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RE: Where are crews?

 
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RE: Where are crews? - 11/18/2012 2:15:53 PM   
inqistor


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I do not see anything wrong. I have checked version on my PC, and even downloaded one from forum, and all seems to be the same. What do you see in-game? Maybe it is Tracker glitch?

Overall - what begins in PI are all in units. I overloaded some of them to allow planes to be destroyed on ground, and get the weird replacement effect (if unit is overloaded some planes tends to trickle back to pool). There are no new Allied air units, and only few Chinese planes arrive with convoy. Everything is made using replacement dates, and values.

To make it easy - check if there are 18 BOLOs in pool, and if your P-36 replacement rate is 145. The only thing I can think of is that you had Scenario numbered 31 earlier, and somehow planes file was not overwritten...

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Post #: 31
RE: Where are crews? - 11/18/2012 2:53:51 PM   
Yaab


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Thanks! Looked again and it fits. I have 145 replacement Mohawks. As for B-10s, I misread number "10" for "1", but there are 10 new B-10s that start damaged. As for the Chinese aircraft convoy, what is its ETA?

PS. Is there a way to properly name the Hurricane unit in Colombo? Right now it is just "Unit 3310"...

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Post #: 32
RE: Where are crews? - 11/18/2012 3:28:36 PM   
inqistor


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quote:

ORIGINAL: Yaab

Thanks! Looked again and it fits. I have 145 replacement Mohawks. As for B-10s, I misread number "10" for "1", but there are 10 new B-10s that start damaged. As for the Chinese aircraft convoy, what is its ETA?

They shows in one of the first convoys. There is some display glitch, and there are no plane name (only number), when convoy is in queue, but you can definitely see the planes, when it is on the map. I have no idea how to fix it.

quote:

PS. Is there a way to properly name the Hurricane unit in Colombo? Right now it is just "Unit 3310"...

Oh yeah, my bad. There are actally two new units in Ceylon
Probably, but I have absolutely NO data about those units, apart of number of Hurricanes in them. There is the same problem with Japanese Ka-1 units, but in this case I do not even have their proper sizes, only area of operation

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Post #: 33
RE: Where are crews? - 11/18/2012 5:23:43 PM   
Yaab


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OK, noticed something about the Jap attack on PH in the mod:
" 27 x B5N2 Kate launching torpedoes at 200 feet
Port Attack: 1 x 45cm T91.2 Torpedo, 2 x Additional Ordnance"
What is additional ordnance? Another torpedo maybe? Japan just sank five US BBs at Pearl...

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Post #: 34
RE: Where are crews? - 11/18/2012 6:31:14 PM   
inqistor


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5 BBs is very good result. I rarely get more, than one.

This version was made pre-beta, so I used the trick, to simulate additional bombs. If you see "Additional Ordnance" it is actually device with only zeros, it should not hit anything, or made any damage. But, when aircraft will use different mission, the "Additional Ordnance" will be exchanged for additional bombs. In case of KATEs they carry additional 2x60 kg bombs (because against PH they carried 1x250+6x60 - it gives same payload, but I could not get rid of second 250 from torpedo exchange).

In comparison to stock you should get worse results against ships in PH (because torpedo is weaker), but better result against airfield (because there are more bombs used).
Also, some BBs have Float Planes disembarked. Those groups are at base, and you have to load them manually.

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Post #: 35
RE: Where are crews? - 11/18/2012 8:21:58 PM   
Yaab


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Got it.

"27 x B5N2 Kate bombing from 9000 feet
Airfield Attack: 2 x 250 kg GP Bomb, 2 x 60 kg GP Bomb"

Also saw some Lilys carrying 8 x 50 kg against Singapore airfield. Nice.

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Post #: 36
RE: Where are crews? - 11/24/2012 8:08:58 AM   
inqistor


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I have a wild theory (which I am not going to test), that to calculate ground AA fire strength, game just divides penetration, and effect of devices by 10. When you compare those values to aircraft guns, you will discover that suddenly ground guns seems to be at least category lower, that their aircraft calibers, and it gets even worse, for larger guns.
For example 20mm Oerlikon have 15 effect, and 20 penetration (that gives 1.5, and 2), while 20mm aircraft gun have 4 effect, and 3 penetration.

To check what will happen, I changed ALL alternate values for AA, and DP guns to be TWICE their original. It is pretty easy with magic lines. Although I have no idea what first value is used for. Just copy it into alternate columns:
=IF(OR(C2=12;C2=17);T2;0)
=IF(OR(C2=12;C2=17);2*F2;0)
=IF(OR(C2=12;C2=17);2*G2;0)
=IF(OR(C2=12;C2=17);H2;0)

In theory it should be massacre (double damage!), in practice effect is barely visible in combat report, but you surely see greater loses in summary screen. But not that much greater.
I have also another wild theory, that accuracy is just value to compare with plane maneuver rating, so anything above around 20 is just helping to hit fighters, not makes AA gun any better against bombers. I would have to see what will happen to ZEROs in PH strike, with that change.

In attachment there is modifed devices file (from my Scenario 31), just change extension to dat. It should work with all Scenarios (but beta can cause unexpected consequences), which uses original data.


It also includes historical Japanese bombs (defined from slot 1770). I have used:
TM 9-1985-4/TO 39B-1A-11 "Japanese explosive ordnance", and
O-23 "Japanese Naval Bombs"

Overall, Japanes bombs are close (+- 10%) to original database, but there are few exceptions:
1) Japan only had TWO real AP bombs. 500 kg, and 800 kg (used in PH). There is 250kg model, with small booster (later removed, because bomb shattered), but it had quite large explosive charge (over 20%). So anything called SAP is just GP bomb, with minimally better penetration.
2) Penetration is genarally low
3) 800 kg bombs are pretty common (but not that AP type used at PH)
4) Navy had not used any 100 kg bombs (and that creates several problems for Navy planes)
5) I have not included several types of 250kg anti-airstrip bombs, as the only different value, I could think of, was better accuracy, and I am not even sure it is used in ground attacks

Attachment (1)

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Post #: 37
RE: Where are crews? - 12/15/2012 7:52:25 AM   
inqistor


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Some more tests:

Doubling Penetration, and Tripling effect increases damages by over 50% (but still less, than 100%).

Accuracy seems to have some impact, probably decreasing with altitude, but even cutting it by 3/4 still decreases number of hits by only 25%. And it seems to NOT influence strafing fighters at all. Even for accuracy 10 they still seems to be hit with the same frequency, as for 51.

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Post #: 38
Profiled bombloads - 12/22/2012 8:01:20 AM   
inqistor


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So... The World has not ended, so I have to add new version:
Profiled bombloads for Japanese planes. IT WORKS ONLY WITH LATEST BETA, so Scenario is in FIRST post, not second!
I have not used THAT much sources, but in most cases, at least ONE bombload is historical. You will love all those 800 kg bombs (not, that they are AP type, generally Japanese bombs have now poor penetration)
Allied squads are bigger, and have different arrival dates.
I have also done the same thing to engines, which I made previously for Japanese planes. Including R&D factories already on map, engines are pushed in availability date:
name, number of research factories, months added to availability date
Aichi Ha-60 125 40+80+5 (yes, there are 3 factories, and they research 65 points per month) +6
Kawasaki Ha-60 20 +3
Mitsubishi Ha-42 2 +1
Ha-43 10 +4
Nakajima Ha-44 10 +2
Ha-45 30 +6

New Chinese air units begin in India. Planes were flying from there. They were NOT produced, or assembled in China.
Russians get LOTS of old planes. When they are removed from German front, they slowly arrives in replacement pools (seriously, HUNDREDS of I-15, and such)
Awazisan Maru, and Awajisan Maru exchange positions (wrong, smaller ship in initial invasion TF)
Ships in Manila starts game in appropriate locations, and state. Implemented changes (no ship type means SS):
Ships starting in Bataan:
4238 AS Otus
4632 Sturgeon
4884 S-38
4616 Porpoise
4617 Pike
4618 Shark
4619 Tarpon
4621 Pickerel

Ships starting in repair docks:
3677 DD Peary
3678 DD Pilsbury
4494 AM Bittern
4640 Seadragon
4641 Sealion

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Post #: 39
SBD-4 - 1/26/2013 7:37:51 AM   
inqistor


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An interesting fact:
WASP was equipped with Vindicators (although probably not long-range Marine model present in-game) during transition through Panama Canal, and rearmed into SBD-3 only after arriving into San Diego (probably only one group, as first was rearmed at the end of May).


Which led me to rechecking initial productions of both plane models. It may be worth to add some initial Vindicators pool, especially since there were few training groups present (one of them for ESSEX), which could be pushed at front in case of emergency. But more interesting is SBD-3 production. It sems to be exact historical number (although considering few planes in Atlantic, it may be several planes too high), but there is no SBD-4 model in-game. It may be presented as SBD-3, after all there was only change in voltage, but that means, that game is short by 780 SBD-4 (minus Europe tranfers), and since overall production of SBD-5 seems also short by more than 1000 (not that it have any influence on that stage of war), change in factory size seems appropriate.

Considering time of SBD-3 model production, you can safely double factory size (!), and there will be still enough planes left for Europe.

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Post #: 40
RE: SBD-4 - 4/19/2013 7:24:13 AM   
Yaab


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Fired your scenario again, this time with the latest beta patch. It is great to see the bomb loadouts on the aircraft screen! Very interesting choices, especially for the Japanese light bombers.

Are you still developing this mod?

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Post #: 41
RE: SBD-4 - 5/11/2013 7:59:00 AM   
inqistor


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quote:

ORIGINAL: Yaab

Fired your scenario again, this time with the latest beta patch. It is great to see the bomb loadouts on the aircraft screen! Very interesting choices, especially for the Japanese light bombers.

Thanks. Light Bombers have short range, and I could not change total weight of bomb carried, so it was the only way to keep them in-game, instead to be first candidates for upgrade to 2E bombers.

quote:

Are you still developing this mod?

I should probably implement Allied bombloads, but when I think, that there is gazillion models for every Allied plane, I lose motivation

One thing I am planning, is to implement early Allied torpedo (it should have only 2/3 power of current Mark 13, and be even more faulty). With current beta it would be quite easy - simple weapon upgrade. But I have to also reimplement Japanese bombloads. As they were made quickly, and I see, that with larger bombloads it tends to get cramped, when bombs are not in order.

Have you checked if anti-submarine bombs work? It is kinda hard to test, since hit-ratio is so low, that you hardly can get any in early war.

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Post #: 42
RE: SBD-4 - 5/14/2013 10:51:36 AM   
Yaab


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Unfortunately, I didn't have time to check the effectiveness of the anti-submarine bombs.

There is stock, BabesLite, DaBigBabes and AHMOD to play and only this much time. Can't imagine what it will be like when the RHS gets completed...

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Post #: 43
RE: SBD-4 - 5/14/2013 11:54:40 AM   
oldman45


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I have been using airborne depth charges in my mode and after 10 months of play, the squadrons that are using them have had no recorded hits.

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Post #: 44
RE: SBD-4 - 5/14/2013 9:52:40 PM   
inqistor


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quote:

ORIGINAL: Yaab

Unfortunately, I didn't have time to check the effectiveness of the anti-submarine bombs.

There is stock, BabesLite, DaBigBabes and AHMOD to play and only this much time. Can't imagine what it will be like when the RHS gets completed...

There are like 6 Scenarios in RHS, so better reserve yourself at least two months

quote:

ORIGINAL: oldman45

I have been using airborne depth charges in my mode and after 10 months of play, the squadrons that are using them have had no recorded hits.

I was not THAT radical (besides I suspected that ship weapons do not work on planes. I checked this with rockets). My ASW bombs, are simple GP, but I added range for them. I was wondering if this check for submarine depth, and will be more effective than normal bombs.

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Post #: 45
Cargo capacities - 5/20/2013 7:45:42 PM   
Yaab


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I reckon you put a lot of calculations to reduce cargo capacities in your mod, but is there any chance you could further round down or round up the capacities for xAKs/xAPs for aesthetic and logistics reasons? It is more pleasant to the eye and mind to have 1440 or 2390 xAKs than 1441 or 2388 ones. I sometimes mix up the capacity column with actual cargo column especially if a ship is loaded at less than 100% capacity i.e 1441 capacity ship with 1323 supplies loaded. Most of the roundings would mean subtracting/adding 1-3 points of capacity.

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Post #: 46
RE: Cargo capacities - 5/24/2013 8:30:52 AM   
LargeSlowTarget


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+1 That is what I have done in my Babes variant and I can confirm that it makes things much easier for tired minds and eyes!

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Post #: 47
RE: Cargo capacities - 5/25/2013 8:07:13 AM   
inqistor


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quote:

ORIGINAL: Yaab

I reckon you put a lot of calculations to reduce cargo capacities in your mod

Not really
I had only to test initial amount. Making changes was like writing ONE magic line, so took around 3 minutes

quote:

but is there any chance you could further round down or round up the capacities for xAKs/xAPs for aesthetic and logistics reasons? It is more pleasant to the eye and mind to have 1440 or 2390 xAKs than 1441 or 2388 ones. I sometimes mix up the capacity column with actual cargo column especially if a ship is loaded at less than 100% capacity i.e 1441 capacity ship with 1323 supplies loaded. Most of the roundings would mean subtracting/adding 1-3 points of capacity.

Gee, you have strange problems. You know, that I have cut EVRY SINGLE POINT, to lower it to minimum? Think of the consequences! 3 extra points, and with 100 ship trips it would amount to 300 extra tonnes! (not that in-game it was not actually rounded)

The magic line is:
=IF(AND(T2>150,MOD(T2,10)>0),T2+10-MOD(T2,10),T2)
where first 150 is minimal capacity not rounded up (you do not want any extra SST capacity, do you?). The line rounds only up, because downward can cause some initial units to not fit initial invasion fleets.

And here is also changed wpc file, just exchange it for old one (if I guessed correctly that "c" is CLASS)

Attachment (1)

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Post #: 48
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