CHS Mod Proposal

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akdreemer
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RE: CHS Mod Proposal

Post by akdreemer »

ORIGINAL: el cid again
I for one would not like to see the CHS combined with other mods. For the record I oppose any attempts to make the historical data "fit" some pre-conceived notion of "flaws" in some of the various aspects of the game engine, usually to the detrement of historical reality or the laws of physics. This does not, however, prevent individuals from applying various mods to the CHS. But if the design team for CHS decide to incorporate the various mods then I will probably withdraw my support of CHS.

I am confused about your meaning here. Digging into CHS it appears that as is it clearly involves attempts to tweek real data to compensate for flaws in the engine: see for example armor on submarines (to reduce ASW effectiveness) and armor on merchant ships (to reduce the effectiveness of machine guns). Now the gatekeeper says the subs will lose their armor - that changes in the WITP engine code have made it no longer germane. And I for one think the merchant ships should lose their armor - because it is false and because it is not a "flaw" to say they are vulnerable to MG fire. [Note that patrol craft - in WWII and today - often are so armed - and it is a foolish merchant captain that ignores them]. I THINK you are saying you like changes towards real data. But MAYBE you are saying you don't like changes at all. Care to clarify?

Well I happened to peruse the data for the merchants and subs. 5mm (roughly 3/16") will keep most rifle caliber ammo from penetrating, as indeed it should. A .30 caliber mg is not going to disable or sink the average merchant. Indeed, there was an interesting article in todays newspaper concerning pirate attacks on a passenger vessel off Somali. Not only were the pirates unable to disable the vessel, but the vessel was relatively immune to the fire of the pirates, with RPG's being the only weapons that actually caused any real damage. However, the heavy mg's (12.7mm, 13.5mm) have no problem penetrating this.

Subs have an extremely tough high pressure hull that is extremely resistant. One of the arguments against the 3" guns that equipped many of the DE's was that it was not heavy enough to penetrate the pressure hull of the German U-boats at anything short of point blank range. Although the reason for adding the armor was for mitigating depth charge attacks, I have no problem with subs having some armor values.

Am I against change? By supporting CHS I have embraced change from the canned scenario to one that has more PERCEIVED historically accurate mod. For instance, the logistic model sucks. One work around that is actually historically supportable would envolve a two prong approach. First, modify the cargo capacities of merchants to a lower value to reflect ineffecient loading in the early war. Add mods to the merchants so that over time they eventually increase back almost the design capacities. The second aspect is one worked on by Andrew where most of the resource of the US starts disabled, slowly restored over time so that by 1944 there are more than sufficient supply. Both of these mirror the buildup of US strength, while limiting US options early war, both of which have historical underpinnings.

The air to air mods that Nik has developed have some merit, but the LCU anti-aircraft fix, or AEGIS as it was called, is a solution in search of a problem as far as I am concerned. There really was a "hole" in the sky where anti-aircraft fire was unable to adequately fill. Heavy AA is realtive ineffective against anything except aircraft moving in s straight line. Light AA was grossly ineffective over 2000 meters. Re-reading some of the losses sustained by the British aircraft over nighttime Germany, which had undoubtably a far superior AAA setup than anything Japan can put together or even US early war, was able to shoot down an average of 3.9% of the attacking planes on a good night. German night fighters would operate down to 1000 meters over flak batteries with only a small chance of being hit.

Thus to wrap things up CHS is a design by committee with various compromises that up to now has done a pretty good job of portraying the nuts and bolts of the units and vessels of the Pacific War. Is it perfect? No. But I have argued for the minimalist approach as far as tweaking for the sake of perceived flaws, real or not, in the game. As only one of many some of my PERCEPTIONS have gone unanswered, and some have been accepted, as it should be.
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RE: CHS Mod Proposal

Post by witpqs »

ORIGINAL: AlaskanWarrior

Am I against change? By supporting CHS I have embraced change from the canned scenario to one that has more PERCEIVED historically accurate mod. For instance, the logistic model sucks. One work around that is actually historically supportable would envolve a two prong approach. First, modify the cargo capacities of merchants to a lower value to reflect ineffecient loading in the early war. Add mods to the merchants so that over time they eventually increase back almost the design capacities. The second aspect is one worked on by Andrew where most of the resource of the US starts disabled, slowly restored over time so that by 1944 there are more than sufficient supply. Both of these mirror the buildup of US strength, while limiting US options early war, both of which have historical underpinnings.
These would be great if that could be pulled off.
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RE: CHS Mod Proposal

Post by akdreemer »

ORIGINAL: witpqs
ORIGINAL: AlaskanWarrior

Am I against change? By supporting CHS I have embraced change from the canned scenario to one that has more PERCEIVED historically accurate mod. For instance, the logistic model sucks. One work around that is actually historically supportable would envolve a two prong approach. First, modify the cargo capacities of merchants to a lower value to reflect ineffecient loading in the early war. Add mods to the merchants so that over time they eventually increase back almost the design capacities. The second aspect is one worked on by Andrew where most of the resource of the US starts disabled, slowly restored over time so that by 1944 there are more than sufficient supply. Both of these mirror the buildup of US strength, while limiting US options early war, both of which have historical underpinnings.
These would be great if they could be pulled off.

The cargo is easily implemented and has been discussed in a previous thread a while back. I do not know what the status of Andrew's part is but I seem to recall him stating that he was going to incorporate it into the current version of CHS??
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RE: CHS Mod Proposal

Post by Andrew Brown »

ORIGINAL: AlaskanWarrior
For instance, the logistic model sucks. One work around that is actually historically supportable would envolve a two prong approach. First, modify the cargo capacities of merchants to a lower value to reflect ineffecient loading in the early war. Add mods to the merchants so that over time they eventually increase back almost the design capacities.

I thought that the cargo capacities of many merchants WERE already lowered in CHS. I do not know the details, however, as I was not involved in that aspect of CHS. Perhspa Don can make a comment here? I also seem to recall that the reductions were not made too large as they would have reduced many AKs to below 5000, meaning that they could no longer be converted. This is all from memory, so is probably wrong...
The second aspect is one worked on by Andrew where most of the resource of the US starts disabled, slowly restored over time so that by 1944 there are more than sufficient supply.

THis has been tested and it seems to work quite well. I am adding it to CHS. The US supply levels will start at about the current CHS levels , then gradually build up to levels equal to, or slightly higher than, the stock scenario levels.

Andrew
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RE: CHS Mod Proposal

Post by Don Bowen »

ORIGINAL: Andrew Brown
I thought that the cargo capacities of many merchants WERE already lowered in CHS. I do not know the details, however, as I was not involved in that aspect of CHS. Perhspa Don can make a comment here? I also seem to recall that the reductions were not made too large as they would have reduced many AKs to below 5000, meaning that they could no longer be converted. This is all from memory, so is probably wrong...

Andrew


Not wrong - you are 100% correct. OK - 99% as you lose one point for spelling.

We originally set the capacity for newly-added cargo ships to 90% of GRT. Then, all cargo and transports (including the original Matrix classes) were reduced by 25% (as I recall). We did use the 5000 as a floor for the "Large AK" classes to retain the conversion ability.

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RE: CHS Mod Proposal

Post by el cid again »

Unless you have their exact data, you will find OOB errors.

I, an exhaustive researcher and microscopic nit picker, am VERY VERY VERY impressed with CHS identification of ships. I have more problems with the details of those ships - lots of WITP stuff was just retained (like bad armor data and bad fuel data) - but the NAMES are impressive. The biggest issues are philosophical:

1) They preserved a questionable WITP practice of listing some minor auxiliaries and ignoring the bulk of them - and then defining those minor vessels as the SAME as real effective units.

2) They ignored any hull not completed for any reason - including reasons not at all related to many or most of our game situations. And this is explicit - ask Don.
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RE: CHS Mod Proposal

Post by el cid again »


I thought that the cargo capacities of many merchants WERE already lowered in CHS. I do not know the details, however, as I was not involved in that aspect of CHS. Perhspa Don can make a comment here? I also seem to recall that the reductions were not made too large as they would have reduced many AKs to below 5000, meaning that they could no longer be converted. This is all from memory, so is probably wrong...

Don said they used 90% of grt, then reduced that again to something like 75% of that value - he was not sure the number exactly. Problem is, looks like the mods may not have got in the released version - because many cases (like for example Small AK) have EXACTLY 100% of grt.

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RE: CHS Mod Proposal

Post by el cid again »

We originally set the capacity for newly-added cargo ships to 90% of GRT. Then, all cargo and transports (including the original Matrix classes) were reduced by 25% (as I recall). We did use the 5000 as a floor for the "Large AK" classes to retain the conversion ability.

Somehow - in CHS - it grew again. It is now 5250 or something like that.
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RE: CHS Mod Proposal

Post by Don Bowen »

ORIGINAL: el cid again
We originally set the capacity for newly-added cargo ships to 90% of GRT. Then, all cargo and transports (including the original Matrix classes) were reduced by 25% (as I recall). We did use the 5000 as a floor for the "Large AK" classes to retain the conversion ability.

Somehow - in CHS - it grew again. It is now 5250 or something like that.

Didn't go right to the floor. Calculation was Capacity = Previous capacity * .75.

The old Large AKs (were 7000) went to 5250. Some of our new classes calculated to just under 5000 and we raised those to 5000 to allow conversion.
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RE: CHS Mod Proposal

Post by m10bob »

Don...Were the AP's also reduced in their capacity ?? I know larger ships which you have included could carry nearly an entire division...
Again, thank you for the inclusion of the Wakefield, West Point, etc.
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RE: CHS Mod Proposal

Post by Don Bowen »

ORIGINAL: m10bob

Don...Were the AP's also reduced in their capacity ?? I know larger ships which you have included could carry nearly an entire division...
Again, thank you for the inclusion of the Wakefield, West Point, etc.

Yes, but I do not recall the exact calculation. The original Large AP went from 4500 to 3500, which looks like a rounded 75%.

If you like the allied big transports, take a gander at what the Japanese got.
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RE: CHS Mod Proposal

Post by m10bob »

ORIGINAL: el cid again
Unless you have their exact data, you will find OOB errors.

I, an exhaustive researcher and microscopic nit picker, am VERY VERY VERY impressed with CHS identification of ships. I have more problems with the details of those ships - lots of WITP stuff was just retained (like bad armor data and bad fuel data) - but the NAMES are impressive. The biggest issues are philosophical:

1) They preserved a questionable WITP practice of listing some minor auxiliaries and ignoring the bulk of them - and then defining those minor vessels as the SAME as real effective units.

2) They ignored any hull not completed for any reason - including reasons not at all related to many or most of our game situations. And this is explicit - ask Don.

I too am an amateur researcher, and have both Ian Allen and Jane's..
Was impressed even Rhona and all of her sister Indian ships were included..
My uncle George died on the Rhona when struck by a German Guided missile. (His ill-fated unit was the 322nd Fighter Control squadron, bound for the 14th A.F....)
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RE: CHS Mod Proposal

Post by TheElf »

Don, A.B., Treespider, Ron-fighter, A-warrior, El cid, Nik, everyone...

I'd like to start a discussion on the inclusion of Nik's A to A tweaks in the next version of CHS. I am in favor of the very accurate OOB and I have a minimalist approach too. But I also hear what El Cid is saying about ship hulls that were never completed IRL due to RL issues, and that those issues may not be present in a given PBEM.

My question is, and this is directed mostly at A-Warrior, as far as accuracy and legitimacy, don't the ends justify the means? That is, if Nik's A/A mod works, and the results are good, why shouldn't we implement them? I for one have hemmed and hawed at the proposition of starting my first CHS game(it's true I haven't even played it yet!) The reason being is when I do, I don't want to watch large numbers of my highly Experienced IJAAF a/c get carved out of the sky. I think the Oscar is woefully under represented, particularly vs the P-40, and am VERY keen on Nik's take on it.

I WANT to see fewer large scale A/A battles that end with 30-40 A/C downed on one side. I'm not saying it should NEVER happen, just less frequently. I think more A/C should run away/get lost. I've read countless descriptions of Air warfare and they mostly go like this "One minute the sky was full of planes, the next I was all alone and so I went home...". Hell I've actually had the that happen to me.

I've had Air battles in my PBEM that run like 20 minutes real time where hoards of A/C are dropped like flies...you'd be hard pressed to find where a RL engagemet lasted that long. A battle , yes, but not a single engagement, particularly in the Pacific.

I've read Nik's "Readme" but it's been a while. Are there any tweaks that anyone here would care to leave out? If so please be specific.

Now, Honestly, if I had the time and the know-how I'd volunteer myself to enter the data and make this happen, but I'm too busy IRL and with those damn planetops.

Thoughts?

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RE: CHS Mod Proposal

Post by Andrew Brown »

ORIGINAL: TheElf

Don, A.B., Treespider, Ron-fighter, A-warrior, El cid, Nik, everyone...

I'd like to start a discussion on the inclusion of Nik's A to A tweaks in the next version of CHS. I am in favor of the very accurate OOB and I have a minimalist approach too. But I also hear what El Cid is saying about ship hulls that were never completed IRL due to RL issues, and that those issues may not be present in a given PBEM.

My question is, and this is directed mostly at A-Warrior, as far as accuracy and legitimacy, don't the ends justify the means? That is, if Nik's A/A mod works, and the results are good, why shouldn't we implement them?

Good question.

Have you read my previous comments on Nik's mods? My current thinking is that I would like to see the following added to CHS (and I have already experimented a little with one or two of these):

- Increase aircraft durability by 50%.
- Increase naval AA effectiveness by 50% to compensate.
- Double land AA to overcompensate (ie. make it more effective).

That is only a little of what Nik has done, but I am not sure that we should just take what he has done and add the lot to CHS. There are a few contentious issues, such as the existence, or non-existence, of the "flak gap", and the apparently significantly higher effectiveness of his AA vs dive bombers.

I haven't considered the various ratings of individual aircraft because that is not my area, but don't forget that there are already a LOT of such changes in CHS, so you would need to be sure that any new changes don't clash with the ones already made.

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RE: CHS Mod Proposal

Post by jwilkerson »

I guess a couple of questions.

(1) I assume Nik's 50% aircraft durability increases are part of an effort to reduce the Uber air battle results, correct ?
(2) I assume the AA changes ( both ) are to "compensate" change (1) above ... compensate meaning to bring the results back to where they were prior to implementing (1) correct ? Hence I assume the AA changes do not increase AA effectiveness beyond what the results were prior to (1) and do not for example attempt to remove a perceived "AA gap" which previously existed - correct ?

If so - I'm not opposed, though this set of changes needs to be well documented - so it can be backed out - if Matrix ever does work on fixing the root cause directly. If we implement this we are implementing a work around - which we can hope - is temporary.

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RE: CHS Mod Proposal

Post by Andrew Brown »

ORIGINAL: jwilkerson

I guess a couple of questions.

(1) I assume Nik's 50% aircraft durability increases are part of an effort to reduce the Uber air battle results, correct ?

Correct. As far as I can tell, he actually goes further, also reducing aircraft weapon accuracy, but I was thinking of taking slow steps...
(2) I assume the AA changes ( both ) are to "compensate" change (1) above ... compensate meaning to bring the results back to where they were prior to implementing (1) correct ? Hence I assume the AA changes do not increase AA effectiveness beyond what the results were prior to (1) and do not for example attempt to remove a perceived "AA gap" which previously existed - correct ?

I think that he has made several changes to AA, making it quite a bit more deadly than in the stock game. And he does remove the "AA gap". My proposal was to increase land AA effectiveness somewhat, but not by a huge amount, as many people have concluded that land AA is too weak overall (of course that is open to question).
If so - I'm not opposed, though this set of changes needs to be well documented - so it can be backed out - if Matrix ever does work on fixing the root cause directly. If we implement this we are implementing a work around - which we can hope - is temporary.

Yes we do need to be able to remove the changes as well, as with the submarine armour - I have removed that now that Matrix have tweaked the ASW routines. Reducing the aircraft endurance and AA effectiveness values will be a bit of a pain, but not insurmountable, when compared to the other tasks that come up in CHS...

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RE: CHS Mod Proposal

Post by Blackhorse »

ORIGINAL: Andrew Brown
ORIGINAL: TheElf

Don, A.B., Treespider, Ron-fighter, A-warrior, El cid, Nik, everyone...

I'd like to start a discussion on the inclusion of Nik's A to A tweaks in the next version of CHS. I am in favor of the very accurate OOB and I have a minimalist approach too. But I also hear what El Cid is saying about ship hulls that were never completed IRL due to RL issues, and that those issues may not be present in a given PBEM.

My question is, and this is directed mostly at A-Warrior, as far as accuracy and legitimacy, don't the ends justify the means? That is, if Nik's A/A mod works, and the results are good, why shouldn't we implement them?

Good question.

Have you read my previous comments on Nik's mods? My current thinking is that I would like to see the following added to CHS (and I have already experimented a little with one or two of these):

- Increase aircraft durability by 50%.
- Increase naval AA effectiveness by 50% to compensate.
- Double land AA to overcompensate (ie. make it more effective).

That is only a little of what Nik has done, but I am not sure that we should just take what he has done and add the lot to CHS. There are a few contentious issues, such as the existence, or non-existence, of the "flak gap", and the apparently significantly higher effectiveness of his AA vs dive bombers.

I haven't considered the various ratings of individual aircraft because that is not my area, but don't forget that there are already a LOT of such changes in CHS, so you would need to be sure that any new changes don't clash with the ones already made.


If the main goal is to reduce unrealistically high losses in air-to-air combat, why not just fiddle with weapons accuracy? It's one step, and easier to undo if/when necessary than the two-step durability + flak changes.

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RE: CHS Mod Proposal

Post by TheElf »

In the interest of time, time saved going back an forth wondering what the changes REALLY are, here is the readme for the Nik mod 4.0. I agree with 100% of his A2A tweaks to include the individual tweaks on the Ki-43, 44, & 84.

However I wonder if ALL centerline gun package A/C shouldn't benefit from the same tweaks as the Oscar and the Tojo(ie P-38? Maybe they already do? I'll have to look in the editor.

Here it is...

Nik Mod Version 2.0


Changes-


1. Formula based Speed modifications to fighter aircraft. Purpose is to reduce the effect of the "speed" variable in A2A combat. Blunts extreme situations such as Nate/Claude vs. anything or A6M vs. F4U. Increases the importance of experience. Speed remains the most important variable....just not so overwhelmingly so that it negates all other variables. Preserves the proportional relationship in speed between the various airframes.

2. Armament mod and MVR modification for Ki-27/43 and A5M4. New Device armaments created for these planes, duplicated in all aspects save for ACC which has been doubled. These devices are labeled with (.c.) designation (centerline) Purpose: Because of the linear nature of how WitP calculates “gun values” weakly armed fighters such as these two children suffer disproportionate and outrageous kill ratios vs. modern fighters armed with high valued devices (classic example – 6 x .50cal) As a result in most cases when a P40 for example fires a “pulse” of fire in the combat animation it scores a kill vs. these aircraft. When these aircraft fire, they score a “damage” 9.9 out of 10 times. Result is a badly skewed and expensive kill often on the order of 11-20:0. It is hoped that with these changes that what will result more often is a high degree of nimble evasion on the part of Oscar in particular thus reducing kill scores against them with a boost in ammo power that will increase tendency of kills somewhat. Version 2.0 debuts the MVR change and a further increase of the ACC so this change is not fully tested.


3. DUR change for all aircraft. (increased by 50%) Purpose: To reduce air to air bloodiness which in particular for 6x .50cal and cannon armed Japanese fighters is rampant.

4. ASW change for IJN subs. IJN Sub DUR increased by 4x. Because of the effect this would have on Japanese production, IJN Subs have been removed from production and added to game at location 350 Purpose: IJN subs in early half of war can now survive Allied ASW attacks better in deep water hexes thus avoiding the first discover, first hit, first kill effect often seen in the stock scenario. Don’t try this in shallow water kids.  A FAQ with Japanese sub deployments will be included in the mod. To save time I am simply listing the month and year that the sub would be “completed” based on the OOB’s. (Yes I could go through my own sources for this but who has time for that?!!! ;-) ) The AI of course will not follow this schedule and will use all 110 “building” subs. However since the AI always deploys them BADLY, I figure this is a handicap that Allied players can live with. We all like increased challenge. 

5. AA modification: DP and AA weapons have had effect rating increased by 50% Purpose: compensate for aircraft DUR change

6. Altered the starting fully trained pilot pools and fully trained pilot production rate. Purpose: to prevent the sudden complete drop in pilot quality due to the adding of half trained/untrained exp 20-30 pilots into frontline combat units and change it instead to a gradual drop dependant on attrition levels experienced during 1st year of fighting. Also compensates somewhat for the fact that players have to dip into the same pool for fighters, bombers and recon/patrol/transport planes

Japanese navy starting pool – 1000 Production changed to 50 per month
Japanese army starting pool – 500 Production changed to 60 per month

This aspect is not fully tested yet. A future version may see a decrease in the starting Navy pool.

Japanese army train level increased to 60base

10. Heavy bomber loadouts reduced by 50%. Purpose - reduce overwhelming effect of heavy bombers attacking bases and ground LCU’s. Also represents the fact that in the first half of the war, heavies often flew with a variety of loadouts and rarely at full capacity.

11. B-17 production altered. Reduced to 8+8 for 16 examples a month Purpose: Represent historical trickle of B-17’s for the Pacific. Should eliminate the 2/42 I’m being attacked by full strength B-17 groups all over the map effect and instead, encourage players to use their precious 17’s more cautiously.

12. Daily supply gain for Allied cities reduced. Indian bases (Karachi and Bombay) by ¾ and US production cities by ½ Resource amounts have not been changed. Purpose. Slow down the logistics aspect somewhat which is generally greatly accelerated due to the abstraction of all logistics into “supply points”

13. OOB changes

- Corrected IJN cruiser main turret armor (25mm)
- Corrected USN cruiser main turret armors
- changed all wooden decked carriers to 20mm for deck armor (Junyo – 0) to allow 500lb and 250lb weapons to penetrate the flight deck instead of bouncing off
- P-40E MVR reduced by 1 point
- P-39 MVR and DUR reduced and 37mm cannon Acc reduced to 1.
- pre 41 USN aircraft armor reduced to 0 (USAAF did not begin retrofitting self sealing tanks and armor till around this time starting with the most modern planes first. TBD could not accommodate armor/self sealing upgrade, armor reduced to 0.
- F4F, F6F, P-47 armor increased to 2
- SBD armor increased to 2. TBF armor increased to 3 Should blunt losses to large gaggles of Zeros and better differentiate them from their more vulnerable counterparts in the Japanese navy
- Yamato class DUR increased by 50% (actually the max rating allowed is 255) and removed from production (purpose: with a tweak to increase torpedo effectiveness, this class can often be crippled and sunk with 4-6 torps. This change is not fully tested and might unbalance surface combat if setting up a straight BB fight, however I consider it more likely that these ships will face aircraft than Iowa class battleships.
- KI-100 MVR increase by 1 point
- F4F-4 Production start date moved from 12/41 to 4/42. The -4 variant was still the XF4F-4 in Dec 41 and when production began initially east coast squadrons were equipped with the new variant. Pacific based CV VF’s began converting at the end March 42.




Version 2.1

Ship Changes

Incorporated Pry’s AK/AP reduction scheme:

Japanese
Reduced cargo capacities of all AP's and AK's, AP's (L) 2250, (M) 1500, (S) 750 AK's (L) 5500, (S) 1750
Reduced tankers capacities by 1/3 rd. 11000 and 6000 left Navy tankers at stock capacity

Allied
Reduced cargo capacities of all AP's and AK's, AP's (L) 3000, (M) 2000, (S) 1000 AK's (L) 5500, (S) 2250, Liberty 5600 Victory 5900.
Reduced tankers capacities by 1/3 rd. (L) 12000 and (S) 6000 left Navy tankers at stock capacity

Data Base Corrections for Patch 1.52

Fixed facing issue of Colorado Class 12/41 forward turret Scenarios 15-16
Fixed device list order for (336) O-19 class, subs should now be able to reload mines from MLE, all scenarios
Fixed device 294 Japanese 4.7 DP gun is now DP Gun
Fixed device 451 Allied 155mm Field gun is now Army Weapon.
Changed device 278 Japanese 20mm AA/AT gun to AA Weapon
Change aircraft slot #52 KI-45 KA1b Nick to maximum load 1102.
Device (61) Allied 4"/45 is now DP

Changed the Following Japanese device Penetration / Anti-Armor values.
Device 292 3" DP Gun 25 / 25
Device 293 4.7" CD Gun 50 / 50
Device 294 4.7" DP Gun 50 / 50
Device 295 5.5" CD Gun 60 / 60
Device 296 8" CD Gun 190 / 190

Version 2.2

Fixed Allied AP/AK/TK to match US and Japan reductions per Pry’s scenario
Removed 39th BG from game (Training unit, never fought in Pacific)
Changed airgroups 1502/1472 to West Coast command
Modified some Allied aircraft production rates (mostly matches changes made in Pry’s scenario)
LB-30 ceiling reduced to 20000 (no superchargers)

Database corrections:


Fixed facing issue of Nevada Class 12/41 secondary batteries 3/50 scenario 15 and 8
Changed Aircraft (051) KI-45 KA1a Nick to maximum load 300.
Changed device (294) Accuracy value to 50

Changed designations of the following Allied units
Unit (2638) is now 86th USA CD Battalion
Unit (2738) is now 144th USA CD Regiment
Unit (2961) is now 1st Australian Artillery CD Regiment

Version 2.3

Corrected AKA and APA values + a few more upgraded AP/AK/TK classes missed in the 2.2 upgrade to match the capacity downgrades Pry came up with. Tweaked Supply gains some more

Version 3.0

A major tweak of Land based AA is introduced with version 3.0 Land based heavy AA guns (3in+) have been substantially altered to make them a far greater threat in quantity.
Purpose: Land based AA has always been rather anemic in the game since UV days. Players can attack bases at as low as 6000 feet and suffer negligible results even if that base has stacked multiple heavy AA battalions there. In return they plaster the base, Allied of course more than Japan given the bomb loads of Allied level bombers. No more.

Please note this change is *very powerful*. Therefore I suggest utilizing this with caution i.e. do not stack an unreasonable number of AA/ENG units (with heavy AA) at a base
In order to try to create an AEGIS effect. Keep in mind too the AI may be impacted by this change. It tends to bomb at 15,000 feet which will help reduce losses but it may not attack higher if going up against a very well defended base. Also note that dive bombers WILL be heavily impacted in a negative manner by this change. All dive bomber class planes (and fighter bombers!!) bomb at a default altitude of 2000 feet. BE WARNED! Send in dive bombers against an unsuppressed/badly damaged target at your peril. To balance this facet, on Turn 1 the Pearl Harbor CD/AA defenses are 99% disabled to prevent massive Val casualties to Kido Butai (it was a surprise attack after all The AA change requires a mandatory house rule - Players cannot bombard bases or cities above 25,000 feet.

Surface Combat Tweak: Lighter caliber naval guns <6 inch size have had their penetration values increased between 1.5 to 2.5x. Purpose: Allows DD and escort time vessels, mainly 5in and 4.7in armed warships the ability to penetrate lightly protected vessels at ranges of 4000-5000 yards or less. Lightly protected vessels are defined as vessels with armor =< 75mm of armor (This will impact older CL designs and 1st Generation “Tin-clad” CA vessels)
Players will now notice a distinctive difference between these earlier older designs and the better, more extensively protected vessels built just prior to the war or during it. Allows DD’s and escorts to better protect themselves without having to score torpedo hits..at least against the lightly protected cruisers

China Tweak: Forward city industry and resources have been removed from the scenario and replaced where resources were present with a daily supply value equal to the removed resources and all forward cities have had their Fort levels increased to 9

Purpose: removes the threat of “strategic bombing” to weaken China’s already low supply situation but more importantly, if Japan does choose to assault the forward cities they will not gain any supply benefit from doing so but instead, will have to supply them themselves. The increased fort levels are designed to represent the fact that Japan at war’s start was experiencing an official truce where each side lived and let lived. On a more pragmatic note, game wise it will slow any Japanese attempt to bum-rush these cities allowing time for the Chinese forces to react.

Nate/Oscar/Claude primary armament ACC increased by another 50%. Purpose remains the same: to achieve a more reasonable kill ratio between them and the primary modern aircraft types (Hurricane/P-40) Increase also compensates for the initial DUR change, beneficial to most other combats but in these plane’s cases, exacerbated their weakly represented condition in the game.

Japanese pilot pool adjustment:

JNAF and JNAF replacement rates halved from version 2.0

Version 3.1

ASW change for Allied subs: Allied sub DUR increased by 2x. Purpose: Recent dry runs of the mod revealed a “hat trick” of sorts by which the Japan player could rely on a more than reasonable chance to damage or kill Allied subs in deep water if they created ASW TF’s containing all high exp DD’s, and either placed them in heavy Air-ASW areas or placed very highly rated commanders in charge of the TF’s resulting in a situation similar to the IJN experience (first sighting, first shot, first kill) This change should reduce the effectiveness of such tactics to a more reasonable level.

Yamato class: Restored to original DUR rating and re-inserted into the production matrix. The DUR max experiment proved unsuccessful in blunting the impact of torpedo hits. (You can still cripple or sink a Yamato class BB with between 4 and 7 torpedoes vs. Mk-22 torpedoes)

I will have to revisit this subject (torpedoes vs. BB’s) in more detail at a later time.




Version 3.11

Adjusted device 049 penetration rating from 100 to 125 to match value of device 010


Version 4.0

1. Aircraft gun device change: Reduced gun accuracy by 50%. Purpose:

Several objectives were desired with this change in combination with previous mod version a2a tweaks.

a. Reduce air to air bloodiness in particular vs. the 1st class/modern/mainline gun armaments for Japanese and Allied planes, specifically the Browning 50cal six-pack and the typical cannon/MG armaments of the Japanese fighters. Coupled in particular with good/high experience these load outs tend to be 95% lethal to most anything, armored or unarmored with a DUR of 60 or less. Even higher DUR planes tend to get the chop more often than one might expect/want

b. In conjunction with the above, it further reduces the exponential effect of large air combats as the reduced Acc values decrease the tendency for successful fire pulses (i.e. the planes mvr for position more but don’t achieve a fire solution)

c. A major dissatisfaction I have had has been the lack of distinction between the performance of unarmored planes vs. armored/protected planes in the game since UV days….in particular the 1st gen Japanese tactical aircraft vs. the 1st generation USN tactical aircraft. Essentially, there’s no appreciable difference. Zeros or other high gun value Japanese planes can down an F4F or SBD with the same tendency (per fire pulse) as an F4F or similarly heavily armed Allied fighter can down a Zero or Val. (same can be said of a Betty vs. Peggy) This is mainly due to the high lethality of the modern gun value packages of the front line fighters. This change in conjunction with another 4.0 adjustment below attempts and if testing is any indication, largely resolves this complaint. Players should no see a substantial difference in durability under fire thus producing the historical situation between these planes more. A Zero (or an Oscar) with a good pilot will probably hit more often but his KILL results (vs. a Damage result per “firing pulse”) will be more weighted toward the latter while in the case of Allied firing against unarmored planes, they will tend to hit less often but when they do it will more often result in a KILL.)

d. Elimination of the "Uber CAP" effect

The combo of changes mostly eliminates the "CAP shield" effect of large CV (and land based) fighter concentrations. This means that KB (and USN later war TF's to a degree) can no longer sail around the map with near impunity and expect to repel air attacks with the older predictability. Tends to make CV engagements more nail biting and less one sided. Allied players please note however....its still not a good idea to attack a full str KB with all those Kate bombers....they tend to sink CV's.....also beware the Zero bonus.

“Firing pulse” is defined as the graphical representation in the game of a plane “firing” at its target during the a2a animation which either gives you a red KILL or a yellow DAMAGE

**

2. reclassification/adjustment of armor value for planes. All fully protected planes (self sealing tanks and armor plate) have a rating of 2. (a couple planes are given a 3 for increased resistance to represent their extreme toughness. By themselves, armor values of 0-2 don’t really impact the kill/damage ratios from a percentage viewpoint)

In conjunction with the Dur and aircraft device changes, this makes protected planes (i.e. Allied and 2nd generation Japan) much more resilient under fire.

3. Heavy Flak adjustment

Increased slightly after further calibration tests using BTR. Purpose remains the same, to encourage and in some cases force players to bombard land bases at reasonable and/or historical attitudes.

4. OOB tweaks.

The following aircraft received specific attention.

a. Spitfire (IX/Vb) and Hurricane Range increased to 4/5 (Normal/Extended)

After spending 3 hours trying to figure out how “Endurance” is calculated in the game and after researching the web and comparing ranges using BTR, settled for this general setting. Hey! It beats relegating the planes to point defense as was the case with the old Ki-27 version.

a. TBD. Range increased to 3 / 4 (normal/extended) After wrestling with the issue of the UK fighters, my thoughts turned to the TBD. Given that the current endurance ratings prevent this plane from almost ever flying a mission unless the TF is in question is one hex away (with a torpedo) it made sense to me that this plane should be allowed to accompany it’s stable mate on a 180 mile (3hex) strike as it did at Coral Sea and Midway.

Don’t thank me Allied torpedo plane fans……the plane remains hideously vulnerable (no armor or self sealers could be installed due the fact that the plane could barely wobble to 14,000 feet with it’s torpedo as is) but at least now while the Zeros are whittling away at them, this will leave more SBD’s to survive to bomb enemy flight decks.

c. Ki-61

Changed to Ic variant debuting 9/43.

I was dead set against deploying multiple versions of this plane. Besides, players now have a fightable Oscar and Tojo to tide them off before this cannon armed variant becomes available. Mvr increased a bit to allow it to better compete with the ubergunned P40E

d. Ki-44

Slight mvr increase, given a “centerline” (i.e. more accurate) 12.7 pattern armament. Will allow it to better compete with the P40 as well as face the bombers that will come calling on Japan.

K-84Ic. - speed bumped up a little to account for more powerful (if temperamental) power plants.

5. Japan pilot replacement Tweak

Army pool replacement lowered to 30
Navy pool replacement lowered to 20
Navy pool starting value changed to 500 from 1000

Due to user feedback and PBEM testing, + to account for the reduced bloodletting of the newer mod = less dead pilots. There was also concern expressed that combined with a China train methodology was producing too many good pilots well into 43. This aspect remains an ongoing test case.

Version 4.1

heavy ship DP and AA weapons had accidentally had their effectiveness ratings increased by another 50% from stock scenario vs. the intended 50% increase in order to compensate for the increase in plane durability introduced with 1.0 Fixed.

Version 4.2

F6F Hellcat DUR not increased per 1.0 conversion. Fixed.







Feedback always welcome. Have fun.

Nikademus
lansoar@hotmail.com

IN PERPETUUM SINGULARIS SEDES

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akdreemer
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RE: CHS Mod Proposal

Post by akdreemer »

ORIGINAL: Don Bowen

ORIGINAL: Andrew Brown
I thought that the cargo capacities of many merchants WERE already lowered in CHS. I do not know the details, however, as I was not involved in that aspect of CHS. Perhspa Don can make a comment here? I also seem to recall that the reductions were not made too large as they would have reduced many AKs to below 5000, meaning that they could no longer be converted. This is all from memory, so is probably wrong...

Andrew


Not wrong - you are 100% correct. OK - 99% as you lose one point for spelling.

We originally set the capacity for newly-added cargo ships to 90% of GRT. Then, all cargo and transports (including the original Matrix classes) were reduced by 25% (as I recall). We did use the 5000 as a floor for the "Large AK" classes to retain the conversion ability.


thanks Don and Andrew, just making sure...
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akdreemer
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RE: CHS Mod Proposal

Post by akdreemer »

ORIGINAL: TheElf

Don, A.B., Treespider, Ron-fighter, A-warrior, El cid, Nik, everyone...

I'd like to start a discussion on the inclusion of Nik's A to A tweaks in the next version of CHS. I am in favor of the very accurate OOB and I have a minimalist approach too. But I also hear what El Cid is saying about ship hulls that were never completed IRL due to RL issues, and that those issues may not be present in a given PBEM.

My question is, and this is directed mostly at A-Warrior, as far as accuracy and legitimacy, don't the ends justify the means? That is, if Nik's A/A mod works, and the results are good, why shouldn't we implement them? I for one have hemmed and hawed at the proposition of starting my first CHS game(it's true I haven't even played it yet!) The reason being is when I do, I don't want to watch large numbers of my highly Experienced IJAAF a/c get carved out of the sky. I think the Oscar is woefully under represented, particularly vs the P-40, and am VERY keen on Nik's take on it.

I WANT to see fewer large scale A/A battles that end with 30-40 A/C downed on one side. I'm not saying it should NEVER happen, just less frequently. I think more A/C should run away/get lost. I've read countless descriptions of Air warfare and they mostly go like this "One minute the sky was full of planes, the next I was all alone and so I went home...". Hell I've actually had the that happen to me.

I've had Air battles in my PBEM that run like 20 minutes real time where hoards of A/C are dropped like flies...you'd be hard pressed to find where a RL engagemet lasted that long. A battle , yes, but not a single engagement, particularly in the Pacific.

I've read Nik's "Readme" but it's been a while. Are there any tweaks that anyone here would care to leave out? If so please be specific.

Now, Honestly, if I had the time and the know-how I'd volunteer myself to enter the data and make this happen, but I'm too busy IRL and with those damn planetops.

Thoughts?

PS. Ron-fighter, I am Damn glad you are bakc my friend. All the old salts are fading away...

As i stated previously I think that Nik's A to A mods have some merit, however, I everything i read indicates to me that there really was an anti-aircraft gap in the sky where light AA was ineffective and heavy AA could not adequate deal with, primarily over land. Naval is a different matter.. In both cases heavy AA was basically almost useless against the dive bomber while it was in its dive.
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