No-Frills, No-Nonsense mod, anyone interested?
Moderators: wdolson, Don Bowen, mogami
No-Frills, No-Nonsense mod, anyone interested?
This is a mod with minimal graphic features (planesides and shipsides, designed for use without any combat animations), started in 2005, with minor updates to fix issues which popped up during gameplay. we restarted 3 times 11/42 was the latest we ever got. now my opponent finally quit and i consider this finished. some modifcations are done on the stock map (which noone uses anymore i've heard), so feel free to pick what looks interesting and leave the rest. probably unique features: 5"HVAR for many allied planes, a sub hunter variant of the avenger, a dedicated ASW bomb and greater variation of a/c weapon effectiveness (esp accuracy). this includes bombs, which are not getting much more accurate with increasing weight. max is ~50. on AP bombs: penetration according to various sources (mostly reduced), effect halved for AP, penetration severely reduced for GP bombs. Level bomber attacks on ships are next to useless in this mod!
Description
Weapons + systems:
All naval and coastal cannons re-done, according to navweaps.com, with MV taken into account, exceptions for 16" L50 and 18" L45 which got a slight boost (Iowa and Yamato class fanboyism), any gun that elevates beyond 50deg is now DP, with accuracy ratings reduced for slow mounts, but still DP capable. this includes th 5"L50 3YT, French 152mm (Richelieu) and Japanese 155mm (Yamato class and Oyodo), off the top of my head. ranges and shellweights accoring to navweaps also. Type13 radar is now air search capable.
All Aircraft redone, with emphasis placed on range and endurance, as well as topspeed settings, which are so importand in WitP, maneuver values according to gut feeling, more or less. Aircraft entry dates re-done, according to various sources. 5" HVAR rocket added, a few bombs added (including a 4000lbs variety for the mosquito..) Okha improved, unable to test it though, 'unable to locate target', no idea if it works. A/C weapon ranges reduced, a LOT. A/C durability now varies much more. A/C weapon accuracy altered, according to the MV and ROF strangely all .50 cal weapons ended up being the same, but what gives. type 99 is not very hot until version two comes along on the A6M3-A. explosive shells are now a bit more effective.
ASW model re-done using a common 100lb ASW bomb for both sides' air ASW (it works we tested it), with a low accuracy value to give subs a better chance (note this was introduced pre-1.5, it still feels OK with 1.801), surface ASW is hard but do-able, with older D/C models being ineffective.
Ship properties redone, AK/AP/TK maneuverability reduced to avoid mass rush evacuation of DEI under betty threat, fuel bunkerage redone for many ships, as well as endurance and maneueverability.
General Gameplay
Allied a/c supplies now along historical numbers, this means an increase for F6Fs, for example, but there are fewer available bombers, especially 4E variants.
Starting Experience levels for pilots at ~50 max (for carrier units, rest lower), i know this is not a real fix as long as training runs on empty airfields give you 99exp pilots, but air combat is less bloody now. only problem i encountered was Enterprise's (i think) F4 squadron, its experience is in the 80s and no tinkering with the editor will change it. odd. update: the reason is that some pilots are assigned to units in the database. i didn't feel like going through 10K pilots, it's probably just a little nuisance.
British Commanders now actually cut the mustard, i hope i didn't make too many typing errors, but it's now possible to find 3 decent admirals (1 CVTF and 2 SCTF) and several ship commanders with agression levels above 40.
Map Alterations (stock map, which nobody uses anyway): Singapore fortress reduced to ZERO, because there wasn't any where it mattered. Cocos Island added for strategic use of the Indian Ocean.... size 1/4, 1/4
Japanese economy re-based on imports, much fewer and smaller resource centers on the home islands, more in the resource area, which now extends to noumea (900 res to represent zinc mine or something). this means more ships commited to transport and more chances for allied subs. loss of shipping space is now debilitating to the japanese player, but there's more HI and various factories to reward you if all goes well. NOTE: the AI cannot handle the japs, overproduction and HI depletion is the inevitable result. the first thing you have to do in this scenario is to turn nearly everthing off - HI excluded, of course and deliberately choose what you want to have. there are, imho, enough HI points to accelerate the latest carriers, but you'll probably have to choose between accelerating them all and the Yamatos.
note: i decreased CV sortie count (both sides), hanging around PH for a week isn't fun, especially when torpedos are given out like candy. this is supposed to add a little finesse to CV combat, read timing, and will probably stifle elephant races deep into enemy territory where the winner tries to sink an entire fleet (plus escorts), because ammo is not an issue.
Fanboyism:
-IJN/A
Imperial guards unit is now optimised for shock attack, it rocks, but it's composed mainly of SNLF squads and lacks AAA and artillery, so be careful, unless you want to deplete your NLFs till kingdom come, several types of units added, especially nightfighters, AAA and 4 CD style artillery units (with strange names, you'd instantly recognize), 105mm flak replaced by a 100mm naval gun with reduced rof, CV capacities now more optimistic (eg. Taiho - 84 instead of 72), Shinano is now a Yamato class ship, Ise remains a BB. pilot replacements now actually offset ops losses and a pool has been added which allows IJ players to fill squadrons up to nominal strength with decent pilots. training in one way or the other (i suggest you stop at 50 exp if empty base attack is used)
G8N Renzan added, J8 Shusui added (copy of me-163, late in the game to give the allied player a reason to hurry up), D4Y3 added, some old stuff removed except A5M Claude.
Allied: several P-47 variants added, some of them with long range escort capability, P-38D and P-38L (fighter bomber) added, Seafire MK XV added, F-4U4 added (resistance is futile), CVs Midway and FDR added. British CV deck armor unrealistically strong to give them a tangible advantage over flattops without armored deck. USN pilot pool now with decent monthly reinforcements (USN - 200)
known issues: the flak gap is catastrophic, a few pilots are by default attributed to specific units, usually with high experience ratings, thereby circumventing generally lower experience levels. upgrade paths are designed for PDUs on - house rules may be required in pbem/h2h.
updated, now v1.2, probably last version: Unryu class 120mm rockets now fire at incoming aircraft, range values of several planes redone, upgrade path for Sonia and FM-2 Wildcat fixed. added Marianas turkey shoot scenario, (Scen. 6)
Grand Campaign: http://www.sendspace.com/file/42t22c - 6MB
modded Scen. 6: http://www.sendspace.com/file/c63i1k - 4MB
Description
Weapons + systems:
All naval and coastal cannons re-done, according to navweaps.com, with MV taken into account, exceptions for 16" L50 and 18" L45 which got a slight boost (Iowa and Yamato class fanboyism), any gun that elevates beyond 50deg is now DP, with accuracy ratings reduced for slow mounts, but still DP capable. this includes th 5"L50 3YT, French 152mm (Richelieu) and Japanese 155mm (Yamato class and Oyodo), off the top of my head. ranges and shellweights accoring to navweaps also. Type13 radar is now air search capable.
All Aircraft redone, with emphasis placed on range and endurance, as well as topspeed settings, which are so importand in WitP, maneuver values according to gut feeling, more or less. Aircraft entry dates re-done, according to various sources. 5" HVAR rocket added, a few bombs added (including a 4000lbs variety for the mosquito..) Okha improved, unable to test it though, 'unable to locate target', no idea if it works. A/C weapon ranges reduced, a LOT. A/C durability now varies much more. A/C weapon accuracy altered, according to the MV and ROF strangely all .50 cal weapons ended up being the same, but what gives. type 99 is not very hot until version two comes along on the A6M3-A. explosive shells are now a bit more effective.
ASW model re-done using a common 100lb ASW bomb for both sides' air ASW (it works we tested it), with a low accuracy value to give subs a better chance (note this was introduced pre-1.5, it still feels OK with 1.801), surface ASW is hard but do-able, with older D/C models being ineffective.
Ship properties redone, AK/AP/TK maneuverability reduced to avoid mass rush evacuation of DEI under betty threat, fuel bunkerage redone for many ships, as well as endurance and maneueverability.
General Gameplay
Allied a/c supplies now along historical numbers, this means an increase for F6Fs, for example, but there are fewer available bombers, especially 4E variants.
Starting Experience levels for pilots at ~50 max (for carrier units, rest lower), i know this is not a real fix as long as training runs on empty airfields give you 99exp pilots, but air combat is less bloody now. only problem i encountered was Enterprise's (i think) F4 squadron, its experience is in the 80s and no tinkering with the editor will change it. odd. update: the reason is that some pilots are assigned to units in the database. i didn't feel like going through 10K pilots, it's probably just a little nuisance.
British Commanders now actually cut the mustard, i hope i didn't make too many typing errors, but it's now possible to find 3 decent admirals (1 CVTF and 2 SCTF) and several ship commanders with agression levels above 40.
Map Alterations (stock map, which nobody uses anyway): Singapore fortress reduced to ZERO, because there wasn't any where it mattered. Cocos Island added for strategic use of the Indian Ocean.... size 1/4, 1/4
Japanese economy re-based on imports, much fewer and smaller resource centers on the home islands, more in the resource area, which now extends to noumea (900 res to represent zinc mine or something). this means more ships commited to transport and more chances for allied subs. loss of shipping space is now debilitating to the japanese player, but there's more HI and various factories to reward you if all goes well. NOTE: the AI cannot handle the japs, overproduction and HI depletion is the inevitable result. the first thing you have to do in this scenario is to turn nearly everthing off - HI excluded, of course and deliberately choose what you want to have. there are, imho, enough HI points to accelerate the latest carriers, but you'll probably have to choose between accelerating them all and the Yamatos.
note: i decreased CV sortie count (both sides), hanging around PH for a week isn't fun, especially when torpedos are given out like candy. this is supposed to add a little finesse to CV combat, read timing, and will probably stifle elephant races deep into enemy territory where the winner tries to sink an entire fleet (plus escorts), because ammo is not an issue.
Fanboyism:
-IJN/A
Imperial guards unit is now optimised for shock attack, it rocks, but it's composed mainly of SNLF squads and lacks AAA and artillery, so be careful, unless you want to deplete your NLFs till kingdom come, several types of units added, especially nightfighters, AAA and 4 CD style artillery units (with strange names, you'd instantly recognize), 105mm flak replaced by a 100mm naval gun with reduced rof, CV capacities now more optimistic (eg. Taiho - 84 instead of 72), Shinano is now a Yamato class ship, Ise remains a BB. pilot replacements now actually offset ops losses and a pool has been added which allows IJ players to fill squadrons up to nominal strength with decent pilots. training in one way or the other (i suggest you stop at 50 exp if empty base attack is used)
G8N Renzan added, J8 Shusui added (copy of me-163, late in the game to give the allied player a reason to hurry up), D4Y3 added, some old stuff removed except A5M Claude.
Allied: several P-47 variants added, some of them with long range escort capability, P-38D and P-38L (fighter bomber) added, Seafire MK XV added, F-4U4 added (resistance is futile), CVs Midway and FDR added. British CV deck armor unrealistically strong to give them a tangible advantage over flattops without armored deck. USN pilot pool now with decent monthly reinforcements (USN - 200)
known issues: the flak gap is catastrophic, a few pilots are by default attributed to specific units, usually with high experience ratings, thereby circumventing generally lower experience levels. upgrade paths are designed for PDUs on - house rules may be required in pbem/h2h.
updated, now v1.2, probably last version: Unryu class 120mm rockets now fire at incoming aircraft, range values of several planes redone, upgrade path for Sonia and FM-2 Wildcat fixed. added Marianas turkey shoot scenario, (Scen. 6)
Grand Campaign: http://www.sendspace.com/file/42t22c - 6MB
modded Scen. 6: http://www.sendspace.com/file/c63i1k - 4MB
RE: No-Frills, No-Nonsense mod, anyone interested?
Minimal graphics?
ARGHHH!!!
[:D]
ARGHHH!!!


RE: No-Frills, No-Nonsense mod, anyone interested?
Yes, interface graphics only, allowed us to submit several turns a day at times. anyway, included files:
\ART\A_planeSide, AnSide0392, J_Planeside, WITN05.bmp (<-- the last one is purely cosmetic and contains Cocos Island..)
\SCEN\*051.dat slot 51
\pwhex.dat
so, back these up before doing anything (i doubt slot 51 is occupied, though) if you just want to take a look via editor, the scen folder is all you need of course. D/L size is 6 MB.
http://www.sendspace.com/file/42t22c
Use this any way you wish.
\ART\A_planeSide, AnSide0392, J_Planeside, WITN05.bmp (<-- the last one is purely cosmetic and contains Cocos Island..)
\SCEN\*051.dat slot 51
\pwhex.dat
so, back these up before doing anything (i doubt slot 51 is occupied, though) if you just want to take a look via editor, the scen folder is all you need of course. D/L size is 6 MB.
http://www.sendspace.com/file/42t22c
Use this any way you wish.
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- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: No-Frills, No-Nonsense mod, anyone interested?
Did you implement the HVAR before they were invented, or set the date of the Avenger to when they were fitted? Makes quite a difference.
Also, what exactly did you do to get them? I know what I did - but what did you do?
Also, what exactly did you do to get them? I know what I did - but what did you do?
RE: No-Frills, No-Nonsense mod, anyone interested?
5" HVAR
Type - PGM available 4406
Range 4 Load cost 100
Acc 60
Effect 65
Pen 50
Type - PGM available 4406
Range 4 Load cost 100
Acc 60
Effect 65
Pen 50
RE: No-Frills, No-Nonsense mod, anyone interested?
Sounds very interesting..I never use animations anyway.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


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- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: No-Frills, No-Nonsense mod, anyone interested?
This is quite a weapon. A HVAR isn't really a precision guided munition - it is wholly unguided - of course. And ROF should be very very low - or you will find horrible effects. ROF probably should be square root of rate of fire - and ROF for a rocket is one. Effect is 250% too high for the WITP system. Penetration is 300% too high too.
One advantage to your system, though, is that, once fired, the rockets won't shoot again. I like that. Your range is dead on perfect. In general these rockets are going to be very deadly - particularly because too high a hit probability is combined with vastly too high value when you hit - so while range is perfect and refires are nonexistent - these rockets basically will create superman planes. Not that you would not feel that way if you were in front of them (HVAR fire is spectacular and frightening if you are in the path).
One advantage to your system, though, is that, once fired, the rockets won't shoot again. I like that. Your range is dead on perfect. In general these rockets are going to be very deadly - particularly because too high a hit probability is combined with vastly too high value when you hit - so while range is perfect and refires are nonexistent - these rockets basically will create superman planes. Not that you would not feel that way if you were in front of them (HVAR fire is spectacular and frightening if you are in the path).
RE: No-Frills, No-Nonsense mod, anyone interested?
It was quite a weapon, wasn't it? like flying destroyers firing their DP guns at you [:D] PGM was, the best option available in terms of characteristics, imho, because in line of sight weapons, guidance doesn't make that much of a difference (assuming adequate skill) and the rest boils down to tweaking accuracy aka abstraction.
btw, i once tried to mount a 75mm gun on a mitchell and it wouldn't fire on ships at all, so i ditched it. unlimited ammo doesn't jive well with large calibers anyway.
edit: WitP system? the effect was derived from the 5"38 shell which has 55 effect. acccuracy for bombs (that's the proper comparison,, imho) in the stock scenario by far exceeds my rating for the HVAR, a line of sight weapon with little flight time must have reasonable accuracy or it becomes a joke. oversupply is of course a problem, but they're limited to P47D, FM-2, P38L, the F-4U4 and the TBM-3E, off the top of my head. if you don't like the values, tweak them, then test them. i think other mods could use it well. ...weren't there even bigger versions like 6" or so, too?
btw, i once tried to mount a 75mm gun on a mitchell and it wouldn't fire on ships at all, so i ditched it. unlimited ammo doesn't jive well with large calibers anyway.
edit: WitP system? the effect was derived from the 5"38 shell which has 55 effect. acccuracy for bombs (that's the proper comparison,, imho) in the stock scenario by far exceeds my rating for the HVAR, a line of sight weapon with little flight time must have reasonable accuracy or it becomes a joke. oversupply is of course a problem, but they're limited to P47D, FM-2, P38L, the F-4U4 and the TBM-3E, off the top of my head. if you don't like the values, tweak them, then test them. i think other mods could use it well. ...weren't there even bigger versions like 6" or so, too?
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- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: No-Frills, No-Nonsense mod, anyone interested?
ORIGINAL: Distiller
It was quite a weapon, wasn't it? like flying destroyers firing their DP guns at you [:D] PGM was, the best option available in terms of characteristics, imho, because in line of sight weapons, guidance doesn't make that much of a difference (assuming adequate skill) and the rest boils down to tweaking accuracy aka abstraction.
btw, i once tried to mount a 75mm gun on a mitchell and it wouldn't fire on ships at all, so i ditched it. unlimited ammo doesn't jive well with large calibers anyway.
edit: WitP system? the effect was derived from the 5"38 shell which has 55 effect. acccuracy for bombs (that's the proper comparison,, imho) in the stock scenario by far exceeds my rating for the HVAR, a line of sight weapon with little flight time must have reasonable accuracy or it becomes a joke. oversupply is of course a problem, but they're limited to P47D, FM-2, P38L, the F-4U4 and the TBM-3E, off the top of my head. if you don't like the values, tweak them, then test them. i think other mods could use it well. ...weren't there even bigger versions like 6" or so, too?
Our 75 mm guns in RHS DO fire on ships. Not sure they fire on airplanes - although theoretically they should? [Talk about a bomber killer] You can just lift the device.
The HVAR was invented by the British, and independently by Japan and Germany (for wholly different applications). But the Brits version - for sub killing - is in the game at start - on Swordfish - which is no longer a torpedo bomber - and which is fitted with radar! The Japanese get a baby weaker variant on late war carrier fighters. Not for ship killing - for bomber killing! Thus my reasoning that these are NOT bombs at all - but AA guns. They need to work against ships and planes and subs. They need to use the effect values - and other things - of air to air weapons - not bombs. And they are not available on American planes early either.
The BRITS put them on THEIR version of American planes - prooved them workable - then we got them. So RHS has these weapons phasing in over time. And not on every last plane ever to get them - we regard the concept as experimental at this point. But they even appear - and are a significant factor for - the B-25 and B-26 in later marks (G and H - one with and one without a 75mm gun). In strafing mode these are perfectly awesome attackers - even alone - even with a ROF = 1!!! Typically score 70% hits.
- Monter_Trismegistos
- Posts: 1359
- Joined: Tue Feb 01, 2005 8:58 pm
- Location: Gdansk
RE: No-Frills, No-Nonsense mod, anyone interested?
But first nation which used rockets (well rockets in more modern sense - do not count medieval Chinese thingies) were Soviets during Khalkyn-Gol air battles
Nec Temere Nec Timide
Bez strachu ale z rozwagą
Bez strachu ale z rozwagą
RE: No-Frills, No-Nonsense mod, anyone interested?
well, i thought the 5"HVAR was an air to surface missile (eg. http://www.spaceline.org/history/5.html) and therefore intentionally omitted and air to ari capability. accuracy for the stock 4000lb bomb is 90, my HVAR's is 60 - hardly overwhelming by comparison. IF it was an aircraft cannon, an accuracy setting of 1 would seem appropriate, of course.
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RE: No-Frills, No-Nonsense mod, anyone interested?
The HVAR was really mainly an AA weapon for a long time. Invented in that role in Japan and Germany, USAF became a big proponant. In the 1950s they did not reserch AAMs - thinking unguided rockets was the way to go. Had to adopt the Sidewinder and Sparrow from the Navy, they did - in the 60s.
RE: No-Frills, No-Nonsense mod, anyone interested?
the particular version i used ('holy moses') is not really air-to-air capable, though, if we had Me262s and R4Ms, using the PGM ordinance type wouldn't cut it, obviously.
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RE: No-Frills, No-Nonsense mod, anyone interested?
The idea that any of the several Imperial Guards units should "rock" is as strange as creating it out of naval squads. But more fundamentally, the idea that a naval infantry squad had more firepower than its IJA counterpart is stuff and nonsense. [Naval units used entirely IJA weapons - older weapons - often second line weapons. For example the excessively heavy and ancient 70mm mortar was used where the Army would use an 82 or 81mm. The Navy never go any of the heavier 7.7mm rifles and machine guns of Type A divisions either.] IF you tried this in RHS you would not like the result - the SNLF squads are not (quite) as good as the IJA squads are.
The Imperial Guards Division that should be regarded as relatively effective is the one used in Malaya: often called the Imperial Guard Division - it sometimes is called by a number. BECAUSE it was not effective, in either a military or a political sense, the unit was divided - after a dressing down of its commander IN FRONT OF THE ASSEMBLED DIVISION by Gen Yamashita - after mistreatment of civilians in Singapore was reported by his chief of operations (who thoughtfully has included a photograph of the event). The unit was not in the league of either 5th Division or 18th Division - throughout the operation - and this was attributed to its mainly ceremonial duties before the war. WHY one would want to make THAT division "rock" is a bit of a mystery for me?
You want a division to rock? Try 5th Type A Motorized. Or the 65th "Brigade" (with no less than THREE regiments). Or the 45th Type B Motorized.
The Imperial Guards Division that should be regarded as relatively effective is the one used in Malaya: often called the Imperial Guard Division - it sometimes is called by a number. BECAUSE it was not effective, in either a military or a political sense, the unit was divided - after a dressing down of its commander IN FRONT OF THE ASSEMBLED DIVISION by Gen Yamashita - after mistreatment of civilians in Singapore was reported by his chief of operations (who thoughtfully has included a photograph of the event). The unit was not in the league of either 5th Division or 18th Division - throughout the operation - and this was attributed to its mainly ceremonial duties before the war. WHY one would want to make THAT division "rock" is a bit of a mystery for me?
You want a division to rock? Try 5th Type A Motorized. Or the 65th "Brigade" (with no less than THREE regiments). Or the 45th Type B Motorized.
RE: No-Frills, No-Nonsense mod, anyone interested?
The IG were never designed as an historical unit, they were derived from trial & error to find the most devastating combination for a shock attack.. best used for singapore, which is very hard to take due to river shock attack rule. strangely mortars are best. as for SNLF squads, in stock scenarios, SNLF combat values are set higher than IJA squads, too and in this case helps cutting down overuse. snlf and engineer squads are probably the most valuable in the game...
RE: No-Frills, No-Nonsense mod, anyone interested?
i wasn't quite content with the previous version, so i did an extensive update and additionally decided to mod a short late-war scenario with clear allied dominance. certain ships appear which historically weren't there, but you'll have to agree that Mutsu's demise wasn't inevitable...
Modded Scen.6 - Marianas http://www.sendspace.com/file/c63i1k
edit: if anyone is still interested i will upload again, i recently learned that a file expires after a week if d/l activity ceases.
Modded Scen.6 - Marianas http://www.sendspace.com/file/c63i1k
edit: if anyone is still interested i will upload again, i recently learned that a file expires after a week if d/l activity ceases.