ORIGINAL: goodboyladdie
ORIGINAL: el cid again
ORIGINAL: goodboyladdie
I got different results from my test than you is why I persist. You are NOT always right and you rarely admit it when you are occasionally wrong. I love your work and I think you are the most driven and dedicated guy I have ever come across. I have no idea how you manage to fit sleep into the equation because you are always available to field these queries AND do the work of ten men on this mod. I really want everyone to be tempted to make use of this fantastic mod that you have produced. Even having been burned by it three times now, I am going back in for a fourth attempt. Hopefully we'll get a good long term game going and will be able to feed back results to you. You are right on the effectiveness of AAA and that I and others got too used to stock heights. It maybe that in a long term game you are proved right on the DB/TB/FB pilots having as good a chance of survival as IRL. I am open minded and willing to change my viewpoint. Often when you explain your reasoning it does make a lot of sense, but you do not always listen and you do not always explain. Thank you for taking the time to run a few tests. Please could you try to keep an open mind regarding the possibility that as AAA has become more effective and durability has dropped by a range of one third to two thirds depending on the aircraft, there maybe a problem here?
Edit - Sorry Sid I should have made it clear that my experience is of the first two weeks of EOS only (we have always been forced to restart after that so far...).
Well - that was my impression - so I ran tests at game start. I poted the results above (partial - therei were more attacks - but PH and Clark were in the posted portions - and that was my standard - because we have such good data for them we know what history says).
I ran a separate test for carriers at sea - turning Halsey's Enterprise TG into a 5 carrier task force - and ordering it into an ideal attack position north of Oahu. Dumb AI does not let KB attack it - but this TF - outnumbered in carriers and in the air - launched round after round of atir stikes - and faced half the fighters of six carriers. Still - every strike penetrated, every strike hit capital ships- and fighters combined with AAA were not up to the challenge - never mind the attackers were F4F3 TBD and SBD 3 - Buffalos and other obsolescent creatures. It is clear - attacks on PH, KB and Clark on the first day of the war do not involve excessive losses for either side.
You seem only to have taken regard of elements of my post. What about the bits now highlighted in red?
OK - durability was worked on extensively in the distant past - two or three times. We deliberately set out to decrease it across the board - because it was too high - and it is part of why RHS killed "uber CAP" - aside from why we were able to (very slightly and not enough) increase attrition of he operational sort. I guess we do "consider" this in the most formal sense - we found it was needed - we set out to do it - and we did it deliberately. Then we calibrated it for history - and we found our program had undershot the target - which is good (you can always multiply a value) - so we revised the standard using a K (constant) of 2. There are other issues here - at one time durability had a "knee" in the code - and we needed to stay below it. [Matrix eventually fixed that] The other major goal was to get RELATIVE durability between plane types and sub types correct: we had some serious problems in the data as we found it. By using a consistent definition, we have addressed that effectively. We obtained a consensus on the board and I have not seen any challenge to this for a long time. It is difficult to even come up with a theory explaining what might justify a change for one type of plane (or two)? I do not care what the relative change was in game terms - we threw out the old data - which was clearly not done to any standard - in favor of standardized data. If we mess with that we will make things wrong relatively speaking. Any proper change must be in one of two forms:
1) Preferred: across the board - a different K for example - applied to all types. Here the only clear indicator is that durability should decrease - to increase operational attrition more. And any other reason to increase K would make attrition more incorrect - so as a modder (whose art is compromise) one would have to consider that a negative impact of any such increase - and at least limit it.
2) Exceptional: planes with a special structure. Sturmavik and Stirling are cases where we did this - although the latter was removed when it turned out not to be in theater. This is not similar to "all torpedo planes" but is model specific.
At the time we devoted man months to recalculating durability and evaluating it, a major concern was the possible impact on AAA. It was found that AA reform was also required and should be simultaneously implemented. While most AA was wholly absent, or defeated by things like no ceiling or no detection devices, the AA that worked was horribly overstated: too much ceiling being the main cause - and sometimes rediculous values in a field like accuracy or effect. So in that sense we did include this concern with the change in durability, and we did measure it. I am not finding any big changes now.
The one big thing that has changed - I asked the board and got an opinion to do it - was the addition of very heavy and super heavy AA guns. It is possible these have too much impact - as their values of effect and accuracy are not calculated for AA at all. I don't know if effect is even used for AAA? [Range is not - turns out - just ceiling] And that is the other change - when I was told range was not a factor - I stopped limiting the range for DP guns - they get surface range now - because that is the only use of gun range.







