Well, when it comes to modding crew rating, I'm a novice why you rate elite. It sounds like a great idea. I assume you could make it work with RSRD using the air bases? As long as the contact range that other assets responded is realistic would be great, maybe a lil further than TMO. Not sure how you disconnect plane behavior, but getting the same plane type to act differently is a brilliant idea. I assume it come from cloning a type and giving it it's own values, etc...?
I have very limited modding skills, although I make many mods I just use them for myself because I use and tweak so many others mods. One thing I would like is to increase the sub's visual AI to see ships at a distance.....the sub AI should be able to see smoke on the horizon. Obvious smoke is generic eye candy, but would be nice if smoke was a "hard" object like a ship that could be seen. Haven't looked at all the speech files in somewhile, wonder if there is one for "smoke on the horizon". If you have any suggestions on improving the sub AI, advise.. I've started playing with the sensor.cfg, but not had much time to test and not sure what good numbers would be or how they work without testing.
Oh, being as smart as you are maybe you can figure a workaround. As I'm sure you know you can add planes to ship groups using the ME or batch editor in RSRD. Problem is you can't adjust plane height when you add it to a ship group, so planes fly low and in time will crash. For instance, I added CAP per say to the Midway TF, so when it spawned I could see planes flying large circles around the TF, yet low, maybe 100 ft above the water, they may last a few minutes or a few hours. However, if they happen to spot you they go into more realistic behavior, increase height to attack and after the attack they basically will stay high...One issue though, I guess based on airstrike config, if the group is a carrier and a CAP plane spots you it can spawn 100 planes to attack you...lol
AW, geesh, I'm cluttering your mod thread....I'll PM you several other ideas I have, so I assume you check your PM's here..., I give you my full list of what I've been working on and what needs I require.....lol
Well I just finished my second patrol, think I will load this up before leaving for my third. I also think I'm going back to RSRD. I didn't really see anything in the TMO traffic or missions that thrilled me (I'm sick of delivering coast watchers and radio repair parts quite frankly).
So with TMO 2.5 and RSRD and the Traveller mod, anybody have any recommendations for minor mods? Like sound packs or graphic tweaks, sensor or plane adjustments. I think I'll start with the Traveller escort AI and not put the TMO AI back.
Hehe, not sure how you did it. I'm not sure how I would feel about a plane shadowing me all day, planes would long run out of fuel. You didn't state how they come in contact, is it surface only? I would assume they would lose contact and leave if you dived deep enough, unless you're attaching overpowered sonar or using tweaked MAD settings to the plane, that would be perverted. I could only guess you're tweaking some sensor radar or sonar....Might be better if the plane followed for a few hours, called other assets in, then left....Be tough if you used a sensor where they picked you up underwater and hung with you making it impossible to attack in daylight.. Be interesting to see what you come up with. I could see benefits as long as near homelands or a near base, but somehow fuel should come into play, but not sure planes work that way in game.
Seems like the crew configuration changes mean this mod can not be installed during an active career. I loaded up my most recent autosave after installing the mod and still had the same crew, specializations, etc. Starting a new career set up the crew with the 2 damage/medic slots and appropriate specialties.
medium bombing much needed fix, instead of all the dive bomb runs from planes that can't.Originally Posted by TravellerMods Go to original post