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Old 06-24-22, 04:20 PM   #1
Bubblehead1980
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Originally Posted by KaleunMarco View Post
maybe in real life there was an air coverage gap, but clearly there is no gap within the air squadrons and search patterns and Airstrike parms for this submarine simulator.

some of that you may be able to mod but some you will probably be stuck with.



Well I given Lurkers penchant for historical accuracy and that the air gap is mentioned in the intel miles etc I assumed the mid atlantic air gap, the black pit, was scripted into the sim. May be, looking at some things I may have been just at the end of a airbase in iceland's limit for time period.

I'll gain more knowledge of it as go on and will make changes as required. I'm into August 1941 now and planes are still not that much of a problem but I know its coming. I'm working on getting the leigh lights into the sim.
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Old 06-24-22, 05:10 PM   #2
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Quote:
Originally Posted by Bubblehead1980 View Post
Well I given Lurkers penchant for historical accuracy and that the air gap is mentioned in the intel miles etc I assumed the mid atlantic air gap, the black pit, was scripted into the sim. May be, looking at some things I may have been just at the end of a airbase in iceland's limit for time period.

I'll gain more knowledge of it as go on and will make changes as required. I'm into August 1941 now and planes are still not that much of a problem but I know its coming. I'm working on getting the leigh lights into the sim.
yeah, well, there were many performance issues in conjunction with the gap and we cannot simulate every thing in SH4.

with regard to leigh lights, are you using the same device as the spot lights that are shipborne or a different device?
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Old 06-24-22, 07:42 PM   #3
Bubblehead1980
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Quote:
Originally Posted by KaleunMarco View Post
yeah, well, there were many performance issues in conjunction with the gap and we cannot simulate every thing in SH4.

with regard to leigh lights, are you using the same device as the spot lights that are shipborne or a different device?
True, but pretty sure air gap can be simulated properly via proper placement of airbases and limitation of ranges. I'll look into it more when back home. Have not looked in depth but based on what read thus far I may have been at the end of their range. Like anything in modding its about finding the balance between historical accuracy and playability.

Before I make any major changes (aside from the airstrike.cfg and the dakr nights with some minor sim.cfg tweaks so can pull off night surface attacks) file to campaign I am playing through all years to have a feel for how things are by default. Thus far I am happy as not much needs changed. AI is a little easy in 39-41 when submerged and evading, mostly because the escorts are nearly all set to "competent" which should be in most cases "incompetent"
lol. I am sure it will get tougher though.



For leigh light I am working with a light Ref_light_02(think thats what it called) which is a search light . Do not have file in front of me. According to someone helping me out, looks like the the node is present on the PBY and in the library as well in DW, just has to add to .eqp file which has been done. I have not been able to test it because could not get the test mission to show up yet. When I get a chance will try to perfect it and test out. Hopefully that simple, if not it will be a process. Of course will have to add it to other planes I am sure.
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Old 06-25-22, 12:13 AM   #4
Bubblehead1980
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How do we reduce the number of full moons? Seem to get a absurd number of full moons in this mod. I assume its the environmental. Makes night surface attacks impossible many times, more than it should. Especially in summer months in North Atlantic.
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Old 06-25-22, 12:52 AM   #5
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I don’t think you can reduce full moon numbers of what I know … to me it might be hardcoded.
Anyway from memory this environment is based on FORTSU one, so both have exact same number of full moon!… and probably all sh4 mods…
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