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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
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Sounds promising. Keep it up!
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#2 |
Lucky Jack
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An area that is in dire need of work. Looking forward to this.
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#3 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
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Bravo Guys
Hope it goes to plan for you while creating ![]() Have fun Ciao Def |
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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As you know (I'm sure) the way to change the ranges is to change them for the planes.
"BP-clone" planes and make variants for different purposes, IMO. I made VERY short ranged versions for carriers since a CAP flies over the fleet, not at the max range of the plane. Ditto for airfield CAPs. The only plans you'd expect to see far from home would be patrol aircraft, or planes flying somewhere to attack it (or CAP farther from home). The ideal solution would probably be a mix between using the airbases (limiting you to the crappy "airstrike" stuff) and adding some campaign layers with the planes following waypoints (use random groups). Some might be strike groups (say from Rabaul to Guadalcanal, or later to Sunlight, Munda, Ondonga, etc). Such groups I would actually have unarmed, except for maybe a plane or two so they don't all unrealistically abandon their mission to attack a speck in the ocean. I tried to no avail to get the ACE program to make radial patterns, looks like they need to be done by hand for that. I have a mod out there someplace that makes som variant plane with short range, and I think the airbases are published WIP, too. Take all you need. |
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#5 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Whatever you guys do, if you can, PLEASE try to get rid of the multi-engine aircraft (Mavis, Betty, Emily, Q1W) that patrol together in pairs. They simply did not patrol this way.
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#6 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
Downloads: 29
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Thanks Tater. We were hoping for a way to limit all the various planes - regardless of range - to one specific search radius. Not sure its possible. Thanks though!
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#7 |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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So you know Tater, we decided that maximum ranges of aircraft as seen in things like Wiki-pedia are generally for an unloaded plane. It's a different story to load a plane full of bomb and charges then fly 2500km
![]() As far as the Zero fighter is concerned, I really don't think you would ever have seen this more than several hundred Kilometres for an airfield. And the game does not require fighter escorts for bombing historic land targets. I think a range of about 300-400km is ample for those. (even though it's range was far greater) A lot of what you mentioned is between our teeth right now. As to cloning the planes and bases, we wil not be using any of the traditional airbases and all planes used in our alpha tests are clones. Your right about the airfields and placement also, it's pretty much going to have to be done by hand. And Luke, I still don't know how the game decides these things should fly in pairs, for example. Even if I give a base, say, two sqaudrons with for example 20 planes each, it will still send individual planes. But if I assisgn 2 planes to a squadron, it may patrol with them both ![]() |
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I never could find that file (whatever cause them to fly in 1 or 2s).
The only way I thought of was to only use "airstrike" planes (airfields and airgroups) that might be seen in pairs (the japanese flew in 3s, actually, not pairs). So you'd only put planes with the ranges dropped a lot on the air bases. The maritime patrol planes could be added by hand. One thing to remember as well is follow up attacks. Those could be in pairs. So you make the H6Ks, H8Ks, and G4Ms fly search pattern waypoints. You then have airbases with those planes in them, and even long ranges---but you set the airstrike probability to near zero. Then you set the % modifier based on being already detected to very high. Now your waypoint flying planes do the detection, and the airgroups can followup. tater |
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