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RE: Gaming - 4/15/2011 9:37:19 PM   
FatR

 

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Well, shipboard flak is one of these areas where Japanese really needed improvements, so my thoughts returned to it again and again, and so I decided to write them down. Unfortunately for all JFBs, this is also one of the areas, where there are no magic solutions even with 20/20 hindsight, and any serious improvements (which in all likelyhood means "more 25mms earlier; start working on identifying and, where at all possible, fixing its flaws around 1939-40 at the latest") are hard to justify without also giving Japanese decision-makers benefits of serious hindsight.

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RE: Gaming - 4/16/2011 12:45:40 AM   
John 3rd


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The Posting made sense to me. It simply made me laugh.

There are times when an addition like that is important. Think that it is important for readers to understand we are trying to be realistic within the timeframe of RA. It helps to explain why some things aren't changed, other tweaked, and some thing massively redone. It is important to be intellectually honest regarding these things...


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RE: Gaming - 4/17/2011 10:37:31 AM   
FatR

 

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Just want to say, that I'm continuing working on subs... as dates of availability require some thought, and I want to test the I-200 series thoroughly in Downwall, and I'm rather busy, this moves slowly, but I hope to finish the work by the next weekend at the latest.

Meanwhile, take a look at some threads, relevant to the future work on aircraft:

On Tojos and Japanese fighter range:
http://www.j-aircraft.org/smf/index.php?topic=9294.15

The story of A7M, as told by Jiro Horikoshi (even making an adjustment for inevitable human tendency to portray oneself and one's ideas favorably, this dissuaded my worries that we were too optimistic by pushing A7M to late 1944):
http://www.j-aircraft.org/smf/index.php?topic=3120.0




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RE: Gaming - 4/17/2011 3:26:27 PM   
John 3rd


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Thanks for the update.

I am working on creating us a website for the Mod.

If time permits I also intend to go through the starting force placement and recommend some changes.



< Message edited by John 3rd -- 4/17/2011 3:27:08 PM >


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RE: Gaming - 4/23/2011 2:54:10 AM   
John 3rd


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Stanislav: How are you coming along?

Have got a decent start on the website (thanks to wife) and am looking forward to seeing your work.


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RE: Gaming - 4/23/2011 8:13:33 PM   
FatR

 

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I hope to finish with the subs tomorrow.

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RE: Gaming - 4/23/2011 9:39:32 PM   
John 3rd


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Thanks for the update and work done.


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RE: Gaming - 4/24/2011 2:59:48 PM   
FatR

 

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Okay, so far, I did the following with the subs:

19)Reworked Japanese subs. Besides overall rearrangement of upgrades (mostly in the direction of bringing them sooner, but the upgrade for L4 class subs, that never got it IRL, is delayed), significantly improved cargo capacity of large and medium purpose-built transport submarines, and greatly reduced durability of small transport submarines (Yu and SS classes), to make them more affordable.
20)Added KD8 sub class, which is a moderate improvement over KD7 (more endurance, more MVR, the deck gun is abandoned in favor of heavier flak armament).


16)4 B1/B2 subs laid down before the war (available in 1942) are replaced with 4 C2 subs. 12 B/C3 subs laid down during the war are replaced with 9 C2 subs. Seiran carrier large subs remain untouched.
17)39 subs of K6 and KS classes are replaced with 7 KD7 and 13 KD8 subs. As a result, from August of 1942 to September of 44, IJN will receive about one kaidai sub per month, two on a few months.


Picked captains to new subs, and so on. Note, that there are no changes regarding transport subs, except that they are now either carry much more valuables, or are much cheaper to build. I took a liberty to turn SH sub class into underwater tankers, although normally they were seaplane refueling subs. They are still horribly inefficient and burn more fuel that they deliver, but I guess this can be overlooked, when your fuel is a dead weight piling up in DEI otherwise. D1 transport subs now can carry a few men.

Now, I have a question:

What I should do with late-war subs?

I tested fast ST subs. High MVR or not, allied ASW still wipes them out with little problem. I didn't even use Air ASW patrols, which should allow to make them dead meat (or dead fish...) much faster. Each of these subs is worth a cruiser in naval SY points, and unless they accidentally meet a CVE or other slow, volatile target, they won't return you this investment.

I can try to buff ST class and add more to the queue, or I can remove them all, alongside with other point sinks, and leave only small transport subs, and a few Koryu midgets in the queue for the endgame. Unfortunately, I'm not sure how to approach buffing them. Durability can't be increased to satisfying levels without making them unbelievably costly, and I'm not sure how Maneuver works in combat, so I'm afraid of increasing it beyond the upper end of MVR values already present in the game.

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RE: Gaming - 4/24/2011 3:40:55 PM   
John 3rd


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Sounds very interesting. Cannot wait to go through it and see the changes.

To answer your question regarding late-war, why not simply continue to produce the medium SS like the K7/K8? We've reduced war production from 55 boats down to 33 to this point. Seems to me that no matter WHAT is built it will be trashed by Allied ASW. With that simple reality, the thought is to build more of what has been standardized.


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RE: Gaming - 4/24/2011 4:22:02 PM   
FatR

 

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There are less expensive, but still expensive. I think I'll add three more KD8 subs in the final months of 1944, in place of ST subs, and stop the large sub building on that note. By 1945 Japanese players likely won't be able to afford the expenses anyway. In reality ST subs should have been a huge improvement over previous designs, at least for defensive battles, in the game, well, looks like the engine does not allow that.

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RE: Gaming - 4/24/2011 4:58:05 PM   
John 3rd


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Only concern I have with that is the discussion we had going in another Thread about PLANNING on Japan being done in late-44/early-45. Might be a good idea to add the ones you mention and allow for the player to keep building a few more (into 45) if he has the ability/interest.


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RE: Gaming - 4/24/2011 8:17:19 PM   
FatR

 

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What thread you're talking about? I would like to take a look...

Anyway, I not so much plan for Japan to bite the dust around early 1945, as recognize that other needs will be overwhelming by that point. Unlike RL, in AE Japan usually never really expands production after the second half of 1942, because you cannot do anything about the oil limitation. Only shifts priorities. Mostly to aircraft. I hope to shut down at least half of my naval shipyards by the beginning of 1944, once the major warships construction program is completed. As a ship cost increases exponentially with durability, and therefore, for example, one Yugumo-class DD (100 days of building x 10 = 1000 NSY points) is worth two Matsus (70 days of buidling x 7 = 490 NSY points), you can see why I'm not a big fan of adding expensive ships for the endgame. An ST class submarine in stock, by the way, costs 12 960 NSY points, and you can build most of 1945-46 Tachibana program (or 360 fighters) at the cost of one of them.

But if you want more toys for 1942 I think the best middle ground between realism and playability is to take a bit of liberty with history and reduce the type ST's Durability to something more economically manageable, while adding an extra pair of torpedo tubes, to increase the chance of their sacrifices achieving something. This souds less contrived than continuing to modify KD even when it is clear that old subs are suicide boxes...

Well, and I intend to cut STS subs from the scenario. The whole concept was doomed to failure IRL (small and ultra-small subs, to my knowledge, only achieved significant successes during WW II as diversionary weapons, attacking ships in harbors), and it is in AE. Midget subs at least can be useful for surprise mass deployments if Allies are landing in a major base.

< Message edited by FatR -- 4/24/2011 8:19:31 PM >

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RE: Gaming - 4/25/2011 4:31:40 PM   
John 3rd


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Over in BigRed's economic thread we talked about late-war stuff. There was another Thread that was casually discussion a similar thought but I don't remember which one. Will try to find it and add it to the list.

The cost of SS in this game staggers the mind. Does anyone know how much building a Sub actually COST compared to, say, a DD? I know there isn't much that can be done about that but I have to think you could build 2-3 SS for the cost of a single DD.



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RE: Gaming - 4/25/2011 8:45:56 PM   
FatR

 

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Cost of a ship in NSY points : Durability x (Durability x 10). As you can see, a large sub is worth not one DD but a whole flotilla with this formula. I.e., the cheapest stock attack sub will cost you 24 points every day for 240 days = 5760 NSY points. Or almost six Yugumo-class destroyers.

So, should I add an ahistorical modification proposed above to ST subs, for those people who still want to build them late in the war? Honestly, if there is another way within the current engine to justify their expense, I don't know it...

In the light of the above, I also think we should reduce durability of midget subs to about 9, increasing their Maneuver value instead. Honestly, they are so fragile anyway, that reducing their durability probably won't matter much in terms of combat survivability.


EDIT: I would have offered to cut subs' durability, and range/effect of ASW weapons in half across the board, but (a)without seeing the workings of the random number generator, I cannot be sure how this will affect combat calculations (b)this will make Air ASW extremely murderous.

< Message edited by FatR -- 4/26/2011 10:45:57 AM >

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RE: Gaming - 4/26/2011 4:18:27 PM   
John 3rd


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I spent some time thinking on the subject last night while I was at work and feel we ought to leave well enough alone. Stick to what you have done and don't bother with anything more. The changes already set for the Japanese SS program are massive so lets not add more to it.

Your math demonstration amazes me at the cost comparison of DDs vs. SS for construction. 6DD = 1SS! Load of hooey in my humble opinion.


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RE: Gaming - 4/29/2011 11:23:20 AM   
FatR

 

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Finished compiling Japanese naval changes. John, I've sent them to you, take a look. Changes are:

19)Reworked Japanese subs. Besides overall rearrangement of upgrades (mostly in the direction of bringing them sooner, but the upgrade for L4 class subs, that never got it IRL, is delayed), improved capacity of purpose-built transport submarines and greatly reduced durability of small transport submarines (Yu and SS classes), to make them more affordable.
20)Added KD8 sub class, which is a moderate improvement over KD7 (more endurance, more MVR, the deck gun is abandoned in favor of heavier flak armament).


16)4 B1/B2 subs laid down before the war (available in 1942) are replaced with 4 C2 subs. 12 B/C3 subs laid down during the war are replaced with 9 C2 subs. Seiran carrier large subs remain untouched.
17)39 subs of K6 and KS classes are replaced with 7 KD7 and 13 KD8 subs. As a result, from August of 1942 to January of 1945, IJN will receive about one kaidai sub per month, two on a few months.
20)Late-war subs of ST and STS classes are removed from queue. 4 KD8 subs added instead of the for late 1944-January of 1945, but otherwise it is assumed that something as ungodly expensive won't be built anyway in 1945-46. As mentioned above, related to motorboats, IJN won't be obsessed with subs late in the war in this alternative (something that might have been quite accidental in RL).


Will at least start posting air side proposition on this weekend.

Meanwhile, a couple notes and questions:

(1)While comparing stuff to Scen 1 I noticed that Japanese AA rocket launchers have no effect value in stock. They are absent from Scen 70 anyway, just noting.

(2)Most motorboats no longer appear in the queue within the game if their arrival location is set at random. I supposed this is the correct behavior, because LBs and midgets don't as well. But some, namely motorboats of T23+ class remained in the queue, dunno why.


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RE: Gaming - 4/29/2011 3:29:20 PM   
John 3rd


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Now we can get rocking and check everything out. Thanks for the hard work and changes Stanislav. Sent the file on to Michael (as we discussed) for a 3rd set of eyes to examine the changes.

WAAAAAYYY long ago (when we started brainstorming this beast, we decided to get rid of the Rocket Launchers in lew of useful AA. Man---that is quite a while back.


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RE: Gaming - 4/29/2011 4:56:38 PM   
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quote:

ORIGINAL: FatR
(1)While comparing stuff to Scen 1 I noticed that Japanese AA rocket launchers have no effect value in stock. They are absent from Scen 70 anyway, just noting.

Are not they have separate device type (AA rocket)?

Actually, what points exactly SSTs uses during production? Naval, or Merchant?
Take a look at this page(slightly below half). Indeed cost of US SS is indicated as 1/3rd of DD (3.3 mil vs 10 mil), however for Japan:
quote:

4. 41 Destroyers (67,130 tons) at 3522 Yen/ton.

5. 18 Submarines (26,540) at 8317 Yen/ton.

So, considering, that they produced larger submarines actual in-game cost is close to history.

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RE: Gaming - 4/29/2011 6:32:46 PM   
JWE

 

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quote:

ORIGINAL: John 3rd
WAAAAAYYY long ago (when we started brainstorming this beast, we decided to get rid of the Rocket Launchers in lew of useful AA. Man---that is quite a while back.

Have ya'll taken a look at DaBabes for these things? One of the first things we did was to tweak the Allied LC goodies and the Jap RLs so that they both work.

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RE: Gaming - 4/29/2011 7:51:10 PM   
FatR

 

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I looked at my copy of BabesLite... still no Effect value. See:




Attachment (1)

< Message edited by FatR -- 4/29/2011 7:53:32 PM >

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RE: Gaming - 4/29/2011 9:40:49 PM   
FatR

 

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quote:

ORIGINAL: inqistor
So, considering, that they produced larger submarines actual in-game cost is close to history.

Japanese ship costs from your link seems rather strange on a whole, with escorts being significantly more expensive than destroyers... So I wouldn't be too quick to trust these numbers. They might not take into account wartime inflation or be simply miscalculated.

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RE: Gaming - 5/2/2011 11:14:06 AM   
FatR

 

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So, the air changes.

Part 1, and probably the biggest: tweaks for more history-like balance.

Well, I have no overall complaints about the air combat model in AE, but I can't help to notice that a number of planes is considerably under/overmodelled, which is particularly easy to notice when they have a counterpart which was notably less successful in IRL.

A1)The biggest offender here, in terms of overall importance to the war, is Hellcat. RL: the most successful fighter of the Pacific war, with over two times as many claims as any other Allied fighter, despite debuting in combat significantly later than Corsairs and Lightnings, and better claim-to-loss ratio than other major contenders. AE: Allied players only ever use Hellcats at all because they have no control over production. Corsairs are superior in literally every way past 43/10 (F4U-1A has slightly worse ceiling, but this only matters against A6M5/A6M5b/A6M8, other Japanese aircraft of the period either are better than both or worse than both; on later models Corsair becomes an altitude demon as well). Even the initial F4U-1 model only lacks in service rating and not being carrier-capable, otherwise it is better than F6F-3. Hellcat is also the weakest third-generation Allied fighter in general and does not stack well against, say, Shiden.

Solution: +2 MVR across the board to all Hellcat versions. Durability 34 to all Hellcats. -2 MVR acrosss the board to all Corsair versions. Durability 32 to all Corsairs (not only Hellcat, AFAIK, simply carried more armor, better handling in the air = better chances to retain control and survive if the plane gets damaged).
As a consolation prise, F4U-1D and F4U-4 will get to carry 3x1000 lb bombs, to reflect their prominence and superior practical payload in ground attack role (this is a bit of a stretch, but as AE generally gives maximum possible payloads anyway, pretty close to normal RL capabilities).


A2)Hurricane IIa/b/c. RL: probably the worst second-generation Allied fighter in the theatre. AE: probably the best. See this thread, for example:
http://www.matrixgames.com/forums/tm.asp?m=2756276

Solution: DUR -1 acrosss the board, MVR -2 at low altitudes and -3/-4 at high altitudes across the board. As Scen 70 features a reduction in experience for IJNAF pilots, this should not be too unfair to the Allies... Oh, and armor on IId fighter-bomber version should be reduced to 1. Only the most protected aircraft have 2, it wasn't one of them.


J1)Ki-49 Donryu sure rocks, beginning from IIa model. There is a strong argument, to which I personally subscribe, that you should build it for the entire war, never using Ki-67s except as torpedo bombers. One must wonder, why IRL this plane never managed to replace the obsolete Ki-21.

Solution: Reduce Ki-49 payload to 3x250 kg bombs in all versions. Historically the main complaint about this plane was its underpoweredness, i.e., inability to operate satisfactorily with normal load. Its effective practical load was stated to be below that of Ki-21. Add armor to Ki-21-IIb, because better fuel tank protection and pilot armor was, in fact, installed on all and nearly all, respectively, planes of this modification. Shift Ki-21-IIb production date to 42/8. I'm not sure about this date, actually, because all sources I've found state that this model was put into production somewhere in 1942... This is just so that late availability of Ki-21-IIb won't be too much of an argument for Ki-49.


Now when easy things are out of the way... to the most interesting part, IJAAF fighters. But this will have to wait for my next post.

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RE: Gaming - 5/2/2011 1:04:31 PM   
JWE

 

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quote:

ORIGINAL: FatR
I looked at my copy of BabesLite... still no Effect value. See:

Well poo !! Looks like it got lost in the shuffle. Going to have to fix that.

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RE: Gaming - 5/2/2011 1:13:22 PM   
FatR

 

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Well, forgot a couple more things:

J2)While they both are mostly fit for training alone, there is no reason to build Ki-51 over Ki-30. Existing survivability bonuses are immaterial, the ability to carry a 250-kg bomb to a longer range is not.

Solution: Give Ki-51 armor it historically had right away... and allow Ki-51b to carry a 250-kg bomb as well.


J3)As noted and explained in details here:
http://www.matrixgames.com/forums/tm.asp?m=2631884
D4Y Judy divebomber was shafted unrealistically hard by the removal of droptank. From numbers cited by Brady I can suggest 10/12 hexes normal/extended range for D4Y.

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RE: Gaming - 5/2/2011 2:14:32 PM   
John 3rd


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I like the Hellcat--Corsair and Hurricane II changes. Seems much more 'right' for these aircraft.

Know less about the Japanese bombers so I'll leave that alone.

Had read the thread discussing Judy's range and wholeheartedly concur with that modification. It is appropriate and based on good info.



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RE: Gaming - 5/3/2011 9:38:54 AM   
FatR

 

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So, IJAAF fighters.

Take note, that here I want not only to move closer to history if possible, but also to create several possible options in which a player can move his production. I believe changes to IJNAF in Scen 70 make the production game less than linear, and I hope to add more viable choices here as well.

There is alot of strange stuff going on with IJAAF mid-war fighters statblocks. The result is well-known: everyone builds Tojos, because Ki-43 has its MVR drop like a rock on later modifications, and Ki-61, besides its service rating problem, is given range that makes its useable only as a point defense 4E interceptor. So while Tojo has its own pieces of strangeness, like Ki-44-I and Ki-44-IIa available on the same month, or 4x12.7 configuration only appearing in 1944, it's the only choice that works for IJAAF at all from late 1942 to early 1944. This... is not exactly as things happened IRL. So let's look at what can be done here to possibly find a better compromise between simulation and playability.

1)Ki-43 (I'm primarily using Aero Derail 29 for history of its modifications here, supplemented by stats from other sources). Following things are weird with its later modifications:

- Speed skyrockets to almost 590 km/h on IIIa, with proportional increases on earlier models. Other sources state 555-576 km/h as its max speed. Now, I do believe that commonly accepted speed figures for many Japanese fighters sell them short, but as they are usually compensated for this by great MVR, said figures are adequate for AE purposes. There is no need to inflate numbers.
- Speaking of MVR, for later Ki-43s it drops by about 14 points. By comparison, the least maneurable Zero version has its MVR reduced only by 9 points, compared to A6M2, and most only by 4.
- Ki-43-IV(IIIb, cannon-armed modifications) exists in the game. No such luck IRL, it was found to be unusable. There also are mentions of cannon-armed Ki-43 version that used Mitsubishi Ha-33 engine, but Aero Detail does not mention that, so probably it's mistaken for the same two cannon-armed prototypes.
- IIIa is available too late, the production actually started in July of 1944 and by August of 1944 64th Sentai was already using Model III.

Solution: Use 308/320/358 Speed for Ki-43-I/II/III. Sharply reduce MVR drop in return, at least for low altitudes, so it will keep the definitive edge in this area. While extra weight reduced the turning ability, practical maneurability of late-war Ki-43s might have been even higher, due to much reduced threat of mid-air disintegration. Remove the cannon modification.
Also, while I reduced payload to 1x250kg bomb before, as, to my knowledge, the usual loadout was a bomb under one wing and a droptank under another, AE, as mentioned above, generally uses maximum bombloads normally possible, so, I now think, it should go back to 2x250.

Of course, all this won't keep Ki-43 from becoming obsolete by 1944, as it should. However, this hopefully should keep it more competitive in 1943 and survivable in its, ahem, unique tactical niches (like low-level dive bait on CAP/flying ablative armor for bombers), so that the players won't be so tempted to shut the production down as soon as they have alternatives.


2)Ki-44. Oh well, this is a tricky plane to find information about. There are only a few books, which are scarcely more informative than Francillon and contradict each other on matters like late-modifications armament. Anyway, I think a couple of issues still can be identified:

- I and IIa models are available on the same month, September of 1942, too late for the former and too early for the latter.
- 4x12.7 is stated everywhere to be standard Model II armament before they started cramming heavy cannons into Ki-44, in AE we must wait until 1944 to get it.
- Armor on IIc. In AE to qualify for Armor 1 a fighter needs fuel tank protection + armored pilot seat, and all Ki-44 of Model II apparently got these. There are mentions that they were insufficient against Allied HMGs, but Ki-43-IIb gets Armor 1 despite approximately in the same league... Anyway, it seems like either all planes of Model II warrant Armor 1, or none does.
- And not a flow, but a question is - IRL, Ki-44-III model, re-engined (to an engine that probably should be Ha-45 in AE terms) existed and apparently was useable, except for usual Japanese problems with engine reliability. Should we include it in the game? In RL it mostly got shelved because Ki-84 was almost ready for production.

Solution: First, tone down MVR by 3 at low altitudes and 1 at high altitudes on early Tojos (up to IIb), by 3 at low altitudes only on cannon-armed versions, so other improvements won't make Ki-44 overwhelming. MVR 23-21 is still by no means bad, but a number of nimbler Allied planes can now compete with Ki-44 in this area, so things will be as they should be.
Make Model Ia available around 8/42. IIb on 12/42. Give it 4x12.7 armament, Armor 1. Let's skip IIa, apparently only a handful of planes were built and production lasted less than a month. IIc is available on 5/42 and is armed as IIb in stock. Once upon a time there were arguments on these forums about Tojo's armament, and though I failed to find the thread, I remember that there were references to primary sources, indicating that indeed about half of the overall production run used 40mm cannons in the wings.
There were later modifications with 20mm or 37mm cannons in the wings, but they seem to be not widely used. If you want, I can add Ki-44-III for early 1944, with armament of 2x20+2x37, speed around 390, significantly reduced MVR and Service Rating 2.

You might note, that these changes make Ki-44 less of a dogfighter, but more capable of handling Allied bombers. This is intentional, of course. Well, IIb still will be a good all-around fighter, if less nimble than Ki-44s in stock. But the line will only give the player pure interceptors later on.

I'm still busy, so I'll touch Ki-61 and Ki-84 later.

< Message edited by FatR -- 5/3/2011 9:39:37 AM >

(in reply to John 3rd)
Post #: 1046
RE: Gaming - 5/3/2011 4:03:11 PM   
John 3rd


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Nice detail and well thought out ideas Sir.

Oscar Models (Ki-43):
Speed looks good, dropping the MVR seems fine, but not sure regarding 2x250 bombs. Could that delicate of a plane realistically carry them?

Tojo Models (Ki-44):
Like production deployment times (8/42--12/42--5/43) for the differing models. LOVE the idea of 4x12.7MM for armament on the IIa. I just changed research away from my Tojo's due to marginal differences in the models. There is now a real choice to work with. Dropping the MVR is good to counter other tweaks.

Also remember a highly detailed Thread discussing the issue of Tojo and armament. Does anyone remember that?


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(in reply to FatR)
Post #: 1047
RE: Gaming - 5/3/2011 7:08:44 PM   
FatR

 

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quote:

ORIGINAL: John 3rd

Nice detail and well thought out ideas Sir.

Oscar Models (Ki-43):
Speed looks good, dropping the MVR seems fine, but not sure regarding 2x250 bombs. Could that delicate of a plane realistically carry them?

I meant MVR should be dropped less. I already reduced the drop a bit for the previous build, but was too indecisive about that.

As about 2x250kg, technically later modifications of Ki-43 certainly could lift as much, one under each wing. Not with a droptank at the same time (so two bombs were hardly ever carried in actual fighter-bomber and kamikaze operations, probably because bombload increased fuel consumption, and Japanese usually were forced to operate from distant airfields late in the war), but AE apparently gives every fighter its max bombload without droptanks as standard.

As about the thread with Tojo armament discussion, probably it is the thread I've referred already, but I can't find it, because I don't remember its title or OP.

And to be cleark do you approve putting Ki-44-III in the mod?




(in reply to John 3rd)
Post #: 1048
RE: Gaming - 5/4/2011 7:05:59 AM   
John 3rd


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From: La Salle, Colorado
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Ahhhh...understand the MVR comment now. Thanks.

Want to be careful with any IJA changes due to what the thrust of the Mod is. Is the Ki-44-III based on a real plane? I got the impression from your Post that it was, however, Frank was so superior the Model didn't get much of a run.



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(in reply to FatR)
Post #: 1049
RE: Gaming - 5/4/2011 9:22:08 AM   
FatR

 

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Yes, it was a real-life plane, that never got past the trial series, because Tojo production was fairly small to begin with and changing the engine was deemed not being worth the effort, when Ki-84 was almost ready. There is also seems to be a controversy about its armament, as multiple sources state 37mm cannons in the wings, for both Model III and IIc but Schiffer's "Japanese Aircraft Equipment" states that no Japanese 37mm cannons were suitable for wing mounting...

EDIT: Sigh... Another stated variant of Model 3 armament was 4x20, but that will make it all-around great. Oh well. I can propose the following:

1)Either introduce Ki-44 Model II with 20mm cannons in the wings in the middle of 1944 (which was yet another stated armament configuration) if we want it to be viable later in the war...

2)Or stop the model line at IIb.

EDIT2: To clarify a bit, Ki-44-IIIa with 4x20mm cannons and reasonable other stats, combined with other changes, will make the payoff from building this whole line so big, that it will once again be an overall favorite. From the positions of both historical plausibility and making player's choices more interesting, I'd much prefer to keep Ki-44 a star of 1943, that will burn out in a year. In the current stock I expect to build Ki-44-IIc model for the entire war, because everything that is actually beter than it has Service Rating 3+. Except Ki-100-II which is available 18 months later and offers such marginal improvements, that I can't bring myself to care.

< Message edited by FatR -- 5/4/2011 1:00:17 PM >

(in reply to John 3rd)
Post #: 1050
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