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 > Silent Hunter 4: Wolves of the Pacific > SH4 ATO Mods
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-20-22, 08:51 AM   #1
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 10,100
Downloads: 451
Uploads: 2


Default

Exclusively "fighter" bases can be done by "cloning" the existing "LAB_SmallAirBaseGe" and renaming it something like "LAB_FigherAirBaseGe" or whatever. Don't forget the Roster file, and to re-map the IDs of the binary files. You then take the Land folders cfg file, and limit the AirGroups to a fighter plane or two - don't do too many. You could also "date" multiple AirGroups, like on the CV in the game. The thing with "fighter" aircraft is "no, they do not fight each other"... a massive oversight on the devs part. In SH2, OK, understandable. SH3 is stretching it, but to bring the ~same~ krapp into SH4 is inexcusable... while "accurate" AI dogfights would be difficult, the least they could do is shoot at each other on their way by... My guess is that, similar to the way planes will attack a ship until they are a flaming fireball and/ or shot down, similar probably happened if they go to attack each other, in that ~that~ would be all that the planes would do... all of them, including level bombers...

Now, another thing to remember about AirBases, is that if you happen to "see" an enemy target (which can happen without your periscope being raised, but at periscope depth, since the XO counter-manded your "do NOT raise the periscope!!!" order), and there is an AirBase within range, the airbase will send a "response" your way, whether you fone home or not. When you use the grease pencil, you are specifically telling a "scout" plane where to go. Look through some of the Land folder things that lurker did with the original OpMonsun, which are still in Dark Waters, and you'll see examples of some of his cloned airbases. He has some for specific air groups at specific time frames in specific locations for the mod. He also cloned the air base that is controllable by the grease pencil to restrict it to certain planes at certain locations and time. I do not know if you can control fighters and regular bombers the same way, but I have never tried...
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Old 10-20-22, 10:56 AM   #2
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
Posts: 4,258
Downloads: 462
Uploads: 29


Default

Quote:
Originally Posted by propbeanie View Post
Exclusively "fighter" bases can be done by "cloning" the existing "LAB_SmallAirBaseGe" and renaming it something like "LAB_FigherAirBaseGe" or whatever. Don't forget the Roster file, and to re-map the IDs of the binary files. You then take the Land folders cfg file, and limit the AirGroups to a fighter plane or two - don't do too many. You could also "date" multiple AirGroups, like on the CV in the game. The thing with "fighter" aircraft is "no, they do not fight each other"... a massive oversight on the devs part. In SH2, OK, understandable. SH3 is stretching it, but to bring the ~same~ krapp into SH4 is inexcusable... while "accurate" AI dogfights would be difficult, the least they could do is shoot at each other on their way by... My guess is that, similar to the way planes will attack a ship until they are a flaming fireball and/ or shot down, similar probably happened if they go to attack each other, in that ~that~ would be all that the planes would do... all of them, including level bombers...

Now, another thing to remember about AirBases, is that if you happen to "see" an enemy target (which can happen without your periscope being raised, but at periscope depth, since the XO counter-manded your "do NOT raise the periscope!!!" order), and there is an AirBase within range, the airbase will send a "response" your way, whether you fone home or not. When you use the grease pencil, you are specifically telling a "scout" plane where to go. Look through some of the Land folder things that lurker did with the original OpMonsun, which are still in Dark Waters, and you'll see examples of some of his cloned airbases. He has some for specific air groups at specific time frames in specific locations for the mod. He also cloned the air base that is controllable by the grease pencil to restrict it to certain planes at certain locations and time. I do not know if you can control fighters and regular bombers the same way, but I have never tried...
if i created German fighter bases and they appear on the map and i use the grease pencil to activate them and during their patrol they encounter British Coastal Command aircraft, will they engage?
__________________
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 10-20-22, 12:14 PM   #3
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 10,100
Downloads: 451
Uploads: 2


Default

Quote:
Originally Posted by KaleunMarco View Post
Quote:
Originally Posted by propbeanie View Post
Exclusively "fighter" bases can be done by "cloning" the existing "LAB_SmallAirBaseGe" and renaming it something like "LAB_FigherAirBaseGe" or whatever. Don't forget the Roster file, and to re-map the IDs of the binary files. You then take the Land folders cfg file, and limit the AirGroups to a fighter plane or two - don't do too many. You could also "date" multiple AirGroups, like on the CV in the game. The thing with "fighter" aircraft is "no, they do not fight each other"... a massive oversight on the devs part. In SH2, OK, understandable. SH3 is stretching it, but to bring the ~same~ krapp into SH4 is inexcusable... while "accurate" AI dogfights would be difficult, the least they could do is shoot at each other on their way by... My guess is that, similar to the way planes will attack a ship until they are a flaming fireball and/ or shot down, similar probably happened if they go to attack each other, in that ~that~ would be all that the planes would do... all of them, including level bombers...

Now, another thing to remember about AirBases, is that if you happen to "see" an enemy target (which can happen without your periscope being raised, but at periscope depth, since the XO counter-manded your "do NOT raise the periscope!!!" order), and there is an AirBase within range, the airbase will send a "response" your way, whether you fone home or not. When you use the grease pencil, you are specifically telling a "scout" plane where to go. Look through some of the Land folder things that lurker did with the original OpMonsun, which are still in Dark Waters, and you'll see examples of some of his cloned airbases. He has some for specific air groups at specific time frames in specific locations for the mod. He also cloned the air base that is controllable by the grease pencil to restrict it to certain planes at certain locations and time. I do not know if you can control fighters and regular bombers the same way, but I have never tried...
if i created German fighter bases and they appear on the map and i use the grease pencil to activate them and during their patrol they encounter British Coastal Command aircraft, will they engage?
See above
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Old 10-20-22, 12:20 PM   #4
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
Posts: 4,258
Downloads: 462
Uploads: 29


Default

Quote:
Originally Posted by propbeanie View Post
See above
OK, with that in mind, move over to the Pacific.
What about the air battles that create the lifeguard missions in the Solomons, etc?
__________________
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 10-20-22, 12:43 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: 10,100
Downloads: 451
Uploads: 2


Default

Fake... lol - the planes are "scripted" in most mods and stock, and both sides will be in the "scene" at the same time, but notice that they do not dogfight... lol


As for the CareerStarts, using just Dark Waters:





I did not attempt to sink anything yet, currently driving the XXIII...
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Old 10-20-22, 03:27 PM   #6
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
Posts: 4,258
Downloads: 462
Uploads: 29


Default

Quote:
Originally Posted by propbeanie View Post
Fake... lol - the planes are "scripted" in most mods and stock, and both sides will be in the "scene" at the same time, but notice that they do not dogfight... lol
you HAVE to be kidding me!?!?!?
so, the "scripted" engagements are airedales doing loop-de-loops and then crashing into the ocean on the hopes that one of us will rescue them?



Quote:
Originally Posted by propbeanie View Post
As for the CareerStarts, using just Dark Waters:
I did not attempt to sink anything yet, currently driving the XXIII...
well, that figures.
why didn't you get the old IT-troubleshooting stamp that says: probable user error.

p.s. the problem is the DW Errors Fix mod. apparently, DW cannot abide the Stock errors being fixed.
so...i guess we will remove that mod and sail on.


__________________
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; 10-20-22 at 03:39 PM.
KaleunMarco is offline   Reply With Quote
Old 10-21-22, 08:38 AM   #7
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 10,100
Downloads: 451
Uploads: 2


Default

Quote:
Originally Posted by KaleunMarco View Post
you HAVE to be kidding me!?!?!?
so, the "scripted" engagements are airedales doing loop-de-loops and then crashing into the ocean on the hopes that one of us will rescue them?



Shhh... don't tell anyone, but the "Rescue Targets" are also scripted... If a US plane does happen to crash within the designated target zone, then yes, he counts toward the rescue count, but outside the zone, they do not - though you can pick them up. You cannot pick-up Japanese survivors though to bring them in for questioning... which really, they should have allowed that,..


Quote:
Originally Posted by KaleunMarco View Post
well, that figures.
why didn't you get the old IT-troubleshooting stamp that says: probable user error.

p.s. the problem is the DW Errors Fix mod. apparently, DW cannot abide the Stock errors being fixed.
so...i guess we will remove that mod and sail on.
Ahhh... good find. Yeah, you could activate all of your Dark Waters mods, then run the tools for a "fix pack", which might be slightly necessary, but probably won't yield as many errors as the Stock game has, since those tools were run during DW development, but I am almost 99.9% certain there are still errors in the Campaign, due to infecting them anew with edits for DW ( guilty! ), but also from existing errors that are both of the type that are difficult to track down, except with a BUNCH of campaign testing...
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Reply


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 11:11 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.