Focke-Wulf mod v1.15

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Turner
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Focke-Wulf mod v1.15

Post by Turner »

This database mod includes the two major campaigns. There are modifications, additions as well as a few surprises. Just make sure to backup the original files!

Focke-Wulf mod v1.10 - Full 1943 Campaign: This 700 Turn full campaign depicts the entire conflict from August 17, 1943 to the end of the war. This campaign is the modified original campaign adding planes to both players, primarily for the Axis. The campaign is a 'what if' based on the proposed Focke-Wulf production plans presented to the RLM in october 1943, as requested by RLMs Teknishe Amt. Historically the Ta152A/B and FW190D programs were rejected twice by the RLM during the last quarter of 1943. The Me262 and He219 programs also follow a timeline more favorable for the Axis player. However the Allied player will see the B29 enter service in may 1944 which will change the level of the game dramatically.


Focke-Wulf mod v1.10 - Full 1944 Campaign: This 500 Turn full campaign depicts the start of the period where allied escorts were able to protect their bombers deep into Axis territory. The massive retooling and reorganization of the Axis industry has by this time taken place and the early versions of the FW190D and Ta152 have entered service. The Me262 is set to enter service in march 1943 already, but the B29 will begin to enter the ETO in may. How will this fictional scenario play out? Jump straight into the action of february 1944 to decide!

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The game will take on a completely different nature with this altered planeset. Let me know if you have any problems or run into bugs or broken stuff. I have tested this quite extensively to be able to kill many bugs and tweak the combat values hoping to taking the game to a new level. Please post feedback and any bugs here, or PM me.

Thanks!
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RE: Focke-Wulf mod v1.10

Post by Turner »

v1.11 added

The 1943 Campaign is reverted back to the original start planeset. So the Bf109 is back to its original numbers. I'm still looking at the Bf109G-6 maneuverability rating of 36, if that's a good or a bad thing. If I'm unhappy with how this next test run plays out I'll revert it back to the original 35 rating.

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RE: Focke-Wulf mod v1.10

Post by AlterEgo »

Just now I'm testing your mod!
Thanks!

Congrats to your first kill! [:)]




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AlterEgo
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RE: Focke-Wulf mod v1.10

Post by AlterEgo »

It's now 08:48am ingame time.
My first impression is that the Mosquito F.B.VI has no chance at all against the FW 190 (all types).
The Mossies falls like flies from the sky. Their losses are 52 at the moment! FW 190 losses are below 10.
I don't know if this result is normal or if it's because of my new "reduced fuel consumption routine" in my modded game.exe
(the fighters remain longer in the air)




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RE: Focke-Wulf mod v1.10

Post by Turner »

The only thing the Mossie has going for it is the speed. It is fast enough to keep the fighters at distance long enough for it to escape. In terms of maneuverability it's a big airframe and not very nimble. It's also a big target. Perhaps the AI isn't using them correctly, that is low to medium altitudes and always fast.

Can't really know for sure until you test against a player, or take up the dance as the Allied Commander.
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RE: Focke-Wulf mod v1.10

Post by AlterEgo »

I also think that the AI does not exhaust the possibilities of the aircraft!
The AI needs an update
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RE: Focke-Wulf mod v1.10

Post by Turner »

Yes, that much is obvious. [:D]

But the B29 should make things... interesting.
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RE: Focke-Wulf mod v1.10

Post by Turner »

By the way, if the Axis player achieves a kill ratio of 2 to 1, or less, he is losing. You need to be in the 3 to 1 range to achieve a victory.
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RE: Focke-Wulf mod v1.10

Post by Turner »

I'll post a v1.12 soonish, addressing the Bf109G-6 issue above as well as a few other balance issues.

By the way, in my opinion the real fight in this game is about the engine factories. The Axis player's ability to fight will be crippled if the Allied player take engine production down to 50% or so. Since oil logistics is broken, and a few other critical features as well it seems, it's the only remaining option to win really. The engine factories are quite vulnerable, so perhaps the game will be a walkover once the B29 enters. It's a experiment currently, there's no doubt however that this mod will be very violent (lots of losses on both sides). The intention is to bring more flavor and excitement to the game.
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RE: Focke-Wulf mod v1.10

Post by warshipbuilder »

Since oil logistics is broken, and a few other critical features as well it seems, it's the only remaining option to win really.

Hopefully AE will address those issues. There need to be more than one approach to winning this game. If it is only about the engines, it makes the defenders job rather easy.
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RE: Focke-Wulf mod v1.10

Post by Turner »

ORIGINAL: warshipbuilder
Since oil logistics is broken, and a few other critical features as well it seems, it's the only remaining option to win really.

Hopefully AE will address those issues. There need to be more than one approach to winning this game. If it is only about the engines, it makes the defenders job rather easy.

The B29 might change that! In a way, the B29 is the centerpiece of this mod since it will be the focus of the fighting.

Am very excited about v1.12 it's shaping up to be more balanced and I've been able to fix a few issues that'd gone unnoticed.
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RE: Focke-Wulf mod v1.10

Post by AlterEgo »

ORIGINAL: warshipbuilder
Since oil logistics is broken, and a few other critical features as well it seems, it's the only remaining option to win really.

Hopefully AE will address those issues. There need to be more than one approach to winning this game. If it is only about the engines, it makes the defenders job rather easy.

I fixed an issue in the game, where OIL / FUEL were distributed to locations without considering the damage of the locations at all! I'll open up a new thread as soon as I publish my project!
But this is now a little bit off-topic.
Keep it up, Turner! [:)]
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RE: Focke-Wulf mod v1.10

Post by warshipbuilder »

Sit rep 1.12?
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RE: Focke-Wulf mod v1.10

Post by Turner »

The B29 needs more playtesting. I'll get around to doing that sometime this week so, maybe this weekend.
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RE: Focke-Wulf mod v1.10

Post by Turner »

v1.12 is uploaded

The problem I ran into was that despite the tremendous cruise speed of the B-29 it was shot down in large numbers. So obviously speed is not a factor in resolving the outcome of bomber attacks (or any air combat it seems). So instead the speed factor has to be manually modulated into air combat with the Durability factor, and that seems to work fine at least for bombers. Speed does seems to be a factor when it comes to resolving whether attacks/encounters occur at all, which makes sense. It is still necessary to modulate the difficulty of aquiring a fire solution on a fast a/c with the Durability factor.

The values as they are set now seem to work well. Against prop fighters the B29 formations can score more kills & damaged enemy a/c than # of damaged a/c they receive. Which is reasonable. Once bombers leave the main formation due to damage they are fairly easy kills, as they should be. It's always difficult to calculate what ratios would have resulted had the B29 been used in the ETO, so it's up for debate. If you have any opinions on the matter please weigh in but be sure to explain how you arrive at the conclusion(s) you make.

I'm not sure how capable the AI is in using the B29 as it seems to mix B17 and B24 formations. The B29 should not be mixed with any other type. Actually from the little playtesting I've done it seems to be capable of running some missions without escort and still take comparatively low attrition rates, especially if flying through low-risk airspace. In highly contested airspace though, escorts and high-altitude mission profiles seem to be necessary especially so if jets show up, and in this mod odds are that they will sooner or later.

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RE: Focke-Wulf mod v1.10

Post by warshipbuilder »

Thanks Turner, your efforts are very much appreciated!
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RE: Focke-Wulf mod v1.13

Post by Turner »

v1.13 up

Fixed jetset, the 262 series manufacturing labels didn't match actual models built.
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RE: Focke-Wulf mod v1.13

Post by Turner »

By the way, recommended FW mod house rules for PBEM:

Chronological development of a/c, that means the Axis player shouldn't start to build f ex the FW190D-9 until the previous buildable model has been fielded (D-5). This means that the 190D line and Ta152 family should be implemented gradually so that a realistic R&D process is simulated.

This shuld be applied to jet fighters as well. The advanced jets on the Axis side are mostly intended to add flavor to and make single player games more enjoyable should you want to use them.

The B29 on the other hand should be used without restraint, in whatever ways you can come up with, considering how well equipped the Axis player is in this mod.
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RE: Focke-Wulf mod v1.14

Post by Turner »

v1.14 changelog

Added a couple points durability to the Spitfire series.
262 series name and weapons fix.
Horten X renamed to Go239 to follow the same series as the Go229.
Fixes to the FlaK units, the '41 88 is the most lethal hi-level flak, so it got a couple points added in accuracy.
37 mm FlaK got a little better accuracy.
Some fixes to locations in terms of map positioning.
Some database cleanups in addition to the 262 above.

The Spitfire is legendary for its maneuverability and handling, and I just felt it should perform a little better in the game to represent that. The 262 series was just a mess I had missed to cleanup in 1.13 after I got caught up on the B29 issue. Horten X never got anywhere near production, but is a interesting concept and is implemented in a version I believe may have reached that point. (Drag rudders are inadequate at landing speeds. Something the Go229 demonstrated in the crash.) The 1941 88 should be murderous because of its range and accuracy and it should be reflected ingame. Same with the 37 mm low-level FlaK. I recommend house rules when it comes to FlaK deployment, a cap on # of guns per airfield is well motivated. The rest is cosmetics.

I really wanted to add the guided Ruhrstahl X-4 Surface-to-Air Missile system as a FlaK device, but since it is not possible to make it a delayed arrival, it's a no-go. AlterEgo do you know anything about what the possibilities are of making such a device delayed?

"The best thing about the Spitfire XVI is that there are so few of them." - Adolf Galland

PS. Still making some adjustments to locations atm, uploading shortly. DS.

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RE: Focke-Wulf mod v1.14

Post by Turner »

And it's up.
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