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RE: BUFFs - Understanding their use and modelling in-game.

 
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RE: BUFFs - Understanding their use and modelling in-game. - 1/9/2011 6:30:54 PM   
TheElf


Posts: 3870
Joined: 5/14/2003
From: Pax River, MD
Status: offline

quote:

ORIGINAL: SuluSea

I always enjoy reading your posts Elf and appreciate your contributions to this game.

Just wondering about some of the shot down fighters people see and how the aggressiveness of the leader of the fighter unit and how that plays into pressing home the attack in the face of heavy defense by the HBs. Am I off base in thinking this?

Thanks!

See my post above. I have to sort through reasonable observations by reasonable players, and also the unreasonable observations from unreasonable players. Sometimes it is difficult to tell what is a true problem with the game, or just poor uninformed play stemming from high expectations.

Have 4E bombers have always been overpowered...? Probably. But not to the extent that I think some people on this thread might think. On one had I see reports that decry the routine as being broken, and the next post I see someone say, "I haven't seen that". So I have to filter through it all.

I think 4E bombers could be toned down a bit, both in terms of their availability (Op Tempo), and their lethality against CAP. How much? I really don't know. I am looking at it though.

Aggressive Fighter leaders will have the effect of exposing their unit to more 4E bomber defense than an non aggressive one. The desired effect of collective bomber defense is to see more fighters turn away due to effective fire than to see them shot down. In reality way more enemy fighters were claimed by bomber gunners than were ever shot down. It's a fact. It was also a morale issue. You WANTED your gunners to believe they were effective...

_____________________________

IN PERPETUUM SINGULARIS SEDES



(in reply to SuluSea)
Post #: 211
RE: BUFFs - Understanding their use and modelling in-game. - 1/9/2011 8:47:51 PM   
ChezDaJez


Posts: 3436
Joined: 11/12/2004
From: Chehalis, WA
Status: offline
quote:

I think 4E bombers could be toned down a bit, both in terms of their availability (Op Tempo), and their lethality against CAP. How much? I really don't know. I am looking at it though.

Aggressive Fighter leaders will have the effect of exposing their unit to more 4E bomber defense than an non aggressive one. The desired effect of collective bomber defense is to see more fighters turn away due to effective fire than to see them shot down. In reality way more enemy fighters were claimed by bomber gunners than were ever shot down. It's a fact. It was also a morale issue. You WANTED your gunners to believe they were effective...


I agree that the availability of 4Es for missions is probably a bit too high. The 8th AF in Britain seldom had an availability rate exceeding 60-70% and that was with good airfields and good spare parts availability.

In terms of effectiveness vs CAP, Emmanual Gustin has conducted some pretty good studies. Mush of his work is derive from the European theater but it is also germane to other theaters. I've quoted some of his work below:

quote:

Even the best all-round armament was never enough. Deep penetrations in German territory turned out to be extremely costly. The most famous examples are the attacks on Regensburg and Schweinfurt: The first attack, on 17 August, resulted in the loss of 60 bombers out of a force of 363. Some consolation was found in the claims by the gunners, which amounted to a total of 228 enemy fighters shot down; even after careful evaluation of claims the 8th AF estimated the German losses to be between 148 and 100. In fact the Luftwaffe had lost only 25 fighters. A repeat attack on 14 October gave a confirmation, if any was necessary: 65 more B-17s were lost. The initial claim of enemy fighters downed was even higher than in the first attack, 288; but even the official figure of 104 was way above the real German loss: 35. (See Note 3.)

The infamous attacks on Schweinfurt were not unique. They were merely the most serious in a long series of disasters for the 8th AAF. In 1943, it was clearly losing the battle with the German fighter defenses.

Why did the heavy bombers fail? Apparently the leaders of the 8th AF simply underestimated the difficulty of the task the gunners faced. There were some skeptics, such as Col. Claude E. Putnam, the commander of the 306th BG, who estimated in 1943 that only 10% of the gunners who could theoretically have fired at an enemy aircraft really did so, and that at least four gunners needed to fire to have a 50% probability to shoot an enemy aircraft down. The commander of the 308th shared his doubts, wondering whether the guns were not more a hazard than a protection.[35]

The attacking fighters were small targets in an often confusing battle, and it was not at all evident that gunners would see them, identify them, estimate their distance and speed, aim correctly, and fire at the right time. This looked good on paper, but in practice it was an almost impossible task. During WWII, the hit probability for fixed, forward-firing guns was estimated to be only about 2% for an average pilot; and the operation of flexible guns is far more complex. The German fighter pilots flew short missions; the gunners spent long hours in cold, draughty, and incredibly noisy aircraft, shaking in the turbulence created by the large bomber formations. The gunsights were often primitive: The powered turrets had some form of computing sight, but most hand-aimed guns had simple ring-and-bead sights. The field of view and fire from some positions, notably the radio room of the B-17 and the waist positions, was quite limited. Overall, the German fighters held a clear advantage.

Another factor was that the gunners were not trained well enough.[27] After the outbreak of war a large training program was created, but there was little experience in the field, little equipment, and it was very difficult to find and retain competent instructors. During the war some improvements were made, but as late as 1944 a War Department report admitted that some gunners simply didn't know how to operate their gun turrets! Operational units had priority for equipment, and gunnery training was sadly neglected: It was mid-1944 before enough aircraft were made available to gunnery schools and gun cameras became available for training purposes.

The assumption that the concentrated fire of a "combat box" would fend off fighters also had a fundamental flaw: It ignored that the fighters would react by concentrating their attacks. Initially the Luftwaffe went after the lower groups, but later it often attacked the lead group, because they knew that it contained the lead bombardier. The formation did offer significant protection to the bombers; indeed any bomber that left the formation became an easy kill. But it was not enough.

The exaggerated kill claims gave a false impression of the effectiveness of the defensive guns, and for this reason the 8th AF continued unescorted daylight attacks for far too long. The usual reason given for the excessively high claims is that any German aircraft shot down was claimed by multiple gunners, who had all fired in its direction. In addition, too often any puff of smoke from a German aircraft was interpreted as a sign of a fatal hit, while it often enough just indicated a rough handling of the throttle. The gunners had to do an impossible job in extremely dangerous conditions, and can hardly be blamed for compiling incorrect statistics.



Here is the link to the website I retrieved this from.

Bomber effectiveness vs CAP

I appreciate your knowledge and dedication to this forum. As a fighter pilot, you are probably the only one here who has ever had the chance to put guns on target whether IRL or in air-air practice. That gives you a unique insight into the difficulties associated with air combat.

Chez

_____________________________

Ret Navy AWCS (1972-1998)
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98

(in reply to TheElf)
Post #: 212
RE: BUFFs - Understanding their use and modelling in-game. - 1/9/2011 10:11:33 PM   
mike scholl 1

 

Posts: 1265
Joined: 2/17/2010
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quote:

ORIGINAL: TheElf

See my post above. I have to sort through reasonable observations by reasonable players, and also the unreasonable observations from unreasonable players. Sometimes it is difficult to tell what is a true problem with the game, or just poor uninformed play stemming from high expectations.

Have 4E bombers have always been overpowered...? Probably. But not to the extent that I think some people on this thread might think. On one had I see reports that decry the routine as being broken, and the next post I see someone say, "I haven't seen that". So I have to filter through it all.

I think 4E bombers could be toned down a bit, both in terms of their availability (Op Tempo), and their lethality against CAP. How much? I really don't know. I am looking at it though.

Aggressive Fighter leaders will have the effect of exposing their unit to more 4E bomber defense than an non aggressive one. The desired effect of collective bomber defense is to see more fighters turn away due to effective fire than to see them shot down. In reality way more enemy fighters were claimed by bomber gunners than were ever shot down. It's a fact. It was also a morale issue. You WANTED your gunners to believe they were effective...



I think one of the greatest roadblocks to getting this right in AE is that people continually try to use examples from the European Air War to justify their opinions. The two really aren't that similar.

In Europe, the Germans had radar coverage from the channel coast over most of SE England. They could watch the bomber raids forming up over their own bases, and have a good idea of the timing and direction of raids as soon as they began to move towards their targets. They had the bases and A/C available to intercept raids hundreds of miles from their targets, and maintain continuous attacks for several hours. This Air War was very extended and intense.

In the Pacific, most raids came "out of the blue" from over the ocean. Radar might provide enough warning to scramble interceptors over the target itself, but there really wasn't much possibility of the kind of hours-long air combats that occurred over Europe---even when the targets were in Japan itself.

Add to this the fact that the Germans fielded a much more capable range of aircraft for this kind of fighting (stronger construction, armor plate, better armament) than the Japanese had available..., and comparisons are almost meaningless.

I think we would be better off ignoring all examples based on Europe and considering only the numbers and examples from Pacific fighting.

(in reply to TheElf)
Post #: 213
RE: BUFFs - Understanding their use and modelling in-game. - 1/9/2011 11:10:39 PM   
LoBaron


Posts: 4776
Joined: 1/26/2003
From: Vienna, Austria
Status: offline

quote:

ORIGINAL: TheElf


quote:

ORIGINAL: Wirraway_Ace


quote:

ORIGINAL: LoBaron

The issue with this aspect is, as always, the far reaching consequeces of even a minor change. Makes WitPAE one real ba***** to tweak.

I think SuluSea is spot on when he introduces a further aspect: op losses are not always, but sometimes, related to A2A, so its very difficult to get a clear picture
of the interactions. You simply cannot assume to what an op loss is originally related to (e.g. AC previeousely damaged in an engagement crashing on landing because of the damage).

I still would opt for the gun accuracy option to test.


While I agree, Ideally there would be a formation cohesion test that affects the accuracy of bomber defensive armaments; for all I know of the code, there already is. This should apply to all bomber formations, not just HBs. The example of what happened to Sakai when he "pounced" on a formation of TBFs comes to mind.

bomber defense is a collective measure that factors several things into opposing attacking fighter rolls. Obviously the more bombers you have the higher that collective measure. However we did put a cap in place to represent that not ALL bombers of a 100 plane formation fx would be firing at the same fighter.


Thank you for the input. I was assuming something like this but without knowing the code you can never be sure.

FWIIW I agree with oldman that the use of massed heavy bomber formations against land targets early in the war, when Japanese AC are mainly armed with light caliber machine guns or
slow firing cannons, offset the results in a way that could be close to "historical".

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Post #: 214
RE: BUFFs - Understanding their use and modelling in-game. - 1/9/2011 11:34:17 PM   
LoBaron


Posts: 4776
Joined: 1/26/2003
From: Vienna, Austria
Status: offline
quote:

ORIGINAL: TheElf
See my post above. I have to sort through reasonable observations by reasonable players, and also the unreasonable observations from unreasonable players. Sometimes it is difficult to tell what is a true problem with the game, or just poor uninformed play stemming from high expectations.

Have 4E bombers have always been overpowered...? Probably. But not to the extent that I think some people on this thread might think. On one had I see reports that decry the routine as being broken, and the next post I see someone say, "I haven't seen that". So I have to filter through it all.

I think 4E bombers could be toned down a bit, both in terms of their availability (Op Tempo), and their lethality against CAP. How much? I really don't know. I am looking at it though.


Aggressive Fighter leaders will have the effect of exposing their unit to more 4E bomber defense than an non aggressive one. The desired effect of collective bomber defense is to see more fighters turn away due to effective fire than to see them shot down. In reality way more enemy fighters were claimed by bomber gunners than were ever shot down. It's a fact. It was also a morale issue. You WANTED your gunners to believe they were effective...


Not sure if you already have an opinion on some tweak for reducing op tempo, or if you already identified problems that could make this impossible to implement:

1) kill the 250 aviation support cap - (if I understood this correct, above 250 the aviation support is calculated as unlimited (?)) - this could be neccesary to make point 2 effective

2) increase the required aviation support for heavy bombers. If 2-3 times the AS is needed to keep heavies under maintenance, repaired, and in the air, this would automatically reduce their operational tempo from
fields with low AS and increase the logistic investement needed for large bases to support regular heavy bomber raids.


Another suggestion was to increase the maintenance cost for heavies even more. The question is whether this would keep the servicability in historical limits.
What could be an option is to increase the early models service rating only (D, E, and maybe the early B24 variants)

Edit: DOH, only now noted that you already commented on the service rating increase on the last page.
(which makes it even more understandable how difficult it must be to shuffle through the whole of this monster thread)

< Message edited by LoBaron -- 1/9/2011 11:56:00 PM >


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Post #: 215
RE: BUFFs - Understanding their use and modelling in-game. - 1/10/2011 12:27:41 PM   
castor troy


Posts: 14330
Joined: 8/23/2004
From: Austria
Status: offline
quote:

ORIGINAL: TheElf


Most players do not play this game with any real sense of the Air War. Most are still learning as they play. Castor Troy is a perfect example of this.




yeah, that´s probably the reason castor troy is noticing bugs halve a year before the air team leader, lol. Guess I don´t have to count them up? Was it you that said "I haven´t fired up the game for a long time" two weeks after release? There are so many loops totally off in regards to the air routines that got nothing to do with operational tempo at all. In the end, that´s then called "exploit" as it happened? At least that´s the time when I stopped bitching about it. But hey, why going further into this, you had enough "problems" during development and I´m only at best an annoyance. The time I wouldn´t care a permanent ban I probably should post some beta test discussions. They would probably be deleted in short time but at least some of the forum users could get some insight. Kind of a AE dev leak... nice read though. Probably one of the reasons I´m one of the most vocal (or the most?) about it.

< Message edited by castor troy -- 1/10/2011 12:35:27 PM >


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Post #: 216
RE: BUFFs - Understanding their use and modelling in-game. - 1/10/2011 12:34:37 PM   
beppi

 

Posts: 382
Joined: 3/11/2004
From: Austria
Status: offline
Quite a strange thread and it lacks some systematic tests. There are a lot of assumptions and "i think or i see" statements.
Has anyone anytime conducted some systematic tests with bombers against fighters cause this would be quite interesting.

The only tests i every saw in the last year where from a German forum where they conducted some (usually a series of 10) tests between B17 (D/E/F) and A6M2, with 30 - 40 B17 against 40-50 A6M2 which resulted in a ratio of around 4-4,5 : 1 for the Zero in all tests. Alt had some influence exp was comparable (around 55 for both sides).

(in reply to LoBaron)
Post #: 217
RE: BUFFs - Understanding their use and modelling in-game. - 1/10/2011 1:16:03 PM   
LoBaron


Posts: 4776
Joined: 1/26/2003
From: Vienna, Austria
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The discussion is only partially about the effect of heavies defensive armament on low performance Japanese fighters
as the root cause for the discussed situations could lie more in their early availability for massed strikes and the reasons
for that.

Not saying that the thread isnt strange, but this may be related to the personality of some posters...

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Post #: 218
RE: BUFFs - Understanding their use and modelling in-game. - 1/10/2011 3:57:08 PM   
SuluSea


Posts: 2358
Joined: 11/17/2006
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quote:

ORIGINAL: mike scholl 1

I think one of the greatest roadblocks to getting this right in AE is that people continually try to use examples from the European Air War to justify their opinions. The two really aren't that similar.

In Europe, the Germans had radar coverage from the channel coast over most of SE England. They could watch the bomber raids forming up over their own bases, and have a good idea of the timing and direction of raids as soon as they began to move towards their targets. They had the bases and A/C available to intercept raids hundreds of miles from their targets, and maintain continuous attacks for several hours. This Air War was very extended and intense.

In the Pacific, most raids came "out of the blue" from over the ocean. Radar might provide enough warning to scramble interceptors over the target itself, but there really wasn't much possibility of the kind of hours-long air combats that occurred over Europe---even when the targets were in Japan itself.

Add to this the fact that the Germans fielded a much more capable range of aircraft for this kind of fighting (stronger construction, armor plate, better armament) than the Japanese had available..., and comparisons are almost meaningless.

I think we would be better off ignoring all examples based on Europe and considering only the numbers and examples from Pacific fighting.



The voice of reason, I have to say I'm happy that Ian is looking into the 4E performance although I'd argue that all planes save the 38s are able to be used in a more up tempo manner, as mentioned earlier in the thread I do feel like an adjustment in fighters shot down could be made but the gap may not be as large as some may think. I still believe the Heavy Bomber modelling is close as to historical as one could expect.
Ask 10 players an opinion and you'll probably get 10 different answers, I will say I do find it humourous that some people that complain about the 4E performance insist on playing with PDUs on in which nothing about it is historical. Just an observation.

< Message edited by SuluSea -- 1/10/2011 3:59:20 PM >


_____________________________

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(in reply to mike scholl 1)
Post #: 219
RE: BUFFs - Understanding their use and modelling in-game. - 1/10/2011 4:17:32 PM   
Yakface


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Hi Ian (The Elf)

Can I ask, is there a fire routine that is specific to 4E bombers that 2E bombers do not use, or do they both use entirely the same code, the only difference being due to the amount of weapons and other aircraft stats.

The reason I ask is that I often see the first 10 or 20 messages of combat between fighter and 4E being entirely populated with the fighters being shot at and damaged - seemingly without making passes. I don't see the same thing (not just less - do't see it at all) when large numbers of 2E bombers are intercepted. I appreciate that 4E have much heavier armaments however at the moment the gulf between 4E (which seem to damage/shoot down large numbers of fighters) and 2E (which seem to shoot down nothing, ever) seems enormous.

(in reply to SuluSea)
Post #: 220
RE: BUFFs - Understanding their use and modelling in-game. - 1/10/2011 8:00:29 PM   
John Lansford

 

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Comparing German anti-bomber results with Japanese efforts is like comparing apples and oranges.  German fighters were purpose built for destroying bombers, equipped with heavy cannon, armor and using sophisticated ground-air interception tactics.  The Japanese fighters were lightly built and armed with little to no advance detection ability, and no dedicated anti-bomber tactics like the Germans developed.  Plus, the Allies didn't fly huge bomber formations over Japanese targets until the B-29's vs Japanese home cities.  B-17 and B-24 sorties were more like a dozen or two bombers at one time.

(in reply to Yakface)
Post #: 221
RE: BUFFs - Understanding their use and modelling in-game. - 1/10/2011 8:23:01 PM   
ChezDaJez


Posts: 3436
Joined: 11/12/2004
From: Chehalis, WA
Status: offline
quote:

I think one of the greatest roadblocks to getting this right in AE is that people continually try to use examples from the European Air War to justify their opinions. The two really aren't that similar.

In Europe, the Germans had radar coverage from the channel coast over most of SE England. They could watch the bomber raids forming up over their own bases, and have a good idea of the timing and direction of raids as soon as they began to move towards their targets. They had the bases and A/C available to intercept raids hundreds of miles from their targets, and maintain continuous attacks for several hours. This Air War was very extended and intense.

In the Pacific, most raids came "out of the blue" from over the ocean. Radar might provide enough warning to scramble interceptors over the target itself, but there really wasn't much possibility of the kind of hours-long air combats that occurred over Europe---even when the targets were in Japan itself.

Add to this the fact that the Germans fielded a much more capable range of aircraft for this kind of fighting (stronger construction, armor plate, better armament) than the Japanese had available..., and comparisons are almost meaningless.

I think we would be better off ignoring all examples based on Europe and considering only the numbers and examples from Pacific fighting.


I think much of what you said here is true however I would also argue that European results are germane because many players attempt to use the heavies as they were in Europe. If players were sending their B-17s out in raids of 3-10 aircraft due to very poor availability, then the European results could probably be ignored.

I think for the most part the heavies are fairly close to real life performance relatd to their bombing ability. Brad has been sending 30-40 B-17s against a couple of my bases and sometimes he smacks the base hard, sometimes he doesn't. Their inability to hit ships at sea from 10K+ altitudes is accurate. (We have a house rule limiting 4E attacks vs naval shipping below 10K until sometime in 1943).

My only reservation regarding the modeling of the heavies (or any bomber for that matter) is that I believe the defensive armament isn't modeled accurately. Various positions should reflect varying accuracies. Waist and radio gunners should be less accurate than tail or turret guns due to their limited field of fire. The Japanese bombers seem to be modeled this way but the allied bombers are not. A "one-accuracy-fits-all" seems to be the approach for allied bombers. (One exception to turret accuracy should be applied to the B-17Es equipped with the remotely operated Bendix belly turret. It was a dismal failure and soon replaced with the Sperry turret.)

I believe this should be modified to reflect this reality. However, if that caused a large scale increase in allied bomber losses then I would also be in favor of boosting the bomber's durability rating to bring the losses back down to more historical levels.

This should allow more allied bombers to be damaged but not necessrily shot down. Current servicability ratings would then reduce their availability for future missions. An increase to serviceability ratings might not be necessary if this were the case.

In Martin Bowman's book, "B-17 Flying Fortress Unit of the Pacific War", he talks about the number of bombers available for any one mission. On page 62 he states:

"In all, Rabaul was bombed 13 times in January 1943, but never by more than 12 aircraft. At this time, of the 55 B-17E/Fs in the 43rd BG, about 20 were usually under repair or maintenance, leaving 12-14 B-17s available for raids, while the best the B-24 could muster was about 15 Liberators from 60 in theater."

He doesn't say what the remaining 20 or so B-17s were doing though I suspect they were being used for naval search or awaiting spare parts.

In summation, I favor a more accurate modeling of the various gun positions plus a possible increase to durability to more accurately reflect reduced B-17 availability in the Pacific War.

Chez



_____________________________

Ret Navy AWCS (1972-1998)
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98

(in reply to mike scholl 1)
Post #: 222
RE: BUFFs - Understanding their use and modelling in-game. - 1/11/2011 8:17:07 PM   
Nikademus


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adding to what Chez wrote, the majority of the "daylight" raids conducted by heavies out of Oz in 42 and early 43 were timed to reach their targets at dusk or dawn. In other words, the planners worked to minimize the unescorted bombers meeting enemy fighters. B-17's did not simply go whereever they wanted, whenever they wanted, discounting the threat of concentrated enemy interceptors.

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Post #: 223
RE: BUFFs - Understanding their use and modelling in-game. - 1/11/2011 8:52:31 PM   
ChezDaJez


Posts: 3436
Joined: 11/12/2004
From: Chehalis, WA
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quote:

ORIGINAL: Nikademus

adding to what Chez wrote, the majority of the "daylight" raids conducted by heavies out of Oz in 42 and early 43 were timed to reach their targets at dusk or dawn. In other words, the planners worked to minimize the unescorted bombers meeting enemy fighters. B-17's did not simply go whereever they wanted, whenever they wanted, discounting the threat of concentrated enemy interceptors.


BGEN Walker, commander of V Bomber Command, found this out the hard way. He explicitly ignored MGEN Kenney's orders to attack shipping at Rabaul at dawn on 5 January 1943. BGEN Walker decided a noon time on target at Rabaul would be better and launched his attack to arrive at that time. 6 B-17s and 6 B-24s were launched with a bombing altitude of 5000 feet. BGEN Walker rode as an observer in a B-17 piloted by Major Allan Lindberg, CO of 43rd BS. Lindberg's aircraft was shot down by Zeros and all onboard were killed including the general. Several others were badly damaged with one ditching off the coast of New guinea.

Chez

_____________________________

Ret Navy AWCS (1972-1998)
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98

(in reply to Nikademus)
Post #: 224
RE: BUFFs - Understanding their use and modelling in-game. - 1/11/2011 8:53:02 PM   
crsutton


Posts: 9590
Joined: 12/6/2002
From: Maryland
Status: offline

quote:

ORIGINAL: TheElf


quote:

ORIGINAL: SuluSea

I always enjoy reading your posts Elf and appreciate your contributions to this game.

Just wondering about some of the shot down fighters people see and how the aggressiveness of the leader of the fighter unit and how that plays into pressing home the attack in the face of heavy defense by the HBs. Am I off base in thinking this?

Thanks!

See my post above. I have to sort through reasonable observations by reasonable players, and also the unreasonable observations from unreasonable players. Sometimes it is difficult to tell what is a true problem with the game, or just poor uninformed play stemming from high expectations.

Have 4E bombers have always been overpowered...? Probably. But not to the extent that I think some people on this thread might think. On one had I see reports that decry the routine as being broken, and the next post I see someone say, "I haven't seen that". So I have to filter through it all.

I think 4E bombers could be toned down a bit, both in terms of their availability (Op Tempo), and their lethality against CAP. How much? I really don't know. I am looking at it though.

Aggressive Fighter leaders will have the effect of exposing their unit to more 4E bomber defense than an non aggressive one. The desired effect of collective bomber defense is to see more fighters turn away due to effective fire than to see them shot down. In reality way more enemy fighters were claimed by bomber gunners than were ever shot down. It's a fact. It was also a morale issue. You WANTED your gunners to believe they were effective...



As said earlier, I can't argue that the Allied heavies are not a bit too effective in the game. However, I would be reluctant to see them nerfed some without a whole lot of other nerfing coming into play. You should be cautious about this as any fix might create another problem. I see them as the only real potent Allied offensive air threat until late 1943 when the Allied and produce enough mediums and escorts to protect them.

Let's face it, if you are talking about finding a historical balance for Allied bombers then at any given time 30-40% of Japanese aircraft located at forward based should be out of action due to lack of spare parts. It is hard to find a happy medium to suit all of the players. I just don't think the Allied big boys are so out of whack that they have an undue influence on the game and that would be my first criteria for making any changes.

I have played about 600 turns in my campaign and have lost enough heavies to Japanese defensive efforts that I still have to be careful about how I use them. And I have to stand them down for long periods to rest and recover strength. I just don't see a real problem here. Come 1944, I can see a real big leap in the effect that they will have. However, considering the toys that I get to play with at that time, It will be the least of the Japanese problems......

_____________________________

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(in reply to TheElf)
Post #: 225
RE: BUFFs - Understanding their use and modelling in-game. - 1/11/2011 9:05:59 PM   
LoBaron


Posts: 4776
Joined: 1/26/2003
From: Vienna, Austria
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quote:

ORIGINAL: crsutton
As said earlier, I can't argue that the Allied heavies are not a bit too effective in the game. However, I would be reluctant to see them nerfed some without a whole lot of other nerfing coming into play.


Isn´t this thread another proof that the devs are still finetuning the game in different aspects?

You sound a bit like, no, lets not fix a problem because there are other problems too.

WitP evolves nicely I have to add, and this is because of a quite knowledgable community discussing and the devs playing their WitP AE themselves. You wont find that in many other places
involving entertainment software nowerdays crsutton.

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Post #: 226
RE: BUFFs - Understanding their use and modelling in-game. - 1/11/2011 11:51:39 PM   
TheElf


Posts: 3870
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From: Pax River, MD
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quote:

ORIGINAL: SuluSea

quote:

ORIGINAL: mike scholl 1

I think one of the greatest roadblocks to getting this right in AE is that people continually try to use examples from the European Air War to justify their opinions. The two really aren't that similar.

In Europe, the Germans had radar coverage from the channel coast over most of SE England. They could watch the bomber raids forming up over their own bases, and have a good idea of the timing and direction of raids as soon as they began to move towards their targets. They had the bases and A/C available to intercept raids hundreds of miles from their targets, and maintain continuous attacks for several hours. This Air War was very extended and intense.

In the Pacific, most raids came "out of the blue" from over the ocean. Radar might provide enough warning to scramble interceptors over the target itself, but there really wasn't much possibility of the kind of hours-long air combats that occurred over Europe---even when the targets were in Japan itself.

Add to this the fact that the Germans fielded a much more capable range of aircraft for this kind of fighting (stronger construction, armor plate, better armament) than the Japanese had available..., and comparisons are almost meaningless.

I think we would be better off ignoring all examples based on Europe and considering only the numbers and examples from Pacific fighting.



The voice of reason, I have to say I'm happy that Ian is looking into the 4E performance although I'd argue that all planes save the 38s are able to be used in a more up tempo manner, as mentioned earlier in the thread I do feel like an adjustment in fighters shot down could be made but the gap may not be as large as some may think. I still believe the Heavy Bomber modelling is close as to historical as one could expect.
Ask 10 players an opinion and you'll probably get 10 different answers, I will say I do find it humourous that some people that complain about the 4E performance insist on playing with PDUs on in which nothing about it is historical. Just an observation.

Thanks for the vote of confidence Sulu. Another interesting thing you'll see is players stating "when I fly my Sweeps at 45k' They rule the skies and take advantage of the sweep bonus...something isn't right about that. When they are told that they can see more historical results by flying more normal altitudes the totally ignore the obvious and continue to fly high altitude sweeps while complaining that the system is "broken"....

You can lead a horse to water....

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Post #: 227
RE: BUFFs - Understanding their use and modelling in-game. - 1/12/2011 1:03:10 AM   
stuman


Posts: 3907
Joined: 9/14/2008
From: Elvis' Hometown
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quote:

ORIGINAL: Captain Cruft

quote:



There is a very strong tendency to always focus on what is being done to your own beloved pixeltruppen while not focusing enough on what you've done to your opponent. What you have done to your opponent is shrouded in the murk of the fog of war, while what is being done to you is painfully (literally) obvious.



Wise words indeed :-)

P.S. "beloved pixeltruppen" - love it!




+1

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Post #: 228
RE: BUFFs - Understanding their use and modelling in-game. - 1/12/2011 2:23:26 AM   
mike scholl 1

 

Posts: 1265
Joined: 2/17/2010
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quote:

ORIGINAL: TheElf
You can lead a horse to water....


But he'll still produce nothing but horsesh-t....

(in reply to TheElf)
Post #: 229
RE: BUFFs - Understanding their use and modelling in-game. - 1/12/2011 2:51:24 AM   
oldman45


Posts: 2320
Joined: 5/1/2005
From: Jacksonville Fl
Status: offline
Today I ran a couple of missions with 2 B-17E squadrons. I was hoping for the squadrons to fly together but I guess there was a problem in the O-club the night before so they insisted on flying as two seperate strikes. They were met by 36 Zero's and the results were just what I expected. The first strike of 7 lost 1 plane and the rest were damaged. The next strike lost 2 and the rest were damaged. By the way both strikes were intercepted by 36 fighters. So much for clearing the cap with B-17's. They lost no fighters and suffered 4 or 5 damaged. I ran the turn again to see if the same thing would happen and it did. The B-17's would not fly together and both strikes were hit by the exact same number of cap. My guess is, that if the strikes are run in a historical setting, there is a good chance you will see historical results. I don't know why large bombing missions would have a different result unless the engine has a problem with that many planes. I think it works just fine against the AI.

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Post #: 230
RE: BUFFs - Understanding their use and modelling in-game. - 1/14/2011 7:40:59 AM   
Pascal_slith


Posts: 1651
Joined: 8/20/2003
From: back in Commiefornia
Status: offline

quote:

ORIGINAL: oldman45

Today I ran a couple of missions with 2 B-17E squadrons. I was hoping for the squadrons to fly together but I guess there was a problem in the O-club the night before so they insisted on flying as two seperate strikes. They were met by 36 Zero's and the results were just what I expected. The first strike of 7 lost 1 plane and the rest were damaged. The next strike lost 2 and the rest were damaged. By the way both strikes were intercepted by 36 fighters. So much for clearing the cap with B-17's. They lost no fighters and suffered 4 or 5 damaged. I ran the turn again to see if the same thing would happen and it did. The B-17's would not fly together and both strikes were hit by the exact same number of cap. My guess is, that if the strikes are run in a historical setting, there is a good chance you will see historical results. I don't know why large bombing missions would have a different result unless the engine has a problem with that many planes. I think it works just fine against the AI.


I seem to remember that you have to exit WitP to get a new series of pseudo-random numbers for results generation. Is this what you did?

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Post #: 231
RE: BUFFs - Understanding their use and modelling in-game. - 1/14/2011 12:47:27 PM   
EUBanana


Posts: 4552
Joined: 9/30/2003
From: Little England
Status: offline

quote:

ORIGINAL: oldman45
I don't know why large bombing missions would have a different result unless the engine has a problem with that many planes. I think it works just fine against the AI.


Bomber defence is better the more bombers there are, as they are assumed to be in a defensive formation, each able to help it's peers. Its very noticeable when you get 30-50 heavy bomber raids (the biggest I can manage, incidentally). They then become extremely hard to stop, especially given the (near mandatory) P38 sweeps that dilute the CAP somewhat as well.


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Post #: 232
RE: BUFFs - Understanding their use and modelling in-game. - 1/14/2011 1:17:15 PM   
Yakface


Posts: 846
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quote:

ORIGINAL: Yakface

Hi Ian (The Elf)

Can I ask, is there a fire routine that is specific to 4E bombers that 2E bombers do not use, or do they both use entirely the same code, the only difference being due to the amount of weapons and other aircraft stats.

The reason I ask is that I often see the first 10 or 20 messages of combat between fighter and 4E being entirely populated with the fighters being shot at and damaged - seemingly without making passes. I don't see the same thing (not just less - do't see it at all) when large numbers of 2E bombers are intercepted. I appreciate that 4E have much heavier armaments however at the moment the gulf between 4E (which seem to damage/shoot down large numbers of fighters) and 2E (which seem to shoot down nothing, ever) seems enormous.


Bump

(in reply to Yakface)
Post #: 233
RE: BUFFs - Understanding their use and modelling in-game. - 1/15/2011 6:21:11 AM   
TheElf


Posts: 3870
Joined: 5/14/2003
From: Pax River, MD
Status: offline

quote:

ORIGINAL: Yakface


quote:

ORIGINAL: Yakface

Hi Ian (The Elf)

Can I ask, is there a fire routine that is specific to 4E bombers that 2E bombers do not use, or do they both use entirely the same code, the only difference being due to the amount of weapons and other aircraft stats.

The reason I ask is that I often see the first 10 or 20 messages of combat between fighter and 4E being entirely populated with the fighters being shot at and damaged - seemingly without making passes. I don't see the same thing (not just less - do't see it at all) when large numbers of 2E bombers are intercepted. I appreciate that 4E have much heavier armaments however at the moment the gulf between 4E (which seem to damage/shoot down large numbers of fighters) and 2E (which seem to shoot down nothing, ever) seems enormous.


Bump

same code. What you may be seeing is the relative speed differential between 4E and 2E bombers. 2E bombers benefit from fewer attacks by fighters due to their higher cruise speeds.

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Post #: 234
RE: BUFFs - Understanding their use and modelling in-game. - 1/15/2011 6:49:39 AM   
vicberg

 

Posts: 1176
Joined: 4/19/2008
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I'm sorry if I'm beating this to death.  I've shot down 70+ 4Es by mid-Feb in one PBEM (he's stopped attacking) and in my new PBEM, I've shot down 11 and it's first week. The zero bonus helps.  Palembang's been taken by me (japs)...i've moved HQ and Air support and lots o zeroes.  The 11 are from tracker.  The 4Es are trying to ding down the oil production in palembang.

Is it the game being borked or tactics?  Later war, the 4Es should be more powerful with greater numbers and pilot quality and shame on the japs if they don't account for this by having sufficient air bases, support and planes to defend.  And B-29s, well, they should be uber, but I would bet if the japs planned on B-29s in the HI (for example) with tons of fighters, it's not going to be quite as nice for the allies. 

I'm not convinced that 4Es are totally overpowered.  The case for increasing the service rating makes sense if the # of 4E strikes isn't in sync with reality, but these things can be shot down.





< Message edited by vicberg -- 1/15/2011 6:50:09 AM >

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Post #: 235
RE: BUFFs - Understanding their use and modelling in-game. - 1/15/2011 6:58:54 AM   
ChezDaJez


Posts: 3436
Joined: 11/12/2004
From: Chehalis, WA
Status: offline
quote:

The zero bonus helps.


The Zero bonus was eliminated in AE.

Chez

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(in reply to vicberg)
Post #: 236
RE: BUFFs - Understanding their use and modelling in-game. - 1/15/2011 7:12:10 AM   
Puhis


Posts: 1737
Joined: 11/30/2008
From: Finland
Status: offline

quote:

ORIGINAL: vicberg

I'm sorry if I'm beating this to death.  I've shot down 70+ 4Es by mid-Feb in one PBEM (he's stopped attacking) and in my new PBEM, I've shot down 11 and it's first week. The zero bonus helps.  Palembang's been taken by me (japs)...i've moved HQ and Air support and lots o zeroes.  The 11 are from tracker.  The 4Es are trying to ding down the oil production in palembang.


What models are you shooting down? There is a big difference with B-17D and B-17E/F. D-model is less durable and have inferior defencive guns.

Wait till you see 60 B-17s flying daily...

(in reply to vicberg)
Post #: 237
RE: BUFFs - Understanding their use and modelling in-game. - 1/15/2011 8:52:54 AM   
castor troy


Posts: 14330
Joined: 8/23/2004
From: Austria
Status: offline
quote:

ORIGINAL: ChezDaJez

quote:

The zero bonus helps.


The Zero bonus was eliminated in AE.

Chez



funny, that was my thinking too when I read that comment... If you believe enough you can imagine a lot of things. I´m still praying for my fighter sweeps to coordinate at least a bit.

< Message edited by castor troy -- 1/15/2011 8:53:50 AM >


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Post #: 238
RE: BUFFs - Understanding their use and modelling in-game. - 1/15/2011 3:22:27 PM   
1EyedJacks


Posts: 2244
Joined: 3/12/2006
From: The Eastern Sierras
Status: offline

quote:

ORIGINAL: castor troy

quote:

ORIGINAL: ChezDaJez

quote:

The zero bonus helps.


The Zero bonus was eliminated in AE.

Chez



funny, that was my thinking too when I read that comment... If you believe enough you can imagine a lot of things. I´m still praying for my fighter sweeps to coordinate at least a bit.


Scenario #2 gives Japan a 6 month bonus according to the scenario write-up, where it says Japan will fight harder for the 1st 6 months... Is that a combat bonus of some type or is it just something on the order of better supplies/resources on hand @ the start of the war?

Regards,

Mike

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Post #: 239
RE: BUFFs - Understanding their use and modelling in-game. - 1/15/2011 3:31:17 PM   
vonTirpitz


Posts: 511
Joined: 3/1/2005
From: Wilmington, NC
Status: offline
Scenario 2 is an ahistorical/hypothetical game in which the Japanese player starts out with more industry and resources.

Additionally, there are several OOB changes (more LCU's, ships, squadrons, pilots, etc) that give the Japanese player a little more flexibility throughout the game.

Edit: All these are database modifications only.

quote:

ORIGINAL: 1EyedJacks


quote:

ORIGINAL: castor troy

quote:

ORIGINAL: ChezDaJez

quote:

The zero bonus helps.


The Zero bonus was eliminated in AE.

Chez



funny, that was my thinking too when I read that comment... If you believe enough you can imagine a lot of things. I´m still praying for my fighter sweeps to coordinate at least a bit.


Scenario #2 gives Japan a 6 month bonus according to the scenario write-up, where it says Japan will fight harder for the 1st 6 months... Is that a combat bonus of some type or is it just something on the order of better supplies/resources on hand @ the start of the war?

Regards,

Mike


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