inqistor -> 4Es (are borked?) (11/12/2011 10:21:01 AM)
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Is this new trend to add borked everywhere? New black? Several levels experiment: When I was writing about one device representing actually several devices, it was based on theory, that one bomb can not hit more than one land device (squad/tank/gun), but base damage are actully based on effect of weapon. The overall goal is actually to make Attack/1E bombers best in ground support role, and bigger bombers better for strategic bombing. Minimum number for extra devices would be 2, so if 2E bombers use "sticks" (TM by NEMO) of TWO, 4Es should be even worse in ground support, so they would use at least 3. This solution have several more capabilities: For example, by defining "stick" (TM by NEMO) of 4 500lb bombs, as one device with the same accuracy (OK, there was test here few months ago, which concluded that for accuracy 3, 25, and 1000 there is not much difference), but 4 times effect/Soft Attack, and weight, we get slot for 2000lb. It can have alternative device, which will be used during Naval Attacks, as 2000lb SAP bomb, or it can have another "stick" (TM by NEMO) of 4 500lb SAP bombs, with greater accuracy (if it works in any way), but effect similar to ONE 500lb bomb (to simulate chance of hit ship with only ONE bomb per every cluster). But my actual experiment is for using "Fake" drop tanks (OK, quite lots of 4Es actually used them in internal bomb-bays). Game engine works in the way, that external Drop Tanks get place of external ordnance, when turned on. That do not seem to work for internal definition. So, if we want to simulate short range B-29 capability of actually delivering whole 20000lb: Set standard 10000lb bombs in internal bomb bays, set extra 10000lb bomb in external bomb bays, add drop tanks into plane, in external position in number equal to external bombs, now: Set DT ranges as that which are currently used by plane. Set non-DT ranges at defined "short range" (I have chosen half of normal range, but only because I do not want to search actual data), for normal range, and old normal range, for extended range. By defining extended range without DT as the same as normal range with DT player would have to choose if he wants to save supply, at the cost of greater operational loses, and danger of enemy bombing his airfields, or spent extra supply, for unit not to fly at extended range. This allows to define 4 different bombloads for one plane (but part of it must be common for all missions). Another interesting solution is to have standard 10-12 500lb bombs, and additional heavier bombs for short range mission (without "drop" tanks). That way with Drop Tanks bomber works identical as currently (but uses twice the supply). Without Drop Tanks it have shorter range, but carries aditional heavier bombs. Some examples: [image]local://upfiles/35065/CCE7556EDCD74A1986989A43D6D357FD.jpg[/image]
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