadron1No=5 [AirGroup 3] StartDate=19400623 EndDate=19400731 Squadron1Class=Trainer Squadron1No=1 [AirGroup 4] StartDate=19400801 EndDate=19400908 Squadron1Class=FHurricaneMkI ;No. 1 Sqn. RAF (fighter squadron, No. 11 Group - Battle of Britain) Squadron1No=6 [AirGroup 5] StartDate=19400909 EndDate=19450930 Squadron1Class=Trainer Squadron1No=1 ;****************** THE END ****************** ![]() I am actually surprised that no one before has thought about that. Unfortunately we don't have a similarly good solution for scout plane-equipped battleships and cruisers, since converting them into carriers would mess too much taskforce layers and probably their AI too. |
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#5 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
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A bit on a side from this discussion, but I wonder, if the general rule for capital ships in U-Boat infested waters was to sail at high speed and not stop for anything in order not to become an easy target for a torpedo, how do you regularly recover your scout plane?
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#6 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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In the former case I am afraid I have not an answer, but being a protective measure I can imagine that spotters were launched more often in potentially hostile waters than in totally safe conditions, where no enemy was to be met. Talking more specifically about the game, we should consider that - if no one finds a way to get TDW carrier patch to work - those scout planes would spawn outside rendering range; that is 20 km in stock game, probably more in TWoS. In other words, we would never see a battleship or a cruiser in 'alert state' launching her aircraft just in front of our eyes: we could imagine it to have been deployed long before enemy detection. On the contrary, in early war (before fleet carriers become available in numbers), those little planes would help task forces to be more "aware" of their environment and to better defend themselves. Last edited by gap; 12-07-20 at 07:34 AM. |
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#7 | ||
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
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#8 | |
Navy Seal
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That sounds OK to me but again, my knowledge of airplanes mechanics in the campaign is quite limited. I guess it should work generally. I'll make sure to post my findings as soon I learn something new about planes... ![]()
__________________
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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#9 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() If you don't mind, for now I have one last question: during your SH5 debugging activity, have you met any major problem - as ctd's or severe lags - connected with the large number of aircraft being drawn by the game at the same time? In other words: is there a limit that I should conform with when assigning planes to an air group, or I can be relatively free in equipping them with a (more or less) realistic number of aircraft? |
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