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RE: Aircraft rockets - 1/11/2010 1:38:09 AM   
mjk428

 

Posts: 1944
Joined: 6/15/2002
From: Western USA
Status: offline
quote:

ORIGINAL: JWE


Frankly, it's loud mouthed jerks like you that tend to annoy. Please rest assured that you are now green buttoned, and anything further your wish to sasy will be affirmatively ignored.

I am requesting Matrix to review your posts, and those of certain others like you, with a view towards removing your juvenile bile from these forums.


I'm requesting that Matrix discontinue their relationship with loud-mouthed ***hats like you & Terminus should they ever want to see another one of my dollars in their coffers.

I'm betting neither of us get our requests accepted.

< Message edited by mjk428 -- 1/11/2010 1:44:05 AM >


_____________________________


(in reply to JWE)
Post #: 31
RE: Aircraft rockets - 1/11/2010 1:32:36 PM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
Thanks for answers...the helpful answers that is.

I thought my question was quite straightforward:

a) do the air-to-ground rockets work?
b) has anybody tried to mod them?

IMHO, "do it yourself" did not really answer either. I asked to avoid wasting time with them, if rockets did not work. I also asked this in appropriate Mod-subforum.

Is there some sort of "policy", that one cannot ask if others have tried something, but have to try everything themselves?

_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to mjk428)
Post #: 32
RE: Aircraft rockets - 1/11/2010 1:54:35 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
RHS - and mods based on it like Empires Ablaze - have rockets that work. This is pretty easy to do with confidence if you simply use gun devices renamed as rockets. The trick is to figure out how to do the data? The big theoretical issue which caused lots of discussion for years on WITP was the matter of "reloading in the air." The solution was to limit the rate of fire of the gun devices - we tried a value of 1 and it worked remarkably well. One can also combine the rockets into pairs (for large ones) or banks (for small ones). Both theory and testing can be used to determine effect and accuracy values - but if reasonable ones are chosen - rockets turn out to work remarkably close to IRL. That is, they are more effective vs targets which are large and not very maneuverable - something of a surprise. Anyway - that solution could be adopted by anyone who wants to workaround the matter that the rocket devices per se may not work. Note that this form of pseudo rocket not only occasionally works vs aircraft, it works vs small surface targets very well (and isn't worth much vs large armored ships either) - just as it should be.


(in reply to Sardaukar)
Post #: 33
RE: Aircraft rockets - 1/11/2010 10:13:36 PM   
David Heath


Posts: 3274
Joined: 3/29/2000
From: Staten Island NY
Status: offline
Hi Everyone

Please calm down I understand things sometime get heated but everyone please set back.

David


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Post #: 34
RE: Aircraft rockets - 1/11/2010 10:22:10 PM   
vaned74

 

Posts: 389
Joined: 11/17/2008
Status: offline
Well - this was a 5 minute effort - I loaded Da Babes scenario, copied a 4.5in rocket device from the allies and made it japanese, installed on Ki-27 - saved, started Dec 7th and set a bunch of nates to ground attack. See the picture.

As far as rocket ammo - it's a strafing attack, as best I can tell the system only allows one pass so the number of mountings you install on the plane is the number of rockets you shoot - unless you want to make something like a "rocket cluster" and model that as one device - that may be the way the device is depicted now in the editor - I have no idea.




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Post #: 35
RE: Aircraft rockets - 1/11/2010 10:33:13 PM   
vaned74

 

Posts: 389
Joined: 11/17/2008
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and here they are on naval attack...




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Post #: 36
RE: Aircraft rockets - 1/11/2010 10:35:32 PM   
vaned74

 

Posts: 389
Joined: 11/17/2008
Status: offline
And finally note that if an air unit is armed with both rockets and bombs, it will apparently use both.  The zeros above were armed with 2 x 60 kg bombs (which hit) as well as rockets.  The strike altitude was 8,000 feet.  I do not know if they were modelled as flying at 8,000 feet in the actual rocket attack or just in the bomb attack.  The only way I would know to test that would be to arm the targets with AA that had a max altitude of something like 6,000 feet (give them a lot of AA to ensure a result) and then order the strike at say 15,000 feet and see what happens.

(in reply to vaned74)
Post #: 37
RE: Aircraft rockets - 1/12/2010 6:11:25 AM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
Thanks, I am thinking of adding some late war rocket-armed anti-shipping planes. Beaufighter is obviously one candidate. 

_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to vaned74)
Post #: 38
RE: Aircraft rockets - 1/12/2010 6:58:47 AM   
JeffroK


Posts: 6391
Joined: 1/26/2005
Status: offline

quote:

ORIGINAL: el cid again

RHS - and mods based on it like Empires Ablaze - have rockets that work. This is pretty easy to do with confidence if you simply use gun devices renamed as rockets. The trick is to figure out how to do the data? The big theoretical issue which caused lots of discussion for years on WITP was the matter of "reloading in the air." The solution was to limit the rate of fire of the gun devices - we tried a value of 1 and it worked remarkably well. One can also combine the rockets into pairs (for large ones) or banks (for small ones). Both theory and testing can be used to determine effect and accuracy values - but if reasonable ones are chosen - rockets turn out to work remarkably close to IRL. That is, they are more effective vs targets which are large and not very maneuverable - something of a surprise. Anyway - that solution could be adopted by anyone who wants to workaround the matter that the rocket devices per se may not work. Note that this form of pseudo rocket not only occasionally works vs aircraft, it works vs small surface targets very well (and isn't worth much vs large armored ships either) - just as it should be.



Gday Sid,

Have you given this monster a try yet??


_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to el cid again)
Post #: 39
RE: Aircraft rockets - 1/12/2010 9:53:31 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
At the risk of agreeing the both Terminus and JWE - see below - I too think Terminus has a point. Talking with the lead programmer (via email), he explained that even being able to read source is not the same as knowing how things work. He said that what I do - as an experienced test technician - "builds a very good picture of how things actually work" - and avoids pitfalls which come from thinking what you just read means something. He said "after two years, I thought I knew how (something) worked, but I just found a branch yesterday, and now I am sure of nothing" (approximate from memory). The idea that a great way to know is to try it - and try it in canned tests set up to reveal limits - is a very fine suggestion. Terminus was probably being sincere and helpful.
There is a history on the WITP forum boards of alleging the rocket devices do not work. One of the more experienced modders wrote me that he thought they didn't work vs air targets - and I bet he is right about that. Probably they were included as bombardment weapons - and maybe also as anti- ship weapons. But the view persisted that they didn't work even in those roles - and I was not able to devise a test that shows they worked either - and a programmer also said the same thing. Which is why I tried to create a workaround. Knowing it was a compromise, I was not very optimistic, but it seems to work better than my wildest dreams.


quote:

ORIGINAL: JWE


quote:

ORIGINAL: JeffK
Now I know why it took so long to get AE out, with that sort of attitude to their CUSTOMERS
I'm about to do my redo of Scen1 and was adding rockets in that.
BUT
AndyMacs Mariana scenario is in the right time frame so I might try that.

Terminus has a point Jeff. There is no way anybody can know everything about what has been done. One knows this - one knows that - one knows something else. What we must rely on is players smiling and dialing and figuiring things out for themselves. That's how we learn about what works and what may not.

Even if you try AndyMacs Mariana scenario, there's nothing there that says rockets work or don't. If they work for Andy, they work for all; if they don't work for all, they won't work for Andy.

I do believe they work, but depend on feedback from players as to whether this is true or not. Terminus is right on point with this one.


(in reply to JWE)
Post #: 40
RE: Aircraft rockets - 1/12/2010 10:03:45 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
answering the question below

for some time I could not get it to run on 64 bit machines - but now I have it running on both vista and Windows 7

I like the bigger map - I argued by telephone with David for this for WITP but he said it was utterly impossible back then due to system limits - no doubt correctly. I like the better attention to detail in the OBs. I am frustrated by a lack of attention to detail in the map. There is a mysterious road in Alaska which still does not exist. The critical value of Baguio City is not coded, so why Yamashita was right to defend that malaria free resource rich area (and Mac was wrong not to) isn't part of the game - making the campaigns for Luzon impossible to do intelligently. Quibbles like that. But I like the map edge movement track concept - as you might expect having pioneered it (with Cobra) for RHS Level 6 - and they could do some things we could not (going outside the map as it were). I also liked the chrome of midgets and blimps (etc) - both of which I also pioneered - but neither of which could be properly done (as they are in AE) without coding changes. Better to have stuff done right than approximated with workarounds. My biggest problem is the decision not to address AI issues - and that means the AI cannot handle the Allies at all - nor any game after August 1944 - when Japan is forced to collapse in a grossly ahistorical way. But there was a limit to what could be attempted, and the project was meant to generate revenue and continue interest in WITP games - and I think it was successful. Several people have asked for a RHS variant - but work on a real world China game (invasion of Taiwan) means I can't do that - or it will be a minimalist effort.


quote:

ORIGINAL: JeffK


quote:

ORIGINAL: el cid again

RHS - and mods based on it like Empires Ablaze - have rockets that work. This is pretty easy to do with confidence if you simply use gun devices renamed as rockets. The trick is to figure out how to do the data? The big theoretical issue which caused lots of discussion for years on WITP was the matter of "reloading in the air." The solution was to limit the rate of fire of the gun devices - we tried a value of 1 and it worked remarkably well. One can also combine the rockets into pairs (for large ones) or banks (for small ones). Both theory and testing can be used to determine effect and accuracy values - but if reasonable ones are chosen - rockets turn out to work remarkably close to IRL. That is, they are more effective vs targets which are large and not very maneuverable - something of a surprise. Anyway - that solution could be adopted by anyone who wants to workaround the matter that the rocket devices per se may not work. Note that this form of pseudo rocket not only occasionally works vs aircraft, it works vs small surface targets very well (and isn't worth much vs large armored ships either) - just as it should be.



Gday Sid,

Have you given this monster a try yet??



(in reply to JeffroK)
Post #: 41
RE: Aircraft rockets - 1/12/2010 3:48:45 PM   
chesmart


Posts: 908
Joined: 1/14/2007
From: Malta
Status: offline
Cid AE Ai does not collapse like Witp. I have a game ongoing at 4/45 and the AI (japan) is still defending and counterattacking. I have lost more ships in the last 12 months then the rest of the war. The army is still trying to counterattack and giving me casualties and i have started to plan for japanese invasion. I will be sending saves to andymac so he can tweak it around but it works.

(in reply to el cid again)
Post #: 42
RE: Aircraft rockets - 1/12/2010 8:43:58 PM   
JeffroK


Posts: 6391
Joined: 1/26/2005
Status: offline

quote:

ORIGINAL: el cid again

At the risk of agreeing the both Terminus and JWE - see below - I too think Terminus has a point. Talking with the lead programmer (via email), he explained that even being able to read source is not the same as knowing how things work. He said that what I do - as an experienced test technician - "builds a very good picture of how things actually work" - and avoids pitfalls which come from thinking what you just read means something. He said "after two years, I thought I knew how (something) worked, but I just found a branch yesterday, and now I am sure of nothing" (approximate from memory). The idea that a great way to know is to try it - and try it in canned tests set up to reveal limits - is a very fine suggestion. Terminus was probably being sincere and helpful.
There is a history on the WITP forum boards of alleging the rocket devices do not work. One of the more experienced modders wrote me that he thought they didn't work vs air targets - and I bet he is right about that. Probably they were included as bombardment weapons - and maybe also as anti- ship weapons. But the view persisted that they didn't work even in those roles - and I was not able to devise a test that shows they worked either - and a programmer also said the same thing. Which is why I tried to create a workaround. Knowing it was a compromise, I was not very optimistic, but it seems to work better than my wildest dreams.


quote:

ORIGINAL: JWE


quote:

ORIGINAL: JeffK
Now I know why it took so long to get AE out, with that sort of attitude to their CUSTOMERS
I'm about to do my redo of Scen1 and was adding rockets in that.
BUT
AndyMacs Mariana scenario is in the right time frame so I might try that.

Terminus has a point Jeff. There is no way anybody can know everything about what has been done. One knows this - one knows that - one knows something else. What we must rely on is players smiling and dialing and figuiring things out for themselves. That's how we learn about what works and what may not.

Even if you try AndyMacs Mariana scenario, there's nothing there that says rockets work or don't. If they work for Andy, they work for all; if they don't work for all, they won't work for Andy.

I do believe they work, but depend on feedback from players as to whether this is true or not. Terminus is right on point with this one.




Maybe the problem is with expectations.

I expect, after paying out $100AUD for the game, is that it was tested solidly and that all weapon types are checked to see that they work as designed. Simple scenarios as done byvaned74 would have proved the system, same could have been done for major "queried" areas such as CD, Subs & ASW.

What we end with is a program that runs at about 80% WAD and (To Matrix & Henderson Field Designs credit) a flow of patches to solve problems found by players.

Maybe a more professional approach rather than the reliance on teams of "volunteers" to develop these games would be better, but that would probably see an increase in cost. Matrix relies on this "volunteer" approach, its probably a good business move.

In the end, Air-Ground rockets work, thanks vaned74, it would have been nice if Sardarkaur's original query had been passed on to the Air team to check and prove BEFORE the orignal answer was posted.

To David Heath, Matrix needs to set up a Code of Conduct for ANTONE involved in the development of its products. The Sales bucks go into Matrix's immense coffers, bad Customer Service can limit your sales.

_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to el cid again)
Post #: 43
RE: Aircraft rockets - 1/12/2010 9:47:42 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline

quote:

ORIGINAL: JeffK
Maybe the problem is with expectations.

I expect, after paying out $100AUD for the game, is that it was tested solidly and that all weapon types are checked to see that they work as designed. Simple scenarios as done byvaned74 would have proved the system, same could have been done for major "queried" areas such as CD, Subs & ASW.

What we end with is a program that runs at about 80% WAD and (To Matrix & Henderson Field Designs credit) a flow of patches to solve problems found by players.

Maybe a more professional approach rather than the reliance on teams of "volunteers" to develop these games would be better, but that would probably see an increase in cost. Matrix relies on this "volunteer" approach, its probably a good business move.

In the end, Air-Ground rockets work, thanks vaned74, it would have been nice if Sardarkaur's original query had been passed on to the Air team to check and prove BEFORE the orignal answer was posted.

To David Heath, Matrix needs to set up a Code of Conduct for ANTONE involved in the development of its products. The Sales bucks go into Matrix's immense coffers, bad Customer Service can limit your sales.

Howdy, Jeff. Perhaps it is indeed expectations.

None of the volunteers work for Matrix. We work for Henderson Field Designs. We try to approach things professionally, but there are perhaps several thousand intersections between data and code that need to be accounted for. And then there is long term institutional memory: our personnel fixed the WiTP rocket issue, both for planes and naval units for WiTP back in 2006, so we presume our earlier database fixes will be carried forward.

I hope you understand why a simple answer to a simple question might not be forth coming - it's because it's one of those thousand things that we presume were done right. We thought Rockets were done right, and said so, but we could not be positively sure. That's why we depend on you folks to find the burps.

If you work with us, we will do our best.

(in reply to JeffroK)
Post #: 44
RE: Aircraft rockets - 1/13/2010 12:41:59 AM   
SpeakerToSeafood

 

Posts: 10
Joined: 1/10/2010
From: Uranus
Status: offline
I have been lurking for a year watching how the game works. I have seen many groups complain about many issues to where I was discouraged about the game. But then I realized that the developers were the ones that answer questions very deeply and try to explain why they did what they did. And then I see that no one cares about why, just their own special what. I recognize that many of them do not suffer fools gladly, and some do not suffer fools at all. I am willing to put up with much sharpness to receive that much information.

(in reply to JeffroK)
Post #: 45
RE: Aircraft rockets - 1/13/2010 1:57:42 PM   
Dili

 

Posts: 4708
Joined: 9/10/2004
Status: offline
quote:

At the risk of agreeing the both Terminus and JWE - see below - I too think Terminus has a point. Talking with the lead programmer (via email), he explained that even being able to read source is not the same as knowing how things work. He said that what I do - as an experienced test technician - "builds a very good picture of how things actually work" - and avoids pitfalls which come from thinking what you just read means something. He said "after two years, I thought I knew how (something) worked, but I just found a branch yesterday, and now I am sure of nothing" (approximate from memory). The idea that a great way to know is to try it - and try it in canned tests set up to reveal limits - is a very fine suggestion. Terminus was probably being sincere and helpful.
There is a history on the WITP forum boards of alleging the rocket devices do not work. One of the more experienced modders wrote me that he thought they didn't work vs air targets - and I bet he is right about that. Probably they were included as bombardment weapons - and maybe also as anti- ship weapons. But the view persisted that they didn't work even in those roles - and I was not able to devise a test that shows they worked either - and a programmer also said the same thing. Which is why I tried to create a workaround. Knowing it was a compromise, I was not very optimistic, but it seems to work better than my wildest dreams.


You are wrong. Terminus had no way to know if someone had tried it, he was just being his typical smartass personna. Annoying at most and much less damaging than JWE.

Sardaukar nails the issue precisely here:

quote:

Is there some sort of "policy", that one cannot ask if others have tried something, but have to try everything themselves?


_____________________________


(in reply to SpeakerToSeafood)
Post #: 46
RE: Aircraft rockets - 1/13/2010 10:24:38 PM   
ChickenOfTheSea


Posts: 579
Joined: 6/7/2008
From: Virginia
Status: offline
quote:

ORIGINAL: el cid again

answering the question below

for some time I could not get it to run on 64 bit machines - but now I have it running on both vista and Windows 7

I like the bigger map - I argued by telephone with David for this for WITP but he said it was utterly impossible back then due to system limits - no doubt correctly. I like the better attention to detail in the OBs. I am frustrated by a lack of attention to detail in the map. There is a mysterious road in Alaska which still does not exist. The critical value of Baguio City is not coded, so why Yamashita was right to defend that malaria free resource rich area (and Mac was wrong not to) isn't part of the game - making the campaigns for Luzon impossible to do intelligently. Quibbles like that. But I like the map edge movement track concept - as you might expect having pioneered it (with Cobra) for RHS Level 6 - and they could do some things we could not (going outside the map as it were). I also liked the chrome of midgets and blimps (etc) - both of which I also pioneered - but neither of which could be properly done (as they are in AE) without coding changes. Better to have stuff done right than approximated with workarounds. My biggest problem is the decision not to address AI issues - and that means the AI cannot handle the Allies at all - nor any game after August 1944 - when Japan is forced to collapse in a grossly ahistorical way. But there was a limit to what could be attempted, and the project was meant to generate revenue and continue interest in WITP games - and I think it was successful. Several people have asked for a RHS variant - but work on a real world China game (invasion of Taiwan) means I can't do that - or it will be a minimalist effort.

El Cid,
Good to see you back around here again. I remember getting the sharp end of the stick from your rocket firing Swordfishes at Kota Bharu and having a CL sent to Davy Jones's locker. I think you will find enormous improvements AE despite not having your beloved Baguio. The combat models have already gone through a lot of evolution since AE was released and I find the developers have been very responsive to player feedback in tweaking the combat models. This is just a guess, but I surmise that the code was modified to make such tweaking easier than it was in the WITP code. A lot of the concepts you added in RHS are here and they work for the most part, and when it is clear that they don't, the fixes have usually come pretty fast. I got started on an Ironman campaign right after the last hot fix and the Japanese come after you so agressively with CV's and CVL's everywhere, it is almost like playing against you again. Good luck with the Taiwan sim, but try to stop by here from time to time.


< Message edited by ChickenOfTheSea -- 1/13/2010 10:25:51 PM >


_____________________________

In theory, there is no difference between theory and practice, but in practice, there is. - Manfred Eigen

(in reply to el cid again)
Post #: 47
RE: Aircraft rockets - 1/17/2010 11:47:59 PM   
timtom


Posts: 2358
Joined: 1/29/2003
From: Aarhus, Denmark
Status: offline
quote:

ORIGINAL: Sardaukar

Thanks, I am thinking of adding some late war rocket-armed anti-shipping planes. Beaufighter is obviously one candidate. 


They work fine - thanks to JWE btw - but it's worth bearing in mind that as far as the AF runway attack code is concerned, a warhead is a warhead is a warhead, and a hit a hit a hit. Thus more devices will generate more runway hits regardless of type. Kitting an a/c out with a x8 or x10 rockets turns it into a disproportionately potent runway buster.

_____________________________

Where's the Any key?


(in reply to Sardaukar)
Post #: 48
RE: Aircraft rockets - 1/19/2010 11:19:57 AM   
chesmart


Posts: 908
Joined: 1/14/2007
From: Malta
Status: offline
Ryancrierie Regarding the okha i think michealm has solved it for you, check out the tech support forums. Will be trying it for the allied side to see if it works.

(in reply to RyanCrierie)
Post #: 49
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