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Old 05-21-22, 10:39 AM   #71
U-190
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Join Date: Nov 2019
Location: Russian Federation Nizhny Novgorod
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Quote:
Originally Posted by gap View Post
As the title says, here are some long-standing doubts of mine that I never managed resolving:
  1. Are aircraft (or any other AI units) able to use their non-visual sensors for spotting other AI units, or they are only effective against player's boat?

  2. For airbase-spawned aircraft, do they need to be in the same base and/or airgroup to act coordinately (i.e. a group of bombers with their fighter escort)?

  3. For airbase/carrier-spawned aircraft, is there any way to make some classes not to spawn at night or - conversely - to only spawn in night time?

  4. For airbase/carrier-spawned aircraft, do they inherit their veterancy level from the unit they spawn from, or how else is their veterancy level determined?

  5. For airbase/carrier-spawned aircraft with multiple armament loadouts, is there any way to predict which loadout will be actually used in different circumstances? Is that random, or how else the game is assigning them?

  6. For airbases and carriers with multiple airgroups, do their airgroups need to be sorted sequentially according to their start date? Can an airgroup start before the previous airgroup is ended? In other words, can an airgroup have a start date which is earlier than previous group's end date?

  7. Has anyone tried adding one or more airgroup(s) to any non-carrier sea unit? That would be useful for simulating CAM/MAC ships and scout planes aboard cruisers and battleships.

Any hint by some knowledgeable subsim mate would be much appreciated
The behavior of aircraft and ships is random. The AI behavior is recorded in one common configuration file. I was trying to solve the problem you are talking about in IRAI v0.0.45. For more advanced behavior, each individual AI should have its own behavior configuration file. A similar expansion is observed only in later versions of modern games.
I think that I will still make attempts to work on this problem.
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