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Old 04-24-23, 02:46 PM   #26
propbeanie
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Depending upon how much of SH4 is in SH5 kapuhy, look at the AirBase cfg files for the AirGroups. In SH4, there are Small, Normal and Large Type=406 AirBase sets, and the LargeGr has a 2 Group of
[AirGroup 2]
StartDate=19401226
EndDate=19420601
Squadron1Class=USFighter
Squadron1No=9
Squadron2Class=LBSUSSearchPlane
Squadron2No=10
Squadron3Class=FBHurricaneMk1
Squadron3No=9
Squadron4Class=LBWhitley
Squadron4No=2
Squadron5Class=USHeavyBomber
Squadron5No=4
Squadron6Class=FBP40Kittyhawk
Squadron6No=4
That is 38 planes altogether, which with the game's logic is about 26 planes too many... - when the player's boat is detected in SH4, the AirBase seems to send out all-available, with a bit of an AirStrike.cfg pause between each "send". From what we saw in testing in SH4, a player boat will usually cause the game to generate seven response planes, each round of the AirStrike (whatever that is set to), and they'll show up in grouping of one, two or three airplanes usually, with each grouping on a slightly different heading. btw, SH4 (and 3) has the use of DummyBomb to "fake" the airplane into attacking, and of course, on that DummyBomb attack run, the plane gets close enough to engage with it's machineguns, so it looks like a strafing run. SH5 of course, has the script files to help with that also... - so check the cfg file of the LAB_NameAirBaseCountry set of files, and see if the Spitfire and Hurricane might not be over-represented, and probably have to large of a "radius" set for them. Also, there is no such thing as "bingo fuel" to a Silent Hunter airplane...
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