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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 | |
Navy Seal
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In the former case I am afraid I have not an answer, but being a protective measure I can imagine that spotters were launched more often in potentially hostile waters than in totally safe conditions, where no enemy was to be met. Talking more specifically about the game, we should consider that - if no one finds a way to get TDW carrier patch to work - those scout planes would spawn outside rendering range; that is 20 km in stock game, probably more in TWoS. In other words, we would never see a battleship or a cruiser in 'alert state' launching her aircraft just in front of our eyes: we could imagine it to have been deployed long before enemy detection. On the contrary, in early war (before fleet carriers become available in numbers), those little planes would help task forces to be more "aware" of their environment and to better defend themselves. Last edited by gap; 12-07-20 at 07:34 AM. |
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#47 | |
Navy Seal
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That sounds OK to me but again, my knowledge of airplanes mechanics in the campaign is quite limited. I guess it should work generally. I'll make sure to post my findings as soon I learn something new about planes... ![]()
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#48 | |
Navy Seal
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![]() If you don't mind, for now I have one last question: during your SH5 debugging activity, have you met any major problem - as ctd's or severe lags - connected with the large number of aircraft being drawn by the game at the same time? In other words: is there a limit that I should conform with when assigning planes to an air group, or I can be relatively free in equipping them with a (more or less) realistic number of aircraft? |
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#49 | ||
Grey Wolf
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#50 |
CTD - it's not just a job
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Don't forget also that a squadron of six planes only expected 4 to be available at any given time, due to maintenance, waiting on parts, lack of pilot, etc.
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#51 | ||||||
Navy Seal
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In reality According to Wikipedia Quote:
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- No.8 Squadron had several detachments in Oman, Yemen and Somalia; this reduces the number of aircraft per station. I doubt its 41 Blenheims to have flown all at the same time just from one airbase. - What should be considered besides number of aircraft, is number of aircrews per squadron. Especially by mid-late war, some RAF squadrons might have had more aircraft than they could actually operate, due to lack of crews. Unfortunately, informationion available on this point is pretty scarce. In game According to my experience (please tell me if I got something wrong), no matter how high is the number of aircraft assigned to nearby bases, their planes will always patrol singularly or in couples. If an aircraft or any another unit spots an enemy, it will call for reinforcements and more aircraft will visit the detection area. I have not direct experience of that, but according to propbeabie, in SHIV a maximum of 7 aircraft will look for our submarine if we were previously detected, which, imo, is pretty realistic. Even in this case (planes spawning purposely for attacking an enemy), having an higher number of aircraft assigned to a base, won't imply them spawning all at once. Summing up: to the best of my (limited) understanding, a large number of planes in air groups won't have much effect on the size of "flights" (i.e. groups of aircraft flying together) spawned by that group, but it will increase the chance of aircraft spawning - singularly or in groups of two - for maritime patrol purposes. If the statement above proves true, relatively high numbers of aircraft per group should be reserved for long-ranged patrol bombers, because they need to cover a much bigger patrol area than shorter-range aircraft, especially in the suaezed SH5 world, where distances are bigger than in real world. I wish to know your thoughts on these points guys ![]() Last edited by gap; 12-07-20 at 07:22 PM. |
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#52 |
CTD - it's not just a job
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I have a video somewhere, where I was testing my submarine detecting enemy ships, and "phoning home" for an "airstrike". The 3 ASW type vessels were anchored, set to competent. My submarine was roughly 6200 yards away, outside any semblence of accurate fire from the enemy vessels. Generally speaking, after reporting my contacts, I would then see a response from a nearby airbase in roughly 20 minutes. First one airplane, generally (not always) too far to the "left" of the group to attack - even though they appeared to be well within visual range. A few minutes later (3-5??), there would be a group of 2 or 3 airplanes to the right of the group, sometimes close enough for at least one of the planes to attack, sometimes both. After an initial attack by an airplane, they next groups of planes would arrive generally "on-target", or close to it. Usually though, it seemed like there would be 2 or 3 flights of single & double planes already inbound that would not get the message. No matter what though, if there was any intervening terrain within the "spawn range", the airplanes would "crash", and then chance-generate a "Survivor", which is what I was testing for at the time...
finally found one of them not as interesting as I had hoped - I used too much TC for continuity... there is another where an airplane crashes into the island mountain in front of the boat, and then another crashes into the one behind us. What I really remember is the one where 3 PBY sink all three ships in one combined attack... In this one, I end up having to do long-range torpedo shots to take them out, because the Allies had run out of airplanes... lol - the game will sometimes "skip a round", and doesn't send planes out each roll of the dice chance. ![]()
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#53 |
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@ propbeanie, interesting report and nice video. Thank you for sharing them!
Do you remember how many planes were assigned to the nearby airbase? During your tests, did you try playing with this number? |
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#54 |
CTD - it's not just a job
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I knew you would ask me that, yet I still didn't look that up...
![]() I used a "regular" LAB_NormalAirBase, which for the time period, used AirGroup 2 (the list and some of the airplanes have since changed, btw): [AirGroup 2]of which we normally saw the P-40 and Wildcat dispatched first, then the PBYs would show up, sometimes the Dauntless, and sometimes the B-25, which if they come, turn out the lights!... (cannons) ![]() ![]()
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#55 | |
Navy Seal
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#56 |
CTD - it's not just a job
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In SH4, the ranges come from the airplanes' cfg files, and the "order of appearance" is all chance. Other than the "patrol" platforms, which go out every so often no matter what, the "response" airplanes are always a roll of the dice. If you have six planes, each plane has a die dot. If the game rolls a "one", the "one" plane goes out. If the game rolls a "two", the "two" plane goes out, etc. The only way in SH4 to control what goes out is to restrict the AirGroups and specific planes available. Such as, we might want Corsairs going out instead of Wildcats, if there is a US Marines' AirBase nearby, or maybe drop the number of planes available of each type, or just drop all but one or two plane types from an AirBase. It does involve cloning though. You might want to clone a Corsair one way for later CV use, while the land-based version might have a shorter range. You might also want to clone specific AirBase assets, such as an LAB_FP40_AirBase or LAB_LBWhitley_AirBase, or whatever... The only problems with more airbases is of course, complexity, plus more airplanes responding if they are all within range of the detected U-Boat...
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#57 | ||
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In addition to the max radius setting in aircraft cfg file, in SH5's AirStrike.cfg there is a global 'Maximum Aircraft Range'. It should be there also for SHIV.
I am not 100% about its usage by the game, but it is likely to override individual ranges of each plane, if they exceed that limit. Quote:
As noted by kapuhy in this thread, in SH5 the most common aircraft encounters are with aircraft types which, historically, did not sink any U-boat and which - due to their operational usage, would have seldomly attacked any naval target. In a submarine simulation this is not good. Quote:
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#58 |
CTD - it's not just a job
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The game doesn't seem to send all of its "response" planes out at one time, unless you are a submarine that's been detected, then you will see a large group come after you, but even still, it's almost like they are spawned with first one plane, then a bit later, two planes. I have had nothing but PBY respond a few times. Other times, only B-25. Others, just the worthless Buffalo "USFighter". While it depends upon the AirBase cfg and its squadrons, the AirBase does not send all of its airplanes out at once. However, they will keep sending them out until the "threat" is eliminated, though a cycle through the AirStrike cfg file might "miss" with a round or two.
You of course, can "clone" the AirBases also, and have them "specialize" in what you want, which is the way we did some of the bases around Japan. We were having too many airplanes crash into the mountains along the ocean because of having to fly from Nagasaki or Tokyo for a response to a sub detected off of Bungo Suido, or Kii Suido. We would get a plane response, but only a very few would make it. So we cloned the Small AirBase, and put 2-plane AirGroups of a given fighter in them, with the occasional patrol plane base, and it keeps players "honest" to a point, yet doesn't deluge them with too many planes, or planes crashing into land masses, causing system resource overload while the game tracks crashed planes and "survivors"... You wouldn't necessarily have to make the AirGroups "historically numbered", with say 24 airplanes in its AirGroup, because the game will use all 24 of them. You would only need maybe six maximum, to get an appropriate response, unless you want to make the AirGroups the size of an average squadron response. One set of pilots would be resting, another patrolling, and a third on standby. Plus, there would be planes waiting on parts for necessary repairs... By cloning AirBases to have different squadrons, you can then eliminate the inappropriate airplanes in the other squadrons, and then you won't have Hellcats and Mitchells coming in when you should have Beauforts & Mosquitoes... with rockets... and Leigh lights... and radar... ![]()
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#59 |
Grey Wolf
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#60 | ||||
Navy Seal
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![]() @ propbeanie, thank you for your long answer mate. Please find my replies below ![]() Quote:
Is my interpretation of your reports correct? If yes, does the game spawn only one of such a "response groups" at any given time, or more that one group can be spawned if multiple airbases are within player's range? Does the number of aircraft assigned to each base (beyond the maximum number of seven aircraft composing each ASW group) affect this scheme and, if yes, how? Within each group, do faster aircraft arrive first, or the order of arrival is totally random? Quote:
- defensive fighter squadrons located near the coasts of the British Empire, equipped with "bomb-less", "short-ranged" aircraft so that they will only act as coastal defenses against harbor raids, attacking any close-enough enemy with their guns/cannons; - maritime surveillance/reconnaissance squadrons whose aircraft should be equipped with flares and sea marker bombs rather than explosive bombs. - ASW squadrons, whose aircraft will be initially equipped with ordinary bombs, gradually replaced by depth bombs and (where they apply) torpedoes and rockets as the war progresses and more specialized weapons become available. - Anti-shipping squadrons, whose aircraft will be equipped with bombs, torpedoes and rockets. - Convoy-defense squadrons, whose airccraft will be equipped with a variety of different armaments, depending on base location and on the most likely menace that they would have faced. Possible gaps between one "operative" air group and the next one, will be filled with "filler air groups". See post #44 in this thread on what I mean for "filler group". Should one of the operative air groups cause any problem (as per your example), I will reduce the number of its aircraft to ridiculous amount, or I will replace it with a filler group. Quote:
Whatever is the most appropriate number of aircraft per squadron, I want to keep this number as constant as possible. If at some point, in reality, an airbase hosted two squadrons equipped with the same aircraft, in game I want that base to have roughly twice the number of aircraft it would have had if only one squadron was using it. Likewise, if historically a squadron had one or more detachments, in game it should contribute to each of its bases a lesser number of aircraft than it would if all its aircraft where "assigned" to one base. |
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