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Old 03-26-25, 10:13 AM   #32
LUKNER
Electrician's Mate
 
Join Date: Jun 2009
Posts: 139
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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.
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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.
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