View Single Post
Old 11-16-20, 07:13 PM   #3
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Wow, I wasn't expecting so many answers that soon!
Thank you very much propbeanie, your wisdom places you on the ligh side of the Force, Yoda appreciates that

That said he (Yoda) still has some doubts regarding your replies that I would like to ask in his behalf, if you don't mind...


Quote:
Originally Posted by propbeanie View Post
If you create a group with waypoints, they "follow" the leader of the group, just like ships, yet they do act somewhat independently after the initial phase of attack. As for the "spawned" planes...
Well, my question was more elementary than your answer seems to imply; I will give you an example. Let's say that I have an enemy airbase in range of an U-boat bunker, for it to spawn airstrikes at random intervals. If the airbase has bombers and fighters in the same airgroup, will they attack all together? If the answer is no, I am afraid that the only way to simulated raids with escorted bombers would be by scripting them, but that would be a more "expensive" solution (both in therms of pc resources usage and of work require by the modder in order to set up the attacks) and not as random as the airbase-spawned strikes thing.

Quote:
Originally Posted by propbeanie View Post
Using independent "AirBases" with different AirGroups might be one way, but in SH4, the AirStrike config is the only file controlling what the percentage chance of a night attack is... I don't know if maybe a script in SH5 is available for that??
I doubt that, but let's see if someone pops up with some idea. I know there is a global paparameter controlling the chance of aircraft spawning at night, but I don't see anything that might tell the game which aircraft should fly at night and which ones not. I am actually surprised that devs didn't think to add such a basic feature; a simple flag in aircraft cfg or sim file would have been enough

Quote:
Originally Posted by propbeanie View Post
Yes. You want to set the spawning "AirBase", whether carrier or land-based to "Expert" (4) in order to have "Expert" planes. Anything less than an "Expert" plane usually results in crashes with dive bombers, or with turns. Even at "Expert" level, planes do not fly very well... but they can drop a bomb down an open hatch at 500 foot altitude while flying at 312 knots while flying upside-down... Luke Skywalker style...
Roger that lol

Quote:
Originally Posted by propbeanie View Post
The easy way to "predict" which loadout will be used is the "Default" designation in the config and equipment files. Again though, I don't know if SH5 scripts can change that?
Indeed f you script aircraft in campaign you can specify whatever loadout you want, but from your answer I get that airbase/carrier-spawned aircraft will only use the default loadout. Is that correct?

Quote:
Originally Posted by propbeanie View Post
Type=8 and Type=9, as well as Type=18 and Type=19 can spawn airplanes. You do have to have properly configured AirGroups for them, with valid air platforms.
What about other sea unit types? I am mostly interested in types 6, 7, 10, 11 (capital ships other than carriers), 101, 102 and 108 (freighters and tankers)....
__________________
_____________________
|May the Force be with you!|
...\/

Last edited by gap; 11-17-20 at 05:13 AM.
gap is offline   Reply With Quote