cathar1244
Posts: 1003
Joined: 9/5/2009 Status: offline
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quote:
ORIGINAL: StreetF16 I notice that almost all aircraft in the game are given a shell weight of either 100kg or 250kg -- none appear to have anything higher. Looking forward to seeing your test results. IIRC, shell weight is used in calculating the entire bombardment weight as far as it concerns reducing a target's entrenchment level. If you change bomb weights in the database, check the TOAW log file after your test scenarios have run and see what kind of bombardment weight the air strikes are generating. For example, if your airstrike has ten aircraft that each could carry 2000 kilograms of ordnance, the total bombardment weight should not exceed 20,000 kilograms. For anti-shipping effects, see the quoted text below. Cheers quote:
76mm, in the interest of illuminating some of the deeper mysteries of TOAW , here is what I have determined regarding the auto-generation of "anti-shipping capability" ratings. Important caveat: Anti-personnel (AP) ratings shown below are as entered in the equipment file with an editor that is EXTERNAL to the game. Entering AP values with the game's built-in equipment editor scales the ratings differently and for me, was confusing.  Anyone using the game's built-in equipment editor to alter the AP values is on their own.  First requirement to generate anti-shipping capability: The anti-shipping flag has to be toggled on (FLAG3 has to include the value "2"). Two cases follow. The second case is in effect when the "torpedo bomber flag" is toggled on (FLAG7 has to include the value "128"), else, the first case applies. Note that in both cases, when the antipersonnel rating is set to zero, the anti-shipping capability is still present but attacks may only be conducted against naval units. First case -- anti-shipping on, not a torpedo bomber.
Antipersonnel rating Anti-shipping capability
0 120 can attack only naval units
1 ... 15 120
16 ... 23 240
24+ 360
Second case -- anti-shipping on, is a torpedo bomber.
Antipersonnel rating Anti-shipping capability
0 240 can attack only naval units
1 ... 11 240
12 ... 17 480
18+ 720
There is also a third case in which anti-shipping capability is auto-generated. This is the case in which the anti-shipping flag is NOT toggled and a (smallish) anti-shipping capability is made available based upon the AP value. I will look into that and update this comment. Edited to add the third case. Man, what a rabbit hole this one was, but finally figured out the arithmetic. Note these examples function for fixed-wing aircraft. I would have to test with artillery to see if the same relationship holds. Again, with antipersonnel (AP) as entered by an external editor into the equipment file ... the anti-ship capability is figured as the square root of (two times the AP rating), rounded down. Example: AP is 0. 0 times 2 = 0. Square root of 0 is 0, the anti-ship rating. Example: AP is 8. 8 times 2 = 16. Square root of 16 is 4, the anti-ship rating. Example: AP is 9. 9 times 2 = 18. Square root of 18 is 4.2426. Round down to 4, this is the anti-ship rating. Highest allowed AP rating is 8000 (!) This works out to an anti-ship rating of 126 after rounding down. (Higher AP ratings can be entered, but TOAW will treat them as 8000.)
< Message edited by cathar1244 -- 7/9/2019 7:20:01 AM >
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