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RE: B-Mod on Andrew Brown's website

Posted: Sun Jan 28, 2007 1:07 am
by Big B
ORIGINAL: m10bob

Brian, very much like your enhancements...
Thanks Bob

RE: B-Mod on Andrew Brown's website

Posted: Fri Feb 09, 2007 9:31 pm
by morphin
Hi
On Scen 192 i have a Validation error. Gumma (217) produce as wpn9 aircraft no. 48 (productionamount: 62). But there is no aircraft 48 defined!!

Is a fix underway?

Morphin


RE: B-Mod on Andrew Brown's website

Posted: Fri Feb 09, 2007 10:39 pm
by Nemo121
) Straffing - I didn't want to nerf this capability completley.
2) Even at max range 1 (500 yards) they will still shoot at range 5 in aircombat, so I wanted to restrict range incrementally until we are sure of the affects.
3) I also wanted to leave some leeway for comparative effectiveness between different weapons.
 
 
If you restrict machinegun-armed planes to 1, planes with up to 30mm cannons to range 2 and those with >30mm cannons to range 3 you can achieve all of these results.
 
I have done this in my Empires Ablaze mod and it looks like it works very well. Obviously though you can still get heay aircraft losses if you throw massive numbers of planes at eachother day after day BUT mostly it tends to preserve leakers on individual instance raids... also it doesn't nerf strafing.

RE: B-Mod on Andrew Brown's website

Posted: Fri Feb 09, 2007 10:45 pm
by Big B
ORIGINAL: morphin

Hi
On Scen 192 i have a Validation error. Gumma (217) produce as wpn9 aircraft no. 48 (productionamount: 62). But there is no aircraft 48 defined!!

Is a fix underway?

Morphin

Hmmm, I haven't seen that before - when i get home tonight I'll look and see what is going on.

RE: B-Mod on Andrew Brown's website

Posted: Fri Feb 09, 2007 10:55 pm
by Big B
ORIGINAL: Nemo121

) Straffing - I didn't want to nerf this capability completley.
2) Even at max range 1 (500 yards) they will still shoot at range 5 in aircombat, so I wanted to restrict range incrementally until we are sure of the affects.
3) I also wanted to leave some leeway for comparative effectiveness between different weapons.


If you restrict machinegun-armed planes to 1, planes with up to 30mm cannons to range 2 and those with >30mm cannons to range 3 you can achieve all of these results.

I have done this in my Empires Ablaze mod and it looks like it works very well. Obviously though you can still get heay aircraft losses if you throw massive numbers of planes at eachother day after day BUT mostly it tends to preserve leakers on individual instance raids... also it doesn't nerf strafing.

Originally was thinking of something like that, but the thing is, for practical air combat, most 20mmm and 30mm guns don't have the velocity (and therefore flat trajectory and low time of flight) and rate of fire to effectively outrange some of the better .30 cal mgs, let alone Browning .50 and some Russian .50 hmg... even though horizontally - the big 20's and 30's will shoot farther - in a dogfight that is not as important - it's shooting faster, flatter, and with a lower time of flight that helps hitting a moving aircraft target.

So that's why I didn't just bring them down to range 1 or 2. I am not against experimenting though.

RE: B-Mod on Andrew Brown's website

Posted: Sat Feb 10, 2007 10:50 am
by Sardaukar
I don't think reducing range down to 1 affects strafing that much. I don't even know if range have any effect when strafing...hard to test.
 
And most of air combat firing (like 90% or more) did happen well inside 500 yards...more like inside 200 yards.

RE: B-Mod on Andrew Brown's website

Posted: Sat Feb 10, 2007 4:20 pm
by Big B
ORIGINAL: morphin

Hi
On Scen 192 i have a Validation error. Gumma (217) produce as wpn9 aircraft no. 48 (productionamount: 62). But there is no aircraft 48 defined!!

Is a fix underway?

Morphin


OK I had time to check that out -

It seems the MOVE feature in the Editor does not move everything - Namely, Production Center.

When the Oscar Ib got the Zero Bonus, it swaped slots with the A6M3 (it only got one point of bonus anyway).
But it didn't move the production - So I went back and fixed the production for Oscar Ib and A6M3 Zero.

While I was at it - I also made the P-51B available for upgrade in 1944.

I will email this out today as B-Mod 1.31 (don't PBEM diferent versions!)

Very sorry for the screw-up ... but it is FIXED and will be out later today (PM idf you would like it emailed before Andrew, Spooky and Rouge have it posted).


Brian

RE: B-Mod on Andrew Brown's website

Posted: Sun Feb 11, 2007 10:07 pm
by Big B
Happy to report the the corrected scenario ver 1.31 is now up and available at Andre Brown's website ...here http://www.bur.st/~akbrown/witp/scenarios.html

Thanks Andrew! [;)]

RE: B-Mod on Andrew Brown's website

Posted: Wed Feb 14, 2007 8:48 am
by morphin
Hi

Another discrepancy:

Japan Airgroups:
Unit 114 does upgrade to Aircrarftype 48, which doesn’t exist

Japan Aircraft:
Unit 15 (D1A Susie) and Unit 20 (B4Y Jean) : No Airgroup ever exist! -> Delete?
By
Morphin

RE: B-Mod on Andrew Brown's website

Posted: Thu Feb 15, 2007 6:37 pm
by Big B
ORIGINAL: morphin

Hi

Another discrepancy:

Japan Airgroups:
Unit 114 does upgrade to Aircrarftype 48, which doesn’t exist

Japan Aircraft:
Unit 15 (D1A Susie) and Unit 20 (B4Y Jean) : No Airgroup ever exist! -> Delete?
By
Morphin
I'll look into that

RE: B-Mod on Andrew Brown's website

Posted: Sat Feb 17, 2007 4:50 pm
by Big B
ORIGINAL: morphin

Hi

Another discrepancy:

Japan Airgroups:
Unit 114 does upgrade to Aircrarftype 48, which doesn’t exist

Japan Aircraft:
Unit 15 (D1A Susie) and Unit 20 (B4Y Jean) : No Airgroup ever exist! -> Delete?
By
Morphin
Ok, I had a chance to take a look -
Aircraft no one uses the Susie or Jean (in stock either). But they are available in the pool as replacements.
Airgroup 114 - could not find that unit, however if you were looking at ver 1.3, you were seeing the Oscar 1b mishap. Everything is ok now in ver 1.31

B

RE: B-Mod Design Note omission

Posted: Sat Apr 21, 2007 5:00 pm
by Big B
Hi all,

I was pm'd by Castor regarding Type 91 torpedo duds. He reported about a 30% dud rate overall. I looked up the data base and realized that I set the dud rate at 30% - but did not remember to put that in the design notes (actually forgot about it).

Castor reported that the result he is seeing is an average of 3 to 5 torp hits from around 40 Kate groups (in combination with overall reduced experience across the board).

I am pleased with average results like that - as that is pretty historical, and much better than stock, IMHO.

But I am not happy about the omission of listing that change in the notes.

The genesis of the change was last years' debate of torpedo effectiveness in the battles of 1942.

Apologies for the omission in the notes. Players take note.

Brian,