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Stuck building this IJN mission...any ideas?

dasuto247

Members +
I am building a mission for IJN flying G3M Nell from Genzan airgroup on 10 December 1941, attacking the Prince of Wales and Repulse off Malaya. I have the mission how I want it except the AI Nells(my flight excluded, they will attack with torpedoes as ordered) will not attack the ships as ordered, which is weird because usually works fine.The G4M will not attack either.They will drop bombs though in level flight but no torpedo attacks. Building the mission as always do torpedo attacks, never had any trouble with the planes, wondering if its the ships?

The G3M is from SOH by Wolfgang Faber. The ships are from Matsuka ships improvement packs released recently.
 
Hey dasuto247,

I copied this info from the .dp file of the stock B5N2 Kate :

[MISC_DATA]
unit_family=1
category=10

Try changing the G3N Nell's Misc_Data to these and see what happens.

TW
 
Hey dasuto247,

I copied this info from the .dp file of the stock B5N2 Kate :

[MISC_DATA]
unit_family=1
category=10

Try changing the G3N Nell's Misc_Data to these and see what happens.

TW


Thanks for the answer.I actually figured it out, forgot I had them set to 2 and 2, for bomber and heavy bomber, no torpedo attacks when set to that.I did that so they would not act like fighters and break formation in another mission. I will see if setting it to 4 for torpedo bomber or 5 for light bomber works better but I know having it set to 5 works for AI.Although my flight made weird almost diving like torpedo attacks when set to 5.

Any idea on how to tone down the AA on the ships? Prince of Wales and Repulse models am using are great for taking damage(the VN models were too easy to sink, sunk the POW with one fish lol) but their AA is murderous. Player cant even get near the ships or when do, instant death.
 
Thanks for the answer.I actually figured it out, forgot I had them set to 2 and 2, for bomber and heavy bomber, no torpedo attacks when set to that.I did that so they would not act like fighters and break formation in another mission. I will see if setting it to 4 for torpedo bomber or 5 for light bomber works better but I know having it set to 5 works for AI.Although my flight made weird almost diving like torpedo attacks when set to 5.

Any idea on how to tone down the AA on the ships? Prince of Wales and Repulse models am using are great for taking damage(the VN models were too easy to sink, sunk the POW with one fish lol) but their AA is murderous. Player cant even get near the ships or when do, instant death.

If you set them to 4 and they have bombs they won't level bomb but dive on the ships and release their bombs.
 
If you set them to 4 and they have bombs they won't level bomb but dive on the ships and release their bombs.



I forgot about that, 4 makes them glide bomb.I ended up setting it to 2 and 5 for bomber and light bomber.That way those with torpedoes attack correctly as do the level bombers.Will just have to set them back next time have intercept missions so they dont fly like fighters. lol
 
Any idea on how to tone down the AA on the ships? Prince of Wales and Repulse models am using are great for taking damage(the VN models were too easy to sink, sunk the POW with one fish lol) but their AA is murderous. Player cant even get near the ships or when do, instant death.

It's a similar issue to the AI bomber gunner having superior accuracy. The best way I've found is to introduce some bearing errors by introducing a 0.3 to 0.5 degree aim-off. You can do this using Notepad. Open the dp file & scroll to the [GUNSTATIONS] section.

for example

[guns.0]
gun.0=500,0.1,0,0,0,0,1,500
gun.1=500,-0.1,0,0,0,0,1,500

The RED numbers are Left/Right + Up/Down modifiers to the barrel angle as the AI tracks you. Change these + or - 0.5 degrees & you introduce a significant aim off error. The AI will see the shells aren't hitting you & try to compensate. If you're flying towards the ship, the lateral error will reduce & eventually become too small to make any difference. At that point, shells will hit home. If you're a crossing or weaving target, you'll survive a little longer :a1310:.

I also like to make modifications to the gunstations entries. I disagree that trainable gunmounts can achieve engagement rates of fire AND put all those rounds ON TARGET in a similar fashion to fixed machine guns, especially barrage weapons such as the HAA pieces. Unfortunately the CFS 2 AI engine only has the AI fighter pilot/ machine gun foe control routine to work with, so workarounds have to be found.

Specifically I would take a lead from Blue Devil's work & increase the time between rounds as a start point.
 
It's a similar issue to the AI bomber gunner having superior accuracy. The best way I've found is to introduce some bearing errors by introducing a 0.3 to 0.5 degree aim-off. You can do this using Notepad. Open the dp file & scroll to the [GUNSTATIONS] section.

for example

[guns.0]
gun.0=500,0.1,0,0,0,0,1,500
gun.1=500,-0.1,0,0,0,0,1,500

The RED numbers are Left/Right + Up/Down modifiers to the barrel angle as the AI tracks you. Change these + or - 0.5 degrees & you introduce a significant aim off error. The AI will see the shells aren't hitting you & try to compensate. If you're flying towards the ship, the lateral error will reduce & eventually become too small to make any difference. At that point, shells will hit home. If you're a crossing or weaving target, you'll survive a little longer :a1310:.

I also like to make modifications to the gunstations entries. I disagree that trainable gunmounts can achieve engagement rates of fire AND put all those rounds ON TARGET in a similar fashion to fixed machine guns, especially barrage weapons such as the HAA pieces. Unfortunately the CFS 2 AI engine only has the AI fighter pilot/ machine gun foe control routine to work with, so workarounds have to be found.

Specifically I would take a lead from Blue Devil's work & increase the time between rounds as a start point.

Thanks.I will give it a try.
 
hm can you build a Fictional Third Wave of Attacking Japanese Planes in Pearl Harbour.

Third Waves Order was destroy the Sub Harbour, Dockyard, Oil Depots and Attack any Survived Ship?
 
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