Editor newb needs help

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HansBolter
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Editor newb needs help

Post by HansBolter »

I'm new to the editor and have been using bits and pieces from Focus Pacific to mod my own version of The Long Road to Tokyo.

TLRTT has weapon load out modifications for many aircraft types that I am struggling to learn how to manipulate myself.

American Naval 2Es and 4Es have alternate weapon loads that consist of aerial depth charges.
I presume determination of the weapon load must be Mission dependent.

In addition almost all Aircraft weapons seem to have a number code in the Filter column that I can find no explanations or list for.

See screenshot for highlighted number codes.

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Hans

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HansBolter
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RE: Editor newb needs help

Post by HansBolter »

The Editor Manual provides no explanation for the Filter column or the number codes.

See screenshot with Filter heading highlighted with no content following it.

The next page starts with a new heading, not the content for the filter heading.

Obviously experienced editors must know what the number codes mean and how and where to use them.

Site search came up blank.

Please help.

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Nomad
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RE: Editor newb needs help

Post by Nomad »

HI Hans, here is a link to the aircraft load filters thread. This was added in a patch. https://www.matrixgames.com/forums/tm.a ... key=filter
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HansBolter
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RE: Editor newb needs help

Post by HansBolter »

Thank you.

I didn't see the number 63 (assigned to the 500lb bomb in the example above) so I presume that is the total of the combination of the codes for all missions other than ASW (which is assigned to the Depth Charge).
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Evoken
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RE: Editor newb needs help

Post by Evoken »

Yeah you can mix the numbers together to make ordnance multi mission
1-C city attack

2-N for naval attack (mainly torpedo)

4-n for alternative naval attack (for torpedo replacement)

8-G ground attack

16-P port attack

32-A airfield attack

64-W Anti submarine warfare
Evoken
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RE: Editor newb needs help

Post by Evoken »

Also Mr Hans if you would share your save and scenario files when you are done , would be appreciated [:)]
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RE: Editor newb needs help

Post by Ambassador »

Yes, the numbers are added when the device is to be used for several types of missions. For example, a bomb used for primary naval attack and port attack is 2+16=18. The alternate naval attack is only to be used when a torpedo is set as a primary attack (and I think there is a problem, in that you need to have it be also for another type, otherwise both torpedoes and bombs will be used for naval attacks) To get 63, you need to add both naval strike loads, as well as the others. For your plane, as you don’t have a torpedo, you need to use 61 (city 1 + naval 2 + ground 8 + port 16 + AF 32) for the regular bombs, and 64 for the ASW load.

I also believe all examples I’ve seen used the numbers in the reverse order to you, that is bombs in the first slot and « depth charges » in the second slot.

Also, make sure you have DC set for extended range, as patrols use the extended load (normal range load for ASW looks useless, actually).

Finally, the « depth charges » devices can’t be depth charges, but have to be categorized as bombs, otherwise the code won’t recognize them as a legit payload.
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HansBolter
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RE: Editor newb needs help

Post by HansBolter »

ORIGINAL: Evoken

Also Mr Hans if you would share your save and scenario files when you are done , would be appreciated [:)]

Will be happy to share what I have done, but it still needs more tweaks. I started with The Long Road to Tokyo. My aging memory leaves me at a loss to remember whose mod it is. Maybe IanR, who commented about it having never been included in the forum scenario list?

I then manually copied in some units from Focus Pacific after discovering that copy/paste doesn't work between multiple open sessions of the editor.

I added a few French surface combatants, the Haida and Onadaga, and the two hybrid cruiser/carriers allocated to the Aussies and Kiwis. I also increased at start pools of some obsolete Allied aircraft and some early first line aircraft. I added more SSTs to allow for transport of a full Para battalion. I did this to allow for a little better opportunity for some head to head attrition in '42. I also increased production rates on some aircraft, but have realized by April '42 that I overdid some of them. In spite of my tweaks to Allied air I am struggling to keep up with the attrition rates where I have chosen to engage. The Tier3 Ironman AI on Hard is extremely aggressive and has plenty of assets to use.
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RE: Editor newb needs help

Post by Cavalry Corp »

OH I see this is the same as my question just posted mostly...
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