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Old 02-18-23, 12:05 PM   #1109
FUBAR295
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Join Date: Mar 2002
Location: Decks awash in the North Atlantic
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Quote:
Originally Posted by Levyathan89 View Post
Hey man, I really love your edition of NYGM (this mod really needed a face lift)


However, is there a way to reduce the air patrols in early war (I never really understood the airstrike.cfg)? As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.
I have this in my notes (sorry, but I do not remember who the author is to give credit), it breaks down the various function of the Airstrike config file.

Airstrike.cfg File

If you look in the ...Steam\SteamApps\common\Silent hunter 3\data\Cfg folder you have Airstrike.cfg Open it with Notes or any texteditor. Here you can set Max range for the planes, too long in vanilla game, modifier for different airbases, different air strike probabilitys, atenuation factor and steps between air strikes.

The problem in vanilla game is the long range of aircrafts that will have you in range of several air bases and the high probability for more aircrafts joining in the attack, giving waves after wave of planes. In GWX the settings are like this:

Maximum Aircraft Range=2000
Poor Airbase Modifier=0.2
Novice Airbase Modifier=0.6
Competent Airbase Modifier=1.4
Veteran Airbase Modifier=2.4
Elite Airbase Modifier=3.0
Night Modifier=0.2
Default Air Strike Probability=35
Enemy Air Strike Probability Increase on Radio Messages Sent=25
Friendly Air Strike Probability Increase on Contact Report Sent=50
Enemy Air Strike Probability Increase on Player Detection=40
Atenuation Factor=10
Logic Steps Between Air Sessions=20

There are other things changed in GWX ofc but this will give you harder but fewer planes per attack.

The modifier for airbases gives harder enemy air power with higher settings.
Night modifier gives more air attacks at night with higher settings.
Default air strike probability gives a higher amount of attacks with higher settings.
Increase on radio messages sent, contacts sent and player detection gives a higher risk of air attacks over the default setting with higher settings.
Atenuation factor I am not sure on, but should give a faster decrease from increased probability on each air session with higher settings.
Logic steps between air sessions should give longer times between each take off from airfields with higher settings.

So setting shorter range gives less airbases that cover your position, lower modifier gives more misses from the planes, lower default gives less risk for air attacks, lower increase settings gives less risk for more attacks after you have been detected, higher atenuation will drop back the enemy from alerted to default setting faster. And a higher setting on logical steps gives you some more time between each patrol flight. More time for recharging..

On the snorkel, even with the radar coating on it you will be picked up by radar if you pop the scope, or if your conning tower breaches the waves. You are close to the surface when snorkling.. In RL they could on use the snorkel in flat seas as it would shut a valve and suck air from the interior of the boat everytime a wave drowned the snorkel. Not good for the crew. And on a flat sea a snorkel is easily seen from the air, radar or no radar.


Makes understanding how this config file works a little easier. You may be able to tweak the file so that it meets your requirements.
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