
carrier_intercept_optimization
一个让航母拦截机“按需出动”的 AI 优化 mod,适用于所有派系(玩家与 NPC 一视同仁)。 AI Optimization Mod – Carrier Interceptor On-Demand Deployment This mod optimizes carrier interceptor AI to launch fighters in proportion to the threat, rather than all-or-nothing behavior. It applies equally to player and NPC fa
查看大图1.2.4 更新
修复两个严重 bug:
- 目标只来自重力雷达接触表,接触表空一轮就完全不派机(大雷达船看得到敌人却不拦截);
- 召回判定看接触表成员关系,目标沿雷达边缘飞行时整队飞机被误召回。
现在目标来源增加“按雷达射程直接搜索敌舰”,召回改为真实距离判定(雷达范围 + 5km 迟滞)。另新增编队任务过滤:只有 Interception(拦截)编队的舰载机才会被征用,轰炸 / 攻击编队不再被拉去拦截 S 级目标。
1.2.4 更新(英文原文)
Two serious bugs fixed:
- the gravidar contact list was the only target source, so a single empty scan meant no interception at all (a big-radar ship could see the enemy but the carrier never launched);
- the recall test used contact-list membership, so a target cruising along the radar edge got whole strikes recalled.
Targets are now also found directly by radar range, and recall is a real distance check (radar range + 5km hysteresis). Added assignment filtering: only Interception wings are used - Bombardment/Attack wings are no longer dragged into S-sized targets.
怎么用
- 把舰载机编入航母,并把它们的编队任务设为 Interception(拦截)—— 这是关键要求。设为 Attack / Bombardment 的编队不会被本 mod 征用。
- 所有 Interception 下属即视为“机队规模”,AI 按 S×2 / M×4 自动计算实际出击数。
- 需要超视距拦截时,在舰队中编入一艘雷达更大的船(如札幌 80km)即可。
出动规则
- 每出现 1 架 S 敌机 → 出动 2 架舰载机
- 每出现 1 架 M 敌机 → 出动 4 架舰载机
- 总出动数 = S 敌机数 × 2 + M 敌机数 × 4
- 需求超过机队规模时全员出击(如 32 架机队遇 6S+6M:36 ≥ 32,全部起飞)
- 每个未接战目标单独分配,同一轮不重复派同一架飞机
- 拦截范围以舰队最大雷达为准;轰炸等其他 AI 保持原版
其它特性
直接下达攻击指令并锁定目标;目标真正脱离雷达才召回(雷达范围 + 5km 迟滞);45 秒补员冷却;40% 血量门槛;太空闲置优先、泊位/机库次之。全派系生效,无依赖,不修改存档。
How to use
- Assign your carrier-based fighters to the carrier and set their Assignment to Interception - this is the key requirement. Wings set to Attack or Bombardment are NOT used by this mod.
- Every Interception subordinate counts toward the "wing size"; the AI then works out the actual sortie count from S x2 / M x4.
- For BVR interception, include a ship with a larger radar (e.g. a Sapporo, 80km) in the fleet.
Deployment rules
- 1 S enemy -> 2 fighters
- 1 M enemy -> 4 fighters
- Total sortie count = (S enemies x 2) + (M enemies x 4)
- If that exceeds the wing size, all fighters launch (e.g. 32-ship wing vs 6S + 6M: 6x2 + 6x4 = 36 >= 32 -> full scramble)
- Each unengaged target is assigned individually; no fighter is reused within the same round
- The interception envelope is the best radar in the fleet; bombing and other AI behaviours stay vanilla
Other features
Direct attack orders with target lock; recall only when a target really leaves the radar (range + 5km hysteresis); 45s reinforcement cooldown; 40% hull threshold; idle-in-space first, then pads/hangar. All factions, no dependencies, save-safe.
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