LargeSlowTarget
Posts: 4443
Joined: 9/23/2000 From: Hessen, Germany - now living in France Status: offline
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Hi, I have finally "finalised" version 1.3 of my Bottlenecks mod and I have a "release candidate" to share. Scenarios Bottlenecks v1.3RC AlliedShip_Back AlliedShip_Transp JapShip_Back JapShipShills_transp The "release candidate" is an incremental update, so you need Bottleneck v1.2b installed (see page 1) plus the files above to arrive at Bottlenecks v1.3RC. I'm still testing and would appreciate help and feedback from anyone interested in this mod. "Changelog" (going from memory again - I'm too lazy to take notes, there are probable more small things I have changed): - fixes for a number of database glitches, for example some Zeros having different 20mm canon models on normal range and on extended range - fix for SWPac HQ being "not in play" (due to having a sub-unit - Dougout Doug) - added missing art file for Hashima class netlayer - added missing late-war IJN oiler Hario - added missing late-war minelayers of the Minoo and Kamishima classes - corrected classes for oilers Kazahaya and Hayasui, Hayasui gains the missing flight deck and float planes - corrected Akitsu Maru: Was used as assault ship and aircraft ferry > can instant-convert between LSD (many troops, few planes) and AKV (few troops, many planes). Can upgrade the "flying-off platform" to full flight deck to operate Ki-76 and Ka-1, which she apparently did IRL (but ship remains LSD type, not being a full CVE) - corrected Nitsigu Maru: Apparently she did not have a "flying-off platform" > new class and art file. Has conversion option to become a "flight deck LSD" like Akitsu Maru. - corrected speed of the 4-stackers-converted-to-Banana-boats - they could make only 16kn, not 27kn. - modified the endurance of the Bangor and Bathurst classes, they seemed to be too short-legged according to internet findings - more corrections to ship arrival dates and locations, esp. US submarines (data from DANFS) - minor name changes of devices and units to help with "organisation" in the game resp. working in the editor The most important innovation in v1.3 concerns R&D and Japanese engine management: 1. With current R&D model, the Japanese can advance the availability dates of planes by several months if not years, for example flying Zero M8 and Frank-r by 1943 - this is unrealistic and is a major gripes for AFBs. 2. Japanese aircraft R&D / production and engine production requires considerable engine management efforts, something which discourages playing Japan. Since the philosophy of this mod is "more historically accurate (personal bias and all)", I will try to limit the unrealistic advancement of late-war plane types. Also, I personally do not relish the engine management part of the game. However, since other players may prefer things as they are and want to micromanage and optimize production, I will propose three scenario variants: - scenario 059 Standard R&D > standard engine production > all 74 R&D factories available - scenario 060 Limited R&D > standard engine production > only planes actually under R&D in Dec 1941 have a R&D factory assigned > only the first version of a model line has a R&D factoy assigned, e.g. there is a R&D factory for the Jill B6N1, but none for the Jill B6N2 > this reduces the number of available R&D factories from 74 to 18 > so JFBs have still some leeway, but face far tougher choices and shouldn't be able to advance multiple late-war types > the other R&D factories are now production factories, set to produce 0 units per month of a fictional "plane" called "R&D / Preprod setup" > the JFB player can change these factories to produce available airframes, but he will still be limited by the engines bottleneck - scenario 061 Simplified Production > contains limited R&D like in Scen 060 > all planes except those using jets, rockets and 'foreign engines' use a generic "engine" device, just like the Allied planes do > no more engine management! > research engine factories become available at the appropriate date (e.g. the "Ha-60" becomes the "10/42" engine and the factory can be switched to produce "engine" devices in 10/42) > Samurai hono(u)r demands that engine research remain untouched, i.e. no switching of late-war factories to the earliest date available > to offset the now easier / more efficient engine production, repair costs for engine factories have been doubled to 2000 supplies / point - so be careful not to over-extend!
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