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Few Questions...

dasuto247

Members +
1) How to make it so bombers act like bombers and night fighters.One think if dive and torpedo bombers go defensive but level bombers such as B-25 and G4M ignoring bombing missions to fly around like fighters? Bit much. Surely this is an error or a bug than has been addressed? B-25 is terrible about it, especially after drop bomb load. I noticed if set level to rookie and low aggressiveness it usually is not as bad but it shouldn't happen. Dive and torpedo bombers sure(not when have bomb load and have yet to strike target), to a degree, heavy medium level bombers, not so much.

2)I noticed the B5N kate rear gunner never fires when on a strike or torpedo mission?

3) AI fighters on escort never stick with the bombers.Anyway to change this? I set the actual escorts to low aggressiveness, seems to bring them back quicker but they will leave bombers wide open.

4)Why do bomber such as B-24 etc drop one bomb on target? Is there a fix? I tried the AI bombs thing where it makes it look like more bombs are dropped but in reality it is one.

5)When flying a level bomber, is there a way to get your wingmen to level bomb as should.

6) Some ships such as carriers are not nearly resilant against torpedoes as should be.How to fix that?

Just some issues I'd like to adjust quick as possible.Thanks in advance.
 
1) How to make it so bombers act like bombers and night fighters.One think if dive and torpedo bombers go defensive but level bombers such as B-25 and G4M ignoring bombing missions to fly around like fighters? Bit much. Surely this is an error or a bug than has been addressed? B-25 is terrible about it, especially after drop bomb load. I noticed if set level to rookie and low aggressiveness it usually is not as bad but it shouldn't happen. Dive and torpedo bombers sure(not when have bomb load and have yet to strike target), to a degree, heavy medium level bombers, not so much.

2)I noticed the B5N kate rear gunner never fires when on a strike or torpedo mission?

3) AI fighters on escort never stick with the bombers.Anyway to change this? I set the actual escorts to low aggressiveness, seems to bring them back quicker but they will leave bombers wide open.

4)Why do bomber such as B-24 etc drop one bomb on target? Is there a fix? I tried the AI bombs thing where it makes it look like more bombs are dropped but in reality it is one.

5)When flying a level bomber, is there a way to get your wingmen to level bomb as should.

6) Some ships such as carriers are not nearly resilant against torpedoes as should be.How to fix that?

Just some issues I'd like to adjust quick as possible.Thanks in advance.

Good thing I took notes on the posts by Talon on some of these questions. He was a master at getting the AI to do what he wanted by fixing the planes and hand editing the mission files.This is one reason he is a big loss to the community.

To get bombers like the Betty and others you mentioned to stay in formation and not act like a fighter

Go into the mission file and hand edit the family of the plane in question and put 2 instead of 1.This also gives better defensive fire from all the bombers.

Example

[unit_type.3]type_id=3968
unit_family=2
name=SG_Betty

I never noticed the problem you are having with the Kate,I've been hit when they are doing their runs.

He usually set the player flight to escort so you could have better control of them and the AI to sweep.

The 1 bomb for level bombing is hard coded into the game and no luck fixing it so far.

Another trick Talon did with level bombing was have your plane as the last plane in the formation and you follow the AI.You set them to attack the target in mission builder,they attack it and you drop your bombs when they do.

To make the ships tougher you need to go into their DP file and change the effects I think but not sure and the damage boxes.

Where it says sink the # after it I thinks is how many hits it takes.Someone else probably knows better then me.Talon never made a post about it that I know of.

[EFFECTS.10]
; System = hull_for_1
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_tpdexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,1,


[EFFECTS.11]
; System = hull_for_2
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_tpdexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,2,


[EFFECTS.12]
; System = hull_port_3
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_tpdexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,3,


[EFFECTS.13]
; System = hull_star_4
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_tpdexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,4,

TheBookie
 
Good thing I took notes on the posts by Talon on some of these questions. He was a master at getting the AI to do what he wanted by fixing the planes and hand editing the mission files.This is one reason he is a big loss to the community.

To get bombers like the Betty and others you mentioned to stay in formation and not act like a fighter

Go into the mission file and hand edit the family of the plane in question and put 2 instead of 1.This also gives better defensive fire from all the bombers.

Example

[unit_type.3]type_id=3968
unit_family=2
name=SG_Betty

I never noticed the problem you are having with the Kate,I've been hit when they are doing their runs.

He usually set the player flight to escort so you could have better control of them and the AI to sweep.

The 1 bomb for level bombing is hard coded into the game and no luck fixing it so far.

Another trick Talon did with level bombing was have your plane as the last plane in the formation and you follow the AI.You set them to attack the target in mission builder,they attack it and you drop your bombs when they do.

To make the ships tougher you need to go into their DP file and change the effects I think but not sure and the damage boxes.

Where it says sink the # after it I thinks is how many hits it takes.Someone else probably knows better then me.Talon never made a post about it that I know of.

[EFFECTS.10]
; System = hull_for_1
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_tpdexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,1,


[EFFECTS.11]
; System = hull_for_2
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_tpdexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,2,


[EFFECTS.12]
; System = hull_port_3
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_tpdexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,3,


[EFFECTS.13]
; System = hull_star_4
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_tpdexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,4,

TheBookie


Thanks, this was helpful.I have actually done the thing where I fly in formation with AI formation(not easy !) and drop on cue with them.I was hoping could be the lead, have my AI wingmen drop when I do, as level bombers.Ah well.The bombers not acting like fighters will be a great thing, will fix it for next time I get to fly.

I have searched online.Any links for detailed records of TF 58's movements composition ? I am wanting to create a TF 58 campaign, actually have several great missions built BUT trying to fill in the blanks between strikes on Woleai on April 1, 44 and their supporting the Hollandia operation later in the month.I believe the made some strikes en route. OCD showing. I have googled but nothing detailed came up so far.
 
the one bomb dorpping is hard coded. But try this... (please note that this is for the Zepline L44)

[HARDPOINTS]
mount.0=-2.5,14,4
mount.1=-2.5,14,3
mount.2=-2.5,14,2
mount.3=-2.5,14,1
mount.4=-2.5,14,0
mount.5=-2.5,14,-1
mount.6=2.5,14,4
mount.7=2.5,14,3
mount.8=2.5,14,2
mount.9=2.5,14,1
mount.10=2.5,14,0
mount.11=2.5,14,-1
mount.12=-2.5,14,10
mount.13=-2.5,14,9
mount.14=-2.5,14,8
mount.15=-2.5,14,7
mount.16=-2.5,14,6
mount.17=-2.5,14,5
mount.18=2.5,14,10
mount.19=2.5,14,9
mount.20=2.5,14,8
mount.21=2.5,14,7
mount.22=2.5,14,6
mount.23=2.5,14,5
[PAYLOADS]
payload.0=%payload_name.0%
payload.1=%payload_name.1%
payload.2=%payload_name.2%
payload.3=%payload_name.3%
payload.4=%payload_name.4%
payload.5=%payload_name.5%
[PAYLOAD.0]
; Payload = Guns Only
[PAYLOAD.1]
; Payload = 48 x 10 kg Carbonit Bombs
mount.0=wep_10kg_carbonit, 2, -1
mount.1=wep_10kg_carbonit, 2, 0
mount.2=wep_10kg_carbonit, 2, 0
mount.3=wep_10kg_carbonit, 2, 0
mount.4=wep_10kg_carbonit, 2, 0
mount.5=wep_10kg_carbonit, 2, 0
mount.6=wep_10kg_carbonit, 2, 0
mount.7=wep_10kg_carbonit, 2, 0
mount.8=wep_10kg_carbonit, 2, 0
mount.9=wep_10kg_carbonit, 2, 0
mount.10=wep_10kg_carbonit, 2, 0
mount.11=wep_10kg_carbonit, 2, 0
mount.12=wep_10kg_carbonit, 2, 0
mount.13=wep_10kg_carbonit, 2, 0
mount.14=wep_10kg_carbonit, 2, 0
mount.15=wep_10kg_carbonit, 2, 0
mount.16=wep_10kg_carbonit, 2, 0
mount.17=wep_10kg_carbonit, 2, 0
mount.18=wep_10kg_carbonit, 2, 0
mount.19=wep_10kg_carbonit, 2, 0
mount.20=wep_10kg_carbonit, 2, 0
mount.21=wep_10kg_carbonit, 2, 0
mount.22=wep_10kg_carbonit, 2, 0
mount.23=wep_10kg_carbonit, 2, 0

The real issues is that the mount.0 must be the location of the first bomb.
Every bomb after that must follow that bomb. Like so...

mount.0=wep_10kg_carbonit, 2, -1
mount.1=wep_10kg_carbonit, 2, 0

If not then they will not drop. This will drop every bomb in a carpet bomb fasion. As fore how many you see I don't know.
 
Hi TheBookie,

You are partially correct about the aircraft unit family being identified in the mission file. However, this unit family number identification is automatically copied into the mission data from the aircraft's .dp file when the mission is being built. If the aircraft type is properly identified in the aircraft .dp file there is no need to hand edit it into the mission.

In the .dp file there is a section [MISC_DATA] that defines the aircraft type, how it is to act, and its generic AI performance like speed parameters, max altitude etc. It looks like like this:

[MISC_DATA]
unit_family=2
category=2
allegiance=4
max_group_size=8
min_speed=240
cruise_speed=293
max_speed=439
min_alt=50
cruise_alt=5965
max_alt=10000
entered_service=4/2/41
crew=7

This example aircraft is set up to be a bomber type and to perform as a level bomber. It will hold formation when attacked and it gunners will defend it if their guns are defined in the .dp [GUNS] section. I don't think that if a dive bomber of torpedo bomber is defined a as fighter (unit family=1) it will use its rear gunner.

The AI planes will act just like they are defined in the .dp [MISC_DATA] file. This is also used to identify a ship, vehicle, or a static object. Both the unit family and the category need to be correctly identified for the model to act right. And when you build a mission, the Mission Builder tool uses this .dp information to identify the way it should act in the mission.

Here is the list of the number definitions for the unit types and categories as I have been able to compile them. I am not 100% sure everything is accurate but I believe that it covers all of the numbers that are used.

[UNIT FAMILY:]
1 - Fighter (default)
2 - Bomber
3 - Ground Vehicle
4 - Static Object
5 - Ship or Boat
7 - Aircraft Carrier
[Category:]
1 - Aircraft Fighter
2 - Aircraft Level Bomber (B-24, He-111) AND FLOAT PLANES !!!
3 - Aircraft Dive Bomber (Stuka, Dauntless, Val)
4 - Aircraft Torpedo Bomber (Avenger, TBF, Kate)
5 - Aircraft Tactical Bomber (A-20, Ju-88)
6 - Aircraft Strike (Fw-190F2, A-4; 2 Engine Nightfighters?)
7 - Aircraft Civil
8 - Aircraft Recon (L-5A, Storch)
9 - Aircraft Transport (C-47)
10 - Aircraft Fighter-Bomber (any fighter equipped with bombs) or Dive Bombers

[Category for Non-Aircraft Objects:]
11 - Unused
12 - Unused
13 - Ship Aircraft Carrier
14 - Ship Cruiser
15 - Ship Destroyer
16 - Ship Submarine
17 - Ship Battleship
18 - Ship Patrol i.e. torpedo boat / gunboat / auxiliary
19 - Ship Transport / Tanker / Cargo
20 - Unused
21 - Tracked Vehicle
22 - Wheeled Vehicle
23 - Train Car
24 - Amphibious vehicle
25 – Unused
26- Unused
27 – Unused
28- Unused
29 - Artillery Static
30 - Mechanical Equipment
31 - Structure Static
32 - Factory
33 - Non-target Object
34 – Runway
35- Unused
36- Unused
38 – Sound
37 - Weapons *** see weapon type below

All weapons are
unit family=4
category=37

[Weapon Types:]
1=Bomb (small) 30lb, 100lb, 250lb, 30kg, 60kg
2=Bomb (medium) 500lb, 250kg
3=Bomb (large) 1000lb, 500kg, 800kg
4=Bomb (very large) 2,000lb. 1000 kg
5=Rocket
6=Rocket air to air
7=Rocket
8=Rocket (timed) - 8 seconds
9=Torpedo - MK13, seems to be for lighter torpedoes
10= Torpedo - MK13, seems to be for lighter torpedoes
11=Torpedo - Type91, seems to be for heavier torpedoes
12= Torpedo - Type91, seems to be for heavier torpedoes
13=bullet
14=drop Tank 1000 lbs
15=Drop Tank - Jap 330litre, Jap 200litre, corsair/hellcat/lightning tanks, most picked
16=Drop Tank (200gal)
17=Drop Tank (150gal18= drop Tank 1000 lbs
18= drop Tank 1000 lbs
19= drop Tank 1000 lbs
20=Pylon - Pylons, Pods, Parts: Used for rocket pods, ordinance mounts, pylons and SID pilot

??? Don’t know if 11, 12, 13, 14, 18 and 19 are used – probably not continued beyond 20
 
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