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RE: Air to Air improvements

 
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RE: Air to Air improvements - 10/9/2006 6:08:58 AM   
dtravel


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Joined: 7/7/2004
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The "accuracy" rating has absolutely nothing to do with how accurate the weapon is.  It is based on rate-of-fire, nothing else.

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to Herrbear)
Post #: 31
RE: Air to Air improvements - 10/9/2006 3:13:17 PM   
langley


Posts: 183
Joined: 2/1/2005
From: Newbury, Berkshire, England.
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quote:

ORIGINAL: Gary Childress


quote:

ORIGINAL: Apollo11

Hi all,

quote:

ORIGINAL: langley

(2) Add in the limits of aircraft Performance at various attitudes in speed, climb and maneuverabilty at 4 levels ie:-
(a) 0 to 10,000 ft
(b) 10,001 to 20,000ft
(c) 20,001 to 30,000ft
(d) 30,001 to 45,000ft.


I suggested this about 2+ years ago (I suggested simple curve consisting of few key altitudes so that full spectrum can be "drawn" to extrapolate data in all altitudes) only to learn that this was already proposed by BETA tester even before... unfortunately this never materialized (and I doubt it ever will)...


Leo "Apollo11"


I like this idea as well. My guess as to why it wasn't done is that this data is probably hard to come by. It's easy to find simple listings of "rate of climb", "top speed" etc but it seems a small degree harder to find such statistics for various altitudes. Are there any good books out there which list these stats for various aircraft? (I'm sure there are, however, the only books I have are on OOBs at the moment.)

For that matter as Kwik E Mart metioned, are there any difinitive books out there on air to air combat during the war, what it was like and what the results typically were?


It may be a bit less harder to find such for various Altttudes if a number of us club together and all add our input. It may also be an idea to list the source data as well.

One other think that may help in air to air combat would be a Tactics button.
This could be used to improve or reduce the effectiveness of air to combat for one side or the other!
some of the Tactics could be (1) Bounce the attacking Figthers, or Bombers (2) direct attack on Figthers or Bombers.
(3) Avoid air to air to combat (recon missions).
Plus any others that people may come up with.

MJT

_____________________________

"My God, I hope you don't blame me for this. I had no idea where you were."
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(in reply to Gary Childress)
Post #: 32
RE: Air to Air improvements - 10/9/2006 8:09:11 PM   
Sonny

 

Posts: 2005
Joined: 4/3/2002
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We don't need a tactical game added to WitP - just more realistic outcomes for combat.

_____________________________

Quote from Snigbert -

"If you mess with the historical accuracy, you're going to have ahistorical outcomes."

"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "

(in reply to langley)
Post #: 33
RE: Air to Air improvements - 10/10/2006 2:07:52 AM   
Kwik E Mart


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quote:

ORIGINAL: Sonny

We don't need a tactical game added to WitP - just more realistic outcomes for combat.


badges? we don't need no stinkin' bagdes!

_____________________________

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Ron Swanson: Clear alcohols are for rich women on diets.



(in reply to Sonny)
Post #: 34
RE: Air to Air improvements - 10/10/2006 11:55:56 AM   
Apollo11


Posts: 21618
Joined: 6/7/2001
From: Zagreb, Croatia
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Hi all,

quote:

ORIGINAL: Herrbear

quote:


#1
Change database so that we create new "centerline" mounted weapons class (in addition to just "front firing weapon" we have now).

Such mounted weapons should be much more accurate than wing mounted (just as it historically was due to misconvergence of wing mounted weapons and their high susceptibility to inaccuracy in heavy maneuvering).

This would fix many problems with artificially weak aircraft i WitP (which were not in real life).


Currently both stock and RHS show the .50 cal aircraft gun as accuracy = 29. What would be your recommendation?

Thanks.



The best man to ask this and get good answer is "Nik"...

BTW, are there any documentation regarding this in his mod (I didn't DL few latest ones) - anyone knows?


Leo "Apollo11"

_____________________________



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P: UV, WitP, WitP-AE

(in reply to Herrbear)
Post #: 35
RE: Air to Air improvements - 10/10/2006 5:03:26 PM   
Nikademus


Posts: 25218
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quote:

ORIGINAL: Apollo11


BTW, are there any documentation regarding this in his mod (I didn't DL few latest ones) - anyone knows?

Leo "Apollo11"


Yes, its called the the lonely FAQ......included in every Nikmod Zip. It's lonely because noone ever seems to read it.


(in reply to Apollo11)
Post #: 36
RE: Air to Air improvements - 10/11/2006 12:05:39 AM   
TheElf


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From: Corpus Christi, TX
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To anyone interested in answering this question....

Would you rather have:

A. Realistic Aircraft availability rates (ie not typcially 100% ready A/C)

or

B. 100% Avialability rates so you can have UBER CAPS up ALL THE time?

_____________________________

WAR IN THE PACIFIC: Admiral's Edition - Air Team Lead

IN PERPETUUM SINGULARIS SEDES



(in reply to Nikademus)
Post #: 37
RE: Air to Air improvements - 10/11/2006 1:51:15 AM   
Gary Childress


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quote:

ORIGINAL: TheElf

To anyone interested in answering this question....

Would you rather have:

A. Realistic Aircraft availability rates (ie not typcially 100% ready A/C)

or

B. 100% Avialability rates so you can have UBER CAPS up ALL THE time?


I go for the realistic rates.

(in reply to TheElf)
Post #: 38
RE: Air to Air improvements - 10/11/2006 3:24:39 AM   
ChezDaJez


Posts: 3431
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From: Chehalis, WA
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quote:

ORIGINAL: Gary Childress


quote:

ORIGINAL: TheElf

To anyone interested in answering this question....

Would you rather have:

A. Realistic Aircraft availability rates (ie not typcially 100% ready A/C)

or

B. 100% Avialability rates so you can have UBER CAPS up ALL THE time?


I go for the realistic rates.


Absolutely... realistic rates all the way.

Chez


_____________________________

Ret Navy AWCS (1972-1998)
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98

(in reply to Gary Childress)
Post #: 39
RE: Air to Air improvements - 10/11/2006 7:55:31 AM   
bradfordkay

 

Posts: 8183
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From: Olympia, WA
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Realistic availability rates, of course...

_____________________________

fair winds,
Brad

(in reply to ChezDaJez)
Post #: 40
RE: Air to Air improvements - 10/11/2006 8:47:41 AM   
dtravel


Posts: 4533
Joined: 7/7/2004
Status: offline

quote:

ORIGINAL: TheElf

To anyone interested in answering this question....

Would you rather have:

A. Realistic Aircraft availability rates (ie not typcially 100% ready A/C)

or

B. 100% Avialability rates so you can have UBER CAPS up ALL THE time?


Perhaps you would get a more accurate set of responses if the question wasn't slanted.

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to TheElf)
Post #: 41
RE: Air to Air improvements - 10/11/2006 10:04:47 AM   
TheElf


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From: Corpus Christi, TX
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quote:

ORIGINAL: dtravel


quote:

ORIGINAL: TheElf

To anyone interested in answering this question....

Would you rather have:

A. Realistic Aircraft availability rates (ie not typcially 100% ready A/C)

or

B. 100% Avialability rates so you can have UBER CAPS up ALL THE time?


Perhaps you would get a more accurate set of responses if the question wasn't slanted.


I'm sorry. Come again?

_____________________________

WAR IN THE PACIFIC: Admiral's Edition - Air Team Lead

IN PERPETUUM SINGULARIS SEDES



(in reply to dtravel)
Post #: 42
RE: Air to Air improvements - 10/11/2006 8:38:20 PM   
Kwik E Mart


Posts: 2402
Joined: 7/22/2004
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quote:

ORIGINAL: TheElf

To anyone interested in answering this question....

Would you rather have:

A. Realistic Aircraft availability rates (ie not typcially 100% ready A/C)

or

B. 100% Avialability rates so you can have UBER CAPS up ALL THE time?


is this a trick question?

_____________________________

Kirk Lazarus: I know who I am. I'm the dude playin' the dude, disguised as another dude!
Ron Swanson: Clear alcohols are for rich women on diets.



(in reply to TheElf)
Post #: 43
RE: Air to Air improvements - 10/11/2006 9:16:29 PM   
dtravel


Posts: 4533
Joined: 7/7/2004
Status: offline

quote:

ORIGINAL: TheElf

quote:

ORIGINAL: dtravel


quote:

ORIGINAL: TheElf

To anyone interested in answering this question....

Would you rather have:

A. Realistic Aircraft availability rates (ie not typcially 100% ready A/C)

or

B. 100% Avialability rates so you can have UBER CAPS up ALL THE time?


Perhaps you would get a more accurate set of responses if the question wasn't slanted.


I'm sorry. Come again?

I'm sure you know what I'm referring to.

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to TheElf)
Post #: 44
RE: Air to Air improvements - 10/11/2006 10:30:12 PM   
Sonny

 

Posts: 2005
Joined: 4/3/2002
Status: offline
quote:

ORIGINAL: Kwik E Mart


quote:

ORIGINAL: TheElf

To anyone interested in answering this question....

Would you rather have:

A. Realistic Aircraft availability rates (ie not typcially 100% ready A/C)

or

B. 100% Avialability rates so you can have UBER CAPS up ALL THE time?


is this a trick question?



No, its a trick answer!

_____________________________

Quote from Snigbert -

"If you mess with the historical accuracy, you're going to have ahistorical outcomes."

"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "

(in reply to Kwik E Mart)
Post #: 45
RE: Air to Air improvements - 10/12/2006 1:00:45 AM   
TheElf


Posts: 3812
Joined: 5/14/2003
From: Corpus Christi, TX
Status: offline
quote:

ORIGINAL: dtravel


quote:

ORIGINAL: TheElf

quote:

ORIGINAL: dtravel


quote:

ORIGINAL: TheElf

To anyone interested in answering this question....

Would you rather have:

A. Realistic Aircraft availability rates (ie not typcially 100% ready A/C)

or

B. 100% Avialability rates so you can have UBER CAPS up ALL THE time?


Perhaps you would get a more accurate set of responses if the question wasn't slanted.


I'm sorry. Come again?

I'm sure you know what I'm referring to.


Please feel free to let me in on whatever secret you are keeping. Really.

_____________________________

WAR IN THE PACIFIC: Admiral's Edition - Air Team Lead

IN PERPETUUM SINGULARIS SEDES



(in reply to dtravel)
Post #: 46
RE: Air to Air improvements - 10/12/2006 1:18:50 AM   
John 3rd


Posts: 9085
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Having just experienced my first dose of UBER-CAP in my campaign versus Wolfpack (I am Japanese and it is Oct 1943), I would beg for ANY type of fix!

Realistic availablility rates ALL THE WAY!


(in reply to TheElf)
Post #: 47
RE: Air to Air improvements - 10/12/2006 1:44:52 AM   
tacticon

 

Posts: 62
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From: 6ft below reality
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I'm sure Wolfpack experienced Uber-Cap a little earlier in your game.

_____________________________

Tacticon

What if there were no hypothetical Situations?

(in reply to John 3rd)
Post #: 48
RE: Air to Air improvements - 10/12/2006 2:15:38 AM   
dtravel


Posts: 4533
Joined: 7/7/2004
Status: offline

quote:

ORIGINAL: TheElf

quote:

ORIGINAL: dtravel


quote:

ORIGINAL: TheElf

quote:

ORIGINAL: dtravel


quote:

ORIGINAL: TheElf

To anyone interested in answering this question....

Would you rather have:

A. Realistic Aircraft availability rates (ie not typcially 100% ready A/C)

or

B. 100% Avialability rates so you can have UBER CAPS up ALL THE time?


Perhaps you would get a more accurate set of responses if the question wasn't slanted.


I'm sorry. Come again?

I'm sure you know what I'm referring to.


Please feel free to let me in on whatever secret you are keeping. Really.


The possible answers you list are blatently biased. Its like saying "Behind this door is your horny girlfriend and behind that door are six guys with baseball bats waiting to beat you to death. Which one do you want to walk thru?" By the way you phrased them there is an obvious "right" answer and an obvious "wrong" answer.

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to TheElf)
Post #: 49
RE: Air to Air improvements - 10/12/2006 3:22:25 AM   
TheElf


Posts: 3812
Joined: 5/14/2003
From: Corpus Christi, TX
Status: offline
quote:

ORIGINAL: dtravel


quote:

ORIGINAL: TheElf

quote:

ORIGINAL: dtravel


quote:

ORIGINAL: TheElf

quote:

ORIGINAL: dtravel


quote:

ORIGINAL: TheElf

To anyone interested in answering this question....

Would you rather have:

A. Realistic Aircraft availability rates (ie not typcially 100% ready A/C)

or

B. 100% Avialability rates so you can have UBER CAPS up ALL THE time?


Perhaps you would get a more accurate set of responses if the question wasn't slanted.


I'm sorry. Come again?

I'm sure you know what I'm referring to.


Please feel free to let me in on whatever secret you are keeping. Really.


The possible answers you list are blatently biased. Its like saying "Behind this door is your horny girlfriend and behind that door are six guys with baseball bats waiting to beat you to death. Which one do you want to walk thru?" By the way you phrased them there is an obvious "right" answer and an obvious "wrong" answer.


Exactly. The problem is that what we have now is the wrong answer. All I am interested in is people's opinion about CAP. Back in the UV days the UBER CAP wasn't impossible to create, but higher fatigue levels and aircraft repair delays were major complaints from this very forum. The result was that it got changed.

I may just be a simple player, but I want to know if people would be happier with more realistic repair/availability rates or with the UBER CAP, which as we all know is very easy to not only achieve, but also to maintain. Maybe if enough voices are heard we'll see some change...


_____________________________

WAR IN THE PACIFIC: Admiral's Edition - Air Team Lead

IN PERPETUUM SINGULARIS SEDES



(in reply to dtravel)
Post #: 50
RE: Air to Air improvements - 10/12/2006 5:19:57 AM   
dtravel


Posts: 4533
Joined: 7/7/2004
Status: offline
Ya, I got that.  It just would have been much more honest to say "I think that aircraft for CAP are too readily available and it needs to be changed.  Does anyone agree with me?"

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to TheElf)
Post #: 51
RE: Air to Air improvements - 10/12/2006 6:30:51 AM   
John 3rd


Posts: 9085
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
tacticon,

Actually you confuse two differing things.  In the days of the Zero Bonus at the start of the campaign, ya he did take higher losses BUT some of his planes ALWAYS got through.

I haven't hardly seen that whatsoever.  I attacked for 50 Fighters (all XP 70+) and 65 Bettys (all XP 65+) and NONE of them survived!  What a load of crap.

Where is the balance?  I do not know but I DO know THIS is not it.

(in reply to dtravel)
Post #: 52
RE: Air to Air improvements - 10/12/2006 1:00:01 PM   
Bobthehatchit


Posts: 1471
Joined: 4/27/2003
From: GREAT BRITAIN
Status: offline

quote:

ORIGINAL: Nikademus


quote:

ORIGINAL: Apollo11


BTW, are there any documentation regarding this in his mod (I didn't DL few latest ones) - anyone knows?

Leo "Apollo11"


Yes, its called the the lonely FAQ......included in every Nikmod Zip. It's lonely because noone ever seems to read it.




I have not only down loaded your mod, i have installed it and played it.... and shock horrow read the FAQ.... well some of it anyway!

_____________________________

"Look at yours before laughing at mine". Garfield 1984.

Wanted: ISDII Low millage in Imperial gray.


Just my 2 pence worth.
I might not be right.
Hell I am probaby wrong.
But thats my opinion for what its worth!

(in reply to Nikademus)
Post #: 53
RE: Air to Air improvements - 10/12/2006 1:50:42 PM   
Charleslamb

 

Posts: 1
Joined: 10/12/2006
Status: offline
Hello,

I have not posted here before, but I have played WITP since its release, and played two long term pbem games. Until a few months ago when the results from an A to A combat in one of those games convinced me (as an IJN) player that the stock game was not worthing playing beyond 43 (the planetypes then seemed to guarantee that the US would get a turkey shoot regardless of pilotskill or even massive IJN numeric superiority....). I stopped playing as a result but the compulsion is back so I have recently been looking
at the various mods and their attempts to address the aircombat model:-

My other passion is flight simulation and I play and design campaigns and scenarios for a WWII flightsim il2 Sturmovik.

First Principle of an accurate system:- the values required should be completely numeric based upon statistics and not estimated or guessed. Statistical formula should provide the required value and there should be no departure from this:-

The general trend throughout WWII:- Planes became faster throughout the war at the expense of manouverability because SPEED is the most desirable asset in AtoA combat . The faster plane holds the initiative and can decide when to fight or when to avoid combat. Throughout this period planes became increasingly fast at the expence of manouverability. There is the old truism SPEED IS LIFE !.

I believe this is heavily factored into the secret AtoA algorithm...I hope so, it is correct.

Also from experiance of virtual air combat:- if you look at any two planes, you can always find one characteristic in which any plane is superior.
eg:-a Zero could easily outturn a P40, but the P40 was faster and could outdive the zero. A Gladiator has a far higher sustained turn than a ki61:- Pilot skill for a combat pilot primarily involves the ability to get your opponent to fight in a way that best suits your own planes superiority !.
e'g the P40's dive characteristic does not mean that the P40 is manouverable, it just means that the one advantage it had was the ability to dive faster (and extra weight allowed it to zoom climb...low and slow and the P40 pilot was dead) sucess related primarily to good pilots apreciating its sole advantage. Likewise if a Gladiator pilot managed to sucker a ki61 into a turn fight at low speed in which the biplane
was obviously more manouverable, the result would be down to pilot skill almost solely and would not prove that the Gladiator was an incredible aeroplane.

The incredible sucess of late war US planes were likewise down to many factors which if ignored would lead one to believe that US planes were incredibly good... however late war results historically included numerical superiority, tactical superiority, superior material and fuel and better pilot training !.

Hence wanting numerical figures based entirely upon universaly applicable formula with no exceptions.
Back to my first principle.....

Here is a link to a fantastic tool by 'Hardball', it lists performance statistics for WWII aircraft for il2 players. No bias here but the data from the most accurate WWII flightsim there is.

http://mission4today.com/index.php?name=Downloads&file=details&id=325

Recommend looking at this handy little utility for Data.

I have looked at the Nik mod and 'B' mods and think that both have made very good progress already.

'B' as I understand it has based a lot of his aircraft values on NIks mod .

GUN ACCURACY:-
Both lower gun accuracy considerably.
'B' arrives at his Accuracy values using a combination of ROF and MUzzle velocity. This is a good approach, the higher the velocity the straighter a projectile flys and the easier to hit anything with it is.

Centreline armament undoubtably more accurate, I like 'B' s +10 approach (effectively almost doubling) his much reduced from stock Accuracy values. NIcks 60 centrline values are way high to my mind for this.
Centreline armament was in use of course on planes of both sides- A6M5, ki43 and some of later war IJ planes but also P40c, P38 and Mosqito,A20 and beaufighter so should benefit some planetypes of both sides.

SPEED:- Easy to find and fairly unrefutable

MANOUVERABILITY:- Now this is the value that I have looked at in detail. I believe that manouverabilty

relates to a planes ability to change direction and gain altitude.

Hardballs plane data gives two useful values_
i) time to complete a 360 turn in seconds.
ii) sustained climb rate.

Sustained turnrate and sustained climb are effectively what makes a plane manouverable or not.

All combat manouvres are a result of the above or lack of. (if you lack either of above vs opponent you have to bleed energy ('e' and altitude to compensate). Likewise you can turn speed into manouverability but not over a sustained period as you have to bleed speed to gain increased manouvrability and you eventually going to run out of speed.

Hardballs viewer provides actual performance data and relates to how manouverable the plane was IRL, as oposed to more arbitrary values like power to weight or wingloading. The later do not necessarily guarantee good real world performance....it is better to look at the performance itself.

All planes can dive and altitude is a tactical advantage because any plane can trade height for speed, but once height is lost you have to climb back up again !. Fast dive rate relates to aircraft with higher speed and a high speed dive is more of a disengagement or hit and run tactic.

OK so where did I start:- I wanted to adopt a constant system that would produce similar values to what we already have, here is what I have come up with:-

100/ rate of turn(seconds) X 25/rate of climb to 4100m = Manouverabilty factor.

Simple and universal.
Here is what I got:-

A6M2 Model21:-
100/ 15.6 second for 360 turn =6.41
25/4.3 minutes to climb to 4100 metres = 5.81
so 6.41 X 5.81 =37.24
The formula provides a value of 37 for A6M2 very similar to stock value.

now I applied the same formula to many planes in the system (you have got the equation) and you have the data from hardballs so do the maths as I have done if you doubt anything below (bearing in mind that you have to convert the sustained climb into time to 4100 metres, or whatever you pick provided that it is constant for all aircraft.)

Here it is:-

formula value \ Stock

A6M2 37 35
A6M3 38 36

N1K1-George 29 36
J2M Jack 36 33

D3A Val 25 24
B5N Kate 16 20


Ki47 48 33
Ki43-1b 47 35
Ki43-IIa 40 34

Ki61 31 29

Ki84-1a 32 35

Ki100 26 34


SeaGladiator 40 29
Seafire 37 33

F2A Buffalo 31 29
F4F3 31 33
F4F4 30 32
FM-2 Widcat 27 30
F6F-3 24 36
F6F-5 Hellcat 24 36


F4U-1D 23 38

TBF Avenger 15 23

Hawk 75A 32 30

Brewster339D 31 29

Hurricane IIc 23 29
Spit Vb 36 34
Spit VIII 36 37

Beaufighter Mk21 21 27
Mosquito FB.VI 23 26

P36A Mohawk 31 30
P40E 24 31
P39D 29 29
P40C 26 31

P38G 22 32

P47C 23 34
P47D 23 36

P51B/D 33 36




Ok take a look at the results from the pure equation that I have used and the stock ingame values.

Pretty close in most cases.

The ki43 is way more manouverable as are all biplanes.

Most glaring differances to my eyes :- Hellcat, F4U, P47, P38 and P40 !.

( All heavy, Rugged and powerful energy fighters built for speed and not manouverability...it would appear that in the stock game they have all the advantages..... despite not going round corners very well in real life.....)

I explain how and provide the information to arrive at the figures above. At some point in the past somebody has done something very similar I think capping the ki43's and adding an extra 50% onto their favourite US latewar planes just to ensure the result ! .

OR

they have double factored speed thus double handycapping slow planes and extra rewarding faster planes.....

AT which point 'manouvrability' is not actually manouvre but Speed and Manouver.

Hard to tell without knowing the A to A combat algorithms but playing testing with my data values seems to be producing satisfactory results so far.

Enough said I think.

Willing to send the complate database as I have calculated it to anyone that is interested.

Currently testing a game through offline with these figures, seems to be working out.

I think the manouverability rating tends to be used more for calculating the evasion possibility rather than which planes get to attempt shots (speed derived I would guess).

Anyhow hope this helps the discussion along its way.








< Message edited by Charleslamb -- 10/12/2006 2:11:16 PM >

(in reply to Bobthehatchit)
Post #: 54
RE: Air to Air improvements - 10/12/2006 7:29:29 PM   
Ron Saueracker


Posts: 12098
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From: Ottawa, Canada OR Zakynthos Island, Greece
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Would you not have to include speed and wing loading in the maneuverability rating as well? Or perhaps this is dealt with in the A2A combat code somehow. Point is, who knows for sure?

Interesting comparison and approach.

_____________________________





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(in reply to Charleslamb)
Post #: 55
RE: Air to Air improvements - 10/12/2006 7:52:10 PM   
Big B

 

Posts: 4031
Joined: 6/1/2005
From: Behind the Orange Curtain
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quote:

ORIGINAL: Charleslamb

...snip...

I think the manouverability rating tends to be used more for calculating the evasion possibility rather than which planes get to attempt shots (speed derived I would guess).

Anyhow hope this helps the discussion along its way.




For what it's worth -
From what I observed last year in a long test to unlock the mystery of the Zero Bonus, it appeared that the effects of raising Maneuverability is very noticeable in evasion (i.e. losses suffered) - but not noticeable in attack (kills of enemy aircraft).

However, I will wager that two aircraft equal in all aspects acept maneuverability, the aircraft with the higher maneuverability rating would dominate....that would be an interesting test to run.

B


< Message edited by Big B -- 10/12/2006 8:48:10 PM >

(in reply to Charleslamb)
Post #: 56
RE: Air to Air improvements - 10/12/2006 9:31:08 PM   
Kwik E Mart


Posts: 2402
Joined: 7/22/2004
Status: offline

quote:

ORIGINAL: Charleslamb

Hard to tell without knowing the A to A combat algorithms but playing testing with my data values seems to be producing satisfactory results so far.



excellent analysis...however, you hit the proverbial nail on the head in the above sentence...without knowing the algorithms, we may as well be pissing in the wind...


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(in reply to Charleslamb)
Post #: 57
RE: Air to Air improvements - 10/12/2006 10:09:06 PM   
Kereguelen


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Joined: 5/13/2004
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quote:

ORIGINAL: Gary Childress

I'm wondering how the air to air model could be improved. What specifically needs to be fixed in the A2A routine?

I know this has been a hot topic and I'm trying to think of ways to "fix" the routine within the mod I'm doing and really would just like to get people's input on what is wrong with the model as it stands currently. I know how other mods have approached things so I'm not so much looking for how it has been fixed in other mods, just with what needs to be fixed. From there I hope to do a little brainstorming myself. Please keep things on a constructive level. I think there is a lot of mileage in this game and I would really just like a rundown of what somehow needs to be fixed in the A2A model, not what can't be fixed or what Matrix did or didn't do right.

Also I'd like to keep things as general as possible, discussing air to air combat itself. I'm not so much interested in particular historical aspects of how much of an advantage zeros should or shouldn't have over wildcats, for instance.

What should air to air combat look like? What should be the outcome of A2A battles? How were they actaully fought? I think this will give me a little better idea of what needs to be improved and from there the "how" will hopefully follow. I believe where there's a will there's a way.


Thanks.


Hi, for all it's worth, some points to consider and some observations:

I agree that large A2A combats give problematic results in the game. But I'm still (as this is not the first thread about this issue) not convinced that air combat is completely screwed.

It seems (to me) that in all our discussions about this issue that the "playstyle-factor" is gravely underestimated. To explain this view further: I happened to look at an interesting AAR, "East Wind Rain". The AAR author, nickname George Patton, recently posted air losses of his game. The game uses Nikmod 5.02 on the AB map. Air losses until April 1942 shown there are 1597 (Allies) vs. 1358 (Japanese). I compared this with the figures of my own game vs. Mogami (AAR "Tsunami in the Pacific") where I posted (a long time ago) air losses for May 1942 (stock game started under patch 1.2). Air losses until May 1942: 744 (Allies) vs. 529 (Japan)...

Further, I hear many people complain that they're unable to penetrate Allied Über-CAP in 1943. But is this always the case, in all games? Mogami seems to be able to penetrate my CAP in our game at times (taking heavy losses, but still...). I suppose that he uses rested groups with high morale (the same worked for me as the Allied player in 1942 when I attacked KB with its Über-CAP in Nov 1942, sinking three carriers). Thus, it is still possible to penetrate every CAP.

K



(in reply to Gary Childress)
Post #: 58
RE: Air to Air improvements - 10/12/2006 11:04:24 PM   
TheElf


Posts: 3812
Joined: 5/14/2003
From: Corpus Christi, TX
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quote:

ORIGINAL: dtravel

Ya, I got that. It just would have been much more honest to say "I think that aircraft for CAP are too readily available and it needs to be changed. Does anyone agree with me?"


Honest? How is this an honesty issue? A question cannot be dishonest, only answers can be dishonest. The question is essentially the same regardless of how I phrased it. One might say that you could infer exactly what you suggested above from my question. Isn't it obvious from the way I couched it that "I think A/C for CAP are too readily available"?

Some people, and believe me they are here, would wank to no end if all of a sudden a/c weren't available at 100%. Reference the change made between UV and WitP. Why do you suppose it is that A/C are so easy to maintain? Because players wanted their Aircraft to be available for UBER CAP or to mass 4E bombers for raids so they could win the game faster.

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(in reply to dtravel)
Post #: 59
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