Thread: [WIP] No airplanes in KSDII?
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Old 06-11-22, 04:35 AM   #7
Kapitän
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Quote:
Originally Posted by propbeanie View Post
The airplane response is generally not in a PatrolObjective file, unless it is something specific to that particular mission assignment. The airplanes might be in any of several of the "layer" and "battle" files for specific "flights" of Random Generated Groups (RGG) or 'regular' groupings of planes or single aircraft, but again, those are generally not too heavily involved either. The main file that 'automatically' will generate airplanes (in the Stock game) is the "Allies_AirBases.mis" file. I do not have my KSDII install available on this particular computer I am on right now, so the authors of the mod may have added more files, or re-named files in the mod, but the "*_AirBases" files and the Carrier Class ships in the area are what can generate the airplanes, and that generation is based upon the settings found in the "Data / Cfg / AirStrike.cfg" file, which controls the type of response, the distance of the response, the timing and the frequency of the response, as well as the 'modifiers' for the math involved. Those are the places to check for that.

The 'luck' of the player can also be involved here, in that you may have left port at a good time, were unobserved, and then traveled along between the paths of aircraft that did generate. If you are not 'seen' by the enemy, they don't know to track you. If you do not have electronic counter-measures, there would be nothing for the enemy aircraft to 'home-in' on to follow your boat. Later in the war, you actually leave 'footprints' as you travel on the surface. Once you are 'observed' you should be constantly followed and bird-dogged by aircraft. Your boat can only travel so far in a given amount of time, and if they keep you submerged, it would be an ever-shrinking circle of the ocean...

Hi propbeanie,


Thanks for responding!


Here are my current "Data/Cfg/AirStrike.cfg" settings (no changes made):


[AirStrikeSettings]
; AirStrike Creation Parameters
; Airstrike Session:
; 1. Compute airbases in range according to their aircraft maximum ranges
; 2. Compute air coverage factors on allies/axis/neutral on the target zone
; 3. Compute airstrike probability from each base
; 3.1 check number of aircraft that can strike at that range and conditions, and compute a coverage factor based on the range of each aircraft type
; and detection area around submarine ( 10 km radius )
; 3.2 multiply coverage factor for the target area with :
; - current airstrike probability againt that side
; - nigft factor ( if necessary )
; - airbase competence
; - close to airbase factor
; 3.3 check probability for airstrike
; 3.4 add more aircraft probabilistically for a large target


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.7 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=1.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=1.7 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=2.2 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=2.5 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.15 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=30 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=40 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=50 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=40 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)
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