highblooded
Posts: 67
Joined: 5/27/2004 Status: offline
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Hello All! I tried to get this info off the general forum with no luck, some suggested placing it here for better exposure. I have some questions concerning the database editor. I'm sure some of these must have been addressed before, so I apologize If that is the case. I haven't found any aircraft that use Drop Tanks, How is there use implemented in the game? Not all aircraft could use them so how does this affect range? How is extended range bomb loadout configured? One half regular load and able to only use bombs? The aircraft speed data is in MPH but the range is supposed to be based on nautical miles(according to editor). I have found that many of the max range stats are incorrect. To solve this problem, I need to calculate max range in NM then I have to make an endurance change then load up the game and see if the altered max range is within 60 miles of where my information places it (It seems to only calculate by 60 - ie hex size) This seems very cumbersome, why on earth wasnt there just a box to plug in the number? And how do you figure that MPH can be mixed with NM? Does the computer calculate this? Are the hexes modelled on miles or nautical miles? These changes of course can radically alter normal radius as well ( Do you folks feel satisfied with current ranges) [after looking at the other range questions on this forum I'm still confused] Is the aircraft radar air-to-air or air-to-sea? What benefits does it provide(better nightfighters? better chance of finding that pesky sub?)? And why do some aircraft fitted with either not have it in the game(nightfighters and patrol aircraft-PBY,etc)? How are the combat modifiers altered to deal with the increased accuracy of dive bombers? Is it only the altitude change? In WW2 Dive Bombing had upto an 80% hit ratio with Level bombing around 5-10% DB's and TB's eat flak 3 times do level bombers eat it 3 times as well only at same altitude? Does the system calculate CV endurance/OP points based on loadout( ie- torp removes 7 OP points, 250kg=2, 60kg=1) or numbers of missions(aviation fuel onboard)? It seems very high in most cases( ie KB staying around for weeks ) Some US CV's only carried 36 Torps (ei- 2 missions) How is torpedo damage delivered to a ship? through belt armor then applied in some way to durability? How does one model multiple hulls, multiple bulges, bulkheads, etc ( just increase durability?) Some ships only armored vital areas ( ie magazine, etc) yet there stats show FULL deck and belt armor( 6" magazine armor does not equal 6" belt armor). Nor does spaced armor or inclination of armor seem to have been addressed. Or for that matter quality of armor. How would you folks suggest modeling reality better? Is there a higher chance of critical damage for some ships? Most Japanese cv's had poor aviation fuel storage and ventilation (ie Midway) I have more questions but lets see what you folks think of these?
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