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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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Is there gonna be a way to implement the previously disabled 'Friendly-Airstrike' facillity that should've been a part of the game in the first place?
Keep up the good work AkbarGulag & Team ![]()
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***THE GENERAL*** |
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#32 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Because most of Navy Air Corps,are Carrier based,
& Although this idea is cool. The friendly AirStrike,was not the main purpose,Air-cover for invasion troops took priority most of the time,from Carrier based A/C.Please recall land based Air Fields were few close to Japan. Till we took Okinawa. Now if my concept is amiss please advise.
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#33 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
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Subsim modders - I need some assistance - if you could point me in the right direction either in a mod guide - or tell me how to do it if possible. This whole cloning business - I need to clone a sensor node - mod it and then attach it (or swap it) onto an existing aircraft. Preferably adding it as an additional sensor node. Any ideas how to do this? Thanks in advance!
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Good Hunting! Captain Haplo ![]() |
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#34 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#35 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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You guy's may want to look at what I did in RSRDC. It basic what tater described above |
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#36 |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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In response to Tater. I'm already up with the play on that one bud. I was hopeing the airbases could have a range airstike% of their own, but found through trial the plane range dictated aircover. In response I had made dedicated bases and planes for, like you say, specific tasks. This is already a reality in the early version of the MOD. It was not until 2 days ago, that I truly realised just how many clones would be needed :p But hey, making new planes is easy. I was even hopeing to add missing aircraft from SH4, but would need people to skin them. Finding the frames was another problem, although there is one Japanese aircraft that looks like a BF-109, so importing the BF-109 model and painting it would be easy enough. (another way to limit base rangers is to limit the range in airstrike.cfg... but that affects even waypointed planes lmao)
Am currently working on Naval aircraft, these will be clones of the zero, val etc... but have ranges associated with carrier strike forces. As far as the number of float bases go, when the H6K and the H8K have ranges of up to 3,000km I found that putting 4 float bases in to start with gave them pretty much complete JIE cover. I will add more pending further 'feel testing'. And captain Haplo, I can't make the sensor file, but attaching it to the aircraft is easy ^^ I can do this in a jiffy for you. Thus why I update the alpha files on the upload site ![]() As far as the 'Friendly Airstike' is concerned The_General, the game has these parameters in the files, at least in the 'Airstrike.cfg'... I was not aware it was not functional, but like Donut said, you probably never get a response as there was limited American air cover in the early stages. To have a strike arrive, you need to have a friendly base/carrier in range of your target. Even then you only have about a 50% chance standard to get a response when you 'radio in'. |
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#37 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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The jap plane that looked like a bf109 was the Ki-61 Hein ("Tony"). It was mistakenly called a 109 at first (code name "Mike"). It was a pure fighter, and a IJ Army AF plane. As such, it wouldn't be flying maritime patrol (due to the pathological inter-service rivalry between the IJA and IJN).
Not worth the effort, IMO. IMO, the concentration should be on what the purpose of planes are in game: to force subs under water in the daytime. It;s not more complicated than that. With the exception of things like the US fleet boat (Cavala?) escorting a stricken T class (RN) back to freemantle, subs pulled the plug when they saw planes. (The T-class could not submerge, and the US boat maintained AAA gunners on deck and told the RN sub that in the event of air attack they would remain on the surface and duke it out.) Adding a bunch of extra planes that won't be seen (or shouldn't be) seems like it's unimportant to start with, anyway. The important missing IJN plane is actually the G3M Nell, probably. |
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#38 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Look at TM's new sensor for aircraft added. Copy that, and clone the node and add as many as you need. Note that as long as it lives in the Library, you can make an entirely new sensor file, no need to mod the existing sensors.dat.
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#39 | |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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As for the Ki-61, they made about 5,000 of them, though I agree that for SH4, this sort of fighter aircraft is hardly relevant to smoothing out the gameplay. Regardless, none of this is important as you say for our intents and purposes... maybe later I might make a 'Historical' air layer for fun... then again RFB and RSRD add lots of this sort of stuff anyway. I'll go look at this G3M Nell. Regards, Akbar |
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#40 |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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More work done here... Still plenty to do though
![]() Compiled by AkbarGulag, Donut, Digital_Trucker and Captain_Haplo 0.4b Alpha ---------- -Removed more 'un-needed' files. -Added ASW_F1M_Pete. -Cleaned Names.cfg -Added ASW_H6Kb this is a XXXX only version of the H6K. As the H6K only appears to carry XXXXXXX. -Changed MinHeight of ASW_H6K, ASW_H6Kb from 50-XX metres This is in response to constant AI Suicide. -Airstrike.cfg has VERY LOW enemy activity. -Disabled XXXXXXX 0.5 Alpha --------- - Val and Zero JP Aircraft now both have ranges of 200km only. This reflects their purely carrier roles. -Added H8K2 Aircraft, definition of ASW_H8K2. Has increased Range. -Rework of all plane ranges due to earlier figures being for unloaded aircraft. -Added and modified all other aircraft .cfg files for ensured range restriction. -Removed second generation Radar from H6K aircraft. -Added Radar to Q1W1 Aircraft. -Added and modified all aircraft .sns files. -Changes to entry dates for 1st and 2nd generation Radar on all aircraft, historic values taken from at least two sources. |
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#41 | |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Tulsa, OK
Posts: 1,016
Downloads: 0
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MJS USS Batfish Volunteer/Reenactor www.ss310.com www.ussbatfish.com Communism killed over 100M people and all that I got was this lousy signature.* *http://www.hawaii.edu/powerkills/COM.ART.HTM |
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#42 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Il-2 has them as well:
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#43 |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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In regards to this MOD. A version should be tabled here in 2-3 days, it will be a BETA version and is designed to bring in feedback. Not sure if it will gave you errors, but am 95% sure it shouldn't. To be honest, the air frequency MAY be a little low. It is designed to make planes less of a nuisance and more of a threat to those crazy/unfortunate enough to be on the surface in daylight hours.
Here's what may be the final change list... Compiled by AkbarGulag, Donut, Digital_Trucker and Captain_Haplo . 2.0 BETA (Testers Only) ----------------------- -Added ASW_F1M_Pete. -Added ASW_H8K Aircraft. -Added ASW_H8K2 Aircraft. -Added ASW_H6K Aircraft. -Added ASW_B6N2 Aircraft. -Added the 'FloatPlaneBaseJP'. -Added the 'StrikeBaseJP'. -Added the 'ASW-LandBaseJP'. -Changes to ALL Japanese Aircraft ranges, the Zero, Val and Kate 200km(due to their carrier role), all others to historic ranges. -Completed Aircraft Entry Dates. Planes should now become available at historic periods. -Modified Jap_AirCover.mis, this includes replacing all original bases with the new StrikeBaseJP and adding new FloatPlaneBaseJP and ASW-LandBaseJP. -Corrected Airbase Date End of Rabaul to Feb 14 1944 (last operational aircraft removed to Truk). -Corrected Airbase Date End of Wake to Oct 5 1943 (last operational aircraft destroyed in carrier raid?). -Changed MinHeight of ASW_H6K from 50-75 metres. This is in response to constant AI Suicide. -Airstrike.cfg has correct(?) enemy activity. -Replaced many radar sets with those from RSRD. -Added Radar to Q1W1 Aircraft. -Changes to entry dates for Radar on all aircraft, historic values taken from at least two sources.
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"6 days into his patrol, the first enemy ship was spotted... a trawler... ![]() ...It was at this point, Captain AkbarGulag realised how green his crew was..." Last edited by AkbarGulag; 02-24-08 at 03:17 PM. |
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#44 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I couldn't find the link, but if you want I can upload my aircraft DC mod. It makes 2 DCs, one set to 25m depth, another to 45m (which were the RL settings). Planes with DCs then take them in pairs. If they have 2 DCs, they carry 1 25m, 1 45m, etc.
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#45 | |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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![]() As it stands Tater, there have been no changes to the Bombs etc (making yours a great idea).. hopefully this will should be easy enough to incorporate.
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"6 days into his patrol, the first enemy ship was spotted... a trawler... ![]() ...It was at this point, Captain AkbarGulag realised how green his crew was..." Last edited by AkbarGulag; 02-24-08 at 03:42 AM. |
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