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Alternate Devices - 10/8/2010 10:57:22 PM   
HHI

 

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Although WitPAE includes every zany weapon ever conceived by the Japanese, numerous weapons in everday use by the U.S. are curiously omitted. Specifically, parachute fragmentation bombs used effectively by medium bombers in 1943 in the South Pacific; 4.5" rockets carried by all fighter bomber aircraft in 1944 and 1945 and, most importantly, incendiaries, including magnesium, white phosperous and napalm are not included. Of these, only the 4.5" rocket is represented in 'Devices' and I see no way load this weapon on an appropriate aircraft.

Is there any means to assign aircraft an alternate weapon? I note, for example, that the Betty is assigned only a Type 91 torpedo and, apparently, defaults to a 250 kg bomb load for a non-torpedo attack in hard code. If I added a 4.5" rocket as an additional weapon, what would happen? I am guessing nothing, as this appears to be a hard code thing.

The B-29 is close to useless, as the aircraft cannot hit the ground from 28K. Although there is some factual basis for this, the B-29 high altitude attacks were a bust due to weather, jet stream and a lack of qualified radar operators. The low altitude incendiary night attacks could be considered rather effective, I think. Even if aircraft could carry incendiary weapons, there is nothing to represent the highly flammable nature of Japanese cities or the vulnerability of LCU's to napalm attack.

Any ideas?



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RE: Alternate Devices - 10/8/2010 11:23:45 PM   
topeverest


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HHI,

Welcome to the forum.

We'll have to agree to disagree on the B29. It is an awesome weapons platform in my opinion. Altitude reduces effectiveness of all air attacks. Above 10K, the effectiveness really falls off IMO (except DB's).

All the things you ask for can be accomplished through the editor. it is straightforward to do, if you are familiar with such things. Let me suggest reading the editor manual in your electronic menu folder. Many of the devices you suggest may already be a part of the device pool, but they are not active in certain scenarios. You will need to spend quality time reviewing the various devices. in doing this, you will - if you are not already - better understand the mechanics of such things. Be sure to playtest any changes you make. there can be unintended outcomes to such changes.



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RE: Alternate Devices - 10/8/2010 11:29:51 PM   
JeffroK


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You have to do a bit of modding to get some of these onto an aircraft.

For the 5" Rocket, I changed the arrival date to 1/4/44, made the load 125 (I think) so a FB that can carry 1000lb can carry 8 rockets. I then changed the load outs of the relevant aircraft. Early versions of Hellcat, Mustang & Corsair didnt get the option and the P38J was allowed 10 rockets.  I didnt get to the 2E bombers which carried rockets (mostly PV-1 & B-25 types) yet.

I believe there are some CBU "devices. I assume they are Incindiary type units, just make them a valid load for the B29 & they should work.

If you want, for example, a F6F-5 Sqn with 4 x 20mm cannon or an RAF Wellington Sqn with torpedos you can change the Air Unit data for that Squadron only, it saves the data until the aircraft type is upgraded. Eg: The F6F-5 Unit has 4 x 20mm cannon, if you upgrade to the Bearcat you get 4 x 50cal and if you change back you get the generic F6F-5 with 6 x 50cal.

In other words, you can do a lot of "massaging? of the game to make it suit your version of the war.


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RE: Alternate Devices - 10/9/2010 4:43:25 PM   
HHI

 

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JeffK, thanks for the response.

I don't find it quite so simple. The weapons, which I assume you are referring to as 'Load out" are in two ranges, 1-10 and 11-20. No where do they explain what this actually is, but I assume 11-20 must be naval attack and 1-10 is ground attack or default load if the naval attack weapon is not available or useful (ie, torpedoes). But the selection is hard code, I see no way to actually select which weapon will be used other than selecting the form of attack. So, in the case of, say, an F6F-5, this aircraft could and did load either bombs, rockets or napalm, depending on the mission. How could that be represented?

I couldn't find anything called CBU. Devices does include two sizes of ICB, which is I think is an incendiary cluster bomb, both available at game start. So this is apparently a magnesium type incendiary. These bombs are not remotely as effective as napalm, could be smothered with a bucket of sand, if you got there soon enough. All bombs, however, are represented in terms of blast effectiveness against hard targets or soft targets. So if we were going to add a device to represent napalm, it would have to be represented as an equivalent blast effect. Is a city a hard target or a soft target.


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HHi

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RE: Alternate Devices - 10/9/2010 9:43:45 PM   
JeffroK


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You dont get to choose your weapon, as Head of Theatre you can choose about everything else though

I dont believe the split 1-10 & 11-20 mean anything, its just organising space and giving you plenty of choice.

Whoops, I thought it was CBU, as you say its ICB.

Napalm doesnt seem to be modelled, I havent seen it. Again a major Allied Fighter Bomber weapon isnt available.

I would assume it wouldnt be accurate but have an effect (especially against soft targets) higher than an equiv. HE bomb. Don't know how Cities are rated.

The game doesnt cover everything, sometimes because it couldnt be modelled, sometimes because they didnt think of everything. Keep pottering away at modding it.



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RE: Alternate Devices - 10/9/2010 9:46:39 PM   
JuanG


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1-10 is Normal Range, 11-20 is Extended Range.

Apart from making a copy of the aircraft with an alternative loadout (see Ki-67), I dont think theres a way to switch loadouts apart from the few hardcoded variants.

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RE: Alternate Devices - 10/9/2010 10:18:28 PM   
JeffroK


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I must read the manual, and press more of those buttons!!!!

Too much assuming WITP standards,  

Thanks Juan.


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Post #: 7
RE: Alternate Devices - 10/10/2010 4:47:29 AM   
HHI

 

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Juan,

I don't think that is correct. Look at the Betty. It has a 250 kg bomb in block 1-10 and a Type 91 torpedo in Block 11-20. I also checked TBM's, same deal, bombs in 1-10 and torpedo in 11-20.

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HHi

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RE: Alternate Devices - 10/10/2010 7:59:46 AM   
Terminus


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Whether or not you "think" it's correct makes no difference. It IS correct.

If you look at the "1-10" and "11-20" buttons in the editor, you'll notice that they each have a ">>" next to them. That means that if you click them, you go to the set of equipment slots THEY POINT TO. You're not ON that set when the given button is displayed.

< Message edited by Terminus -- 10/10/2010 8:04:56 AM >


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Post #: 9
RE: Alternate Devices - 10/11/2010 1:36:53 PM   
HHI

 

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Terminus,

Ah Ha, I get it. The box is what you will get when you hit>>, not where you are. Now it makes sense, even if the absence of key allied weapons doesn't.

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HHi

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