Woos -> Explanation of symbols (10/18/2005 9:28:53 PM)
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OK, sorry for not better explaining the used symbology. I thought everything was self-evident (you always do if you made it up yourself ;-). So lets have a look on what's what with normal planes (i.e. non-transport). [image]local://upfiles/16906/A00B83517B5E4F379B2EA74595528C9F.gif[/image] The embedded picture shows the legend and an example. Let's start from the top left: - The "Arriving Airgroups" hook: Some reenforcements will arrive with this plane type as primary type. This means you have to produce at least some planes of this type (to fill at least one group) to receive these reenforcements. Even if you don't like the type at all. If you convert them to another type just after arrival, you don't need more then enough planes for one group.
- The name of the type: What can I say? I'm not responsible for those.
- The "Best Choice" star: IMHO (one of) the best plane types in that category for the given time. So I would try to research them to get them early and increase production of them to allow fast replacement of the "lesser" types. This doesn't necessarily mean nothing else should be produced. See the "Arriving Airgroups" above and also keep in mind the cost of transfering fatories vs. just having them upgrade automatically. Also YMMV cosiderably. Just read a thread on float planes where everyone had another oponion on what to use and what to dump.
- The availability date: I tried to arrange the plane boxes roughly according to when each type becomes available (thus e.g. the big gap between Helen and Peggy). But readability considerations prevented this from being exact, so the exact date (without research) can be seen here.
- Air 2 Air percentage: Should give a relative indication on how well the plane will fare when fighting against other planes. The formula is similar to the one used by WitP Tools but with a few twists. It goes: 30% Speedpercentage + 25% Manouver% + 20% DurabilityArmor% + 20% Gun% + 5% Climb%. In this XXXX% (e.g. Manouver%) means the standardized relative strength of this plane's manouver value with regards to the manouver values of all other planes. Mathematically this means that it is always between 0% and 100% and the formula is (MvrValue-MinMvr)/(MaxMvr-MinMvr). Now for the twists. Armor*10% is added to durability. So a plane with Armor of 2 will get 20% durability value for free (but that will be multiplied with the 25% given in the first formula above so the overall rating when going from Armor 0 to Armor 2 will only increase by 5%). Gun is not the gun value presented in the game (which is just the sum of all the "effect" values of the guns the plane has) but multiplies in accuracy and penetration and then standardizes the whole thing so that zeros have their old gun value again. The exact formulas can be seen in the provided spread sheets. You can play around with the weighting by changing the parameters on the very bottom
- Bombing%: Similar to A2A% this should give an indication on bombing performance. The weighting of the factors is: 23% Speed% + 4% Manouver% + 21% Durability% + 7% Gun% + 45% Bombload%. Most explanations from A2A% hold here again although bomb load% is special. It is derived from adding the effect of the bomb, which for AP bombs is smaller than the load cost, and then adding 40 times the square root of the max penetration of a single bomb/torpedo carried. The game just shows you the sum of the load costs of the bombs.
I'm not completely happy with the formula as it still has problems with B17/B29 completely disturbing the process with their high bomb loads (so the difference between a bomb load of 500 and of 80 becomes so neglectable that Japanses fighters are better bombers than the Dive bombers due to their higher speed). - Range: In the WitP Tools formula this was included into the percentages. I found it too important for it so there is an own entry for the Extended range of the plane.
- The Engine indicator (lower left corner or outside the box if space was scarce): How many and what engines are needed (how many is difficult to see in the PDF version). This will give you some indication in advance how your need for engines will develop in the future. If you e.g. go for the Jack with only minimal production of Georges you will need more Mitsubishi and less Nakaijama engines. Also an indication on the cost of the plane (more engines => more expensive plane).
- Produced/Researched numbers: Where is the plane produced/researched at the beginning of the scenario and in which numbers. Note that R typically also means that the factory is in a damaged state and has to be repaired first to start researching.
- The "1*T" entries below the box: Due to my dissatisfaction with the Bombing% values (see above) I also listed for all bomber type planes what bombs exactly they carry. 2*250 here means two 250 kb AP bombs (all Japanese bombs are AP and - thankfully - metric). 2*T means two torpedos (of unspecified penetration power, they all go through the belt armor anyway). And yes, there are planes with two torpedos. Just find them ;-)
- Black arrows: These indicate the standard upgrade path. So if you have disabled PDU this is the way your planes will upgrade. It is also the way the factories will upgrade.
- Green arrows: The way I would shift industry around at the beginning (and partially also later). Remember that shifting industry around costs you some of the industry (depends on the durability difference between the planes) and damages the industry so you might prefer the automatic upgrades. Those are sometimes indicated by "Halt&Restart", i.e. halt until automatic upgrade and then restart the industry. And of course you might want to do something completely different.
OK, anyone still reading? Hopefully all questions resolved. Next post will be on the transport planes.
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