ORIGINAL: castor troy
ORIGINAL: treespider
ORIGINAL: JWE
This is why I so utterly hate doing informative posts on these forums. Somebody always wants to jerk it into their little universe.
No, LoBaron, this has nothing whatever to do with skills, or experience, or dogs, or cats, or the color of grass in Kansas. Take the irrelevant stuff back to the main forum and let us get on with detailing the algorithm in question. Thank you.
John,
I think LoBaron's point, after re-reading a number of posts, was:
- as CT pointed there is a feeling/consensus that there were too many bomb hits
- CT would desire fewer bomb hits with greater effect per hit.
- LoBaron speculated that one of the causes of the "too many hits" was the elevated skill ratings for pilots that players are able to achieve in game through various mechanisms. LoBaron would like to see the code changed to address the skills part of the equation...which is not happening.
All of which leaves the modder with addressing the DB by modding accuracy and effect of devices...and seeking to strike the right balance.
My humble suggestion would be to mod certain devices for primarily Land/Installation use and other devices for Naval. The Land/Installation devices would be normalized for uses in those missions and the naval devices would likely use an entirely different formula to arrive at their values.
In a perfect world we could choose load outs for each air unit dependent on mission which would allow for great flexibility of the air unit.
However this ain't a perfect world...so by doing as I suggest... the modder creates aircraft that are suited for either land ops or naval ops ...but not both.
One thing is certain - code ain't gonna change.
but that's not necessary, because in AE we now have different loadouts. For land attacks against LCU and bases the bombers carry GP bombs and for anti shipping strikes they carry AP or SAP bombs. So those different type of bombs can have different values. I am no modder, I am no bomb expert so I got no clue what values I have to enter, I could however just try, rinse and repeat. It would still leave me with my own mod and not the "real" mod so go find an opponent.
Ahh...been away for awhile...so that is what the alt device setting is for in the editor...
In the case of the Val it is set to carry device 1881 - 250kg GP Bomb. The alt device for device 1881 is device 208 - the 250 kg SAP bomb.
Got it...thanks for pointing that out CT.
So now I wonder how the code knows which device to use for which mission? There is nothing that you specifically check in the editor designating GP v SAP.