Kawasaki Ha-60

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Post Reply
User avatar
Shark7
Posts: 7936
Joined: Tue Jul 24, 2007 4:11 pm
Location: The Big Nowhere

Kawasaki Ha-60

Post by Shark7 »

I can't find any aircraft that uses this engine in stock. I'd like to replace it with an engine type called 'License Engine' so that I can add in the RTAF and Vichy aircraft with some sense of continuity.

If you try to add engines in addition to what is in stock, the game goes buggy.

So I seem to have two options to try:

1. Rename this seemingly unused engine to simlulate licenced engine useage, or
2. Make the generic 'engine' device a both device instead of just allied.

So I need opinions or even better, advice on how to handle this. I guess the questions are

Is the Kawasaki Ha-60 truly unused?

Would making the generic engine a both instead of allied only have an detrimental effect on the scenario?
Distant Worlds Fan

'When in doubt...attack!'
FatR
Posts: 2522
Joined: Fri Oct 23, 2009 10:04 am
Location: St.Petersburg, Russia

RE: Kawasaki Ha-60

Post by FatR »

Ki-61s use this engine.
The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
User avatar
Shark7
Posts: 7936
Joined: Tue Jul 24, 2007 4:11 pm
Location: The Big Nowhere

RE: Kawasaki Ha-60

Post by Shark7 »

So it does. Which leaves me right back where I was. Do I put the 'wrong' engines in or not. One solution (and probably what may prove the easiest) is to just use the existing engines and ignore the fact that they are not the right ones.

I did add in the the Japanese 'Fire Balloons' with no engines and simply set a replacement rate of 150, which seems to work. However, doing that for an actually useful aircraft means a half price sale for it, since I can't find a switch to make them unreproducible. House rules would solve that, but I'd rather have a better solution.

So unless making the device 1852 - Engine a 'both' side device, I'll have to think some more on it. I will try making 1852 a both and see what happens.
Distant Worlds Fan

'When in doubt...attack!'
el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

RE: Kawasaki Ha-60

Post by el cid again »

If that is right, there are several planes that use this (German inline) engine.
Also, planes that would, if built under licence. If anyone cares I will dig out the
details. It is a high performance engine in 1942. One project (Ki-64) used
two of them in the same plane, inline - driving contra rotating propellers!
Two other versions of the Ki-61 were in competition - with different armament -
Ki-62 and 63 I think. But this engine also gets used on completely different
kinds of planes - since it has a lot of power for the Japanese industry at the time.
As I recall, it may be the one used by the He-100 - which you say is not Japanese -
but - well - ONLY Japan bought a licence to build it - and might have done. Hoenkel
himself was at Hitachi for a couple of years, and they did have the tooling and jigs -
and pattern aircraft. So you can put planes in the game that use it.
User avatar
Shark7
Posts: 7936
Joined: Tue Jul 24, 2007 4:11 pm
Location: The Big Nowhere

RE: Kawasaki Ha-60

Post by Shark7 »

He-100 used the DB-601 or DB-601a (can't remember for sure and don't have a book in front of me ATM) which is in fact the Ha-60. So the He-100 is very simply, just give it the Aichi Ha-60 engine, set the engine start date up to 12-41 and there you have it.

The problem comes in with planes such as the V-93S Corsair or Hawk III which the Thai's were producing. These planes use Prat & Whitney Hornet and Wright Cyclone R-1820 Radials...and I'm not sure there is a Japanese equivalent. Unless the Ha-5 or using the Hitachi (early) are a close enough match.

This is probably one of those things where having an engine in it for production cost is more important that spot on accuracy, since I am limited by the number of engines that can be added to the database.
Distant Worlds Fan

'When in doubt...attack!'
Big B
Posts: 4642
Joined: Wed Jun 01, 2005 5:41 pm
Location: Cali
Contact:

RE: Kawasaki Ha-60

Post by Big B »

Well, I used to have a Kawasaki H2 .... (and it was pretty quick [:D]) ...if anyone out there knows what that was [8D]
User avatar
Shark7
Posts: 7936
Joined: Tue Jul 24, 2007 4:11 pm
Location: The Big Nowhere

RE: Kawasaki Ha-60

Post by Shark7 »

ORIGINAL: Big B

Well, I used to have a Kawasaki H2 .... (and it was pretty quick [:D]) ...if anyone out there knows what that was [8D]

They may call it a 'rocket' but it sure can't fly. [;)] Yeah I do know what an H2 is. [:)]

Just FYI, I went with the use what is available and don't muck with the internal workings approach. Just as easy to use the Ha-5 or one of the (early) engines and bump up production by a couple of points for the RTAF production.
Distant Worlds Fan

'When in doubt...attack!'
Post Reply

Return to “Scenario Design and Modding”