RHS Level I Updates Suspended
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: RHS PWHEXE Theory
I need to find someone to write - or figure out how to script - a "switcher" for pwhexe - so you can do it from a menu. We had one in WITP days.
For now - until we install a switcher -
you do it by hand.
There is ONLY ONE pwhexe.dat file in use at any given time. it is in the top level AE folder and it must be called pwhexe.dat.
The PWHEXE RHS folder is simply a storage location for ALL the DIFFERENT seasons, years and special scenarios in RHS. This does not matter during the start of any game (except for Scenario 106 and a possible future May 42 Scenario). All scenarios presently in use (101 to 105) as well as the about to be released 99 (which
is being released only for feedback just now) start with the single start of game pwhexe.dat file. Its alternate name is 41WINTERpwhexe.dat.
In RHS a pwhexe file has two names - its name with year and season and sometimes a special prefix - and its form after being renamed to pwhexe.dat so you can use it.
In the PWHEXE RHS folder the one file called pwhexe.dat is a renamed 41WINTERpwhexe.dat - so you can quickly find it to use with any game in the first season of the war.
When you play a game in any other season, you must rename the appropriate file (which has that season as a prefix) and move it to the top level AE folder:
Case 1: IF a file has just a year and season, it is for use in strictly historical scenarios BEFORE the end of the historical war (which is to say 45MONSOON).
This applies to all games until 42MONSOON, and to strictly historical scenarios 101-104 as well as the (future) 92 and 106 until 45MONSOON. Notes 1 & 2.
Case 2: IF a file has ENH in front of the year (3 cases - ENH45FALL, ENH46SPRING and ENH46MONSOON) these are ALLIED OPTION ONLY special case files. ENH = enhanced. At the end of the 45 Monsoon season, the Allied player decides if certain strictly historical construction projects are ended, as really happened, or if they continue? If not, use the standard files with the same year and date (i.e. 45FALL, 46SPRING and 46MONSOON). [These are listed in the Seasonal Construction document, attached] It is a package deal - either you want the package - or you want all construction suspended as really happened.] This applies to strictly historical scenarios 101-104, 92 and 106 AFTER the end of 45MONSOON. Note 1.
Case 3: If a file has JES in front of the year (11 cases - from 42WINTER on) - they must be used in Scenarios 99 and 105. JES = Japan Enhanced Scenario. UNTIL 42MONSOON there is only one set of pwhexe.dat files and every game must use them, including JES scenarios. FROM 42WINTER on, JES scenarios 99 and 105 use files with the prefix JES - no exceptions. These files include additional and historical wartime construction of roads and rail lines on both sides. For various reasons, these projects were not completed. It is assumed that in a "stronger Japan" situation the imperatives driving their historical planning cause them to be completed. It does not matter which side controls any given area either. Just as Chinese construction Westward of its main East West RR during the entire war risked the line being captured - and even completed - by the Japanese - so it is in JES scenarios. All these project are listed in the Seasonal Construction document. Note the Allies have many more projects, and generally longer and more expensive projects, than the Japanese - who tended mainly to link existing lines. Note 1.
Note 1: All MONSOON pwhexe.dat files until and including 1943 have a break along the foothills of the Himalayas on the Bengal & Assam Line. This is due to seasonal flooding effects only corrected by wartime engineering.
Note 2: In strictly historical scenarios only, the Eastern Malaya line is DECONSTRUCTED from 42WINTER on. This is because, rather than rolling new rails, the Burma-Siam RR project used the rails ripped up from this line. This applies to both standard and ENH files, but not to JES files - where new rails are used instead.
For now - until we install a switcher -
you do it by hand.
There is ONLY ONE pwhexe.dat file in use at any given time. it is in the top level AE folder and it must be called pwhexe.dat.
The PWHEXE RHS folder is simply a storage location for ALL the DIFFERENT seasons, years and special scenarios in RHS. This does not matter during the start of any game (except for Scenario 106 and a possible future May 42 Scenario). All scenarios presently in use (101 to 105) as well as the about to be released 99 (which
is being released only for feedback just now) start with the single start of game pwhexe.dat file. Its alternate name is 41WINTERpwhexe.dat.
In RHS a pwhexe file has two names - its name with year and season and sometimes a special prefix - and its form after being renamed to pwhexe.dat so you can use it.
In the PWHEXE RHS folder the one file called pwhexe.dat is a renamed 41WINTERpwhexe.dat - so you can quickly find it to use with any game in the first season of the war.
When you play a game in any other season, you must rename the appropriate file (which has that season as a prefix) and move it to the top level AE folder:
Case 1: IF a file has just a year and season, it is for use in strictly historical scenarios BEFORE the end of the historical war (which is to say 45MONSOON).
This applies to all games until 42MONSOON, and to strictly historical scenarios 101-104 as well as the (future) 92 and 106 until 45MONSOON. Notes 1 & 2.
Case 2: IF a file has ENH in front of the year (3 cases - ENH45FALL, ENH46SPRING and ENH46MONSOON) these are ALLIED OPTION ONLY special case files. ENH = enhanced. At the end of the 45 Monsoon season, the Allied player decides if certain strictly historical construction projects are ended, as really happened, or if they continue? If not, use the standard files with the same year and date (i.e. 45FALL, 46SPRING and 46MONSOON). [These are listed in the Seasonal Construction document, attached] It is a package deal - either you want the package - or you want all construction suspended as really happened.] This applies to strictly historical scenarios 101-104, 92 and 106 AFTER the end of 45MONSOON. Note 1.
Case 3: If a file has JES in front of the year (11 cases - from 42WINTER on) - they must be used in Scenarios 99 and 105. JES = Japan Enhanced Scenario. UNTIL 42MONSOON there is only one set of pwhexe.dat files and every game must use them, including JES scenarios. FROM 42WINTER on, JES scenarios 99 and 105 use files with the prefix JES - no exceptions. These files include additional and historical wartime construction of roads and rail lines on both sides. For various reasons, these projects were not completed. It is assumed that in a "stronger Japan" situation the imperatives driving their historical planning cause them to be completed. It does not matter which side controls any given area either. Just as Chinese construction Westward of its main East West RR during the entire war risked the line being captured - and even completed - by the Japanese - so it is in JES scenarios. All these project are listed in the Seasonal Construction document. Note the Allies have many more projects, and generally longer and more expensive projects, than the Japanese - who tended mainly to link existing lines. Note 1.
Note 1: All MONSOON pwhexe.dat files until and including 1943 have a break along the foothills of the Himalayas on the Bengal & Assam Line. This is due to seasonal flooding effects only corrected by wartime engineering.
Note 2: In strictly historical scenarios only, the Eastern Malaya line is DECONSTRUCTED from 42WINTER on. This is because, rather than rolling new rails, the Burma-Siam RR project used the rails ripped up from this line. This applies to both standard and ENH files, but not to JES files - where new rails are used instead.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: RHS PWHEXE Theory
Spring 1942
Monsoon 1942
Reactivation of minor RR on New Caledonia (1 hex NW from Noumea) by the US Army.
Fall 1942
Winter 1942
Completion of Iranian National RR spur (2 hexes E from Abadan/Khorramshahr) [Not yet executed]
Completion of ALCAN highway as pioneer road (segments of 10 trail hexes, 8 trail hexes, and upgrading of 4 winter tail hexes to year around trail in 3 segments between existing road and rail lines in Canada and Alaska); Deconstruction of the Eastern Malaya RR.
Spring 1943
Upgrading of Whitehorse & Yukon RR to main line completed (2 hexes NW from Skagway)
Monsoon 1943
Road along Burma-Siam RR line completed (5 hexes SE from Ye)
Hunan-Guanzi RR [73/55 Monsoon 1943]
Winter 1943
Completion of Burma-Siam RR (5 hexes SE from Ye)
Completion of ALCAN highway as secondary road (segments of 10, 8 & 4 trail hexes upgraded to minor road)
Spring 1944
Monsoon 1944
Upgrading of Bengal & Assam RR to main line completed (15 hexes from existing line near Jessore to Ledo including major river bridging; 8 hex spur to Chittagong) [Takeover 1 March 1944; 59/34 & 59/35 washout in Monsoon until 1944; Entire line upgrades during Spring 1944! Before this year, 59/34 SE & 59/34 are destroyed every Monsoon season by flooding from the Himalayas!]
Ledo Road completed to Myitkyina [upgrading 4 trail hexes to minor road) [Hex 64/39 Winter 1943; 64/40 Spring 1944; 63/41 & 64/42 Monsoon 1944].
Winter 1944
Completion of the Yellowhead Highway to Prince Rupert (as a Minor Road)
Ledo Road completed to existing Burma Road near Lashio (upgrading 3 more trail hexes between Myitkyina and Lashio). [63/43 & 63/44 Fall 1944; 62/45 & 63/46 Winter 1944]
Spring 1945
Completion of the CANOL road from Camp Canol, Northwest Territory to Whitehorse, Yukon. [188/23 trail Fall 42, SRD Winter 42; 189/24 trail Winter 42, SRD Spring 43; 189/25 trail Spring 43, SRD Monsoon 43; 190/26 trail Spring 43, SRD Fall 43; 189/27 SW, E trail Winter 43, SRD Monsoon 44; 190/27 NW,W trail Monsoon 44, SRD Spring 45; 189/28 SE, NE trail Monsoon 44, SRD Spring 45; 189/29 trail Monsoon 43, SRD Spring 44; 190/30 trail Monsoon 43, SRD Fall 43; 190/31 trail Winter/42, SRD Spring 43; 191/32 trail Fall 42; SRD Spring 43]
Completion of the Longhai Railway to Tanshui. [82/38 SE Fall 1943; 82/38 W Winter 1944; 81/38 Spring 1945]
Completion of Sovietskaya Gavan Railway (from Komsomolsk na Amur) [121/39 SE Spring 1944; 122/40 Monsoon 1944; 123/40 Fall 1944; 123/41 Winter 1944; 124/42 Spring 1945]
Fall 1945
Completion of Sumatra RR (aka 'the second death railway') [46/83 W & 45/84 NE Spring 1945; 45/83 E Monsoon 1945; 45/83 SW Fall 1945; Trail 46/83 W & 45/84 NE Monsoon 1944; 45/83 Fall 1944; SRD 46/83 & 45/84 Winter 1944; 45/83 Spring 1945]
ENH Series: Winter 1945, Spring 1946 and Monsoon 1946 (OPTIONAL)
Completion of Burma-Yunnan RR [62/46 E, 63/46, 63/45 SW, 68/46 NW Fall 1945; 63/45 E, 64/45, 65/45, 67/45, Winter 1945, 66/44, 67/44 Spring 1946] This RR was surveyed and begun in 1941. It generally follows the main road route of the area. It is metric gage and is easier to build through mountains than standard gage would be. This is also the gage of the RR connecting at both ends. This includes extending the primary road from Kunming NW all the way to the mountains as well.
Partial repair of the Kunming-Haiphong RR [68/50 SE Fall 1945; 68/51 NW Winter, 1945; 68/51 SW Spring 1945, 68/52 Monsoon 1945]
Completion of the Liuchow-Kweiyang RR [75/50 SW Fall 1945, 75/50 NW Winter 1945, 74/49 SE Spring 1946]
Early construction of the Kweiyang-Kunming RR. [71/48 NE, 74/49 SW Fall 1945; 71/47, 74/50 Winter 1945; 72/47, 73/50 Spring 1945; 72/48, 72/49 Monsoon 1945]
Upgrading ALCAN to primary road (25 minor road hexes upgraded IF construction not suspended as IRL) [182/30, 183/30, 184/30, 190/32 W, 191/33 E, 192/33, 197/31, 198/31, 199/31 W, 200/31, 201/31, 202/32 Winter 1944; 184/31, 185/32, 189/32, 193/32, 195/31, 196/31 Winter 1945; 185/32, 186/32, 187/32, 194/32, 194/31 Spring 1945]
Completion of the Longhai Railway to Lanzhou [81/34 SE, 81/38 NE Fall 1945; 81/37 SW, 81/35, 81/37 Winter 1945; 81/36 Monsoon 1946]
Completion of the Northern Alberta RR to Fort St John [204/35 W Fall 1945; 205/35 Winter 1945; 203/34 SE Spring 1946]
Completion of the Alice Springs to Birdum RR. This was surveyed from 1939 to 1942 by the Australian Army but never built. Entire line completes by Winter 1945.
Completion of the Mt Isa to Tenant Creek RR. This was surveyed in 1943 by the Australian Army but never built. Entire line completes by Winter 1945. Tenant Creek is on the Alice Springs to Birdum RR listed immediately above.
Partial Completion of the BAM: The Baikal Amur Mainline was not completed until 1991. The first two segments are on the map - Taishet to Bratsk and then to Ust Kut. The last segment is added in 1944-45 - Komsomolsk to Sovietskaya-Gavan. But MOST of the work on the rest was done in 1944-1946 - just not rendered usable in that era. This was a classic "death railway" - about 90% of the 150,000 German and Japanese POWs working on it (until 1954) died. This option shows what a maximum effort could have completed from Fall 1945 through the end of Monsoon 1946. RR Fall 45 107/12 SE & 107/13 NW/SE; Winter 45 108/14 NW/SW; Spring 46 107/15 NE/SE; Monsoon 46 108/16 NW/SE; Fall 45 121/39 NW; 121/38 SE/NW; Winter 45 120/37 SE,NW; 120/36 SE/W; Spring 46 119/36 E/NW; 118/35 SE/NE; Monsoon 46 118/34 SW/NW; 118/33 SW/NW]
House Rule: Do not repair the oil wells and refinery at Whitehorse, Yukon until May, 1945. These model the Canol pipeline and a refinery moved from Texas and it took until June, 1945 to get them fully operational. An ALTERNATE option is to repair the oilfields and oil refinery at Kenai, Alaska. This is probably not feasible in Winter (how could you move enough supplies to even begin?) - but it was a known option not taken (due to greater risk of Japanese capture). In strictly historical scenarios, there is not enough money to do both. If you fix Kenai, do not fix Whitehorse. In Scenario 105, it is an Allied option whether to allocate additional funds and do both?
Special Case: The Copper River RR is present in ALL versions of the pwhex files. It runs from Cordova, Alaska to Kennicot, a wholly undeveloped dot location. This RR was abandoned in 1938 when the copper mines were closed due to low copper prices. Other copper mines were reopened in WWII (for example in Michigan and in Montana). This copper mine can be reopened IF an Allied player moves engineer to the dot location along with lots of supplies – in which case the RR will function. The Million Dollar Bridge remained in tact until the 1964 earthquake. This location and RR may be ignore by any player who does not want to use them – and NOTHING will move along it – since there will be no production unless the damaged resources are repaired.
Special Case: The RR tunnel to Whittier Alaska is considered completed if you repair the port (it starts at zero). Because there is no way to have the rail line incomplete and still run its route - we simply have the Whittier hex not function as a port unless you fix it. There is an engineer unit in the hex to do that.
Special Rule: At the start of Fall, 1945 (i.e. after the historical end of WWII), the ALLIED player gets to decide if standard seasonal pwhexe.dat files will be used from then on? Standard files contain strictly historical construction data. The alternative is to use pwhexe.dat files with enhanced construction. The projects are indicated above. All were either contemplated and/or actually completed in time. They are a package deal - take all or none. Most of these projects are in or near China. The exception is the paving of the ALCAN highway.
Rejected historical case: The Haines "Highway" - if we blocked it in Winter and Monsoon, it is hardly worth having! The highway was built by the U.S. Army in 1943 as an alternate route from the Pacific Ocean to the Alaska Highway, in case the White Pass and Yukon Route railway from Skagway should be blocked. The total cost of the construction was US$13 million. In the first decades after the war, maintenance was spotty at best; the road was plagued with blizzards in winter and mudslides in summer, and for a time in the 1960s and 1970s, all vehicles traveling the highway were monitored on radio. Year-round access was not achieved until 1963.
Japan Enhanced Scenario [From Winter 1942] Optional Files
Eastern Malaya RR: Not deconstructed from Winter 1942. Instead, the Burma Siam RR is built with new rails.
North Borneo Road & Railroad Extension: Upgrading of trail to secondary road: 66/87 W, 65/87, 64/87E Winter 1942; 66/87 E, 67/87 Spring 1943; 69/86 SE, 69/87 NW Monsoon 1943; 70/88 NW Fall 1943; 70/88 SW 69/90 NE Spring 1944; 69/89 NE, SW Monsoon 1944; Minor RR 66/87 W Spring 1943; 65/87 E Monsoon 1943; 65/87 W Fall 1943; 64/87 E Winter 1943; 68/86 E Spring 1944; 69/86 W Monsoon 1944, 69/86 SE Fall 1944; 69/87 NW Winter 1944; 69/87 SE Spring 1945; 70/88 NW Monsoon 1945; 70/88 SE, 69/90 NE Fall 1945; 69/89 Winter 1945.
Indochina-Siam RR: Minor RR: 60/71 NW, 60/70, 59/69, 59/68 Entire Line Winter 1942.
Vientiane-Siam RR Extension: Minor RR 62/57 SW, 62/58 NE Entire extension Winter 1942.
South Sumatra RR West Extension: Minor RR 45/91 E, 46/91 W Entire extension Spring 1942.
South Samatra RR North Extension: Minor RR 48/91 NW Spring 1944; 48/90 NW, SE Monsoon 1944, 47/89 SE Fall 1944; 47/89 NE, 48/88 SW Winter 1944
Early Completion of Sumatra RR (aka 'the second death railway') [46/83 W & 45/84 NE Winter 1943; 45/83 Spring 1944; Trail 46/83 W & 45/84 NE Monsoon 1943; 45/83 Fall 1943; SRD 46/83 & 45/84 Fall 1943; 45/83 Winter 1943]
Completion of Nanning-Liuchow RR: Major RR 73/55 Winter 1942.
Huangchow-Ningpo RR: Minor RR 90/55 SE, 91/56 NW Spring 1943; 91/56 E, 92/56 W Monsoon 1943.
Shou-Hsein RR: Minor RR: 88/49 SW, 88/50 NE Fall 1943.
Nanping RR: Minor RR: 87/56 SW, 86/57 NE Winter 1943.
Ichang RR: Minor RR: 84/49 NW, 84/48 Spring 1944, 83/48, 82/47 Monsoon 1944
Nanyang RR: Minor RR: 85/45 E, 86/45, 87/45 W Fall, 1944
Bohei Gulf RR: Minor RR 95/46 E, 96/46 Spring 1945; 96/45, 97/45 W Monsoon 1945; 97/45 SE, 98/46 NW Fall 1945.
Formosa RR: 87/64 NE, 87/63 SW Winter 1942.
Hainan RR: 69/61 E, 70/61, 71/61 W Spring 1943.
Chifoo Road: Major Road: 98/46 NW Winter 1942.
Kaiyang Road: Major Road: 82/60 E, 83/60 W Spring 1943.
Haichow Road: Major Road 93/48 W, 92/48 E Monsoon 1943
Sakhalin Road: Major Road 126/43 W, 125/43, 124/46 NE, 124/45 Winter, 1942; 125/44 Spring 1943.
Hokkaido Road: Major Road 122/50 Winter 1942; 122/49, 122/48 Spring 1943.
Yinkow Road: Major Road 101/43 E, 102/43 W Winter 1942
Fushun Road: Major Road 104/42 E, 105/42, 106/42 W Spring 1943.
Harbin Road: Major Road 107/41 NE, 108/40, 109/40 W Monsoon 1943.
Taonan Road Link: Major Road 107/39 SE, 108/40 NW Fall 1943.
Konan Road: Major Road 105/47 NW, 105/46 Winter, 1943; 105/45, 106/44 SW Spring 1944.
Tsitsihar Road Link: Major Road 109/38 NW, 108/37 SE Monsoon 1944.
Kuching Road: Minor Road 58/88 SW, 57/89 NE Winter 1943
Burma-Siam Highway: Upgrading to primary road along Burma-Siam RR: Spring 1944.
Early Completion of Glenn Highway: Major Road 181/35 NE, 182/34 SW Winter 1942
Northern Alberta RR: Major RR: 204/35, 203/35 Winter 1942; 203/34 Spring, 1943; 202/33 Monsoon 1943; 202/32 Fall 1943; 201/31 Winter 1943, 200/31, 199/31 E Spring 1944.
BC & Yukon RR: Major RR: 199/31 W, 198/31 Monsoon 1944; 197/31, 196/31 Fall 1944; 195/31 E Winter 1944; 195/31 W, 194/31 E & SW, 194/32, 190/33 E, 191/33 Spring 1945; 192/33, 193/33 W & NE Monsoon 1945.
Seward Highway: Secondary Road 181/36, 182/36 Winter 1942; 181/37 Spring 1943; 182/38 Monsoon 1943; Primary Road 181/36, 182/36 W Spring 1943; 181/37 Monsoon 1943; 182/38 Fall 1943.
Kenai Highway: Secondary Road 181/37 W Monsoon, 1943; 180/37 Fall 1943; Primary Road 181/37 Winter, 1943; Primary Road 180/37 Monsoon 1944. CANOL ROAD cancelled. Do NOT repair refinery or oilwells at Whitehorse. DO repair refinery and oilwells at Kenai.
Kenai RR: Major RR 181/37 W Winter 1943 1943; 180/37 E Spring 1944
Alaska RR Copper River RR Link: 181/35 NE Winter 1943; 182/34, 183/34, 184/34 W Spring 1944.
Copper River & Northwestern RR: Trail 186/34 NE, 186/33 SW NE, 187/32 SW Winter 1943; Major RR 186/34 NE Spring 1944; 186/33 SW Monsoon 1944; 186/33 NE, 187/32 SW & E Fall 1944; 188/32 E & W Monsoon 1944; 189/32 E & W Spring 1944; 190/32 W & SE, 190/33 NW Winter 1943.
Upgrading ALCAN to primary road (25 minor road hexes upgraded IF construction not suspended as IRL) [182/30, 183/30, 184/30, 190/32 W, 191/33 E, 192/33, 197/31, 198/31, 199/31 W, 200/31, 201/31, 202/32 Monsoon 1944; 184/31, 185/32 NW, 189/32, 193/33, 195/31, 196/31 Winter 1944; 185/32 E, 186/32, 187/32, 194/32, 194/31 Spring 1945]
Completion of the Yellowhead Highway to Prince Rupert: Secondary Road 200/41 SW, 200/42, 199/43 Winter 1942
Restoration of Anyox Tramway: Minor RR 199/42 SE, 199/43 NW Winter, 1942.
Completion of the Alice Springs to Birdum RR. This was surveyed from 1939 to 1942 by the Australian Army but never built. Entire line completes Winter 1942.
Completion of the Mt Isa to Tenant Creek RR. This was surveyed in 1943 by the Australian Army but never built. Entire line completes by Spring 1943. Tenant Creek is on the Alice Springs to Birdum RR listed immediately above.
Upgrading of Bengal & Assam RR to main line completed (15 hexes from existing line near Jessore to Ledo including major river bridging; 8 hex spur to Chittagong) [Takeover 1 March 1943; 59/34 & 59/35 washout in Monsoon until 1943; Entire line upgrades during Spring 1943! Before this year, 59/34 SE & 59/34 are destroyed every Monsoon season!]
Ledo Road upgraded to primary road to Myitkyina: Winter 1944.
Ledo Road upgraded to primary road to Lashio: Spring 1945.
Ledo Road extension to Lao Wing: Monsoon 1945.
Ledo Road extension to Paoshan: Fall 1945.
Ledo Road extension to Tsuyung: Winter 1945.
Dimapur-Ledo Road: Spring 1945.
Modified Partial Completion of the BAM: The Baikal Amur Mainline was not completed until 1991. The first two segments are on the map - Taishet to Bratsk and then to Ust Kut. This option assumes a modified plan and maximum effort to work on the Northern segments of the line due to increased concerns about the Japanese in the Far East. RR Winter 1942 107/12 SE & 107/13 NW/SE; Spring 1943 108/14 NW/SW; Monsoon 1943 107/15 NE/SE; 108/16 NW/SE; Fall 1943 108/17 NW/SE; Winter 1943 109/18 NE/SW; Spring 1944 109/19 NW/SE; Monsoon 1944 110/20 NW/SE, 110/21 NW/E; Fall 1944 111/21 W/E; Winter 1944 112/21 W/E; Spring 1945 113/21 W/SE; Monsoon 1945 114/22 NW/E, 115/22 W/SE; Fall 1945 114/23 NW/SE; Winter 1945 116/24 NW/SE, 116/25 NW/SE; 114/27 E, 115/27 W/NE; Spring 1946 117/26 NW/SE/W, 116/26 SW/E; Monsoon 1946 117/27 NW/SW, 118/28 NW/SW, 117/29 NE. The farthest segment of the line to Sovietskaya Gavan is NOT build when this option is in play.
Extension of ALCAN to Nome: Pioneer Road (trail) 171/30 SW, E to 179/30 W, 169/30 NE, 169/31 SW, E, 170/31 W/NE Spring 1944; Secondary Road 179/29 SW, 179/30 NE, 169/30 NE, 169/31 SW Spring 1944; 176/30 to 179/30 W, 169/31 E, 170/31 W/NE, 171/30 SW/E Monsoon, 1944; 172/30 to 175/30 Winter 1944; Primary Road Spring 1945.
Monsoon 1942
Reactivation of minor RR on New Caledonia (1 hex NW from Noumea) by the US Army.
Fall 1942
Winter 1942
Completion of Iranian National RR spur (2 hexes E from Abadan/Khorramshahr) [Not yet executed]
Completion of ALCAN highway as pioneer road (segments of 10 trail hexes, 8 trail hexes, and upgrading of 4 winter tail hexes to year around trail in 3 segments between existing road and rail lines in Canada and Alaska); Deconstruction of the Eastern Malaya RR.
Spring 1943
Upgrading of Whitehorse & Yukon RR to main line completed (2 hexes NW from Skagway)
Monsoon 1943
Road along Burma-Siam RR line completed (5 hexes SE from Ye)
Hunan-Guanzi RR [73/55 Monsoon 1943]
Winter 1943
Completion of Burma-Siam RR (5 hexes SE from Ye)
Completion of ALCAN highway as secondary road (segments of 10, 8 & 4 trail hexes upgraded to minor road)
Spring 1944
Monsoon 1944
Upgrading of Bengal & Assam RR to main line completed (15 hexes from existing line near Jessore to Ledo including major river bridging; 8 hex spur to Chittagong) [Takeover 1 March 1944; 59/34 & 59/35 washout in Monsoon until 1944; Entire line upgrades during Spring 1944! Before this year, 59/34 SE & 59/34 are destroyed every Monsoon season by flooding from the Himalayas!]
Ledo Road completed to Myitkyina [upgrading 4 trail hexes to minor road) [Hex 64/39 Winter 1943; 64/40 Spring 1944; 63/41 & 64/42 Monsoon 1944].
Winter 1944
Completion of the Yellowhead Highway to Prince Rupert (as a Minor Road)
Ledo Road completed to existing Burma Road near Lashio (upgrading 3 more trail hexes between Myitkyina and Lashio). [63/43 & 63/44 Fall 1944; 62/45 & 63/46 Winter 1944]
Spring 1945
Completion of the CANOL road from Camp Canol, Northwest Territory to Whitehorse, Yukon. [188/23 trail Fall 42, SRD Winter 42; 189/24 trail Winter 42, SRD Spring 43; 189/25 trail Spring 43, SRD Monsoon 43; 190/26 trail Spring 43, SRD Fall 43; 189/27 SW, E trail Winter 43, SRD Monsoon 44; 190/27 NW,W trail Monsoon 44, SRD Spring 45; 189/28 SE, NE trail Monsoon 44, SRD Spring 45; 189/29 trail Monsoon 43, SRD Spring 44; 190/30 trail Monsoon 43, SRD Fall 43; 190/31 trail Winter/42, SRD Spring 43; 191/32 trail Fall 42; SRD Spring 43]
Completion of the Longhai Railway to Tanshui. [82/38 SE Fall 1943; 82/38 W Winter 1944; 81/38 Spring 1945]
Completion of Sovietskaya Gavan Railway (from Komsomolsk na Amur) [121/39 SE Spring 1944; 122/40 Monsoon 1944; 123/40 Fall 1944; 123/41 Winter 1944; 124/42 Spring 1945]
Fall 1945
Completion of Sumatra RR (aka 'the second death railway') [46/83 W & 45/84 NE Spring 1945; 45/83 E Monsoon 1945; 45/83 SW Fall 1945; Trail 46/83 W & 45/84 NE Monsoon 1944; 45/83 Fall 1944; SRD 46/83 & 45/84 Winter 1944; 45/83 Spring 1945]
ENH Series: Winter 1945, Spring 1946 and Monsoon 1946 (OPTIONAL)
Completion of Burma-Yunnan RR [62/46 E, 63/46, 63/45 SW, 68/46 NW Fall 1945; 63/45 E, 64/45, 65/45, 67/45, Winter 1945, 66/44, 67/44 Spring 1946] This RR was surveyed and begun in 1941. It generally follows the main road route of the area. It is metric gage and is easier to build through mountains than standard gage would be. This is also the gage of the RR connecting at both ends. This includes extending the primary road from Kunming NW all the way to the mountains as well.
Partial repair of the Kunming-Haiphong RR [68/50 SE Fall 1945; 68/51 NW Winter, 1945; 68/51 SW Spring 1945, 68/52 Monsoon 1945]
Completion of the Liuchow-Kweiyang RR [75/50 SW Fall 1945, 75/50 NW Winter 1945, 74/49 SE Spring 1946]
Early construction of the Kweiyang-Kunming RR. [71/48 NE, 74/49 SW Fall 1945; 71/47, 74/50 Winter 1945; 72/47, 73/50 Spring 1945; 72/48, 72/49 Monsoon 1945]
Upgrading ALCAN to primary road (25 minor road hexes upgraded IF construction not suspended as IRL) [182/30, 183/30, 184/30, 190/32 W, 191/33 E, 192/33, 197/31, 198/31, 199/31 W, 200/31, 201/31, 202/32 Winter 1944; 184/31, 185/32, 189/32, 193/32, 195/31, 196/31 Winter 1945; 185/32, 186/32, 187/32, 194/32, 194/31 Spring 1945]
Completion of the Longhai Railway to Lanzhou [81/34 SE, 81/38 NE Fall 1945; 81/37 SW, 81/35, 81/37 Winter 1945; 81/36 Monsoon 1946]
Completion of the Northern Alberta RR to Fort St John [204/35 W Fall 1945; 205/35 Winter 1945; 203/34 SE Spring 1946]
Completion of the Alice Springs to Birdum RR. This was surveyed from 1939 to 1942 by the Australian Army but never built. Entire line completes by Winter 1945.
Completion of the Mt Isa to Tenant Creek RR. This was surveyed in 1943 by the Australian Army but never built. Entire line completes by Winter 1945. Tenant Creek is on the Alice Springs to Birdum RR listed immediately above.
Partial Completion of the BAM: The Baikal Amur Mainline was not completed until 1991. The first two segments are on the map - Taishet to Bratsk and then to Ust Kut. The last segment is added in 1944-45 - Komsomolsk to Sovietskaya-Gavan. But MOST of the work on the rest was done in 1944-1946 - just not rendered usable in that era. This was a classic "death railway" - about 90% of the 150,000 German and Japanese POWs working on it (until 1954) died. This option shows what a maximum effort could have completed from Fall 1945 through the end of Monsoon 1946. RR Fall 45 107/12 SE & 107/13 NW/SE; Winter 45 108/14 NW/SW; Spring 46 107/15 NE/SE; Monsoon 46 108/16 NW/SE; Fall 45 121/39 NW; 121/38 SE/NW; Winter 45 120/37 SE,NW; 120/36 SE/W; Spring 46 119/36 E/NW; 118/35 SE/NE; Monsoon 46 118/34 SW/NW; 118/33 SW/NW]
House Rule: Do not repair the oil wells and refinery at Whitehorse, Yukon until May, 1945. These model the Canol pipeline and a refinery moved from Texas and it took until June, 1945 to get them fully operational. An ALTERNATE option is to repair the oilfields and oil refinery at Kenai, Alaska. This is probably not feasible in Winter (how could you move enough supplies to even begin?) - but it was a known option not taken (due to greater risk of Japanese capture). In strictly historical scenarios, there is not enough money to do both. If you fix Kenai, do not fix Whitehorse. In Scenario 105, it is an Allied option whether to allocate additional funds and do both?
Special Case: The Copper River RR is present in ALL versions of the pwhex files. It runs from Cordova, Alaska to Kennicot, a wholly undeveloped dot location. This RR was abandoned in 1938 when the copper mines were closed due to low copper prices. Other copper mines were reopened in WWII (for example in Michigan and in Montana). This copper mine can be reopened IF an Allied player moves engineer to the dot location along with lots of supplies – in which case the RR will function. The Million Dollar Bridge remained in tact until the 1964 earthquake. This location and RR may be ignore by any player who does not want to use them – and NOTHING will move along it – since there will be no production unless the damaged resources are repaired.
Special Case: The RR tunnel to Whittier Alaska is considered completed if you repair the port (it starts at zero). Because there is no way to have the rail line incomplete and still run its route - we simply have the Whittier hex not function as a port unless you fix it. There is an engineer unit in the hex to do that.
Special Rule: At the start of Fall, 1945 (i.e. after the historical end of WWII), the ALLIED player gets to decide if standard seasonal pwhexe.dat files will be used from then on? Standard files contain strictly historical construction data. The alternative is to use pwhexe.dat files with enhanced construction. The projects are indicated above. All were either contemplated and/or actually completed in time. They are a package deal - take all or none. Most of these projects are in or near China. The exception is the paving of the ALCAN highway.
Rejected historical case: The Haines "Highway" - if we blocked it in Winter and Monsoon, it is hardly worth having! The highway was built by the U.S. Army in 1943 as an alternate route from the Pacific Ocean to the Alaska Highway, in case the White Pass and Yukon Route railway from Skagway should be blocked. The total cost of the construction was US$13 million. In the first decades after the war, maintenance was spotty at best; the road was plagued with blizzards in winter and mudslides in summer, and for a time in the 1960s and 1970s, all vehicles traveling the highway were monitored on radio. Year-round access was not achieved until 1963.
Japan Enhanced Scenario [From Winter 1942] Optional Files
Eastern Malaya RR: Not deconstructed from Winter 1942. Instead, the Burma Siam RR is built with new rails.
North Borneo Road & Railroad Extension: Upgrading of trail to secondary road: 66/87 W, 65/87, 64/87E Winter 1942; 66/87 E, 67/87 Spring 1943; 69/86 SE, 69/87 NW Monsoon 1943; 70/88 NW Fall 1943; 70/88 SW 69/90 NE Spring 1944; 69/89 NE, SW Monsoon 1944; Minor RR 66/87 W Spring 1943; 65/87 E Monsoon 1943; 65/87 W Fall 1943; 64/87 E Winter 1943; 68/86 E Spring 1944; 69/86 W Monsoon 1944, 69/86 SE Fall 1944; 69/87 NW Winter 1944; 69/87 SE Spring 1945; 70/88 NW Monsoon 1945; 70/88 SE, 69/90 NE Fall 1945; 69/89 Winter 1945.
Indochina-Siam RR: Minor RR: 60/71 NW, 60/70, 59/69, 59/68 Entire Line Winter 1942.
Vientiane-Siam RR Extension: Minor RR 62/57 SW, 62/58 NE Entire extension Winter 1942.
South Sumatra RR West Extension: Minor RR 45/91 E, 46/91 W Entire extension Spring 1942.
South Samatra RR North Extension: Minor RR 48/91 NW Spring 1944; 48/90 NW, SE Monsoon 1944, 47/89 SE Fall 1944; 47/89 NE, 48/88 SW Winter 1944
Early Completion of Sumatra RR (aka 'the second death railway') [46/83 W & 45/84 NE Winter 1943; 45/83 Spring 1944; Trail 46/83 W & 45/84 NE Monsoon 1943; 45/83 Fall 1943; SRD 46/83 & 45/84 Fall 1943; 45/83 Winter 1943]
Completion of Nanning-Liuchow RR: Major RR 73/55 Winter 1942.
Huangchow-Ningpo RR: Minor RR 90/55 SE, 91/56 NW Spring 1943; 91/56 E, 92/56 W Monsoon 1943.
Shou-Hsein RR: Minor RR: 88/49 SW, 88/50 NE Fall 1943.
Nanping RR: Minor RR: 87/56 SW, 86/57 NE Winter 1943.
Ichang RR: Minor RR: 84/49 NW, 84/48 Spring 1944, 83/48, 82/47 Monsoon 1944
Nanyang RR: Minor RR: 85/45 E, 86/45, 87/45 W Fall, 1944
Bohei Gulf RR: Minor RR 95/46 E, 96/46 Spring 1945; 96/45, 97/45 W Monsoon 1945; 97/45 SE, 98/46 NW Fall 1945.
Formosa RR: 87/64 NE, 87/63 SW Winter 1942.
Hainan RR: 69/61 E, 70/61, 71/61 W Spring 1943.
Chifoo Road: Major Road: 98/46 NW Winter 1942.
Kaiyang Road: Major Road: 82/60 E, 83/60 W Spring 1943.
Haichow Road: Major Road 93/48 W, 92/48 E Monsoon 1943
Sakhalin Road: Major Road 126/43 W, 125/43, 124/46 NE, 124/45 Winter, 1942; 125/44 Spring 1943.
Hokkaido Road: Major Road 122/50 Winter 1942; 122/49, 122/48 Spring 1943.
Yinkow Road: Major Road 101/43 E, 102/43 W Winter 1942
Fushun Road: Major Road 104/42 E, 105/42, 106/42 W Spring 1943.
Harbin Road: Major Road 107/41 NE, 108/40, 109/40 W Monsoon 1943.
Taonan Road Link: Major Road 107/39 SE, 108/40 NW Fall 1943.
Konan Road: Major Road 105/47 NW, 105/46 Winter, 1943; 105/45, 106/44 SW Spring 1944.
Tsitsihar Road Link: Major Road 109/38 NW, 108/37 SE Monsoon 1944.
Kuching Road: Minor Road 58/88 SW, 57/89 NE Winter 1943
Burma-Siam Highway: Upgrading to primary road along Burma-Siam RR: Spring 1944.
Early Completion of Glenn Highway: Major Road 181/35 NE, 182/34 SW Winter 1942
Northern Alberta RR: Major RR: 204/35, 203/35 Winter 1942; 203/34 Spring, 1943; 202/33 Monsoon 1943; 202/32 Fall 1943; 201/31 Winter 1943, 200/31, 199/31 E Spring 1944.
BC & Yukon RR: Major RR: 199/31 W, 198/31 Monsoon 1944; 197/31, 196/31 Fall 1944; 195/31 E Winter 1944; 195/31 W, 194/31 E & SW, 194/32, 190/33 E, 191/33 Spring 1945; 192/33, 193/33 W & NE Monsoon 1945.
Seward Highway: Secondary Road 181/36, 182/36 Winter 1942; 181/37 Spring 1943; 182/38 Monsoon 1943; Primary Road 181/36, 182/36 W Spring 1943; 181/37 Monsoon 1943; 182/38 Fall 1943.
Kenai Highway: Secondary Road 181/37 W Monsoon, 1943; 180/37 Fall 1943; Primary Road 181/37 Winter, 1943; Primary Road 180/37 Monsoon 1944. CANOL ROAD cancelled. Do NOT repair refinery or oilwells at Whitehorse. DO repair refinery and oilwells at Kenai.
Kenai RR: Major RR 181/37 W Winter 1943 1943; 180/37 E Spring 1944
Alaska RR Copper River RR Link: 181/35 NE Winter 1943; 182/34, 183/34, 184/34 W Spring 1944.
Copper River & Northwestern RR: Trail 186/34 NE, 186/33 SW NE, 187/32 SW Winter 1943; Major RR 186/34 NE Spring 1944; 186/33 SW Monsoon 1944; 186/33 NE, 187/32 SW & E Fall 1944; 188/32 E & W Monsoon 1944; 189/32 E & W Spring 1944; 190/32 W & SE, 190/33 NW Winter 1943.
Upgrading ALCAN to primary road (25 minor road hexes upgraded IF construction not suspended as IRL) [182/30, 183/30, 184/30, 190/32 W, 191/33 E, 192/33, 197/31, 198/31, 199/31 W, 200/31, 201/31, 202/32 Monsoon 1944; 184/31, 185/32 NW, 189/32, 193/33, 195/31, 196/31 Winter 1944; 185/32 E, 186/32, 187/32, 194/32, 194/31 Spring 1945]
Completion of the Yellowhead Highway to Prince Rupert: Secondary Road 200/41 SW, 200/42, 199/43 Winter 1942
Restoration of Anyox Tramway: Minor RR 199/42 SE, 199/43 NW Winter, 1942.
Completion of the Alice Springs to Birdum RR. This was surveyed from 1939 to 1942 by the Australian Army but never built. Entire line completes Winter 1942.
Completion of the Mt Isa to Tenant Creek RR. This was surveyed in 1943 by the Australian Army but never built. Entire line completes by Spring 1943. Tenant Creek is on the Alice Springs to Birdum RR listed immediately above.
Upgrading of Bengal & Assam RR to main line completed (15 hexes from existing line near Jessore to Ledo including major river bridging; 8 hex spur to Chittagong) [Takeover 1 March 1943; 59/34 & 59/35 washout in Monsoon until 1943; Entire line upgrades during Spring 1943! Before this year, 59/34 SE & 59/34 are destroyed every Monsoon season!]
Ledo Road upgraded to primary road to Myitkyina: Winter 1944.
Ledo Road upgraded to primary road to Lashio: Spring 1945.
Ledo Road extension to Lao Wing: Monsoon 1945.
Ledo Road extension to Paoshan: Fall 1945.
Ledo Road extension to Tsuyung: Winter 1945.
Dimapur-Ledo Road: Spring 1945.
Modified Partial Completion of the BAM: The Baikal Amur Mainline was not completed until 1991. The first two segments are on the map - Taishet to Bratsk and then to Ust Kut. This option assumes a modified plan and maximum effort to work on the Northern segments of the line due to increased concerns about the Japanese in the Far East. RR Winter 1942 107/12 SE & 107/13 NW/SE; Spring 1943 108/14 NW/SW; Monsoon 1943 107/15 NE/SE; 108/16 NW/SE; Fall 1943 108/17 NW/SE; Winter 1943 109/18 NE/SW; Spring 1944 109/19 NW/SE; Monsoon 1944 110/20 NW/SE, 110/21 NW/E; Fall 1944 111/21 W/E; Winter 1944 112/21 W/E; Spring 1945 113/21 W/SE; Monsoon 1945 114/22 NW/E, 115/22 W/SE; Fall 1945 114/23 NW/SE; Winter 1945 116/24 NW/SE, 116/25 NW/SE; 114/27 E, 115/27 W/NE; Spring 1946 117/26 NW/SE/W, 116/26 SW/E; Monsoon 1946 117/27 NW/SW, 118/28 NW/SW, 117/29 NE. The farthest segment of the line to Sovietskaya Gavan is NOT build when this option is in play.
Extension of ALCAN to Nome: Pioneer Road (trail) 171/30 SW, E to 179/30 W, 169/30 NE, 169/31 SW, E, 170/31 W/NE Spring 1944; Secondary Road 179/29 SW, 179/30 NE, 169/30 NE, 169/31 SW Spring 1944; 176/30 to 179/30 W, 169/31 E, 170/31 W/NE, 171/30 SW/E Monsoon, 1944; 172/30 to 175/30 Winter 1944; Primary Road Spring 1945.
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el cid again
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RE: RHS: RHS Design Thread: Seasons Defined
Tacitus asks:
If I am understanding you correctly, then whichever file applies to the in game current date should be renamed pwehxe.dat, then copied and pasted into the top level folder of WITP?
Which leads to this question: On what calendar dates (month and day) are each of these files replaced? The year is already listed in the file name, but I would need to know the month and day on which to replace the seasonal files.
ANSWER: Monsoon and Winter are defined by hard code (and the player manual). Spring and Fall lie between their definitions.
Winter - November to February
Spring - March and April
Monsoon - May to August
Fall - September and October
If I am understanding you correctly, then whichever file applies to the in game current date should be renamed pwehxe.dat, then copied and pasted into the top level folder of WITP?
Which leads to this question: On what calendar dates (month and day) are each of these files replaced? The year is already listed in the file name, but I would need to know the month and day on which to replace the seasonal files.
ANSWER: Monsoon and Winter are defined by hard code (and the player manual). Spring and Fall lie between their definitions.
Winter - November to February
Spring - March and April
Monsoon - May to August
Fall - September and October
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el cid again
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RE: RHS: RHS Design Thread: RHS Ju-88 Theory
RHS Ju-88 Logic
Reworking aircraft data for RHS/AE, in part due to new materials on wartime Japanese aircraft development, I have become aware of a greater level of cooperation between the Axis powers than previously I had understood. Having reached the point of working out the details of the Ju-88 "family" of sub-types (there are no less than ten in RHS, two strictly historical P1Y1 and P1Y2 types for the JNAF and eight Ki-50 variants found only in Japan Enhanced Scenarios for the JAAF), I decided to write an article explaining the logic involved.
The Allies were aware of close cooperation between Junkers and Mitsubishi. It seemed so logical the Japanese would adopt and adapt the Ju-88 that a code name was assigned (Janice). Ironically, when a Ju-88 variant was spotted, it was not recognized as such, never mind the unique shape of the type, a completely different code name was assigned (Lorna)! I managed to miss this for decades myself, only discovering reading German materials that the P1Y series was in fact an adapted Ju-88. A dive bomber already, it was fitted with radar and MAD gear, and relatively low powered engines suitable for long ASW patrols. A mid-war aircraft, it was hopelessly unable to deal with high performance Allied fighters then entering service.
Less well known is that the JAAF had decided on building a "Ki-90" variant of the Ju-90 - but as a bomber instead of as a transport. The Ju-90 itself was a development of the Ju-89 bomber, so this was probably more feasible than the JNAF project to convert the FW-200 Condor to a maritime patrol bomber. However, the account of a Mitsubishi engineer who worked with Junkers indicates the project ended when the war in Europe began, with apologies from Junkers, whose limited resources were entirely required for German developments. He then describes how Mitsubishi turned to a different Ki-90 design, based on the Condor, but to JAAF specifications rather than as a naval patrol plane. [This is the Ki-90 option presented in Japan Enhanced Scenarios of RHS.] The point of this paragraph is that, had the JAAF wished to acquire a by then relatively old twin engine bomber, its early work with Junkers would have got farther than trying to develop a bomber from the Ju-90 transport did, by the same date.
The Ju-88 was a remarkable aircraft. Designed as a specialist "fast bomber" because the KLM decided a multi-purpose specification was a mistake (!!), it became the basis for important night fighter and recon variants. It is significantly better protected and has better offensive and defensive armament than early war IJA bombers do. The dive bomber A1 version, already years old, could have been licensed in 1938. The later A4 variant, capable of mounting torpedoes, would have been possible to develop from it, using more powerful engines. The A4 was the basis for early night fighter and recon developments. The recon variant has slightly more range than the Ki-46 II, and has twice as many cameras. The night fighter is at least available early (if without radar in both Germany and Japan and without upward firing guns developed later). Later in the war, increased engine power would permit better performing versions of all three - bomber, night fighter and recon. At the very end of the war the night fighter could be armed with the first operational AAMs in the world - the Ha-298 radio controlled weapon. Unsuitable for day use, when simple jammers would defeat its command link, it was effective at night. All of these are presented as options in the Japan Enhanced Scenarios 99 and 105. Any version not considered realistic should simply not be built by players.
Reworking aircraft data for RHS/AE, in part due to new materials on wartime Japanese aircraft development, I have become aware of a greater level of cooperation between the Axis powers than previously I had understood. Having reached the point of working out the details of the Ju-88 "family" of sub-types (there are no less than ten in RHS, two strictly historical P1Y1 and P1Y2 types for the JNAF and eight Ki-50 variants found only in Japan Enhanced Scenarios for the JAAF), I decided to write an article explaining the logic involved.
The Allies were aware of close cooperation between Junkers and Mitsubishi. It seemed so logical the Japanese would adopt and adapt the Ju-88 that a code name was assigned (Janice). Ironically, when a Ju-88 variant was spotted, it was not recognized as such, never mind the unique shape of the type, a completely different code name was assigned (Lorna)! I managed to miss this for decades myself, only discovering reading German materials that the P1Y series was in fact an adapted Ju-88. A dive bomber already, it was fitted with radar and MAD gear, and relatively low powered engines suitable for long ASW patrols. A mid-war aircraft, it was hopelessly unable to deal with high performance Allied fighters then entering service.
Less well known is that the JAAF had decided on building a "Ki-90" variant of the Ju-90 - but as a bomber instead of as a transport. The Ju-90 itself was a development of the Ju-89 bomber, so this was probably more feasible than the JNAF project to convert the FW-200 Condor to a maritime patrol bomber. However, the account of a Mitsubishi engineer who worked with Junkers indicates the project ended when the war in Europe began, with apologies from Junkers, whose limited resources were entirely required for German developments. He then describes how Mitsubishi turned to a different Ki-90 design, based on the Condor, but to JAAF specifications rather than as a naval patrol plane. [This is the Ki-90 option presented in Japan Enhanced Scenarios of RHS.] The point of this paragraph is that, had the JAAF wished to acquire a by then relatively old twin engine bomber, its early work with Junkers would have got farther than trying to develop a bomber from the Ju-90 transport did, by the same date.
The Ju-88 was a remarkable aircraft. Designed as a specialist "fast bomber" because the KLM decided a multi-purpose specification was a mistake (!!), it became the basis for important night fighter and recon variants. It is significantly better protected and has better offensive and defensive armament than early war IJA bombers do. The dive bomber A1 version, already years old, could have been licensed in 1938. The later A4 variant, capable of mounting torpedoes, would have been possible to develop from it, using more powerful engines. The A4 was the basis for early night fighter and recon developments. The recon variant has slightly more range than the Ki-46 II, and has twice as many cameras. The night fighter is at least available early (if without radar in both Germany and Japan and without upward firing guns developed later). Later in the war, increased engine power would permit better performing versions of all three - bomber, night fighter and recon. At the very end of the war the night fighter could be armed with the first operational AAMs in the world - the Ha-298 radio controlled weapon. Unsuitable for day use, when simple jammers would defeat its command link, it was effective at night. All of these are presented as options in the Japan Enhanced Scenarios 99 and 105. Any version not considered realistic should simply not be built by players.
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el cid again
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RE: RHS: RHS Design Thread: Q2M1 Taiyo (Peggy) ASW Aircraft
Working on integrating Mifune's Scenario 99 (RHSGAP = Greater Asian Prosperity), I came across a reference to a Q2W aircraft. Integrating internet materials with an extensive technical library, I was able to determine this referred to the Q2M1 variant of the Ki-67 Peggy which indeed had the nickname Taiyo. Still in design when WWII ended, I didn't include it in RHS, and I had no clear understanding of its armament or performance. I was able to do remarkably better with today's resources, which include a great deal of new information about Japanese aircraft than even was available at the Mitsubishi Aviation Museum when I visited it in 1968. Having worked in aviation in the 1980s, I was able to estimate the slightly confused data I found into a reasonable package.
The aircraft had lower performance engines than the original Ki-67 did, rated at 1840 hp for take off. This resulted in a service ceiling of 12,156 feet. From this I calculated an RHS altitude of 9,722 feet (a value halfway between optimum operating altitude and service ceiling so players cannot fly so high they cannot maneuver). For aircraft with piston engines without superchargers, we estimate this as 80% of service ceiling.
Its defensive armament was 3 Type 2 13.2 mm machine guns. Its offensive armament was 4 large Type 19 ASW Bombs when hunting submarines, or 4 551 kg SAP bombs for naval surface targets, or 10 100 kg HE bombs for land targets. The maximum load is the same as for the Ki-67, 2360 pounds - which is only slightly greater than all the armament options listed.
Its detection suite includes a Type 3 Ku 6 Mod 4 airborne surface search radar,
a Type MAD set, and an unspecified ESM set.
Its full speed 265 knots and its cruising speed probably 200 knots yielding a flight duration of 391 minutes. Its maximum range was 1304 nautical miles yielding an extended range (57%) of 743 and a normal range (48%) of 626.
Since it was a paper design when the war ended in August 1945, it would have taken until at least February 1946 to reach production assuming it tied with the best performance ever by the Japanese aviation industry. Even then it could not enter production unless the specific factories for its engines and airframe were undamaged and able to get sufficient HI points to make them.
The aircraft had lower performance engines than the original Ki-67 did, rated at 1840 hp for take off. This resulted in a service ceiling of 12,156 feet. From this I calculated an RHS altitude of 9,722 feet (a value halfway between optimum operating altitude and service ceiling so players cannot fly so high they cannot maneuver). For aircraft with piston engines without superchargers, we estimate this as 80% of service ceiling.
Its defensive armament was 3 Type 2 13.2 mm machine guns. Its offensive armament was 4 large Type 19 ASW Bombs when hunting submarines, or 4 551 kg SAP bombs for naval surface targets, or 10 100 kg HE bombs for land targets. The maximum load is the same as for the Ki-67, 2360 pounds - which is only slightly greater than all the armament options listed.
Its detection suite includes a Type 3 Ku 6 Mod 4 airborne surface search radar,
a Type MAD set, and an unspecified ESM set.
Its full speed 265 knots and its cruising speed probably 200 knots yielding a flight duration of 391 minutes. Its maximum range was 1304 nautical miles yielding an extended range (57%) of 743 and a normal range (48%) of 626.
Since it was a paper design when the war ended in August 1945, it would have taken until at least February 1946 to reach production assuming it tied with the best performance ever by the Japanese aviation industry. Even then it could not enter production unless the specific factories for its engines and airframe were undamaged and able to get sufficient HI points to make them.
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el cid again
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RE: RHS: RHS Design Thread: Modeling the Frank
It is surprisingly hard to define the Frank.
There were no less than four engines used on production Ki-84 Is,
and three on the Ki-84 IIs - with 2 used by both! In addition, there
were additional models, including several Ki-84s, Ki-113s, Ki-117s
and Ki-116s, which used both these engines and at least two others.
If that isn't confusing enough, the Ki-113 variant used a much lower
powered engine (1500 hp vs 1800 to 2500), yet shaving more than
a thousand pounds off its airframe meant little difference in performance.
There is also a difference between company designations and service ones,
and the Ki-84 II models were always classified as Ki-84 Is. Unlike the norm
in JAAF designations, the II did not refer to a different engine, but rather
to a different structure (much less aluminum). There was also a III model
which was a specialized high altitude design using a highly supercharged
but otherwise lower powered engine which seems very similar in performance
to the Ki-117 (designated Ki-84N in company terminology). And there was a
less ambitious Ki-84R which was similar, which no doubt would have been
made under a still different, but unknown Ki number.
A different issue is quantity production. In December 1944 no less than 373 Ki-84s came off the line - the highest production of any aircraft in Japan in the entire war.
Reaching such numbers is utterly impossible in game terms. And, in spite of building ever more plants for the type, destruction of an engine plant in particular and other kinds of bombing caused shortages prevented sustaining that level of production.
I have elected to simplify the number of models (from around a dozen) to five (and am thinking about adding a sixth). These will include
the Ki-84 Ia (2 x 12.7 mm plus 2 x 20 mm). Modeling early production these use a 1800 hp engine and the player gets 14 a month for free (= 84, modeling the 85 pre production machines which gradually entered service alongside the production type, and which were identical).
That upgrades to the Ki-84 Ib (4 x 20 mm). Modeling the middle production series, it has an 1800 hp engine (we use the actual hp as a factor in calculating maneuverability, never mind in game terms it looks like the same engine). This is the main production model and it includes 120 per month for "free" - to provide a temporary surge in the period from late 1944 through early 1945.
At the same time as the Ib the Ic is in production. (2 x 30 mm, 2 x 20 mm) This plane has an 1825 hp engine that more or less perfectly offsets the slight gain in weight. 12 of these are made per month for "free" - insuring a small number of bomber destroyer models achieve service.
Both the Ib and Ic upgrade to what I am calling the Ki-84 II (4 x 20 mm). This has a 2000 hp engine and slightly better performance. It represents late model production and 60 of these are produced for 'free' to provide a floor below which you cannot go - modeling late war underground and dispersed factories - and various recycling projects providing a limited amount of aluminum and referbished engines. In fact, once again there would be different engines (some are 1990 hp) - so close as not to warrant separate models. However, this model represents the first time the problems with turbo supercharged engines was overcome - so maintenance time is reduced. Oddly the increased power is so offset by increased weight performance remains very close to other models.
After the end of the historical war, a Ki-117 model enters production. This is a high altitude version with a three stage turbo supercharger and a 2500 hp engine. It is also very similar in performance to other models at normal altitudes, but much better at high altitude. [Increase in weight offsets increased power almost perfectly - but increased wing area helps maneuverability up high and a better supercharger system maintains power at higher levels at altitude.]
We could add a Ki-113. This is a Mansyu development with a view to weight reduction and use of alternative materials, and lower powered engines. It was very successful - but too late to see service. Using the smallest engine of the entire set,
it was also able to achieve nearly identical performance with other models. It reverted to the original 2 x 12.7 mm and 2 x 20 mm offensive armament. It would become available in late 1945.
There were no less than four engines used on production Ki-84 Is,
and three on the Ki-84 IIs - with 2 used by both! In addition, there
were additional models, including several Ki-84s, Ki-113s, Ki-117s
and Ki-116s, which used both these engines and at least two others.
If that isn't confusing enough, the Ki-113 variant used a much lower
powered engine (1500 hp vs 1800 to 2500), yet shaving more than
a thousand pounds off its airframe meant little difference in performance.
There is also a difference between company designations and service ones,
and the Ki-84 II models were always classified as Ki-84 Is. Unlike the norm
in JAAF designations, the II did not refer to a different engine, but rather
to a different structure (much less aluminum). There was also a III model
which was a specialized high altitude design using a highly supercharged
but otherwise lower powered engine which seems very similar in performance
to the Ki-117 (designated Ki-84N in company terminology). And there was a
less ambitious Ki-84R which was similar, which no doubt would have been
made under a still different, but unknown Ki number.
A different issue is quantity production. In December 1944 no less than 373 Ki-84s came off the line - the highest production of any aircraft in Japan in the entire war.
Reaching such numbers is utterly impossible in game terms. And, in spite of building ever more plants for the type, destruction of an engine plant in particular and other kinds of bombing caused shortages prevented sustaining that level of production.
I have elected to simplify the number of models (from around a dozen) to five (and am thinking about adding a sixth). These will include
the Ki-84 Ia (2 x 12.7 mm plus 2 x 20 mm). Modeling early production these use a 1800 hp engine and the player gets 14 a month for free (= 84, modeling the 85 pre production machines which gradually entered service alongside the production type, and which were identical).
That upgrades to the Ki-84 Ib (4 x 20 mm). Modeling the middle production series, it has an 1800 hp engine (we use the actual hp as a factor in calculating maneuverability, never mind in game terms it looks like the same engine). This is the main production model and it includes 120 per month for "free" - to provide a temporary surge in the period from late 1944 through early 1945.
At the same time as the Ib the Ic is in production. (2 x 30 mm, 2 x 20 mm) This plane has an 1825 hp engine that more or less perfectly offsets the slight gain in weight. 12 of these are made per month for "free" - insuring a small number of bomber destroyer models achieve service.
Both the Ib and Ic upgrade to what I am calling the Ki-84 II (4 x 20 mm). This has a 2000 hp engine and slightly better performance. It represents late model production and 60 of these are produced for 'free' to provide a floor below which you cannot go - modeling late war underground and dispersed factories - and various recycling projects providing a limited amount of aluminum and referbished engines. In fact, once again there would be different engines (some are 1990 hp) - so close as not to warrant separate models. However, this model represents the first time the problems with turbo supercharged engines was overcome - so maintenance time is reduced. Oddly the increased power is so offset by increased weight performance remains very close to other models.
After the end of the historical war, a Ki-117 model enters production. This is a high altitude version with a three stage turbo supercharger and a 2500 hp engine. It is also very similar in performance to other models at normal altitudes, but much better at high altitude. [Increase in weight offsets increased power almost perfectly - but increased wing area helps maneuverability up high and a better supercharger system maintains power at higher levels at altitude.]
We could add a Ki-113. This is a Mansyu development with a view to weight reduction and use of alternative materials, and lower powered engines. It was very successful - but too late to see service. Using the smallest engine of the entire set,
it was also able to achieve nearly identical performance with other models. It reverted to the original 2 x 12.7 mm and 2 x 20 mm offensive armament. It would become available in late 1945.
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RE: RHS: RHS Design Thread: Economic Theory
Stock and RHS) Economic Theory
1. General: I find few players, even those with economics degrees, actually manage the economy when playing AE. Instead of managing the economy, they tend to ignore it until some crisis shuts down something critical, at which point they try to address that. This article is an attempt to provide a theoretical framework to use to proactively manage the economy with a minimum of effort. Since most mods use the stock system, and since RHS and mods based on it use a significantly modified system, I will try to explain where and how and why these differ? Since they are broadly similar, the basic ideas are the same. Essentially, both the stock system and the RHS system attempt to simplify the amount of player management required using very different approaches to the problem.
The manual section 13.0 (The Production System, page 225) says "The economic system in war in the Pacific Admiral's Edition is similar to, but modified from, the original War in the Pacific game. There are several new types of industries, and the inputs and outputs of the industry centers have been changed. These changes have been made to allow a more detailed and accurate simulation of the wartime economies of the combatants in the war."
I am glad to see the use of the term "accurate simulation" in this description. Sometimes forum commentaries say "AE is a game, not a simulation." Yet it only works when a reasonable effort is made to simulate the fundamental economic situation that serves as context, as well as the means for prosecuting the war. Japan is unusually dependent on imports for its industry: domestic resources are more limited than for any other significant nation. The Allied attempt to force Japan to submit to its will by threatening to cut off imports of oil, iron ore and rubber backfired: Japan was unwilling to be dictated to, not merely over China, but over any issue that might arise from then on. So instead, it attempted to create an autarky - a self sufficient local economy - at the expense of resources and oil from Allied colonial areas. The game war is ultimately about whether Japan can establish, and then defend, such an autarky? For this reason, the Japanese need a clear sense of what is needed, and how to manage it? Similarly, the Allies need a clear sense of what Japan needs to do, to interfere with it, in addition to being able to optimize Allied on map production so they have more to fight with sooner.
The manual goes on to explain the Production System is not identical for both sides. "When the Production System is on, Japan can control all elements of their industry...The Japanese can expand and convert their factories whereas the Allies cannot." It goes on to explain that most Allied production is off map, and also that most Allied production is allocated for other theaters of war - so a total Allied management of their economy exceeds the scope of the Pacific War. Japan and the places it may control are entirely on the map, and all their production is used in the game. Andrew Brown also writes that the Allied theater commanders are not in charge of what gets built: that is decided by others and not under their control. Japan was actually controlled by its military services, and they substantially do get to decide what to build? As well, the Allies eventually have a vast number of units to manage, and a simplified economic system helps avoid bogging the player down with too much detail. There is a problem with 1945 (and later) Allied production: obviously the Allies can send more to the Pacific than they could have done early in the war; they also have vastly more units to "feed" in PTO.
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Some aspects of the economy are automated. Certain locations can generate "free supplies" - that is, supplies, fuel, oil and/or resources can automatically appear at the location every turn. As well, roads and rail lines, and adjacent ports when level 3 or above, will automatically "ship" supplies, fuel, oil and/or resources as required, within code defined limits of the capacity of the particular connection. When resource centers or oil wells are connected by road or rail or adjacent major ports, SOME of the management of shipping between various points is removed from the player. Unfortunately, this often is not completely the case, or players may wish to modify what is sent where in some operational situations. It is possible to influence what a given location tries to import by using the location display to say "yes" or "no" to stockpiling supplies, fuel, oil or resources. As well, the amount of supplies requested can be modified on the same display. When locations are connected by lines of communication, turning on stockpiling at one and off for the other will tend to maximize the movement of what is wanted in the specified direction.
As always, the devil is in the details. And there are real differences between the way stock AE and RHS work with respect to the production system. Because stock had to have a playable game in order to issue the program, it developed relatively few locations economically: many locations have no local industry at all and many problems exist trying to feed major industrial centers from the few places that generate what they need. As an expedient mechanism, many places were given "free supplies" (which might be resources, fuel or oil) to facilitate production. Thus, resource poor Japan has several gigantic resource producing locations, simply because neither AI nor human players would import enough resources for the huge industrial centers in Japan. With years more time available for research, RHS adopted a more detailed approach, doing a microeconomic analysis of every location, on about twice as many locations. This process included discovering things like oil fields or certain kinds of industries which are not modeled at all in stock. Precisely what is needed, and where, and in what quantity, is significantly different depending if the mod uses the stock or RHS production system. In general, "free supplies" in RHS are at map edge entry points, or are very limited modeling something very specific about a location. As well, HI in RHS is much more demanding of resources, as a deliberate attempt to require the use of shipping to support the economy. While the same principles apply regardless, they apply more in RHS than in the stock system. In RHS, you MUST import the resources used by Tokyo industry, or shut down production, or it will automatically shut down when they are consumed. The amount needed EXCEEDS what can be imported by railroad or road, so much MUST come by ship. RHS generally provides players with more ships, but requires most of the shipping be used to support the economy - or production will be dramatically lower than it could in theory be.
Finally, note that much industry in RHS starts the game "damaged" - particularly for the Allies. This permits a measure of player control over "growth" of the economy - at the price of supply points used to "repair" the industry. It is not intended that everything be repaired at once, in most cases. In particular, aircraft factories for types not yet in production should NOT be repaired in odd numbered scenarios - so production will "ramp up" and also so that excessive drain on available supplies will not occur at game start. [Even numbered scenarios have a simplified system for aircraft production.]
 
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2. Primary Industry: In the most basic sense, there are three kinds of economic inputs in the game: resources, oil and manpower. These are used by secondary industries to produce fuel, supplies and HI (Heavy Industry) points. These in turn are used by tirtiary industries to produce various weapons systems as well as being consumed by ships and land units and construction activities to facilitate operations. However, in the case of the Allies, much (probably most) production of supplies, fuel, and weapons is done automatically and off map or at the map edge in the form of "free supplies" rather than industry generated - so the Allied player(s) responsibility is restricted to the fraction which is on map. However, the Allies have several medium sized and many small economic zones, and these will better support operations if actively managed than if ignored. In RHS a fraction of off map production is industry generated - in part so production can grow during the war rather than force a constant rate for the entire period. Also the Allies generally don't use HI points, aircraft factories possibly excepted.
The ratios of production inputs and outputs may differ between the stock system and the RHS system, although only in degree, not in kind:
1) A Resource Center in stock produces 20 (tons) of resources per day. In RHS they care called Resource Stations or Mines and produce 36 (tons) per day. As an input to Heavy Industry, Recourses are (by weight) mostly coal. The largest single non-coal component by weight is iron ore. After that, in order, is copper, aluminum, tin and trace materials. As an input to Light Industry, Resources are (by weight) mostly timber (logs), gravel, and agricultural crops (both to make food and fabric, and to make gun-cotton). After that, they include various chemical minerals, such as sulphur, used to make things not made by Heavy Industry. When a location has ONLY "damaged resource centers" it is considered to be a location where resources are not developed which players are permitted to develop with the technology of the time. One case is the wholly undeveloped Ramree Island (hex 54, 48), which has no port or resource centers, but which can have both infrastructure built and "resource centers repaired" if a player wishes to invest in them.
2) An Oil Center in stock is identical in output to an Oilwell/Rubber Plantation in RHS: each produces 10 (tons) of oil (or rubber) per day. When a location has less than 5 "oilwells" RHS considers them to be "rubber plantations" instead. When a location has ONLY "damaged oilwells" it is considered to be a known oilfield that is not developed which players are permitted to develop with the technology of the time. One case is the wholly undeveloped Ramree Island (hex 54, 48), which has no port or airfield, but which can have both infrastructure built and "oilwells repaired" if a player wishes to invest in them. One case is exceptional: "oilwells" at Whitehorse, Yukon Territory represent the end of a pipeline from Norman Wells, Northwest Territories - and they should NOT be "repaired" until the pipeline was completed (in Spring 1945).
 
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3) A Manpower Center in stock produces 5 manpower per day. In RHS it is only one. Manpower is not generally a limitation in game terms. For this reason, RHS has reduced production to the minimum level, in the hope that sometimes it will be a limitation. RHS also has many more locations with manpower centers because it has added so many locations and because it redefined existing locations which had massive populations to have manpower centers. RHS defines Manpower Centers as 100,000 population in an urban area. In RHS, a city with 4 to 9 Manpower Centers is defined as Urban Light, while a city with 10 plus Manpower Centers is defined as Urban Heavy. These definitions are reflected in the RHS pwhexe.dat files. Manpower Centers are also a factor in defining the victory points and garrison requirements associated with a location in RHS.
3. Secondary Industry: The ratios of production inputs and outputs differ between the stock system and the RHS system, although only in degree, not in kind:
1) A Light Industry Center in Stock requires 15 (tons of) resources in and generates one (ton of) supply out. In RHS, each LI Center requires 18 (tons of resources) in and generates three (tons of) supply out. Thus there is a fundamental difference in the ratio of resources to supplies: when LI is used to make them, the ratio is 15:1 in stock but only 6:1 in RHS. This is because there are few industries which are so horribly inefficient as to require 15 tons of input for every ton produced. A typical Light Industry might be a sawmill or a cannery or a cotton mill or a sulpheric acid plant: RHS assumes that Light Industry is 250% more efficient in terms of weight of output compared to weight of input than stock does. Also that each light industry center is 300% as productive. Light industry is "powered" by the resources it consumes: if an energy source is required, it is assumed that low grade coal or wood is burned to get it, and both are part of the "resources" consumed to make a supply point.
2) A Heavy Industry Center in stock requires 20 (tons of) resources in. As well, it requires 2 (tons of) fuel as input. It makes 2 supply points and 2 HI points for a ratio of 5.5 tons of input per ton of output. In RHS, HI Centers are more productive but also more efficient: they need 36 (tons of) resources plus 4 (tons of) fuel in, and produce 5 supply points and 5 HI points out. The RHS radio is 4 tons of input per ton of output. But the important difference isn't in the ratio change: each HI center demands 180 % more resources and 100% more fuel. For this reason, locations with many HI centers often require vastly more shipping to get what they need to stay productive all the time. For players who make that happen, these centers also are able to generate a 250% more supplies and 250% more HI points. This makes HI Centers even more important than in stock. As well, it permits Japan to produce somewhere near its historical quantity of ships, aircraft and armaments, and occasionally to consider expanding industry - none of which is practical in stock. Nominally, the Allies don't use HI points. But it appears that Allied aircraft production either does use them, or it has been coded so that some day it can use them: the HI required field is active on the Allied economic display. One reason to think this is the case is that if HI shuts down at an Allied location, all aircraft production turns OFF at the same location. Heavy industry is substantially coal powered, and about 2/3 of the resources (by weight) consumed are coal for power or for coking in steelmaking. However, since fuel is consumed, 10% of the input should be considered to be lubricants and petroleum derived chemicals, or rubber required by certain products.
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The typical HI Center is an Iron Smelter combined with a Steelmill. Steel is the second most important strategic material, after oil, used by a WWII era industrial economy. HI Points made by HI Centers substantially represent steel production.
3) An Oil Refinery in stock requires 10 (tons of) oil in and produces 9 (tons of) fuel plus one (ton of) supply out. In RHS, it requires 20 (tons of) oil in and produces 16 (tons of) fuel plus 3 (tons of) supply out. This means that RHS refineries are not perfectly efficient: 1/20th of the oil is "consumed" to power the refinery itself. Also, each refinery demands 100% more oil, and produces 177% more fuel and 300% more supplies than in stock. This was done mainly to make it easier to model historical production rates. The effect is to increase the demand for tankers to ship oil to Refineries as well as to move fuel from them. Note that there are some local sources of fuel other than refineries: these represent industrially exploited coal gas, natural gas and hydro electric dams. Notes (i.e. [Coal Gas] [Nat Gas] [Hydro]) in a location name indicate the presence of such a fuel source. It is considered to be used by HI in the same hex.
Note there are three different ways to make supply points, each with a different primary "cost" to make them. LI Centers, HI Centers and Refineries ALL make supply points - but each demands a different input to do so. Thus it is not possible to say what a supply point costs in terms of resource and oil points? It is either 15 (for LI), 5 (for HI), or 1 (for Refineries) in stock OR it is 6 (for LI), 4 (for HI), or 1.0526 (for Refineries) in RHS. [Here HI centers measure resources required per ton of output by dividing the total of supply points out PLUS HI points out into the resources or fuel in.] This is not very different from real life and is good modeling: the cost to produce the things we consume is not identical - it varies from one case to the next. But it is never, ever perfectly efficient.
4. Tertiary Industry: Tertiary industry produces aircraft engines (Japanese only), aircraft, ships, armaments and motor vehicles. All of these are featured in the player displays and in most cases have control switches permitting production to be turned on and off. In addition, there are a few special cases where devices are produced by name. For example, at Batavia the KNIL Heavy Improvised AFV and the KNIL Obervalwagan are produced. These industries can have repair turned on or off, but lack production buttons. This system was introduced by stock for production of certain Japanese weapons, like missiles, and has been considerably expanded by RHS. Sydney, Melbourne, Brisbane and several cities in India produce various kinds of vehicles - and these usually upgrade to better vehicles over time. If they are captured by the enemy, they can be repaired and will produce - but dump their products into the pools of the "wrong side" - so generally a player who captures a location with such an industry should not repair it!
 
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Tirtiary industry management can be very complicated, particularly for Japan with respect to aircraft and the different engine types needed to produce them. In RHS, some effort has been made to simplify this. Simplified RHS Scenarios all have even numbers (92, 102, 104 and 106). For both sides, in Simplified RHS, aircraft production "ramp up" is crudely simulated, so there is less need to "repair factories" - simply turn on production when the date arrives a type enters production. Except in cases of very low production, the starting date will be a month later in time, and production will start at the full rate for the factory. Stock does not use training aircraft as trainers: such trainers as exist either are used for recon, or in Downfall Scenarios, as suicide attack aircraft by Japan. RHS does use trainers as such (Japan only), implementing code permitting training air units - which works fine. However, while a player MAY produce trainers, much trainer production is wholly automated and does not require player management (and also cannot be diverted from trainer production to warplane production). The Japanese may produce EXTRA trainers if for some reason they wish to, but they cannot prevent the basic trainer production of history and divert that to producing something like Zero fighters. Similarly, and on both sides, RHS has automated some air transport production, particularly for types which players would not elect to make but which are available for operations. Note that Japanese training air units are NOT able to perform normal missions - only training missions. The rare Allied training air units (see Liuchow China for example) are cases where an air academy fielded squadrons of trainers for OPERATIONAL use, generally for recon or bomber missions. Other Allied units using trainers - common in IAF and USMC for example - also permit operational missions - and the units eventually upgrade to combat types. In addition to aircraft management, ship conversion is under player control. Japan also may suspend, stop, or accelerate ship production. Leaving production set to on for everything, or accelerating all production, will mean that too many HI points are required, eventually limiting production of aircraft, ships, vehicles and armaments (when the pools run out, production does not happen). Trying to understand what one can produce and if acceleration or halting is a good idea can be very complicated indeed. Some attempt to help with this is made below under management tips.
Theoretically, Tertiary Industry (as well as construction and production of units) requires HI Points for Japan. [They also appear to be used by aircraft factories for the Allies.] While HI Points are dumped into a global pool for each side, and can be used by industry anywhere, it appears the chances of production by a given industry are better if the HI Points required are produced in the same hex. When HI Centers are turned off in a hex, often tirtiary industry in that hex is turned off automatically, or remains on but does not happen. Try to keep HI Centers working in tirtiary industry locations you want to produce.
5. Economic Management Tips: The fundamental principle of player management in the AE game economy is to decide what is needed by a major industrial location and where it should come from? If you are lucky, what is needed may be nearby, and may be able to move by road or rail line. More often, some, much or all of what is needed must be moved by ship. The amount of what is required for production may vary over time (for example, industry can be built, damaged or repaired). Also, players may decide to reduce demand for something by curtailment of production of the industry which demands it. The economic mini game is a constantly changing re-evaluation of these matters, location by location, on a regular basis (ideally daily for every location).
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Each time a player examines a location, it is a good idea to review the production data for that location? First, click on the left side of the industry row, and get a list of the kinds of industries at that location.
1. LI Case: Most locations have Resource Centers and Light Industry Centers. In the standard case, decide if the number of Resource Centers is greater than required to "feed" the Light Industry Centers? This is easy in RHS: a single Resource Center can supply the needs of TWO LI Centers. If the number of Resource Centers is half (or more) of the number of LI Centers, turn Stockpiling Resources to OFF and export the surplus, to the degree possible, automatically. For stock, every three Resource Centers can feed four LI Centers.
2. Special Cases: if there is no LI or HI in the hex, turn the Stockpiling of Resources to NO and the location will then export to the maximum degree possible. The same for locations with Oilwells: if there is no refinery in the hex, say NO to Stockpiling Oil and it will export, if possible.
3. HI Case: if there are HI Centers in the hex, generally there are also LI Centers as well. In this case, usually Stockpiling Resources should be turned ON, so the hex will try to import to feed the industry. However, you can take the time to decide if that is the case if there are many Resource Centers in the hex. In RHS, it takes one Resource Centers to feed an HI Center: if the number of Resource centers is NOT more than the HI, set the Stockpile switch to ON. If the number is bigger, determine if the number of Resource Centers is greater than HI plus 50% of LI. If so, the hex supplies ALL the resources it needs, and Stockpiling can be turned OFF, so it will export the surplus. If you turn Stockpiling Resources to ON, look at the current amount of resources in the hex: if it is less than needed by both HI and LI, turn HI off due until stocks of resources are large enough to support both.
4. HI Complication: HI Centers ALSO demand fuel to produce. Look at the fuel stockpile in a hex with HI centers: if it is not FOUR times the number of HI Centers in RHS or TWO times in Stock, the HI will not produce. If the location is also a port hex, consider if the location needs to fuel ships, or worse, to load tankers with fuel? If it does, and if that has priority over HI production, turn the HI off - so the HI will not consume the fuel. In RHS this is a particular problem at Capetown: many ships go there and need fuel. Local fuel production is not much larger than needed by local HI. If you have not imported enough fuel, turn HI off to be able to fuel more ships. When you import enough, turn HI back on and get more supply points as your reward. In both stock and RHS each HI center can be "fed" by one Resource Center. Subtract the number of HI from the number of Recourse Centers; divide the remainder by 2: if the result is less than the number of LI Centers, set Stockpile Resources to NO.
5. Oil Refinery Case: If a location has an Oil Refinery, see if there is a local oil supply in the form of Oilwells or free oil? If there is, and if it is greater than needed by the refinery, turn Stockpile Oil to OFF. Otherwise, turn Stockpile Oil to ON and try to import it automatically. Stockpile Fuel may be set to either off or on depending on if the location needs to build large fuel stocks or if it can export the fuel it produces to other locations over roads and/or railroads. It takes ONE oilwell to feed one refinery in stock, and TWO oilwells to feed one refinery in RHS. 
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6. Shipping Management Tips: One fundamental truism is that there is never enough shipping. Aside from getting what is needed from where it is to where it is needed, doing so in a more efficient way will pay dividends for the player operationally. If ships take one thing one direction, and return with nothing, it is not as an efficient use of shipping as taking things in both directions, or in setting up a triangle route with something carried on two legs of the triangle. Since the total shipping available does not usually permit full production, using it more efficiently means more can be shipped, resulting in more production at more locations.
A general principle is that ships should not be kept idle except when part of a reserve to commit in an emergency contingency. In general, AKs and tankers should be moving, carrying cargo to support the economy or directly assigned to military operations. Even APs can be used to haul supplies or, less efficiently, fuel.
Another general principle is that long range ships belong on long range sea lines of communications, as far as possible from enemy units, and not used for short range sealift nor, even worse, in places where the danger of sinking by enemy forces is high. A good rule of thumb is that ships with five digit ranges, in excess of 10,000 nautical miles, should be limited to use on long range SLOC.
Some locations have sufficient local sources for only part of their industry: player who ignore this will find industry periodically shuts down until enough is present to permit production again. The more industry you keep working, the more that industry will produce. In most cases, it is ships that permit moving more than otherwise moves automatically under AI control down rail lines and roads, or between adjacent ports (Level 3 and above). The game has a system for automated convoys which does work. Generally, however, optimum efficiency requires constant player evaluation of what to ship on what ship, to what destination, on a case by case basis, every time.
1. General: I find few players, even those with economics degrees, actually manage the economy when playing AE. Instead of managing the economy, they tend to ignore it until some crisis shuts down something critical, at which point they try to address that. This article is an attempt to provide a theoretical framework to use to proactively manage the economy with a minimum of effort. Since most mods use the stock system, and since RHS and mods based on it use a significantly modified system, I will try to explain where and how and why these differ? Since they are broadly similar, the basic ideas are the same. Essentially, both the stock system and the RHS system attempt to simplify the amount of player management required using very different approaches to the problem.
The manual section 13.0 (The Production System, page 225) says "The economic system in war in the Pacific Admiral's Edition is similar to, but modified from, the original War in the Pacific game. There are several new types of industries, and the inputs and outputs of the industry centers have been changed. These changes have been made to allow a more detailed and accurate simulation of the wartime economies of the combatants in the war."
I am glad to see the use of the term "accurate simulation" in this description. Sometimes forum commentaries say "AE is a game, not a simulation." Yet it only works when a reasonable effort is made to simulate the fundamental economic situation that serves as context, as well as the means for prosecuting the war. Japan is unusually dependent on imports for its industry: domestic resources are more limited than for any other significant nation. The Allied attempt to force Japan to submit to its will by threatening to cut off imports of oil, iron ore and rubber backfired: Japan was unwilling to be dictated to, not merely over China, but over any issue that might arise from then on. So instead, it attempted to create an autarky - a self sufficient local economy - at the expense of resources and oil from Allied colonial areas. The game war is ultimately about whether Japan can establish, and then defend, such an autarky? For this reason, the Japanese need a clear sense of what is needed, and how to manage it? Similarly, the Allies need a clear sense of what Japan needs to do, to interfere with it, in addition to being able to optimize Allied on map production so they have more to fight with sooner.
The manual goes on to explain the Production System is not identical for both sides. "When the Production System is on, Japan can control all elements of their industry...The Japanese can expand and convert their factories whereas the Allies cannot." It goes on to explain that most Allied production is off map, and also that most Allied production is allocated for other theaters of war - so a total Allied management of their economy exceeds the scope of the Pacific War. Japan and the places it may control are entirely on the map, and all their production is used in the game. Andrew Brown also writes that the Allied theater commanders are not in charge of what gets built: that is decided by others and not under their control. Japan was actually controlled by its military services, and they substantially do get to decide what to build? As well, the Allies eventually have a vast number of units to manage, and a simplified economic system helps avoid bogging the player down with too much detail. There is a problem with 1945 (and later) Allied production: obviously the Allies can send more to the Pacific than they could have done early in the war; they also have vastly more units to "feed" in PTO.
Page 2 Economic Theory
Some aspects of the economy are automated. Certain locations can generate "free supplies" - that is, supplies, fuel, oil and/or resources can automatically appear at the location every turn. As well, roads and rail lines, and adjacent ports when level 3 or above, will automatically "ship" supplies, fuel, oil and/or resources as required, within code defined limits of the capacity of the particular connection. When resource centers or oil wells are connected by road or rail or adjacent major ports, SOME of the management of shipping between various points is removed from the player. Unfortunately, this often is not completely the case, or players may wish to modify what is sent where in some operational situations. It is possible to influence what a given location tries to import by using the location display to say "yes" or "no" to stockpiling supplies, fuel, oil or resources. As well, the amount of supplies requested can be modified on the same display. When locations are connected by lines of communication, turning on stockpiling at one and off for the other will tend to maximize the movement of what is wanted in the specified direction.
As always, the devil is in the details. And there are real differences between the way stock AE and RHS work with respect to the production system. Because stock had to have a playable game in order to issue the program, it developed relatively few locations economically: many locations have no local industry at all and many problems exist trying to feed major industrial centers from the few places that generate what they need. As an expedient mechanism, many places were given "free supplies" (which might be resources, fuel or oil) to facilitate production. Thus, resource poor Japan has several gigantic resource producing locations, simply because neither AI nor human players would import enough resources for the huge industrial centers in Japan. With years more time available for research, RHS adopted a more detailed approach, doing a microeconomic analysis of every location, on about twice as many locations. This process included discovering things like oil fields or certain kinds of industries which are not modeled at all in stock. Precisely what is needed, and where, and in what quantity, is significantly different depending if the mod uses the stock or RHS production system. In general, "free supplies" in RHS are at map edge entry points, or are very limited modeling something very specific about a location. As well, HI in RHS is much more demanding of resources, as a deliberate attempt to require the use of shipping to support the economy. While the same principles apply regardless, they apply more in RHS than in the stock system. In RHS, you MUST import the resources used by Tokyo industry, or shut down production, or it will automatically shut down when they are consumed. The amount needed EXCEEDS what can be imported by railroad or road, so much MUST come by ship. RHS generally provides players with more ships, but requires most of the shipping be used to support the economy - or production will be dramatically lower than it could in theory be.
Finally, note that much industry in RHS starts the game "damaged" - particularly for the Allies. This permits a measure of player control over "growth" of the economy - at the price of supply points used to "repair" the industry. It is not intended that everything be repaired at once, in most cases. In particular, aircraft factories for types not yet in production should NOT be repaired in odd numbered scenarios - so production will "ramp up" and also so that excessive drain on available supplies will not occur at game start. [Even numbered scenarios have a simplified system for aircraft production.]
 
Page 3 Economics Theory
2. Primary Industry: In the most basic sense, there are three kinds of economic inputs in the game: resources, oil and manpower. These are used by secondary industries to produce fuel, supplies and HI (Heavy Industry) points. These in turn are used by tirtiary industries to produce various weapons systems as well as being consumed by ships and land units and construction activities to facilitate operations. However, in the case of the Allies, much (probably most) production of supplies, fuel, and weapons is done automatically and off map or at the map edge in the form of "free supplies" rather than industry generated - so the Allied player(s) responsibility is restricted to the fraction which is on map. However, the Allies have several medium sized and many small economic zones, and these will better support operations if actively managed than if ignored. In RHS a fraction of off map production is industry generated - in part so production can grow during the war rather than force a constant rate for the entire period. Also the Allies generally don't use HI points, aircraft factories possibly excepted.
The ratios of production inputs and outputs may differ between the stock system and the RHS system, although only in degree, not in kind:
1) A Resource Center in stock produces 20 (tons) of resources per day. In RHS they care called Resource Stations or Mines and produce 36 (tons) per day. As an input to Heavy Industry, Recourses are (by weight) mostly coal. The largest single non-coal component by weight is iron ore. After that, in order, is copper, aluminum, tin and trace materials. As an input to Light Industry, Resources are (by weight) mostly timber (logs), gravel, and agricultural crops (both to make food and fabric, and to make gun-cotton). After that, they include various chemical minerals, such as sulphur, used to make things not made by Heavy Industry. When a location has ONLY "damaged resource centers" it is considered to be a location where resources are not developed which players are permitted to develop with the technology of the time. One case is the wholly undeveloped Ramree Island (hex 54, 48), which has no port or resource centers, but which can have both infrastructure built and "resource centers repaired" if a player wishes to invest in them.
2) An Oil Center in stock is identical in output to an Oilwell/Rubber Plantation in RHS: each produces 10 (tons) of oil (or rubber) per day. When a location has less than 5 "oilwells" RHS considers them to be "rubber plantations" instead. When a location has ONLY "damaged oilwells" it is considered to be a known oilfield that is not developed which players are permitted to develop with the technology of the time. One case is the wholly undeveloped Ramree Island (hex 54, 48), which has no port or airfield, but which can have both infrastructure built and "oilwells repaired" if a player wishes to invest in them. One case is exceptional: "oilwells" at Whitehorse, Yukon Territory represent the end of a pipeline from Norman Wells, Northwest Territories - and they should NOT be "repaired" until the pipeline was completed (in Spring 1945).
 
Page 4 Economics Theory
3) A Manpower Center in stock produces 5 manpower per day. In RHS it is only one. Manpower is not generally a limitation in game terms. For this reason, RHS has reduced production to the minimum level, in the hope that sometimes it will be a limitation. RHS also has many more locations with manpower centers because it has added so many locations and because it redefined existing locations which had massive populations to have manpower centers. RHS defines Manpower Centers as 100,000 population in an urban area. In RHS, a city with 4 to 9 Manpower Centers is defined as Urban Light, while a city with 10 plus Manpower Centers is defined as Urban Heavy. These definitions are reflected in the RHS pwhexe.dat files. Manpower Centers are also a factor in defining the victory points and garrison requirements associated with a location in RHS.
3. Secondary Industry: The ratios of production inputs and outputs differ between the stock system and the RHS system, although only in degree, not in kind:
1) A Light Industry Center in Stock requires 15 (tons of) resources in and generates one (ton of) supply out. In RHS, each LI Center requires 18 (tons of resources) in and generates three (tons of) supply out. Thus there is a fundamental difference in the ratio of resources to supplies: when LI is used to make them, the ratio is 15:1 in stock but only 6:1 in RHS. This is because there are few industries which are so horribly inefficient as to require 15 tons of input for every ton produced. A typical Light Industry might be a sawmill or a cannery or a cotton mill or a sulpheric acid plant: RHS assumes that Light Industry is 250% more efficient in terms of weight of output compared to weight of input than stock does. Also that each light industry center is 300% as productive. Light industry is "powered" by the resources it consumes: if an energy source is required, it is assumed that low grade coal or wood is burned to get it, and both are part of the "resources" consumed to make a supply point.
2) A Heavy Industry Center in stock requires 20 (tons of) resources in. As well, it requires 2 (tons of) fuel as input. It makes 2 supply points and 2 HI points for a ratio of 5.5 tons of input per ton of output. In RHS, HI Centers are more productive but also more efficient: they need 36 (tons of) resources plus 4 (tons of) fuel in, and produce 5 supply points and 5 HI points out. The RHS radio is 4 tons of input per ton of output. But the important difference isn't in the ratio change: each HI center demands 180 % more resources and 100% more fuel. For this reason, locations with many HI centers often require vastly more shipping to get what they need to stay productive all the time. For players who make that happen, these centers also are able to generate a 250% more supplies and 250% more HI points. This makes HI Centers even more important than in stock. As well, it permits Japan to produce somewhere near its historical quantity of ships, aircraft and armaments, and occasionally to consider expanding industry - none of which is practical in stock. Nominally, the Allies don't use HI points. But it appears that Allied aircraft production either does use them, or it has been coded so that some day it can use them: the HI required field is active on the Allied economic display. One reason to think this is the case is that if HI shuts down at an Allied location, all aircraft production turns OFF at the same location. Heavy industry is substantially coal powered, and about 2/3 of the resources (by weight) consumed are coal for power or for coking in steelmaking. However, since fuel is consumed, 10% of the input should be considered to be lubricants and petroleum derived chemicals, or rubber required by certain products.
Page 5 Economics Theory
The typical HI Center is an Iron Smelter combined with a Steelmill. Steel is the second most important strategic material, after oil, used by a WWII era industrial economy. HI Points made by HI Centers substantially represent steel production.
3) An Oil Refinery in stock requires 10 (tons of) oil in and produces 9 (tons of) fuel plus one (ton of) supply out. In RHS, it requires 20 (tons of) oil in and produces 16 (tons of) fuel plus 3 (tons of) supply out. This means that RHS refineries are not perfectly efficient: 1/20th of the oil is "consumed" to power the refinery itself. Also, each refinery demands 100% more oil, and produces 177% more fuel and 300% more supplies than in stock. This was done mainly to make it easier to model historical production rates. The effect is to increase the demand for tankers to ship oil to Refineries as well as to move fuel from them. Note that there are some local sources of fuel other than refineries: these represent industrially exploited coal gas, natural gas and hydro electric dams. Notes (i.e. [Coal Gas] [Nat Gas] [Hydro]) in a location name indicate the presence of such a fuel source. It is considered to be used by HI in the same hex.
Note there are three different ways to make supply points, each with a different primary "cost" to make them. LI Centers, HI Centers and Refineries ALL make supply points - but each demands a different input to do so. Thus it is not possible to say what a supply point costs in terms of resource and oil points? It is either 15 (for LI), 5 (for HI), or 1 (for Refineries) in stock OR it is 6 (for LI), 4 (for HI), or 1.0526 (for Refineries) in RHS. [Here HI centers measure resources required per ton of output by dividing the total of supply points out PLUS HI points out into the resources or fuel in.] This is not very different from real life and is good modeling: the cost to produce the things we consume is not identical - it varies from one case to the next. But it is never, ever perfectly efficient.
4. Tertiary Industry: Tertiary industry produces aircraft engines (Japanese only), aircraft, ships, armaments and motor vehicles. All of these are featured in the player displays and in most cases have control switches permitting production to be turned on and off. In addition, there are a few special cases where devices are produced by name. For example, at Batavia the KNIL Heavy Improvised AFV and the KNIL Obervalwagan are produced. These industries can have repair turned on or off, but lack production buttons. This system was introduced by stock for production of certain Japanese weapons, like missiles, and has been considerably expanded by RHS. Sydney, Melbourne, Brisbane and several cities in India produce various kinds of vehicles - and these usually upgrade to better vehicles over time. If they are captured by the enemy, they can be repaired and will produce - but dump their products into the pools of the "wrong side" - so generally a player who captures a location with such an industry should not repair it!
 
Page 6 Economics Theory
Tirtiary industry management can be very complicated, particularly for Japan with respect to aircraft and the different engine types needed to produce them. In RHS, some effort has been made to simplify this. Simplified RHS Scenarios all have even numbers (92, 102, 104 and 106). For both sides, in Simplified RHS, aircraft production "ramp up" is crudely simulated, so there is less need to "repair factories" - simply turn on production when the date arrives a type enters production. Except in cases of very low production, the starting date will be a month later in time, and production will start at the full rate for the factory. Stock does not use training aircraft as trainers: such trainers as exist either are used for recon, or in Downfall Scenarios, as suicide attack aircraft by Japan. RHS does use trainers as such (Japan only), implementing code permitting training air units - which works fine. However, while a player MAY produce trainers, much trainer production is wholly automated and does not require player management (and also cannot be diverted from trainer production to warplane production). The Japanese may produce EXTRA trainers if for some reason they wish to, but they cannot prevent the basic trainer production of history and divert that to producing something like Zero fighters. Similarly, and on both sides, RHS has automated some air transport production, particularly for types which players would not elect to make but which are available for operations. Note that Japanese training air units are NOT able to perform normal missions - only training missions. The rare Allied training air units (see Liuchow China for example) are cases where an air academy fielded squadrons of trainers for OPERATIONAL use, generally for recon or bomber missions. Other Allied units using trainers - common in IAF and USMC for example - also permit operational missions - and the units eventually upgrade to combat types. In addition to aircraft management, ship conversion is under player control. Japan also may suspend, stop, or accelerate ship production. Leaving production set to on for everything, or accelerating all production, will mean that too many HI points are required, eventually limiting production of aircraft, ships, vehicles and armaments (when the pools run out, production does not happen). Trying to understand what one can produce and if acceleration or halting is a good idea can be very complicated indeed. Some attempt to help with this is made below under management tips.
Theoretically, Tertiary Industry (as well as construction and production of units) requires HI Points for Japan. [They also appear to be used by aircraft factories for the Allies.] While HI Points are dumped into a global pool for each side, and can be used by industry anywhere, it appears the chances of production by a given industry are better if the HI Points required are produced in the same hex. When HI Centers are turned off in a hex, often tirtiary industry in that hex is turned off automatically, or remains on but does not happen. Try to keep HI Centers working in tirtiary industry locations you want to produce.
5. Economic Management Tips: The fundamental principle of player management in the AE game economy is to decide what is needed by a major industrial location and where it should come from? If you are lucky, what is needed may be nearby, and may be able to move by road or rail line. More often, some, much or all of what is needed must be moved by ship. The amount of what is required for production may vary over time (for example, industry can be built, damaged or repaired). Also, players may decide to reduce demand for something by curtailment of production of the industry which demands it. The economic mini game is a constantly changing re-evaluation of these matters, location by location, on a regular basis (ideally daily for every location).
Page 6 Economics Theory
Each time a player examines a location, it is a good idea to review the production data for that location? First, click on the left side of the industry row, and get a list of the kinds of industries at that location.
1. LI Case: Most locations have Resource Centers and Light Industry Centers. In the standard case, decide if the number of Resource Centers is greater than required to "feed" the Light Industry Centers? This is easy in RHS: a single Resource Center can supply the needs of TWO LI Centers. If the number of Resource Centers is half (or more) of the number of LI Centers, turn Stockpiling Resources to OFF and export the surplus, to the degree possible, automatically. For stock, every three Resource Centers can feed four LI Centers.
2. Special Cases: if there is no LI or HI in the hex, turn the Stockpiling of Resources to NO and the location will then export to the maximum degree possible. The same for locations with Oilwells: if there is no refinery in the hex, say NO to Stockpiling Oil and it will export, if possible.
3. HI Case: if there are HI Centers in the hex, generally there are also LI Centers as well. In this case, usually Stockpiling Resources should be turned ON, so the hex will try to import to feed the industry. However, you can take the time to decide if that is the case if there are many Resource Centers in the hex. In RHS, it takes one Resource Centers to feed an HI Center: if the number of Resource centers is NOT more than the HI, set the Stockpile switch to ON. If the number is bigger, determine if the number of Resource Centers is greater than HI plus 50% of LI. If so, the hex supplies ALL the resources it needs, and Stockpiling can be turned OFF, so it will export the surplus. If you turn Stockpiling Resources to ON, look at the current amount of resources in the hex: if it is less than needed by both HI and LI, turn HI off due until stocks of resources are large enough to support both.
4. HI Complication: HI Centers ALSO demand fuel to produce. Look at the fuel stockpile in a hex with HI centers: if it is not FOUR times the number of HI Centers in RHS or TWO times in Stock, the HI will not produce. If the location is also a port hex, consider if the location needs to fuel ships, or worse, to load tankers with fuel? If it does, and if that has priority over HI production, turn the HI off - so the HI will not consume the fuel. In RHS this is a particular problem at Capetown: many ships go there and need fuel. Local fuel production is not much larger than needed by local HI. If you have not imported enough fuel, turn HI off to be able to fuel more ships. When you import enough, turn HI back on and get more supply points as your reward. In both stock and RHS each HI center can be "fed" by one Resource Center. Subtract the number of HI from the number of Recourse Centers; divide the remainder by 2: if the result is less than the number of LI Centers, set Stockpile Resources to NO.
5. Oil Refinery Case: If a location has an Oil Refinery, see if there is a local oil supply in the form of Oilwells or free oil? If there is, and if it is greater than needed by the refinery, turn Stockpile Oil to OFF. Otherwise, turn Stockpile Oil to ON and try to import it automatically. Stockpile Fuel may be set to either off or on depending on if the location needs to build large fuel stocks or if it can export the fuel it produces to other locations over roads and/or railroads. It takes ONE oilwell to feed one refinery in stock, and TWO oilwells to feed one refinery in RHS. 
Page 7 Economics Theory
6. Shipping Management Tips: One fundamental truism is that there is never enough shipping. Aside from getting what is needed from where it is to where it is needed, doing so in a more efficient way will pay dividends for the player operationally. If ships take one thing one direction, and return with nothing, it is not as an efficient use of shipping as taking things in both directions, or in setting up a triangle route with something carried on two legs of the triangle. Since the total shipping available does not usually permit full production, using it more efficiently means more can be shipped, resulting in more production at more locations.
A general principle is that ships should not be kept idle except when part of a reserve to commit in an emergency contingency. In general, AKs and tankers should be moving, carrying cargo to support the economy or directly assigned to military operations. Even APs can be used to haul supplies or, less efficiently, fuel.
Another general principle is that long range ships belong on long range sea lines of communications, as far as possible from enemy units, and not used for short range sealift nor, even worse, in places where the danger of sinking by enemy forces is high. A good rule of thumb is that ships with five digit ranges, in excess of 10,000 nautical miles, should be limited to use on long range SLOC.
Some locations have sufficient local sources for only part of their industry: player who ignore this will find industry periodically shuts down until enough is present to permit production again. The more industry you keep working, the more that industry will produce. In most cases, it is ships that permit moving more than otherwise moves automatically under AI control down rail lines and roads, or between adjacent ports (Level 3 and above). The game has a system for automated convoys which does work. Generally, however, optimum efficiency requires constant player evaluation of what to ship on what ship, to what destination, on a case by case basis, every time.
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: Economic Theory (Revision) in Stock and RHS
ORIGINAL: el cid again
Moved to page 11 when updated
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el cid again
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- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: Politial Points
We are contemplating ending tests eight and nine.
For the very first time, tests are ending their useful runs not
because of primary problems with the RHS mod itself, but
because of political points.
Although Test 8 issues the Allies 4 times the number of pp per day
as stock, and test 9 6 times more, neither is even close to enough
to permit realistic Allied play.
The political point concept is fundamentally flawed and the only
reason not to issue unlimited numbers of them is that it might crash
the game if a field collected too many. Determining what the maximum
number would be used by AI isn't easy - and we need to be able to run
AI if only for testing purposes (as well as for Scenario 102, designed for it) -
is not easy - but it appears that around 20 times more than stock is a
reasonably safe number.
Political points serve several functions, and are vital for coordination
in addition to allowing restricted units to move or change commanders.
Units that should not move - or change command - can be rigidly forced
not to move by making them static - or forced never to change command
by a setting that does not allow it. There is no reason that a strategic
decision involving a single division should require more than a day or two
of planning. This is not an unreasonable number.
For the very first time, tests are ending their useful runs not
because of primary problems with the RHS mod itself, but
because of political points.
Although Test 8 issues the Allies 4 times the number of pp per day
as stock, and test 9 6 times more, neither is even close to enough
to permit realistic Allied play.
The political point concept is fundamentally flawed and the only
reason not to issue unlimited numbers of them is that it might crash
the game if a field collected too many. Determining what the maximum
number would be used by AI isn't easy - and we need to be able to run
AI if only for testing purposes (as well as for Scenario 102, designed for it) -
is not easy - but it appears that around 20 times more than stock is a
reasonably safe number.
Political points serve several functions, and are vital for coordination
in addition to allowing restricted units to move or change commanders.
Units that should not move - or change command - can be rigidly forced
not to move by making them static - or forced never to change command
by a setting that does not allow it. There is no reason that a strategic
decision involving a single division should require more than a day or two
of planning. This is not an unreasonable number.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: RAN Bungaree CM
This vessel was present in RHS as 9727 (except in 99 which seems not to have it) -
but pointed at a coastal minesweeper class instead of a minelayer (CM) class.
New class 856 was created for it. It is using the same art as the Yarrow CM Kung Wo - which class needs to be slightly modified (for example it is faster than as presently defined (class 765).
HMAS
Bungaree
HMAS Bungaree
Type Auxiliary Minelayer
Builder Caledon Shipbuilding and Engineering Co Ltd, Dundee, Scotland
Commissioned 9 June 1941
Decommissioned 7 August 1946
Fate Returned to her owners 5 November 1947. Struck a mine and sank in the Saigon River 26 May 1966.
Dimensions & Displacement
Displacement 3043 tonnes
Length 357 feet 2 inches
Beam 48 feet 8 inches
Draught 20 feet 6 inches
Performance
Speed 10.5 knots
Complement
Crew 179
Propulsion
Machinery Triple expansion and low-pressure geared turbine
Fuel: Coal
Horsepower 2500 hp
Armament
Guns 2 x 4-inch guns aft
1 x 12-pdr HA/LA gun forward
8 Oerlikons
2 Bofors
6 Vickers machine guns
Mines 467 moored contact sea-mines
Awards
Battle Honours PACIFIC 1942–43
In September 1940, the War Cabinet approved a naval mining policy which would provide for defensive minefields to prepare for the possibility of Japan entering the war. An agreement had already been reached with the Ford Manufacturing Company of Australia in October 1939 for the production of complete mine units, shells and sinkers at the company’s annexe in Geelong. The policy included the acquisition of a 3,000 tonne merchant vessel as a minelayer. The coastal cargo ship Bungaree was requisitioned for this task on 10 October 1940 and immediately began conversion in Sydney. Bungaree was named for the indigenous guide, interpreter and Aboriginal community leader who is believed to be the first indigenous Australian to circumnavigate his homeland when he accompanied Commander Matthew Flinders, RN, in HMS Investigator during Flinders’ cartographic exploration of the Australian coastline in 1801-03.
Contact mines aboard HMAS Bungaree
Contact mines aboard HMAS Bungaree
Bungaree’s conversion involved turning her cargo holds into huge mine magazines. A mining control office was installed with a maze of communications lines to the bridge, the mining deck and all other parts of the ships involved in minelaying operations. Two sets of rails were installed on the mining deck to transport the mines, which were all moored contact mines, to the stern of the ship to be deployed into the water.
HMAS Bungaree commissioned at Garden Island, Sydney, under the command of Commander Norman Calder, RAN, on 9 June 1941 as she approached the end of her conversion. She departed Sydney on 19 June and arrived in Geelong four days later. With dummy mines embarked, she recommenced trials and exercises in Port Phillip Bay in company with the mine recovery vessel, HMAS Toorie. She embarked her first load of live mines, 254 in all, on 30 July and departed Geelong the next day in company with HMAS Sydney (II).
She arrived in Sydney on 3 August where she had a 12 pdr HA/LA gun mounted for’d and embarked a 28 foot survey motor boat before departing for Port Moresby that evening, escorted by HMAS Adelaide (I) and, later, HMAS Manoora (I). She laid her first defensive minefield near Port Moresby on 15 August before heading back to Australian waters. She went on to lay minefields in the Torres Strait north and west of Prince of Wales Island, and the Great Barrier Reef near Cook’s Passage and Trinity Opening before the end of the year.
She underwent further alterations and additions in Sydney in December 1941 and January 1942 before returning to Geelong on 27 January to embark more mines. She laid minefields in New Caledonian waters in February and in New Zealand waters off Auckland in March. Minelaying operations continued in Palm Passage, Queensland, in April, and back in New Caledonian waters in May. She returned to Sydney at the end of May and was present when three Japanese midget submarines launched an attack in Sydney Harbour which resulted in the loss of HMAS Kuttabul in the early hours of 1 June. Bungaree’s crew went to action stations at the first alarm at 2230 on 31 May but saw no sign of the enemy and the ship survived the night unscathed.
She departed Sydney on 9 June and rendezvoused with Convoy CO1 from Newcastle to act as an additional anti-submarine escort for the voyage to Port Phillip. She launched an attack on a possible submarine contact on 11 June and dropped four depth charges without a result. The convoy arrived in Port Phillip the next day. Bungaree departed Geelong on 16 June to return to New Caledonia and once again acted as an additional anti-submarine escort for part of the voyage for Convoy OC3. Convoy escort duties became a regular additional duty for Bungaree, often acting as an additional escort for convoys between Sydney, Melbourne, Auckland, Noumea and Port Moresby.
HMAS Bungaree was the RAN’s only minelayer
HMAS Bungaree was the RAN’s only minelayer
She was back in New Guinea in July and, upon completion of minelaying operations there, returned to Australian waters and launched another attack on a suspected submarine contact off the Queensland coast north of Brisbane which was later classified as a non-submarine.
She continued with minelaying operations in September laying mines in Magnetic Passage north-east of Townsville before returning to Sydney on 19 September for a short refit. She was back at sea on 5 October and, after embarking mines at Geelong, sailed for New Zealand on 10 October for minelaying operations around the Bay of Islands, and again in Queensland waters near Cairns in November, Mackay in December and Townsville in January 1943.
She arrived back in Sydney on 5 February and commenced a refit. She was back at sea on 4 March and recommenced mining operations off the Queensland coast at the end of the month, and again in April and June. She visited New Caledonia twice in July and August to conduct mining operations and on both occasions she embarked mines at Auckland rather than Geelong. She returned to mining the waters of far north Queensland in October and November. She damaged her hull-mounted Anti-submarine dome when she touched the bottom north of Cockburn Reef on 23 November but continued mining operations. The dome was repaired in Melbourne in December and finished the year conducting mining operations in New Guinea waters.
HMAS Bungaree in February 1944 following her conversion to a survey vessel
HMAS Bungaree in February 1944 following her conversion to a survey vessel
She arrived back in Sydney on 6 January 1944 and commenced a self-refit on 10 January. With the tide of the Pacific War turning in the Allies favour, the need for defensive minefields diminished and, on 18 February, Bungaree was officially re-tasked to surveying operations having laid a total of 9289 defensive mines. She was back at sea on 21 February and proceeded to Brisbane to embark surveying equipment. She continued northward and commenced hydrographic surveys in the Torres Strait from March through to July 1944. Later in the year she began transporting personnel and cargo to and from New Guinea, a task with which she was occupied until the end of the war on 15 August 1945. At the conclusion of hostilities, Bungaree continued to transport stores and equipment and was involved in the repatriation of Allied servicemen and the dumping of ammunition. Bungaree decommissioned on 7 August 1946 and returned to her owners on 5 November 1947.
The conclusion of the war also meant that the mines laid by Bungaree now had to be cleared. That task fell to the 20th Minesweeping Flotilla, a collection of corvettes, general purpose vessels and motor launches led by the sloop, HMAS Swan (II). Tragically, on 13 September 1947, the corvette HMAS Warrnambool (I) p struck a mine whilst conducting sweeping operations near Cockburn Reef off the north Queensland coast. Four sailors lost their lives.
Bungaree was subsequently on-sold twice and in 1960 was re-named Eastern Mariner. Whilst operating in South Vietnamese waters, she ironically struck a mine in the Saigon River and was wrecked on 26 May 1966.
Eastern Mariner, ex-HMAS Bungaree, in the Saigon River after she struck a mine in 1966
Eastern Mariner, ex-HMAS Bungaree, in the Saigon River after she struck a mine in 1966
but pointed at a coastal minesweeper class instead of a minelayer (CM) class.
New class 856 was created for it. It is using the same art as the Yarrow CM Kung Wo - which class needs to be slightly modified (for example it is faster than as presently defined (class 765).
HMAS
Bungaree
HMAS Bungaree
Type Auxiliary Minelayer
Builder Caledon Shipbuilding and Engineering Co Ltd, Dundee, Scotland
Commissioned 9 June 1941
Decommissioned 7 August 1946
Fate Returned to her owners 5 November 1947. Struck a mine and sank in the Saigon River 26 May 1966.
Dimensions & Displacement
Displacement 3043 tonnes
Length 357 feet 2 inches
Beam 48 feet 8 inches
Draught 20 feet 6 inches
Performance
Speed 10.5 knots
Complement
Crew 179
Propulsion
Machinery Triple expansion and low-pressure geared turbine
Fuel: Coal
Horsepower 2500 hp
Armament
Guns 2 x 4-inch guns aft
1 x 12-pdr HA/LA gun forward
8 Oerlikons
2 Bofors
6 Vickers machine guns
Mines 467 moored contact sea-mines
Awards
Battle Honours PACIFIC 1942–43
In September 1940, the War Cabinet approved a naval mining policy which would provide for defensive minefields to prepare for the possibility of Japan entering the war. An agreement had already been reached with the Ford Manufacturing Company of Australia in October 1939 for the production of complete mine units, shells and sinkers at the company’s annexe in Geelong. The policy included the acquisition of a 3,000 tonne merchant vessel as a minelayer. The coastal cargo ship Bungaree was requisitioned for this task on 10 October 1940 and immediately began conversion in Sydney. Bungaree was named for the indigenous guide, interpreter and Aboriginal community leader who is believed to be the first indigenous Australian to circumnavigate his homeland when he accompanied Commander Matthew Flinders, RN, in HMS Investigator during Flinders’ cartographic exploration of the Australian coastline in 1801-03.
Contact mines aboard HMAS Bungaree
Contact mines aboard HMAS Bungaree
Bungaree’s conversion involved turning her cargo holds into huge mine magazines. A mining control office was installed with a maze of communications lines to the bridge, the mining deck and all other parts of the ships involved in minelaying operations. Two sets of rails were installed on the mining deck to transport the mines, which were all moored contact mines, to the stern of the ship to be deployed into the water.
HMAS Bungaree commissioned at Garden Island, Sydney, under the command of Commander Norman Calder, RAN, on 9 June 1941 as she approached the end of her conversion. She departed Sydney on 19 June and arrived in Geelong four days later. With dummy mines embarked, she recommenced trials and exercises in Port Phillip Bay in company with the mine recovery vessel, HMAS Toorie. She embarked her first load of live mines, 254 in all, on 30 July and departed Geelong the next day in company with HMAS Sydney (II).
She arrived in Sydney on 3 August where she had a 12 pdr HA/LA gun mounted for’d and embarked a 28 foot survey motor boat before departing for Port Moresby that evening, escorted by HMAS Adelaide (I) and, later, HMAS Manoora (I). She laid her first defensive minefield near Port Moresby on 15 August before heading back to Australian waters. She went on to lay minefields in the Torres Strait north and west of Prince of Wales Island, and the Great Barrier Reef near Cook’s Passage and Trinity Opening before the end of the year.
She underwent further alterations and additions in Sydney in December 1941 and January 1942 before returning to Geelong on 27 January to embark more mines. She laid minefields in New Caledonian waters in February and in New Zealand waters off Auckland in March. Minelaying operations continued in Palm Passage, Queensland, in April, and back in New Caledonian waters in May. She returned to Sydney at the end of May and was present when three Japanese midget submarines launched an attack in Sydney Harbour which resulted in the loss of HMAS Kuttabul in the early hours of 1 June. Bungaree’s crew went to action stations at the first alarm at 2230 on 31 May but saw no sign of the enemy and the ship survived the night unscathed.
She departed Sydney on 9 June and rendezvoused with Convoy CO1 from Newcastle to act as an additional anti-submarine escort for the voyage to Port Phillip. She launched an attack on a possible submarine contact on 11 June and dropped four depth charges without a result. The convoy arrived in Port Phillip the next day. Bungaree departed Geelong on 16 June to return to New Caledonia and once again acted as an additional anti-submarine escort for part of the voyage for Convoy OC3. Convoy escort duties became a regular additional duty for Bungaree, often acting as an additional escort for convoys between Sydney, Melbourne, Auckland, Noumea and Port Moresby.
HMAS Bungaree was the RAN’s only minelayer
HMAS Bungaree was the RAN’s only minelayer
She was back in New Guinea in July and, upon completion of minelaying operations there, returned to Australian waters and launched another attack on a suspected submarine contact off the Queensland coast north of Brisbane which was later classified as a non-submarine.
She continued with minelaying operations in September laying mines in Magnetic Passage north-east of Townsville before returning to Sydney on 19 September for a short refit. She was back at sea on 5 October and, after embarking mines at Geelong, sailed for New Zealand on 10 October for minelaying operations around the Bay of Islands, and again in Queensland waters near Cairns in November, Mackay in December and Townsville in January 1943.
She arrived back in Sydney on 5 February and commenced a refit. She was back at sea on 4 March and recommenced mining operations off the Queensland coast at the end of the month, and again in April and June. She visited New Caledonia twice in July and August to conduct mining operations and on both occasions she embarked mines at Auckland rather than Geelong. She returned to mining the waters of far north Queensland in October and November. She damaged her hull-mounted Anti-submarine dome when she touched the bottom north of Cockburn Reef on 23 November but continued mining operations. The dome was repaired in Melbourne in December and finished the year conducting mining operations in New Guinea waters.
HMAS Bungaree in February 1944 following her conversion to a survey vessel
HMAS Bungaree in February 1944 following her conversion to a survey vessel
She arrived back in Sydney on 6 January 1944 and commenced a self-refit on 10 January. With the tide of the Pacific War turning in the Allies favour, the need for defensive minefields diminished and, on 18 February, Bungaree was officially re-tasked to surveying operations having laid a total of 9289 defensive mines. She was back at sea on 21 February and proceeded to Brisbane to embark surveying equipment. She continued northward and commenced hydrographic surveys in the Torres Strait from March through to July 1944. Later in the year she began transporting personnel and cargo to and from New Guinea, a task with which she was occupied until the end of the war on 15 August 1945. At the conclusion of hostilities, Bungaree continued to transport stores and equipment and was involved in the repatriation of Allied servicemen and the dumping of ammunition. Bungaree decommissioned on 7 August 1946 and returned to her owners on 5 November 1947.
The conclusion of the war also meant that the mines laid by Bungaree now had to be cleared. That task fell to the 20th Minesweeping Flotilla, a collection of corvettes, general purpose vessels and motor launches led by the sloop, HMAS Swan (II). Tragically, on 13 September 1947, the corvette HMAS Warrnambool (I) p struck a mine whilst conducting sweeping operations near Cockburn Reef off the north Queensland coast. Four sailors lost their lives.
Bungaree was subsequently on-sold twice and in 1960 was re-named Eastern Mariner. Whilst operating in South Vietnamese waters, she ironically struck a mine in the Saigon River and was wrecked on 26 May 1966.
Eastern Mariner, ex-HMAS Bungaree, in the Saigon River after she struck a mine in 1966
Eastern Mariner, ex-HMAS Bungaree, in the Saigon River after she struck a mine in 1966
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RE: RHS: RHS Design Thread: RHS and Stock Economic Theory (Revision)
Level I Update Link 2.51
https://1drv.ms/u/s!Ap7XOIkiBuUwg-8ZqLaG9QbsVHAolg
It adds the following assumptions:
1) Light Industry Centers support the local civil economy with half their production (the equal of 3 tons per day of supply in RHS) which is not available to players to consume.
2) Heavy Industry Centers support the local civil economy with one third of their production (the equal of 6 tons per day of supply in RHS) which is not available to players to consume.
These assumptions mitigate the high cost in resources (or fuel) to support these centers - which is 18 tons per day for an LI Center and 36 tons for an HI Center in RHS. Similar assumptions exist re stock production.
AE (Stock and RHS) Economic Theory
1. General: I find few players, even those with economics degrees, actually manage the economy when playing AE. Instead of managing the economy, they tend to ignore it until some crisis shuts down something critical, at which point they try to address that. This article is an attempt to provide a theoretical framework to use to proactively manage the economy with a minimum of effort. Since most mods use the stock system, and since RHS and mods based on it use a significantly modified system, I will try to explain where and how and why these differ? Since they are broadly similar, the basic ideas are the same. Essentially, both the stock system and the RHS system attempt to simplify the amount of player management required using very different approaches to the problem.
The manual section 13.0 (The Production System, page 225) says "The economic system in war in the Pacific Admiral's Edition is similar to, but modified from, the original War in the Pacific game. There are several new types of industries, and the inputs and outputs of the industry centers have been changed. These changes have been made to allow a more detailed and accurate simulation of the wartime economies of the combatants in the war."
I am glad to see the use of the term "accurate simulation" in this description. Sometimes forum commentaries say "AE is a game, not a simulation." Yet it only works when a reasonable effort is made to simulate the fundamental economic situation that serves as context, as well as the means for prosecuting the war. Japan is unusually dependent on imports for its industry: domestic resources are more limited than for any other significant nation. The Allied attempt to force Japan to submit to its will by threatening to cut off imports of oil, iron ore and rubber backfired: Japan was unwilling to be dictated to, not merely over China, but over any issue that might arise from then on. So instead, it attempted to create an autarky - a self sufficient local economy - at the expense of resources and oil from Allied colonial areas. The game war is ultimately about whether Japan can establish, and then defend, such an autarky? For this reason, the Japanese need a clear sense of what is needed, and how to manage it? Similarly, the Allies need a clear sense of what Japan needs to do, to interfere with it, in addition to being able to optimize Allied on map production so they have more to fight with sooner.
The manual goes on to explain the Production System is not identical for both sides. "When the Production System is on, Japan can control all elements of their industry...The Japanese can expand and convert their factories whereas the Allies cannot." It goes on to explain that most Allied production is off map, and also that most Allied production is allocated for other theaters of war - so a total Allied management of their economy exceeds the scope of the Pacific War. Japan and the places it may control are entirely on the map, and all their production is used in the game. Andrew Brown also writes that the Allied theater commanders are not in charge of what gets built: that is decided by others and not under their control. Japan was actually controlled by its military services, and they substantially do get to decide what to build? As well, the Allies eventually have a vast number of units to manage, and a simplified economic system helps avoid bogging the player down with too much detail. There is a problem with 1945 (and later) Allied production: obviously the Allies can send more to the Pacific than they could have done early in the war; they also have vastly more units to "feed" in PTO. So there should be more production in 1945 than there was in 1941.
Page 2 Economic Theory
Some aspects of the economy are automated. Certain locations can generate "free supplies" - that is, supplies, fuel, oil and/or resources can automatically appear at that location every turn. This models off map production and special cases. As well, roads and rail lines, and adjacent ports when level 3 or above, will automatically "ship" supplies, fuel, oil and/or resources as required, within code defined limits of the capacity of the particular connection. When resource centers or oil wells are connected by road or rail or adjacent major ports, SOME of the management of shipping between various points is removed from the player. Unfortunately, this often is not completely the case, or players may wish to modify what is sent where in some operational situations. It is possible to influence what a given location tries to import by using the location display to say "yes" or "no" to stockpiling supplies, fuel, oil or resources. As well, the amount of supplies requested can be modified on the same display. When locations are connected by lines of communication, turning on stockpiling at one and off for the other will tend to maximize the movement of what is wanted in the specified direction.
As always, the devil is in the details. And there are real differences between the way stock AE and RHS work with respect to the production system. Because stock had to have a playable game in order to issue the program, it developed relatively few locations economically: many locations have no local industry at all and many problems exist trying to feed major industrial centers from the few places that generate what they need. As an expedient mechanism, many places were given "free supplies" (which might be resources, fuel or oil) to facilitate production unrelated to what is really there. Thus, resource poor Japan has several gigantic resource producing locations, simply because neither AI nor human players would import enough resources for the huge industrial centers in Japan. With years more time available for research, RHS adopted a more detailed approach, doing a microeconomic analysis of every location, on about twice as many locations. This process included discovering things like oil fields or certain kinds of industries which are not modeled at all in stock. Precisely what is needed, and where, and in what quantity, is significantly different depending if the mod uses the stock or RHS production system. In general, "free supplies" in RHS are at map edge entry points, or are very limited modeling something very specific about a location. As well, HI in RHS is much more demanding of resources, as a deliberate attempt to require the use of shipping to support the economy. While the same principles apply regardless, they apply more in RHS than in the stock system. In RHS, you MUST import the resources used by Tokyo industry, or shut down production, or it will automatically shut down when stocks are consumed. The amount needed EXCEEDS what can be imported by railroad or road, so much MUST come by ship. RHS generally provides players with more ships, but requires most of the shipping be used to support the economy - or production will be dramatically lower than it could in theory be.
Finally, note that much industry in RHS starts the game "damaged" - particularly for the Allies. This permits a measure of player control over "growth" of the economy - at the price of supply points used to "repair" the industry. It is not intended that everything be repaired at once, in most cases. In particular, aircraft factories for types not yet in production should NOT be repaired in odd numbered scenarios - so production will "ramp up" and also so that excessive drain on available supplies will not occur at game start. [Even numbered scenarios have a simplified system for aircraft production.]
Page 3 Economics Theory
2. Primary Industry: In the most basic sense, there are three kinds of economic inputs in the game: resources, oil and manpower. These are used by secondary industries to produce fuel, supplies and HI (Heavy Industry) points. These in turn are used by tirtiary industries to produce various weapons systems as well as being consumed by ships and land units and construction activities to facilitate operations. However, in the case of the Allies, much (probably most) production of supplies, fuel, and weapons is done automatically and off map or at the map edge in the form of "free supplies" rather than industry generated - so the Allied player(s) responsibility is restricted to the fraction which is on map. However, the Allies have several medium sized and many small economic zones, and these will better support operations if actively managed than if ignored. In RHS a fraction of off map production is industry generated - in part so production can grow during the war rather than force a constant rate for the entire period. Also the Allies generally don't use HI points, aircraft factories possibly excepted.
The ratios of production inputs and outputs may differ between the stock system and the RHS system, although only in degree, not in kind:
1) A Resource Center in stock produces 20 (tons) of resources per day. In RHS they care called Resource Stations or Mines and produce 36 (tons) per day. As an input to Heavy Industry, Recourses are (by weight) mostly coal. The largest single non-coal component by weight is iron ore. After that, in order, is copper, aluminum, tin and trace materials. As an input to Light Industry, Resources are (by weight) mostly timber (logs), gravel, and agricultural crops (both to make food and fabric, and to make gun-cotton). After that, they include various chemical minerals, such as sulphur, used to make things not made by Heavy Industry. When a location has ONLY "damaged resource centers" it is considered to be a location where resources are not developed which players are permitted to develop with the technology of the time. One case is the wholly undeveloped Ramree Island (hex 54, 48), which has no port or resource centers, but which can have both infrastructure built and "resource centers repaired" if a player wishes to invest in them.
2) An Oil Center in stock is identical in output to an Oilwell/Rubber Plantation in RHS: each produces 10 (tons) of oil (or rubber) per day. When a location has less than 5 "oilwells" RHS considers them to be "rubber plantations" instead. When a location has ONLY "damaged oilwells" it is considered to be a known oilfield that is not developed which players are permitted to develop with the technology of the time. One case is the wholly undeveloped Ramree Island (hex 54, 48), which has no port or airfield, but which can have both infrastructure built and "oilwells repaired" if a player wishes to invest in them. One case is exceptional: "oilwells" at Whitehorse, Yukon Territory represent the end of a pipeline from Norman Wells, Northwest Territories - and they should NOT be "repaired" until the pipeline was completed (in Spring 1945).
Page 4 Economics Theory
3) A Manpower Center in stock produces 5 manpower per day. In RHS it is only one. Manpower is not generally a limitation in game terms. For this reason, RHS has reduced production to the minimum level, in the hope that sometimes it will be a limitation. RHS also has many more locations with manpower centers because it has added so many locations and because it redefined existing locations which had massive populations to have manpower centers. RHS defines Manpower Centers as 100,000 population in an urban area. In RHS, a city with 4 to 9 Manpower Centers is defined as Urban Light, while a city with 10 plus Manpower Centers is defined as Urban Heavy. These definitions are reflected in the RHS pwhexe.dat files. Manpower Centers are also a factor in defining the victory points and garrison requirements associated with a location in RHS.
3. Secondary Industry: The ratios of production inputs and outputs differ between the stock system and the RHS system, although only in degree, not in kind:
1) A Light Industry Center in Stock requires 15 (tons of) resources in and generates one (ton of) supply out. In RHS, each LI Center requires 18 (tons of resources) in and generates three (tons of) supply out. Thus there is a fundamental difference in the ratio of resources to supplies: when LI is used to make them, the ratio is 15:1 in stock but only 6:1 in RHS. This is because there are few industries which are so horribly inefficient as to require 15 tons of input for every ton produced. A typical Light Industry might be a sawmill or a cannery or a cotton mill or a sulpheric acid plant: RHS assumes that Light Industry is 250% more efficient in terms of weight of output compared to weight of input than stock does. Also that each light industry center is 300% as productive. Light industry is "powered" by the resources it consumes: if an energy source is required, it is assumed that low grade coal or wood is burned to get it, and both are part of the "resources" consumed to make a supply point. It is assumed each LI Center supports the local civil economy with half its output - but that output is invisible to players.
2) A Heavy Industry Center in stock requires 20 (tons of) resources in. As well, it requires 2 (tons of) fuel as input. It makes 2 supply points and 2 HI points for a ratio of 5.5 tons of input per ton of output. In RHS, HI Centers are more productive but also more efficient: they need 33 (tons of) resources plus 3 (tons of) fuel in, and produce 6 supply points and 6 HI points out. The RHS radio is 3 tons of input per ton of output. But the important difference isn't in the ratio change: each HI center demands 165 % more resources and 50% more fuel. For this reason, locations with many HI centers often require vastly more shipping to get what they need to stay productive all the time. For players who make that happen, these centers also are able to generate a 300% more supplies and 300% more HI points. This makes HI Centers even more important than in stock. As well, it permits Japan to produce somewhere near its historical quantity of ships, aircraft and armaments, and occasionally to consider expanding industry - none of which is practical in stock. Nominally, the Allies don't use HI points. But in game device reports indicate some Allied industry does use them. It appears to be aircraft industry. One reason to think this is the case is that if HI shuts down at an Allied location, all aircraft production turns OFF at the same location. Heavy industry is substantially coal powered, and about 2/3 of the resources (by weight) consumed are coal for power or for coking in steelmaking. Since fuel is consumed by HI, about 9% of the input should be considered to be lubricants and petroleum derived chemicals, or rubber required by
Page 5 Economics Theory
certain products. The typical HI Center is an Iron Smelter combined with a Steelmill. Steel is the second most important strategic material, after oil, used by a WWII era industrial economy. HI Points made by HI Centers substantially represent steel production. It is assumed each HI Center supports the local civil economy with one third of its output - but that output is invisible to players.
3) An Oil Refinery in stock requires 10 (tons of) oil in and produces 9 (tons of) fuel plus one (ton of) supply out. In RHS, it requires 20 (tons of) oil in and produces 16 (tons of) fuel plus 3 (tons of) supply out. This means that RHS refineries are not perfectly efficient: 1/20th of the oil is "consumed" to power the refinery itself. Also, each refinery demands 100% more oil, and produces 177% more fuel and 300% more supplies than in stock. This was done mainly to make it easier to model historical production rates. The effect is to increase the demand for tankers to ship oil to Refineries as well as to move fuel from them. Note that there are some local sources of fuel other than refineries: these represent industrially exploited coal gas, natural gas and hydro electric dams. Notes (i.e. [Coal Gas] [Nat Gas] [Hydro]) in a location name indicate the presence of such a fuel source. It is considered to be used by HI in the same hex.
Note there are three different ways to make supply points, each with a different primary "cost" to make them. LI Centers, HI Centers and Refineries ALL make supply points - but each demands a different input to do so. Thus it is not possible to say what a supply point costs in terms of resource and oil points? It is either 15 (for LI), 5 (for HI), or 1 (for Refineries) in stock OR it is 6 (for LI), 3 (for HI), or 1.0526 (for Refineries) in RHS. [Here HI centers measure resources required per ton of output by dividing the total of supply points out PLUS HI points out into the resources or fuel in.] This is not very different from real life and is good modeling: the cost to produce the things we consume is not identical - it varies from one case to the next. But it is never, ever perfectly efficient.
4. Tertiary Industry: Tertiary industry produces aircraft engines (Japanese only), aircraft, ships, armaments and motor vehicles. All of these are featured in the player displays and in most cases have control switches permitting production to be turned on and off. In addition, there are a few special cases where devices are produced by name. For example, at Batavia the KNIL Heavy Improvised AFV and the KNIL Obervalwagan are produced. These industries can have repair turned on or off, but lack production buttons. This system was introduced by stock for production of certain Japanese weapons, like missiles, and has been considerably expanded by RHS. Sydney, Melbourne, Brisbane and several cities in India produce various kinds of vehicles - and these usually upgrade to better vehicles over time. If they are captured by the enemy, they can be repaired and will produce - but dump their products into the pools of the "wrong side" - so generally a player who captures a location with such an industry should not repair it!
Page 6 Economics Theory
Tirtiary industry management can be very complicated, particularly for Japan with respect to aircraft and the different engine types needed to produce them. In RHS, some effort has been made to simplify this. Simplified RHS Scenarios all have even numbers (92, 102, 104 and 106). For both sides, in Simplified RHS, aircraft production "ramp up" is crudely simulated, so there is less need to "repair factories" - simply turn on production when the date arrives a type enters production. Except in cases of very low production, the starting date will be a month later in time, and production will start at the full rate for the factory. Stock does not use training aircraft as trainers: such trainers as exist either are used for recon, or in Downfall Scenarios, as suicide attack aircraft by Japan. RHS does use trainers as such (Japan only), implementing code permitting training air units - which works fine. However, while a player MAY produce trainers, much trainer production is wholly automated and does not require player management (and also cannot be diverted from trainer production to warplane production). The Japanese may produce EXTRA trainers if for some reason they wish to, but they cannot prevent the basic trainer production of history and divert that to producing something like Zero fighters. Similarly, and on both sides, RHS has automated some air transport production, particularly for types which players would not elect to make but which are available for operations. Note that Japanese training air units are NOT able to perform normal missions - only training missions. The rare Allied training air units (see Liuchow China for example) are cases where an air academy fielded squadrons of trainers for OPERATIONAL use, generally for recon or bomber missions. Other Allied units using trainers - common in IAF and USMC for example - also permit operational missions - and the units eventually upgrade to combat types. In addition to aircraft management, ship conversion is under player control. Japan also may suspend, stop, or accelerate ship production. Leaving production set to on for everything, or accelerating all production, will mean that too many HI points are required, eventually limiting production of aircraft, ships, vehicles and armaments (when the pools run out, production does not happen). Trying to understand what one can produce and if acceleration or halting is a good idea can be very complicated indeed. Some attempt to help with this is made below under management tips.
Theoretically, Tertiary Industry (as well as construction and production of units) requires HI Points for Japan. [They also appear to be used by aircraft factories for the Allies.] While HI Points are dumped into a global pool for each side, and can be used by industry anywhere, it appears the chances of production by a given industry are better if the HI Points required are produced in the same hex. When HI Centers are turned off in a hex, often tirtiary industry in that hex is turned off automatically, or remains on but does not happen. Try to keep HI Centers working in tirtiary industry locations you want to produce.
5. Economic Management Tips: The fundamental principle of player management in the AE game economy is to decide what is needed by a major industrial location and where it should come from? If you are lucky, what is needed may be nearby, and may be able to move by road or rail line. More often, some, much or all of what is needed must be moved by ship. The amount of what is required for production may vary over time (for example, industry can be built, damaged or repaired). Also, players may decide to reduce demand for something by curtailment of production of the industry which demands it. The economic mini game is a constantly changing re-evaluation of these matters, location by location, on a regular basis (ideally daily for every location).
Page 6 Economics Theory
Each time a player examines a location, it is a good idea to review the production data for that location? First, click on the left side of the industry row, and get a list of the kinds of industries at that location.
1. LI Case: Most locations have Resource Centers and Light Industry Centers. In the standard case, decide if the number of Resource Centers is greater than required to "feed" the Light Industry Centers? This is easy in RHS: a single Resource Center can supply the needs of TWO LI Centers. If the number of Resource Centers is half (or more) of the number of LI Centers, turn Stockpiling Resources to OFF and export the surplus, to the degree possible, automatically. For stock, every three Resource Centers can feed four LI Centers.
2. Special Cases: if there is no LI or HI in the hex, turn the Stockpiling of Resources to NO and the location will then export to the maximum degree possible. The same for locations with Oilwells: if there is no refinery in the hex, say NO to Stockpiling Oil and it will export, if possible.
3. HI Case: if there are HI Centers in the hex, generally there are also LI Centers as well. In this case, usually Stockpiling Resources should be turned ON, so the hex will try to import to feed the industry. However, you can take the time to decide if that is the case if there are many Resource Centers in the hex. In RHS, it takes one Resource Centers to feed an HI Center: if the number of Resource centers is NOT more than the HI, set the Stockpile switch to ON. If the number is bigger, determine if the number of Resource Centers is greater than HI plus 50% of LI. If so, the hex supplies ALL the resources it needs, and Stockpiling can be turned OFF, so it will export the surplus. If you turn Stockpiling Resources to ON, look at the current amount of resources in the hex: if it is less than needed by both HI and LI, turn HI off due until stocks of resources are large enough to support both.
4. HI Complication: HI Centers ALSO demand fuel to produce. Look at the fuel stockpile in a hex with HI centers: if it is not THREE times the number of HI Centers in RHS or TWO times in Stock, the HI will not produce. If the location is also a port hex, consider if the location needs to fuel ships, or worse, to load tankers with fuel? If it does, and if that has priority over HI production, turn the HI off - so the HI will not consume the fuel. In RHS this is a particular problem at Capetown: many ships go there and need fuel. Local fuel production is not much larger than needed by local HI. If you have not imported enough fuel, turn HI off to be able to fuel more ships. When you import enough, turn HI back on and get more supply points as your reward. In both stock and RHS each HI center can be "fed" by one Resource Center. Subtract the number of HI from the number of Recourse Centers; divide the remainder by 2: if the result is less than the number of LI Centers, set Stockpile Resources to NO.
5. Oil Refinery Case: If a location has an Oil Refinery, see if there is a local oil supply in the form of Oilwells or free oil? If there is, and if it is greater than needed by the refinery, turn Stockpile Oil to OFF. Otherwise, turn Stockpile Oil to ON and try to import it automatically. Stockpile Fuel may be set to either off or on depending on if the location needs to build large fuel stocks or if it can export the fuel it produces to other locations over roads and/or railroads. It takes ONE oilwell to feed one refinery in stock, and TWO oilwells to feed one refinery in RHS.
Page 7 Economics Theory
6. Shipping Management Tips: One fundamental truism is that there is never enough shipping. Aside from getting what is needed from where it is to where it is needed, doing so in a more efficient way will pay dividends for the player operationally. If ships take one thing one direction, and return with nothing, it is not as an efficient use of shipping as taking things in both directions, or in setting up a triangle route with something carried on two legs of the triangle. Since the total shipping available does not usually permit full production, using it more efficiently means more can be shipped, resulting in more production at more locations.
A general principle is that ships should not be kept idle except when part of a reserve to commit in an emergency contingency. In general, AKs and tankers should be moving, carrying cargo to support the economy or directly assigned to military operations. Even APs can be used to haul supplies or, less efficiently, fuel.
Another general principle is that long range ships belong on long range sea lines of communications, as far as possible from enemy units, and not used for short range sealift nor, even worse, in places where the danger of sinking by enemy forces is high. A good rule of thumb is that ships with five digit ranges, in excess of 10,000 nautical miles, should be limited to use on long range SLOC.
Some locations have sufficient local sources for only part of their industry: player who ignore this will find industry periodically shuts down until enough is present to permit production again. The more industry you keep working, the more that industry will produce. In most cases, it is ships that permit moving more than otherwise moves automatically under AI control down rail lines and roads, or between adjacent ports (Level 3 and above). The game has a system for automated convoys which does work. Generally, however, optimum efficiency requires constant player evaluation of what to ship on what ship, to what destination, on a case by case basis, every time.
https://1drv.ms/u/s!Ap7XOIkiBuUwg-8ZqLaG9QbsVHAolg
It adds the following assumptions:
1) Light Industry Centers support the local civil economy with half their production (the equal of 3 tons per day of supply in RHS) which is not available to players to consume.
2) Heavy Industry Centers support the local civil economy with one third of their production (the equal of 6 tons per day of supply in RHS) which is not available to players to consume.
These assumptions mitigate the high cost in resources (or fuel) to support these centers - which is 18 tons per day for an LI Center and 36 tons for an HI Center in RHS. Similar assumptions exist re stock production.
AE (Stock and RHS) Economic Theory
1. General: I find few players, even those with economics degrees, actually manage the economy when playing AE. Instead of managing the economy, they tend to ignore it until some crisis shuts down something critical, at which point they try to address that. This article is an attempt to provide a theoretical framework to use to proactively manage the economy with a minimum of effort. Since most mods use the stock system, and since RHS and mods based on it use a significantly modified system, I will try to explain where and how and why these differ? Since they are broadly similar, the basic ideas are the same. Essentially, both the stock system and the RHS system attempt to simplify the amount of player management required using very different approaches to the problem.
The manual section 13.0 (The Production System, page 225) says "The economic system in war in the Pacific Admiral's Edition is similar to, but modified from, the original War in the Pacific game. There are several new types of industries, and the inputs and outputs of the industry centers have been changed. These changes have been made to allow a more detailed and accurate simulation of the wartime economies of the combatants in the war."
I am glad to see the use of the term "accurate simulation" in this description. Sometimes forum commentaries say "AE is a game, not a simulation." Yet it only works when a reasonable effort is made to simulate the fundamental economic situation that serves as context, as well as the means for prosecuting the war. Japan is unusually dependent on imports for its industry: domestic resources are more limited than for any other significant nation. The Allied attempt to force Japan to submit to its will by threatening to cut off imports of oil, iron ore and rubber backfired: Japan was unwilling to be dictated to, not merely over China, but over any issue that might arise from then on. So instead, it attempted to create an autarky - a self sufficient local economy - at the expense of resources and oil from Allied colonial areas. The game war is ultimately about whether Japan can establish, and then defend, such an autarky? For this reason, the Japanese need a clear sense of what is needed, and how to manage it? Similarly, the Allies need a clear sense of what Japan needs to do, to interfere with it, in addition to being able to optimize Allied on map production so they have more to fight with sooner.
The manual goes on to explain the Production System is not identical for both sides. "When the Production System is on, Japan can control all elements of their industry...The Japanese can expand and convert their factories whereas the Allies cannot." It goes on to explain that most Allied production is off map, and also that most Allied production is allocated for other theaters of war - so a total Allied management of their economy exceeds the scope of the Pacific War. Japan and the places it may control are entirely on the map, and all their production is used in the game. Andrew Brown also writes that the Allied theater commanders are not in charge of what gets built: that is decided by others and not under their control. Japan was actually controlled by its military services, and they substantially do get to decide what to build? As well, the Allies eventually have a vast number of units to manage, and a simplified economic system helps avoid bogging the player down with too much detail. There is a problem with 1945 (and later) Allied production: obviously the Allies can send more to the Pacific than they could have done early in the war; they also have vastly more units to "feed" in PTO. So there should be more production in 1945 than there was in 1941.
Page 2 Economic Theory
Some aspects of the economy are automated. Certain locations can generate "free supplies" - that is, supplies, fuel, oil and/or resources can automatically appear at that location every turn. This models off map production and special cases. As well, roads and rail lines, and adjacent ports when level 3 or above, will automatically "ship" supplies, fuel, oil and/or resources as required, within code defined limits of the capacity of the particular connection. When resource centers or oil wells are connected by road or rail or adjacent major ports, SOME of the management of shipping between various points is removed from the player. Unfortunately, this often is not completely the case, or players may wish to modify what is sent where in some operational situations. It is possible to influence what a given location tries to import by using the location display to say "yes" or "no" to stockpiling supplies, fuel, oil or resources. As well, the amount of supplies requested can be modified on the same display. When locations are connected by lines of communication, turning on stockpiling at one and off for the other will tend to maximize the movement of what is wanted in the specified direction.
As always, the devil is in the details. And there are real differences between the way stock AE and RHS work with respect to the production system. Because stock had to have a playable game in order to issue the program, it developed relatively few locations economically: many locations have no local industry at all and many problems exist trying to feed major industrial centers from the few places that generate what they need. As an expedient mechanism, many places were given "free supplies" (which might be resources, fuel or oil) to facilitate production unrelated to what is really there. Thus, resource poor Japan has several gigantic resource producing locations, simply because neither AI nor human players would import enough resources for the huge industrial centers in Japan. With years more time available for research, RHS adopted a more detailed approach, doing a microeconomic analysis of every location, on about twice as many locations. This process included discovering things like oil fields or certain kinds of industries which are not modeled at all in stock. Precisely what is needed, and where, and in what quantity, is significantly different depending if the mod uses the stock or RHS production system. In general, "free supplies" in RHS are at map edge entry points, or are very limited modeling something very specific about a location. As well, HI in RHS is much more demanding of resources, as a deliberate attempt to require the use of shipping to support the economy. While the same principles apply regardless, they apply more in RHS than in the stock system. In RHS, you MUST import the resources used by Tokyo industry, or shut down production, or it will automatically shut down when stocks are consumed. The amount needed EXCEEDS what can be imported by railroad or road, so much MUST come by ship. RHS generally provides players with more ships, but requires most of the shipping be used to support the economy - or production will be dramatically lower than it could in theory be.
Finally, note that much industry in RHS starts the game "damaged" - particularly for the Allies. This permits a measure of player control over "growth" of the economy - at the price of supply points used to "repair" the industry. It is not intended that everything be repaired at once, in most cases. In particular, aircraft factories for types not yet in production should NOT be repaired in odd numbered scenarios - so production will "ramp up" and also so that excessive drain on available supplies will not occur at game start. [Even numbered scenarios have a simplified system for aircraft production.]
Page 3 Economics Theory
2. Primary Industry: In the most basic sense, there are three kinds of economic inputs in the game: resources, oil and manpower. These are used by secondary industries to produce fuel, supplies and HI (Heavy Industry) points. These in turn are used by tirtiary industries to produce various weapons systems as well as being consumed by ships and land units and construction activities to facilitate operations. However, in the case of the Allies, much (probably most) production of supplies, fuel, and weapons is done automatically and off map or at the map edge in the form of "free supplies" rather than industry generated - so the Allied player(s) responsibility is restricted to the fraction which is on map. However, the Allies have several medium sized and many small economic zones, and these will better support operations if actively managed than if ignored. In RHS a fraction of off map production is industry generated - in part so production can grow during the war rather than force a constant rate for the entire period. Also the Allies generally don't use HI points, aircraft factories possibly excepted.
The ratios of production inputs and outputs may differ between the stock system and the RHS system, although only in degree, not in kind:
1) A Resource Center in stock produces 20 (tons) of resources per day. In RHS they care called Resource Stations or Mines and produce 36 (tons) per day. As an input to Heavy Industry, Recourses are (by weight) mostly coal. The largest single non-coal component by weight is iron ore. After that, in order, is copper, aluminum, tin and trace materials. As an input to Light Industry, Resources are (by weight) mostly timber (logs), gravel, and agricultural crops (both to make food and fabric, and to make gun-cotton). After that, they include various chemical minerals, such as sulphur, used to make things not made by Heavy Industry. When a location has ONLY "damaged resource centers" it is considered to be a location where resources are not developed which players are permitted to develop with the technology of the time. One case is the wholly undeveloped Ramree Island (hex 54, 48), which has no port or resource centers, but which can have both infrastructure built and "resource centers repaired" if a player wishes to invest in them.
2) An Oil Center in stock is identical in output to an Oilwell/Rubber Plantation in RHS: each produces 10 (tons) of oil (or rubber) per day. When a location has less than 5 "oilwells" RHS considers them to be "rubber plantations" instead. When a location has ONLY "damaged oilwells" it is considered to be a known oilfield that is not developed which players are permitted to develop with the technology of the time. One case is the wholly undeveloped Ramree Island (hex 54, 48), which has no port or airfield, but which can have both infrastructure built and "oilwells repaired" if a player wishes to invest in them. One case is exceptional: "oilwells" at Whitehorse, Yukon Territory represent the end of a pipeline from Norman Wells, Northwest Territories - and they should NOT be "repaired" until the pipeline was completed (in Spring 1945).
Page 4 Economics Theory
3) A Manpower Center in stock produces 5 manpower per day. In RHS it is only one. Manpower is not generally a limitation in game terms. For this reason, RHS has reduced production to the minimum level, in the hope that sometimes it will be a limitation. RHS also has many more locations with manpower centers because it has added so many locations and because it redefined existing locations which had massive populations to have manpower centers. RHS defines Manpower Centers as 100,000 population in an urban area. In RHS, a city with 4 to 9 Manpower Centers is defined as Urban Light, while a city with 10 plus Manpower Centers is defined as Urban Heavy. These definitions are reflected in the RHS pwhexe.dat files. Manpower Centers are also a factor in defining the victory points and garrison requirements associated with a location in RHS.
3. Secondary Industry: The ratios of production inputs and outputs differ between the stock system and the RHS system, although only in degree, not in kind:
1) A Light Industry Center in Stock requires 15 (tons of) resources in and generates one (ton of) supply out. In RHS, each LI Center requires 18 (tons of resources) in and generates three (tons of) supply out. Thus there is a fundamental difference in the ratio of resources to supplies: when LI is used to make them, the ratio is 15:1 in stock but only 6:1 in RHS. This is because there are few industries which are so horribly inefficient as to require 15 tons of input for every ton produced. A typical Light Industry might be a sawmill or a cannery or a cotton mill or a sulpheric acid plant: RHS assumes that Light Industry is 250% more efficient in terms of weight of output compared to weight of input than stock does. Also that each light industry center is 300% as productive. Light industry is "powered" by the resources it consumes: if an energy source is required, it is assumed that low grade coal or wood is burned to get it, and both are part of the "resources" consumed to make a supply point. It is assumed each LI Center supports the local civil economy with half its output - but that output is invisible to players.
2) A Heavy Industry Center in stock requires 20 (tons of) resources in. As well, it requires 2 (tons of) fuel as input. It makes 2 supply points and 2 HI points for a ratio of 5.5 tons of input per ton of output. In RHS, HI Centers are more productive but also more efficient: they need 33 (tons of) resources plus 3 (tons of) fuel in, and produce 6 supply points and 6 HI points out. The RHS radio is 3 tons of input per ton of output. But the important difference isn't in the ratio change: each HI center demands 165 % more resources and 50% more fuel. For this reason, locations with many HI centers often require vastly more shipping to get what they need to stay productive all the time. For players who make that happen, these centers also are able to generate a 300% more supplies and 300% more HI points. This makes HI Centers even more important than in stock. As well, it permits Japan to produce somewhere near its historical quantity of ships, aircraft and armaments, and occasionally to consider expanding industry - none of which is practical in stock. Nominally, the Allies don't use HI points. But in game device reports indicate some Allied industry does use them. It appears to be aircraft industry. One reason to think this is the case is that if HI shuts down at an Allied location, all aircraft production turns OFF at the same location. Heavy industry is substantially coal powered, and about 2/3 of the resources (by weight) consumed are coal for power or for coking in steelmaking. Since fuel is consumed by HI, about 9% of the input should be considered to be lubricants and petroleum derived chemicals, or rubber required by
Page 5 Economics Theory
certain products. The typical HI Center is an Iron Smelter combined with a Steelmill. Steel is the second most important strategic material, after oil, used by a WWII era industrial economy. HI Points made by HI Centers substantially represent steel production. It is assumed each HI Center supports the local civil economy with one third of its output - but that output is invisible to players.
3) An Oil Refinery in stock requires 10 (tons of) oil in and produces 9 (tons of) fuel plus one (ton of) supply out. In RHS, it requires 20 (tons of) oil in and produces 16 (tons of) fuel plus 3 (tons of) supply out. This means that RHS refineries are not perfectly efficient: 1/20th of the oil is "consumed" to power the refinery itself. Also, each refinery demands 100% more oil, and produces 177% more fuel and 300% more supplies than in stock. This was done mainly to make it easier to model historical production rates. The effect is to increase the demand for tankers to ship oil to Refineries as well as to move fuel from them. Note that there are some local sources of fuel other than refineries: these represent industrially exploited coal gas, natural gas and hydro electric dams. Notes (i.e. [Coal Gas] [Nat Gas] [Hydro]) in a location name indicate the presence of such a fuel source. It is considered to be used by HI in the same hex.
Note there are three different ways to make supply points, each with a different primary "cost" to make them. LI Centers, HI Centers and Refineries ALL make supply points - but each demands a different input to do so. Thus it is not possible to say what a supply point costs in terms of resource and oil points? It is either 15 (for LI), 5 (for HI), or 1 (for Refineries) in stock OR it is 6 (for LI), 3 (for HI), or 1.0526 (for Refineries) in RHS. [Here HI centers measure resources required per ton of output by dividing the total of supply points out PLUS HI points out into the resources or fuel in.] This is not very different from real life and is good modeling: the cost to produce the things we consume is not identical - it varies from one case to the next. But it is never, ever perfectly efficient.
4. Tertiary Industry: Tertiary industry produces aircraft engines (Japanese only), aircraft, ships, armaments and motor vehicles. All of these are featured in the player displays and in most cases have control switches permitting production to be turned on and off. In addition, there are a few special cases where devices are produced by name. For example, at Batavia the KNIL Heavy Improvised AFV and the KNIL Obervalwagan are produced. These industries can have repair turned on or off, but lack production buttons. This system was introduced by stock for production of certain Japanese weapons, like missiles, and has been considerably expanded by RHS. Sydney, Melbourne, Brisbane and several cities in India produce various kinds of vehicles - and these usually upgrade to better vehicles over time. If they are captured by the enemy, they can be repaired and will produce - but dump their products into the pools of the "wrong side" - so generally a player who captures a location with such an industry should not repair it!
Page 6 Economics Theory
Tirtiary industry management can be very complicated, particularly for Japan with respect to aircraft and the different engine types needed to produce them. In RHS, some effort has been made to simplify this. Simplified RHS Scenarios all have even numbers (92, 102, 104 and 106). For both sides, in Simplified RHS, aircraft production "ramp up" is crudely simulated, so there is less need to "repair factories" - simply turn on production when the date arrives a type enters production. Except in cases of very low production, the starting date will be a month later in time, and production will start at the full rate for the factory. Stock does not use training aircraft as trainers: such trainers as exist either are used for recon, or in Downfall Scenarios, as suicide attack aircraft by Japan. RHS does use trainers as such (Japan only), implementing code permitting training air units - which works fine. However, while a player MAY produce trainers, much trainer production is wholly automated and does not require player management (and also cannot be diverted from trainer production to warplane production). The Japanese may produce EXTRA trainers if for some reason they wish to, but they cannot prevent the basic trainer production of history and divert that to producing something like Zero fighters. Similarly, and on both sides, RHS has automated some air transport production, particularly for types which players would not elect to make but which are available for operations. Note that Japanese training air units are NOT able to perform normal missions - only training missions. The rare Allied training air units (see Liuchow China for example) are cases where an air academy fielded squadrons of trainers for OPERATIONAL use, generally for recon or bomber missions. Other Allied units using trainers - common in IAF and USMC for example - also permit operational missions - and the units eventually upgrade to combat types. In addition to aircraft management, ship conversion is under player control. Japan also may suspend, stop, or accelerate ship production. Leaving production set to on for everything, or accelerating all production, will mean that too many HI points are required, eventually limiting production of aircraft, ships, vehicles and armaments (when the pools run out, production does not happen). Trying to understand what one can produce and if acceleration or halting is a good idea can be very complicated indeed. Some attempt to help with this is made below under management tips.
Theoretically, Tertiary Industry (as well as construction and production of units) requires HI Points for Japan. [They also appear to be used by aircraft factories for the Allies.] While HI Points are dumped into a global pool for each side, and can be used by industry anywhere, it appears the chances of production by a given industry are better if the HI Points required are produced in the same hex. When HI Centers are turned off in a hex, often tirtiary industry in that hex is turned off automatically, or remains on but does not happen. Try to keep HI Centers working in tirtiary industry locations you want to produce.
5. Economic Management Tips: The fundamental principle of player management in the AE game economy is to decide what is needed by a major industrial location and where it should come from? If you are lucky, what is needed may be nearby, and may be able to move by road or rail line. More often, some, much or all of what is needed must be moved by ship. The amount of what is required for production may vary over time (for example, industry can be built, damaged or repaired). Also, players may decide to reduce demand for something by curtailment of production of the industry which demands it. The economic mini game is a constantly changing re-evaluation of these matters, location by location, on a regular basis (ideally daily for every location).
Page 6 Economics Theory
Each time a player examines a location, it is a good idea to review the production data for that location? First, click on the left side of the industry row, and get a list of the kinds of industries at that location.
1. LI Case: Most locations have Resource Centers and Light Industry Centers. In the standard case, decide if the number of Resource Centers is greater than required to "feed" the Light Industry Centers? This is easy in RHS: a single Resource Center can supply the needs of TWO LI Centers. If the number of Resource Centers is half (or more) of the number of LI Centers, turn Stockpiling Resources to OFF and export the surplus, to the degree possible, automatically. For stock, every three Resource Centers can feed four LI Centers.
2. Special Cases: if there is no LI or HI in the hex, turn the Stockpiling of Resources to NO and the location will then export to the maximum degree possible. The same for locations with Oilwells: if there is no refinery in the hex, say NO to Stockpiling Oil and it will export, if possible.
3. HI Case: if there are HI Centers in the hex, generally there are also LI Centers as well. In this case, usually Stockpiling Resources should be turned ON, so the hex will try to import to feed the industry. However, you can take the time to decide if that is the case if there are many Resource Centers in the hex. In RHS, it takes one Resource Centers to feed an HI Center: if the number of Resource centers is NOT more than the HI, set the Stockpile switch to ON. If the number is bigger, determine if the number of Resource Centers is greater than HI plus 50% of LI. If so, the hex supplies ALL the resources it needs, and Stockpiling can be turned OFF, so it will export the surplus. If you turn Stockpiling Resources to ON, look at the current amount of resources in the hex: if it is less than needed by both HI and LI, turn HI off due until stocks of resources are large enough to support both.
4. HI Complication: HI Centers ALSO demand fuel to produce. Look at the fuel stockpile in a hex with HI centers: if it is not THREE times the number of HI Centers in RHS or TWO times in Stock, the HI will not produce. If the location is also a port hex, consider if the location needs to fuel ships, or worse, to load tankers with fuel? If it does, and if that has priority over HI production, turn the HI off - so the HI will not consume the fuel. In RHS this is a particular problem at Capetown: many ships go there and need fuel. Local fuel production is not much larger than needed by local HI. If you have not imported enough fuel, turn HI off to be able to fuel more ships. When you import enough, turn HI back on and get more supply points as your reward. In both stock and RHS each HI center can be "fed" by one Resource Center. Subtract the number of HI from the number of Recourse Centers; divide the remainder by 2: if the result is less than the number of LI Centers, set Stockpile Resources to NO.
5. Oil Refinery Case: If a location has an Oil Refinery, see if there is a local oil supply in the form of Oilwells or free oil? If there is, and if it is greater than needed by the refinery, turn Stockpile Oil to OFF. Otherwise, turn Stockpile Oil to ON and try to import it automatically. Stockpile Fuel may be set to either off or on depending on if the location needs to build large fuel stocks or if it can export the fuel it produces to other locations over roads and/or railroads. It takes ONE oilwell to feed one refinery in stock, and TWO oilwells to feed one refinery in RHS.
Page 7 Economics Theory
6. Shipping Management Tips: One fundamental truism is that there is never enough shipping. Aside from getting what is needed from where it is to where it is needed, doing so in a more efficient way will pay dividends for the player operationally. If ships take one thing one direction, and return with nothing, it is not as an efficient use of shipping as taking things in both directions, or in setting up a triangle route with something carried on two legs of the triangle. Since the total shipping available does not usually permit full production, using it more efficiently means more can be shipped, resulting in more production at more locations.
A general principle is that ships should not be kept idle except when part of a reserve to commit in an emergency contingency. In general, AKs and tankers should be moving, carrying cargo to support the economy or directly assigned to military operations. Even APs can be used to haul supplies or, less efficiently, fuel.
Another general principle is that long range ships belong on long range sea lines of communications, as far as possible from enemy units, and not used for short range sealift nor, even worse, in places where the danger of sinking by enemy forces is high. A good rule of thumb is that ships with five digit ranges, in excess of 10,000 nautical miles, should be limited to use on long range SLOC.
Some locations have sufficient local sources for only part of their industry: player who ignore this will find industry periodically shuts down until enough is present to permit production again. The more industry you keep working, the more that industry will produce. In most cases, it is ships that permit moving more than otherwise moves automatically under AI control down rail lines and roads, or between adjacent ports (Level 3 and above). The game has a system for automated convoys which does work. Generally, however, optimum efficiency requires constant player evaluation of what to ship on what ship, to what destination, on a case by case basis, every time.
RE: RHS: RHS Design Thread: RHS and Stock Economic Theory (Revision)
I saw this thread and thought haven't I looked at this years ago? This started over two years previously. Wow.

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: RHS Design Thread: Aircraft/Air Art Update News
In the more than two years since a significant update to RHS aircraft filmstrips,
many new types of aircraft have been added. RHS adopted a standard set of
Allied art used by many mods, but is now beginning to depart from that - using
it as a foundation. Many types, too late for the war, have begun to be replaced
by "missing" types we needed.
During this period all RHS aircraft data was recalculated. Testing indicated that
this was necessary because it had not originally been done consistently. In WITP
days we found that consistent data revealed a remarkably good air combat model:
but inconsistent data often prevents that from being clear. It is astonishingly
time consuming to calculate air values properly.
Also during this period, we evolved a wholly new type of device: bombs ONLY used
for air-ground combat. This was because testing showed airpower caused far too much
ground attrition. The new bomb codes permits these devices. As well, our ASW
weapons now can be fitted on planes which only use them during ASW missions - again
because the bomb codes permit other weapons to be used on other missions. So the
review of aircraft was substantially related to their armament, not just their
performance data.
The data generation and testing of new device concepts on missions enabled by arming
codes is now behind us. We will focus on getting more and better art. The current
immediate priority, substantially addressed by the new updates, was to get tops for
plane types which didn't have them. As well, to get art for types, and for services,
for which there was no art. To this end, RHS is using "the best available art" in
the set, if perfect art isn't available yet. Also, if there is a different model of
the same plane with a top, we are now pointing at the version with the top - and
will go back to dedicated sub-type art when the top joins the set.
All the previous listings of air art/plane slot cross references will be deleted in
favor of the new listings immediately below.
many new types of aircraft have been added. RHS adopted a standard set of
Allied art used by many mods, but is now beginning to depart from that - using
it as a foundation. Many types, too late for the war, have begun to be replaced
by "missing" types we needed.
During this period all RHS aircraft data was recalculated. Testing indicated that
this was necessary because it had not originally been done consistently. In WITP
days we found that consistent data revealed a remarkably good air combat model:
but inconsistent data often prevents that from being clear. It is astonishingly
time consuming to calculate air values properly.
Also during this period, we evolved a wholly new type of device: bombs ONLY used
for air-ground combat. This was because testing showed airpower caused far too much
ground attrition. The new bomb codes permits these devices. As well, our ASW
weapons now can be fitted on planes which only use them during ASW missions - again
because the bomb codes permit other weapons to be used on other missions. So the
review of aircraft was substantially related to their armament, not just their
performance data.
The data generation and testing of new device concepts on missions enabled by arming
codes is now behind us. We will focus on getting more and better art. The current
immediate priority, substantially addressed by the new updates, was to get tops for
plane types which didn't have them. As well, to get art for types, and for services,
for which there was no art. To this end, RHS is using "the best available art" in
the set, if perfect art isn't available yet. Also, if there is a different model of
the same plane with a top, we are now pointing at the version with the top - and
will go back to dedicated sub-type art when the top joins the set.
All the previous listings of air art/plane slot cross references will be deleted in
favor of the new listings immediately below.
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS: List 1 Slot Order
RHS Plane List 1 Slot Order [See page 18 for revised form]
Slot # Game Name Notes Bitmap Scenarios Comments
1 CAF Chinese Air Force Header 0 All CAF RA-29 Bitmap
2 CAF A-28 Hudson Medium Bomber 1 All
3 CAF B-24M Liberator Heavy Bomber 2 All
4 CAF B-25D Mitchell Medium Bomber 3 All
5 CAF IL-4 [DB-3B] Medium Bomber 4 All
6 CNAC DC-2 XPT Civil Light Transport 5 All
7 CNAC DC-3 XPT Civil Medium Transport 6 All
8 CAF C-46A XPT Medium Transport 7 All
9 CAF F-5E RC Unarmed Recon Fighter 8 All MB
10 CAF I-16 Type 24 Fighter 9 All
11 CAF I-153 Chaika Biplane Fighter 10 99-105 "Seagull"
12 CAF P-40A3 Tomahawk Fighter 11 99-105 Flying Tigers
13 CAF Hawk 75 Fighter 12 All
14 CAF P-40E Kittyhawk Fighter 13 All
15 CAF P-40N Warhawk Fighter 14 All
16 CAF P-43A-1 Lancer Fighter 15 All
17 CAF P-66 Vanguard Fighter 16 All
18 CAF P-51D Mustang Fighter 17 All
19 SB-2 Medium Bomber 18 All
20 FAA Fleet Air Arm Header
21 FAA Swordfish I AS CV Bomber w DC & Rockets 21 99-105 Needs art w/o torpedo
22 FAA Albacore I TB CV Torpedo Bomber 22 99-105
23 FAA Walrus II AS Flying Boat w DC 23 All
Slot # Game Name Notes Bitmap Scenarios Comments
24 FAA Avenger I AS CV ASW Horizontal Bomber 25 All
25 FAA Avenger I TB CV Torpedo Bomber 25 All
26 FAA Avenger II AS CV ASW Horizontal Bomber 26 All
27 FAA Avenger III AS CV ASW Horizontal Bomber 27 All
28 FAA Barracuda II AS CV ASW Bomber 29 All
29 FAA Barracuda II DB CV Dive Bomber 29 All
30 FAA Barracuda III RB CV Recon/Level Bomber 30 All With Camera
31 FAA Barracuda III AS CV ASW Bomber 30 All
32 FAA Corsair I CV Fighter 31 All
33 FAA Spearfish CV Torpedo Bomber 25 All 40 When Art
34 FAA Corsair II CV Fighter 32 All
35 FAA Corsair IV CV Fighter 33 All
36 FAA Firefly F.IA RF CV Recon Fighter w Radar 36 All
37 FAA Firefly FR.I RF CV Recon Fighter 37 All
38 FAA Firefly NF.I NF CV Night Fighter 38 All
39 FAA Fulmar RCF CV Recon Fighter 39 All MB
40 FAA Fulmar NF CV Night Fighter 39 All MB
41 FAA Hellcat F.I CV Fighter 41 All
42 FAA Hellcat F.II CV Fighter 42 All
43 FAA Hellcat NF.II CV Fighter 43 All
44 FAA Hellcat PR.II CV Recon Fighter 44 All
45 FAA Seafire FR.III CV Recon Fighter w 4Cameras 45 All
46 FAA Seafire LF.III CV Fighter 46 All
47 FAA Seafire F.XV CV Fighter 47 All
Slot # Game Name Notes Bitmap Scenarios Comments
49 Sea Hurricane CV Fighter 49 All
50 Fairy Seafox Float Recon Aircraft 269 99-105 51 When Art
51 FAA Martlet II CV Fighter 52 All
52 FAA Wildcat IV CV Fighter 53 All
53 FAA Wildcat V CV Fighter 54 All
54 FAA Wildcat VI CV Fighter 55 All
55 FAA Fulmar RCN CV Recon Aircraft w Radar 39 All
56 RAF/IAF Royal Air Force/Indian Air Force Header
57 RAF Audax I COOP Observation Bomber 57 All Also in CAF Service
58 RAF Beauftr VIf NF Night Fighter 58 99-105
59 RAF Beaufighter VIc Fighter Bomber 59 All
60 RAF Beaufighter TFB Torpedo Fighter Bomber 60 All
61 RAF Beaufort I Light Bomber 61 All
62 RAF Beaufort RC Recon Aircraft with Camera 62 All
63 RAF Blenheim I GP Light Bomber w GP Bombs 63 99-105
64 RAF Blenheim IF NF Night Fighter 64 99-105
65 RAF Blenheim IV GP Light Bomber w GP Bombs 65 All
66 RAF Blenheim V GP Light Bomber w GP Bombs 66 All
67 Not Beaufighter VIc Fighter Bomber 59 All
68 RAF Buffalo I Fighter 68 All
69 RAF Buffalo PR.I Recon Aircraft with Camera 69 99-105
70 RAF Blenheim IVF NF Night Fighter with Radar 65 All
71 RAF Catalina I AS Flying Boat w DC & Bombs 71 All
72 RAF Catalina IV AS Flying Boat w DC & Bombs 71 All
Slot # Game Name Notes Bitmap Scenarios Comments
73 RAF Dakota III XPT Medium Transport 73 All
74 BOAC DC-2 XPT Light Transport 74 All No RAF nickname
75 BOAC DC-3 XPT Medium Transport 75 All Pressed into RAF
76 RAF Hudson III (LR) Medium Bomber w LR Tanks 76 All
77 RAF Hudson XPT Light Transport w Turret 76 All Converted Bombers
78 RAF Hurricane I Tr Fighter (Tropicalized) 78 All
79 RAF Hurricane IIaTr Fighter (Tropicalized) 79 All
80 RAF Hurricane IIbTr Fighter (Tropicalized) 80 All
81 RAF Hurricane IIcTr Fighter (Tropicalized) 81 All
82 RAF Hurricane IIdTr Fighter (Tropicalized) 82 All
83 RAF Hurricane PR.II Recon Aircraft with Camera 83 All
84 RAF Hurricane FR.IIbFB Recon Ftr Bmr with Camera 84 All
85 RAF Hurricane FR.IIcFB Recon Ftr Bmr with Camera 85 All
86 RAF Hurricane IV FB Fighter Bomber 86 All
87 RAF Lancaster B.1SP Heavy Bomber w 6t Bombs 87 All
88 RAF Lancaster FE Heavy Bomber 88 All
89 RAF Lincoln B.1 Heavy Bomber 88 All 178 When Art
90 RAF Lancaster P.R.I Recon Aircraft w 2 Cameras 87 All
91 RAF LIberator B.II Heavy Bomber 91 All
92 RAF LIberator B.III Heavy Bomber 92 All
93 RAF LIberator B.IV Heavy Bomber 93 All
94 RAF Liberator GR.II Heavy Bomber 94 All
95 RAF Liberator GR.II Heavy Bomber 95 All
96 RAF Liberator C.VII Heavy Transport 96 All
Slot # Game Name Notes Bitmap Scenarios Comments
97 RAF Lysander II COP Observation Bomber 97 All Also in CAF Service
98 RAF Lancaster ICB Heavy Bomber w ICB 88 All
99 RAF Mitchell PR.II Recon Aircraft with Camera 99 All
100 BOAC Liberator XPT C-87 Heavy Transport 96 All
101 RAF Mohawk IV Fighter 101 All
102 RAF Mosquito Hiball Light Bomber w Skip Bombs 108 All
103 RAF Mosquito FB.VI Fighter Bomber 103 All
104 RAF Msqto NF.XVII Night Fighter 104 All
105 RAF Mosquito PR.IX Recon Aircraft w 2 Cameras 105 All Long Range
106 RAF Mosquito PR.XVI Recon Aircraft w 2 Cameras 106 All Long Range
107 RAF Mosquito PR.34 Recon Aircraft w 3D Camera 107 All Long Range
108 RAF Mosquito B.35 Light Bomber 108 All
109 RAF Mustang IV Fighter 109 All
110 RAF Swordfish I TB Torpedo Bomber 110 All
111 RAF Mosquito NF.II Night Fighter 104 All
112 RAF Spitfire PR.IV Recon Aircraft with Camera 112 All
113 RAF Spitfire Vc Tr Fighter (Tropicalized) 114 All
114 RAF Spitfire VIII Fighter 115 All
115 RAF Spitfire PR.XI Recon Aircraft with Camera 113 All
116 RAF Spitfire F.XIV Fighter 116 All
117 RAF Spitfire FR.XIV Recon Fighter 117 All
118 RAF Sunderland III Flying Boat with DC 118 All
119 RAF Sunderland GR.V Flying Boat w AS Torp & DC 119 All
120 RAF Sunderland II Flying Boat with DC 118 All
Slot # Game Name Notes Bitmap Scenarios Comments
121 RAF Tempest F.V Fighter 121 All
122 Manchester I Heavy Bomber 66 99&105 122 When Art
123 RAF Thunderbolt I Fighter 123 All
124 RAF Thunderbolt II Fighter 124 All
125 RAF Whirlwind Fighter Bomber 108 99&105 120 When Art
126 RAF Vengeance I DB Dive Bomber 126 All
127 RAF Vengeance IV DB Dive Bomber 127 All
128 RAF Typhoon F.I Fighter 121 All
129 RAF Vildebeeste TB Torpedo Bomber 129 All
130 RAF Floatfire I Float Fighter 114 99&105 Needs floats added
131 Wapati IIa COOP Observation Bomber 131 All Also in CAF Service
132 RAF Whitley V Medium Bomber 134 99&105 137 When Art
133 RAF Wellington Ic Medium Bomber 133 All
134 RAF Welngtn VIII TB Medium Bomber w Torpedo 134 All
135 RAF Wellington X Medium Bomber 135 All
136 RAF Wlngtn XII AS Med Bmr w AS Torpedoes & DC 136 All
137 RAF Wlngtn XIII AS Medium Bomber 136 All
138 RAF Whitley VII AS Medium Bomber w DC 134 99&105 137 When Art
139 RAF Dakota II XPT Medium Transport 73 All Troop variant
140 RAF Kittyhawk IV Fighter 101 All Needs new bitmap
141 ML-KNIL/MLD NEI Air Forces Header
142 KNIL 139WH-3 GP Medium Bomber w GP Bombs 142 All
143 KNIL B-339D Buffalo Fighter 143 All
144 KNIL Loadstar XPT Light Transport 144 All
Slot # Game Name Notes Bitmap Scenarios Comments
145 KNIL CW-21B Demon Fighter Interceptor 145 All
146 KNIL CW-22 Falcon Observation Bomber 146 All
147 MLD C.XIV FR Float Recon Aircraft 147 99-105
148 MLD Do-24K AS Flying Boat w DC & Bombs 148 All
149 KNIL FK-51 RC Recon Acft [Modified Trainer] 149 All
150 KNIL 75A-7 Hawk Fighter 150 99-105
151 KNIL Hur'cn IIB Tr Fighter (Tropicalized) 151 99-105
152 KNIL L-212 XPT Light Transport/Crew Trainer 152 All
153 MLD Catalina AS Flying Boat w DC & Bombs 153 All
154 MLD T.IVa TB Float Torpedo Bomber 154 99-105
155 KNIL P-40E Warhawk Fighter 155 All
156 KNIL DB-7B Boston Light Bomber 156 All
157 KNIL B-25C Mitchell Medium Bomber 157 All
158 KNIL P-51D Mustang Fighter 260 All 175 When Art
159 RAAF RAAF Section Header
160 RAAF Anson I AS Light Bomber w DC 162 All
161 RAAF Liberator IV Heavy Bomber 163 All
162 RAAF Anson I XPT Light Transport 162 All
163 RAAF Beaufighter Ic Fighter Bomber 165 All
164 RAAF Beaufighter VI Fighter Bomber 166 All
165 RAAF Beaufighter X Fighter Bomber 167 All
166 RAAF Beaufighter 21 Fighter Bomber 168 All
167 Not Used Not Used
168 RAAF Beaufort V RTP Torpedo Bomber w Camera 170 All
Slot # Game Name Notes Bitmap Scenarios Comments
169 RAAF Beaufort VIII Light Bomber 171 All
170 RAAF Beaufort IX XPT Light Transport 171 All
171 RAAF Boomerang I Fighter Bomber 173 All
172 RAAF Boomerang II Fighter Bomber 174 All
173 RAAF Boomerang RCN Recon Aircraft with 2 Cameras 174 All
174 RAAF Boston III Light Bomber 176 All
175 RAAF Boston V Light Bomber 177 All
176 QANTAS Catalina XPT Flying Boat Transport 182 All
177 RAAF B-339 Buffalo Fighter 179 All Ex KNIL
178 RAAF Buffalo RC Recon Aircraft with Camera 180 99-105 Ex KNIL
179 RAAF Dakota II XPT Medium Transport (C-53) 184 All
180 RAAF Catalina I AS Flying Boat w DC & Bombs 182 All
181 RAAF Dragon Mk2 XPT Light Transport 183 All
182 RAAF Dakota III XPT Medium Transport (C-47A) 184 All Cargo Variant
183 ANA DC-2 XPT Light Transport 185 All Top/side mismatch
184 RAAF Do-34K-1 AS Flying Boat w DC & Bombs 186 All Ex NEI MLD
185 QANTAS Empire S.23 Flying Boat w Bombs 187 All Improvised armament
186 RAAF Dakota III XPT Medium Transport (C-47B) 184 All High Altitude variant
187 RAAF Hudson I GP Medium Bomber w GP Bombs 189 All
188 RAAF Hudson III(LR) Medium Bomber w GP Bombs 190 All
189 RAAF Hudson XPT Light Transport 191 All
190 RAAF Ventura V AS Medium Bomber w DC&Bombs 192 All
191 RAAF Ventura II AS Medium Bomber w DC&Bombs 192 99-105
192 RAAF Kittyhawk IA Fighter 194 All
Slot # Game Name Notes Bitmap Scenarios Comments
193 RAAF Kittyhawk III Fighter 195 All
194 RAAF Kittyhawk IV Fighter 196 All
195 RAAF Lancaster FE Heavy Bomber 88 All
196 RAAF Lightning RC Recon Aircraft with Camera 198 All MB
197 RAAF Loadstar XPT Light Transport 199 All
198 RAAF Liberatr GR.IV Heavy Bomber 163 All
199 RAAF Mitchell II Medium Bomber w GP Bombs 201 All
200 RAAF Mitchell III Medium Bomber 202 All
201 RAAF Lincoln B.I Heavy Bomber 88 All 178 When Art
202 RAAF Mosquito FR.40 Fighter Bomber 204 All
203 RAAF Mosquito PR.40 Recon Aircraft 205 All
204 RAAF Mosquito PR.41 Recon Aircraft 205 All
205 RAAF Mustang IV Fighter 207 All
206 Not Used Not Used
207 RAAF Airacobra P-39 Fighter 209 All
208 RAAF Lancer P-43 RF Recon Fighter with Camera 210 All
209 RAAF Mariner XPT Transport Flying Boat 211 All
210 Not Used Not Used
211 RAAF Spitfire VcTrp Fighter (Tropicalized) 213 All
212 RAAF Spitfire VIII Fighter 214 All
213 RAAF Sndrlnd V AS Flying Boat w AS Torp & DC 216 All
214 RAAF Sndrlnd III AS Flying Boat with DC 216 All
215 RAAF Kingfisher FR Float Reconnaissance 221 All
216 RAAF Vengeance I Dive Bomber 218 All
Slot # Game Name Notes Bitmap Scenarios Comments
217 RAAF Vengeance IV Dive Bomber 218 All
218 RAAF Wirraway CA-1 Fighter Bomber 220 All
219 Not Used Not Used
220 RAAF Seagull V AS Flying Boat w DC 222 All
221 RAAF Catalina IIIAS Flying Boat w DC & Bombs 223 All
222 RAAF Catalina IVAS Flying Boat w DC & Bombs 224 All
223 RCAF Canadian Air Force Header
224 RCAF Beaufort I GP Light Bomber w GP Bombs 226 All
225 RCAF Lincoln B.1 Heavy Bomber 88 All 178 When Art
226 RCAF Bowlingbroke IV Light Bomber w GP Bombs 228 All
227 RCAF Canso AS Flying Boat w DC & Bombs 229 All
228 RCAF Dakota XPT Medium Transport 230 All
229 RCAF Hurricane IIc Fighter 231 All
230 KNIL OS2U-3 Float Recon 225 All Needs Top
231 RCAF Kittyhawk I Fighter 233 All
232 RCAF Kittyhawk II Fighter 234 All
233 RCAF Kittyhawk III Fighter 235 All
234 Not Used Not Used
235 RCAF Liberator V AS Heavy Bomber w DC & Bombs 237 All
236 RCAF Mitchell PR.II Recon Aircraft 99 All Canadian colors?
237 RCAF Mosquito FB.26 Fighter Bomber 239 All
238 RCAF Empire S.23 Armed Flying Boat (Pressed) 187 All Canadian Colors?
239 RCAF Shark III FRTB Float Recon Torpedo Bomber 241 All
240 RCAF Stranraer AS Flying Boat w DC 242 99-105
Slot # Game Name Notes Bitmap Scenarios Comments
241 RCAF Ventura V AS Medium Bomber w DC 243 All
243 NZ Catalina I AS Flying Boat w DC & Bombs 245 All
244 NZ Dakota III XPT Medium Transport 246 All Cargo Variant
245 NZ Dominie Mk2 XPT Light Transport 247 All
246 NZ Dragon Mk2 XPT Light Transport 183 All Needs New Bitmap
247 NZ Corsair II Fighter 249 All
248 NZ Corsair IV Fighter 249 All
249 NZ Hudson III(LR) Long Range Medium Bomber 251 All
250 NZ Hudson XPT Light Transport 252 All
251 NZ Ventura V AS Medium Bomber with DC 253 All
252 NZ Loadstar XPT Light Transport 254 All
253 Not Used Not Used
254 NZ Kittyhawk IA Fighter 256 All
255 NZ Kittyhawk III Fighter 257 All
256 NZ Kittyhawk IV Fighter 258 All
257 Not Used Not Used
258 NZ Mustang IV Fighter 260 All
259 Not Used Not Used
260 NZ Dauntless I GPDB Dive Bomber 262 All
261 NZ Dauntless II DB Dive Bomber 263 All
262 Not Used Not Used
263 NZ Avenger TB Torpedo Bomber 265 All
264 NZ Singapore AS Flying Boat w DC & Bombs 267 99-105
265 NZ Vildebeeste IV AS Level Bomber with DC 268 99-105 Map w/o Torpedo
Slot # Game Name Notes Bitmap Scenarios
266 NZ Vincent I Light Bomber 269 All
267 NZ Walrus II AS Flying Boat w DC 222 All
268 USAAF USAAF Header
269 A-20B Havoc TB Light Bomber with Torpedo 270 99-105
270 B-18 Bolo AS Medium Bomber with DC 283 All
271 A-20C Havoc GP Light Bomber w GP Bombs 270 All
272 A-20G Havoc Light Bomber 273 All
273 A-29B Hudson RC Recon Aircraft with Camera 277 All
274 A-24 Banshee GPDB Dive Bomber 275 All
275 A-24B Banshee GPDB Dive Bomber 276 All
276 A-29 Hudson GP Medium Bomber w GP Bombs 277 All USAAF colors?
277 A-26B Invader Light Bomber 278 All
278 A-26C Invader Light Bomber 279 All
279 A-36 Apachi GPDB Ground Attack Fighter 280 All
280 B-23 Dragon GP Medium Bomber w GP Bombs 283 All 244 When Art
281 B-10B AS Medium Bomber w DC 282 99-105
282 B-18 Bolo GP Medium Bomber w GP Bombs 283 All
283 F-2 Beech 18 RC Recon Aircraft w Camera 284 All
284 B-17C Fortress GP Heavy Bomber w GP Bombs 285 99-105 Top Turret?
285 B-17E Fortress GP Heavy Bomber w GP Bombs 286 All
286 B-17F Fortress GP Heavy Bomber w GP Bombs 287 All
287 B-17G Fortress GP Heavy Bomber w GP Bombs 288 All
288 LB-30 Liberator AS Heavy Bomber w DC & Bombs 290 All
289 LB-30 Liberator GP Heavy Bomber w GP Bombs 290 All
Slot # Game Name Notes Bitmap Scenarios
290 B-24D Liberator GP Heavy Bomber w GP Bombs 291 All
291 B-24D1 Liberator Heavy Bomber 292 All
292 B-24J Liberator Heavy Bomber 293 All
293 LB-30 Liberator RC Recon Aircraft w 2 Cameras 290 All
294 B-25B Mitchell GP Medium Bomber w GP Bombs 295 All
295 B-25C Mitchell GP Medium Bomber w GP Bombs 296 All
296 B-25D1 Mitchell GP Medium Bomber w GP Bombs 297 All
297 B-25G Mitchell ICB Medium Bomber w IC Bombs 298 All Incendiary Cluster Bmb
298 B-25H Mitchell Medium Bomber 299 All
299 B-25J1 Mitchell Medium Bomber 300 All
300 B-25J11 Mitchell Medium Bomber 301 All
301 C-98 Boeing 314 XPT Transport Flying Boat 454 All Heavy Lifter
302 B-26B Marauder TB Medium Bomber w Torpedo 303 All
303 B-26B Marauder Medium Bomber 304 All
304 B-29 Superfort Heavy Bomber 289 All
305 B-29A Superfort B-29 w UB, IB or PB Bombs 306 All Atomic/Pumpkin Bomb
306 B-29B Superfort ICB Heavy Bomber with IC Bombs 307 All Incendiary Cluster Bmb
307 B-32 Terminator Heavy Bomber 308 All
308 DC-2 [C-33] XPT Light Transport 309 All
309 C-46A Commando XPT Medium Transport 310 All Heavy Lifter
310 C-46A Commando XPT Medium Transport 311 All Heavy Lifter
311 C-47 Skytrain XPT Medium Transport 312 All Cargo variant
312 C-54 Skymaster XPT Heavy Transport 313 All Heavy Lifter
313 LB-30 Liberator XPT Heavy Transport 315 All Ultra Long Range
Slot # Game Name Notes Bitmap Scenarios
314 C-87 Liberator XPT Heavy Transport 315 All Heavy Lifter
315 RF-4A Lightning RC Recon Aircraft with Camera 316 All MB R = Restricted
316 F-5A Lightning RC Recon Aircraft with Camera 317 All MB
317 F-5E Lightning RC Recon Aircraft with Camera 318 All MB
318 F-6C Mustang RC Recon Aircraft with Camera 319 All
319 F-6D Mustang RC Recon Aircraft with Camera 319 All
320 F-7A Liberator RC Recon Aircraft w Cams & ECM 320 All Ultra Long Range
321 F-10 Mitchell RC Recon Aircraft with Camera 321 All
322 F-13 Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
323 O-47A RC Recon Aircraft with Camera 323 99-105
324 O-49 Vigilant RC Recon Aircraft with Camera 324 All
325 C-54 Skytrooper XPT Medium Transport 312 All
326 P-26A Fighter 327 99-105 PAF also CAF Service
327 P-35A Fighter 328 99-105
328 P-36A Mohawk Fighter 329 99-105
329 F-13A Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
330 RP-38E Lightning RC Recon Aircraft with Camera 331 All MB
331 P-38F Lightning Fighter 332 All MB
332 P-38G Lightning Fighter 333 All MB
333 P-38H Lightning Fighter 334 All MB
334 P-38J Lightning Fighter 335 All MB
335 P-38L Lightning Fighter 336 All MB
336 P-39D Airacobra Fighter 337 All
337 P-39N2 Airacobra Recon Aircraft with Camera 338 All
Slot # Game Name Notes Bitmap Scenarios
338 P-39N1 Airacobra Fighter Ground Attack 338 All
339 P-400 Airacobra Fighter Ground Attack 339 All
340 RP-40 Tomahawk RC Recon Aircraft with Camera 342 99-105 R = Recon
341 P-40B Tomahawk Fighter 342 99-105
342 P-40E Kittyhawk Fighter 343 All
343 P-50K Warhawk Fighter 344 All
344 P-40N1 Warhawk Fighter 345 All
345 P-40N5 Warhawk Fighter 346 All
346 P-40N26PR RC Recon Aircraft with Camera 347 All
347 P-43/RP-43 Lancer Fighter 348 99-105 R = Restricted
348 P-43A-1 Lancer RF Fighter/Recon with Camera 349 All
349 P-47D2 Thunderbolt Fighter 350 All
350 P-47D25 Thunderbolt Fighter 351 All
351 P-57N Thunderbolt Fighter 352 All
352 B-27C/D Fortress RB Heavy Recon Bmr w Cameras 285 All
353 P-51A Mustang Fighter 354 All
354 P-51B Mustang Fighter 355 All
355 P-51D Mustang Fighter 356 All 407
356 P-51H Mustang Fighter 357 All
357 B-37 Lexington AS Medium Bomber with DC 472 99-105
358 P-61A Blk Widow NF Night Fighter 359 All Mismatch side/top
359 P-61C Blk Widow NF Night Fighter 360 All
360 P-70 Havok NF Night Fighter 361 All
361 P-70A1 Havok NF Night Fighter 362 All
Slot # Game Name Notes Bitmap Scenarios
362 P-80A2 Havok NF Night Fighter 362 All
363 P-80A Shooting Star Fighter 364 All
364 P-82B Twin Mustang Fighter 365 All
365 RP Stearman 75M RC Recon Aircraft 366 All RP = Rep Philippines
366 P-66 Vanguard Fighter 16 Not 106 Needs US bitmap
367 Soviet Air Forces Soviet Air Forces Header
368 SOV A-20G Havoc Light Bomber 369 All
369 SOV A-20C Havoc Light Bomber 369 All
370 SOV B-25J Mitchell Medium Bomber 371 All
371 Not Used Not Used
372 SOV Do J Wal XPT Light Flying Boat Transport 373 All
373 SOV I-15bis "Chato" Fighter 374 All "snub nose"
374 SOV I-153 Chaika Fighter 375 99-105 "seagull"
375 SOV I-16 Type 24 Fighter 376 All Moska = Fly
376 Not Used Not Used
377 SOV IL-2 Shturmovik Fighter Bomber 378 All
378 SOV IL-2m3 STRF FTR Fighter 379 All No bombs, just cannon
379 SOV IL-10 Sturmovik Fighter Bomber 380 All
380 Not Used Not Used
381 SOV IL-4 DB-3M Medium Bomber 384 All
382 SOV IL-4 DB-3T TB Medium Bomber with Torpedo 385 All
383 SOV IL-4 [Late] Medium Bomber 386 All
384 SOV TB-3/G-2 XPT Heavy Transport 387 All Former Heavy Bomber
385 Not Used Not Used
Slot # Game Name Notes Bitmap Scenarios
386 SOV La-5FN Lavochka Fighter 388 All
387 SOV La-7 INT Fighter 389 All
388 SOV LaGG-3 Coffin Fighter 390 All
389 SOV Li-2VP/DC-3 XPT Medium Transport 406 All armed
390 SOV Li-2P/DC-3 XPT Medium Transport 392 All unarmed
391 SOV MBR-2bis AS Light Patrol Flying Boat 393 All
392 SOV Li-2R/DC-3 RC Recon Aircraft with Camera 392 All unarmed
393 SOV MiG-3 Fighter 395 All
394 SOV P-39Q Airacobra Fighter Ground Attack 396 All
395 SOV P-63A KingCobra Fighter Ground Attack 397 All
396 SOV MP-1bis XPT Light Transport Flying Boat 393 All Nds art w/o guns
397 SOV GST/PBN-1 AS Flying Boat w DC & Bombs 399 All
398 SOV Pe-3 NF Night Fighter 401 All
399 SOV Pe-2B "Peshka" Heavy Fighter 401 All Peshka = Pawn
400 SOV Pe-2R RC Recon Aircraft with Camera 402 All Peshka = Pawn
401 SOV Pe-2M Heavy Fighter 401 All Peshka = Pawn
402 SOV R-10 RC BMR Recon Bomber with Camera 404 All
403 SOV Yak-2 RC BMR Recon Bomber 2 3x Cameras 406 All
404 Li-2VV DC-3 BMR Light Bomber 406 All DC-3 w turret
405 SOV Yak-4 RC BMR Recon Bomber 2 3x Cameras 406 All
406 SOV SB-2 Light Bomber 408 All
407 SOV TB-3 Heavy Bomber 409 99-105
408 SOV Tu-2S Medium Bomber 410 All
409 SOV Yak-3 INT Fighter Interceptor 412 All No Bombs
Slot # Game Name Notes Bitmap Scenarios
410 SOV Yak-7B Fighter 412 All
411 SOV Yak-9 INT Fighter Interceptor 413 All No Bombs
412 SOV Yak-9D INT Fighter Interceptor 414 All
413 SOV Yak-9R RC Recon Aircraft with Camera 415 All
414 SOV Yak-9T FB Fighter Bomber 416 All
415 SOV Yak-9U Int Fighter Interceptor 417 All No Bombs
416 SOV Pe-3bis NF Night Fighter 401 All
417 SOV Yak-9M NF Night Fighter 417 All
418 P-38 Lightning (CV) CV Fighter 411 Not Used 411 When Art
419 F2A-2 Buffalo CV Fighter 421 99-105
420 F2A-3 Buffalo CV Fighter 422 All
421 F2A-2P Buffalo RC CV Recon Aircraft w Camera 423 99-105
422 F4F-3A Wildcat CV Fighter 425 All
423 F4F-3 Wildcat CV Fighter 425 All
424 F4F-7 Wildcat RC CV Recon Aircraft w Camera 428 All
425 F4F-4 Wildcat CV Fighter 427 All
426 F6F-3E Hellcat NF CV Night Fighter 438 All
427 FM-1 Wildcat CV Fighter 429 All
428 FM-2 Wildcat CV Fighter 430 All
429 F4U-1 Corsair Fighter 431 All
430 F4U-1A Corsair CV Fighter 432 All
431 F4U-1D Corsair CV Fighter 433 All
432 F4U-4 Corsair CV Fighter 434 All
433 F4U-5 Corsair CV Fighter 435 All
Slot # Game Name Notes Bitmap Scenarios
434 F4F-3S Wild Catfish Float Fighter 428 105 Needs new bitmap
435 F6F-3 Hellcat CV Fighter 437 All
436 F6F-3N Hellcat NF CV Night Fighter 438 All
437 F6F-5 Hellcat CV Fighter 439 All
438 F6F-5N Hellcat NF CV Night Fighter 440 All
439 F6F-5P Hellcat RC CV Recon Aircraft w Camera 441 All
440 F4U-2 Corsair CV Fighter 442 All
441 F7F-2N Tigercat NF CV Night Fighter 443 All
442 F7F-3 Tigercat CV Fighter 444 All
443 F7F-3P Tigercat RC CV Recon Aircraft w Camera 445 All
444 F8F-1 Bearcat CV Fighter 446 All
445 FR-1 Fireball CV Fighter 447 All Jet & Piston
446 JRM-1 Mars Flying Boat (Patrol in 99&105) 452 All 455 When Art
447 OS2U-3 Kingfisher FR Float Reconnaissance 449 All
448 F4U-4 + Bat ASM CV Fighter with ASM 434 All Needs new bitmap
449 JO-2 Hudson XPT Light Transport 252 All Needs new bitmap
450 PB2Y-3 Coronado AS Flying Boat with DC & Bombs 454 All Heavy lifter
451 PB2Y-3 Corondo AS+ AS Flying Boat with Radar 454 All Heavy lifter
452 PB2Y-5 Coranado AS AS Flying Boat with Radar 454 All Also ASW Torpedoes
453 PB2Y-3R Cor'ndo XPT Transport Flying Boat 454 All Heavy lifter
454 PB4Y-1 Liberator AS Hvy Bomber w AS & Bombs 456 All
455 PB4Y-1P Liberator RC Recon Aircraft with Camera 457 All Ultra Long Range
456 PB4Y-2 Privateer AS Hvy Bomber w AS & Bombs 458 All Also ASW Torpedoes
457 PB4Y-2 + 4xBat ASM Heavy Bomber with 2xBat ASM 458 All
Slot # Game Name Notes Bitmap Scenarios
458 PBJ-1D Mitchell TP Med Bomber w Torpedo 460 All
459 PBJ-1H Mitchell AS Med Bomber w AS Load/75mm 461 All Also ASW Torpedoes
460 PBJ-1J Mitchell AS Med Bomber w ASW Load 462 All Also ASW Torpedoes
461 PBJ-1C Mitchell AS Med Bmr w AS & Bombs 462 All
462 PBM-3D Mariner AS Flying Boat with DC & Bombs 464 All
463 PBM-5E Mariner AS Flying Boat with ASW Load 465 All Also ASW Torpedoes
464 PV-3 Ventura AS Med Bomber with DC 472 All
465 PBY-4 Catalina AS Flying Boat with DC & Bombs 467 All
466 PBY-5 Catalina TP Flying Boat with Torpedoes 468 All
467 PBY-5A Catalina Flying Boat 469 All Amphibian
468 PBY-6A Catalina AS Flying Boat with AS Bombs 470 All
469 PBN-1 Catalina AS Flying Boat with AS Bombs 470 All
470 PV-1 Ventura AS Med Bomber with AS Bombs 472 All
471 PV-1N Ventura NF Night Fighter 473 All
472 PV-2 Harpoon AS Med Bomber with AS Load 474 All Also ASW Torpedoes
473 PV-2 Harpoon Med Bomber with 474 All
474 R3D-2/D-1 DC-5 XPT Light Transport 476 All
475 R4D-1 Skytrain XPT Medium Transport 477 All wrong side, right top
476 R5C-1 Commando XPT Medium Transport 478 All Heavy lifter
477 R5D-1 Skymaster XPT Heavy Transport 313 All Needs Navy colors
478 SB2U-3 Vindicator CV Dive Bomber 480 All
479 SB2U-3 + 1xBat ASM CV Dive Bomber + Bat ASM 480 All Needs new bitmap
480 SBC-4 Helldiver CV Dive Bomber 482 All
481 SB2C-1 Helldiver CV Dive Bomber 483 All
Slot # Game Name Notes Bitmap Scenarios
482 SB2C-3 Helldiver CV Dive Bomber 484 All
483 SB2C-4 Helldiver CV Dive Bomber 485 All
484 SB2C-5 Helldiver CV Dive Bomber 486 All
485 SBD-2 Dauntless CV Dive Bomber 487 99-105
486 SBD-1 Dauntless CV Dive Bomber 488 99-105
487 SBD-3 Dauntless CV Dive Bomber 489 All
488 SBD-5 Dauntless CV Dive Bomber 490 All
489 SBD-6 Dauntless CV Dive Bomber 491 All
490 SNJ-3 Texan RC Recon Aircraft with Camera 492 99-105
491 SOC-1 Seagull AS Float Recon w DC & Bombs 493 All
492 SO3C-2 Seamew AS Float Recon Aircraft with Radar 494 All Also Air AS Bombs
493 TBD-1 Devastator TB CV Torpedo Bomber 495 99-105
494 ZPK-14 (ASW Blimp) Blimp armed w AS & Bombs 496 All
495 TBF-1 Avenger TB CV Torpedo Bomber 497 All
496 TBM-1C Avenger TB CV Torpedo Bomber 498 All
497 TBM-3 Avenger TB CV Torpedo Bomber 499 All
498 TBM-3 + 1xBat ASM CV Bomber + 1xBat ASM 499 All Needs new bitmap
499 CAF Xhu X-PO Fighter Bomber 12 All New map?
500 CAF CW-21 Demon Fighter Interceptor 145 All 20 When Top Art
501 CAF Henschel 123 Dive Bomber 482 All Needs new bitmap
502 CAF V-935 (O3U) Light Bomber 149 All Needs new bitmap
503 CAF Hawk II Fighter [Axis Side 142] 482 99-105 394 When Art
504 CAF Hawk III Fighter [Axis Side 142] 482 99-105 394 When Art
505 CNAC Lockheed Mod18 Light Transport 314 All
Slot # Game Name Notes Bitmap Scenarios
506 TBF-1 Avenger AS CV Bomber with Air DC 497 All Needs new bitmap
507 TBM-1C Avenger AS CV Bomber with Air AS Bombs 498 All Needs new bitmap
508 TBM-1CP Avenger RC CV Recon Aircraft with Camera 498 All Needs new bitmap
509 PBM-1 Mariner Flying Boat with DC & Bombs 464 All
510 FFNAF CAMS Mdl55.10 Flying Boat with DC 267 99-105 Needs new bitmap
511 FFNAF Walrus II AS Float Boat with DC 222 All Needs new bitmap
512 TBM-3R Avenger XPT CV Transport Aircraft 499 All Needs new bitmap
513 F-9 Fortress RC Recon Aircraft with Camera 287 All Needs new bitmap
514 CB-17 [XB-108A] XPT Heavy Transport 286 All Needs new bitmap
515 F-9A Fortress RC Recon Aircraft with 5 Cameras 288 All Share bitmap w 513
516 PBM-3R Mariner XPT Transport Flying Boat 464 All
517 PBM-3S Mariner AS Flying Boat with Air AS Bombs 464 All
518 RTAF BKh10/Hawk III Fighter Needs RTAF Colors 482 All 394 When Art
519 XPK-24 (ASW Blimp) Blimp armed w AS & GP Bombs 496 All
520 ZPK-34 (ASW Blimp) Blimp armed w AS Torpedoes 496 All
521 C-49 [DC-3] XPT Medium Transport 312 All US Colors
522 C-60 Loadstar XPT Light Transport 254 All Needs new bitmap
523 C-47A Skytrain XPT Medium Transport 312 All Cargo variant Colors
524 C-47B Skytrain XPT Medium Transport 312 All High altitude variant
525 PBJ-1D Mitchell CV Med Bomber 460 105 carrier aircraft
526 B-29B Superfort UB Hvy Bomber w Uranium Bomb 305 All unarmed 1/month
527 B-29B Superfort IB Hvy Bomber w Implosion Bomb 305 All unarmed 2/month
528 B-29B Superfort PB Hvy Bomber w Pumpkin Bomb 305 All unarmed 3/month
529 Eurasia Ju-52 Medium Transport 19 All Needs alpha
Slot # Game Name Notes Bitmap Scen Comments
530 CAF RA-29 Hudson RC Recon Aircraft w Camera 0 All
531 KNIL P40N1 Fighter 258 All 164 When Art
532 C-74 Globemaster XPT Heavy Transport 313 All 261 When Art
533 B-24N Liberator Heavy Bomber 294 All
534 B-36A Peacemaker Heavy Bomber 255 105 No Art
535 B-42 Mixmaster Medium Bomber 367 105
536 C-82 Packet XPT Medium Transport 536 All
537 C-69 Constellation XPT Heavy Transport 306 All 248 When Art
538 P-50 Skyrocket Fighter Interceptor 445 105 381 When Art
539 C-97 Stratofreighter Heavy Transport 306 All
540 C-99A Super XPT Super Heavy Transport 264 None but 99,105 When Art
541 MLD PBY-5A Catalina Flying Boat w DC & Bombs 153 All
542 C-109 Liberator XPT Heavy Transport 315 All Needs w/o greenhouse
543 PB4Y-2 + 2xLoon ASM Heavy Bomber w 2xASMs 458 All Needs art w ASMs
544 B-17E + 2xLoon ASM Heavy Bomber w 2xASMs 286 All Needs art w ASMs
545 B-29A + 4xLoon ASM Heavy Bomber w 4xASMs 306 All Needs art w ASMs
546 KNILM DC-2 XPT Light Transport 74 All Needs KNIL art
547 KNILM DC-3 XPT Medium Transport 75 All Needs KNIL art
548 RB-16C Fortress RC Recon Aircraft with radar 285 All
549 A-29A [C-64] XPT Light Transport 277 All
550 TBD-1S Float TB Float Torpedo Bomber 495 99,105 Needs Float Art
551 PBY-5 Catalina XPT Flying Boat Transport 468 All
552 F-7B Liberator RC Recon Acft w Cams & ECM 320 All Ultra Long Range
553 PB4Y-2 Privateer RC Recon Acft w Cams & ECM 458 All Ultra Long Range
Slot # Game Name Notes Bitmap Scenarios
554 B-24D1 Librtr w 2xDT Heavy Bomber w Drop Tanks 292 All Needs art w Drop Tanks
555 B-29A w 4xFelix Heavy Bomber w IR Bombs 306 All VB-6 Felix IR Bombs
556 B-24J + 4xAzon RC Heavy Bomber w R/C Bombs 293 All VB-1 Axon R/C Bombs
557 B-24J + 4xRaxon RC Heavy Bomber w R/C Bombs 293 All VB-3 Razon R/C Bombs
558 B-24N + 4xFelix IR Heavy Bomber w IR Bombs 294 All VB-6 Felix IR
559 SB2C-1A Helldiver Dive Bomber 483 All Ex USAAF A-25A
560 MS-406 Fighter 340 99 160 When Art
561 MS-410 Fighter 340 99 160 When Art
562 P-82C TwnMustang Night Fighter 365 All
563 Not Used Not Used None
564 Curtis Condor Light Transport 247 All Needs new art
565 FF Hawk 75 Fighter 150 99 Wrong Art
566 R4D-5 Skytrain XPT Medium Transport 477 All Wrong Side, right top
567 Not Used Not Used None
568 Not Used Not Used None
569 KNIL P-400 Fighter Ground Attack 340 99&105 Colors?
570 MLD DO 15 Val AS Flying Boat with DC 373 Not 106 Wrong colors
571 P-47C/D Fighter 350 All
572 Not Used Not Used None
573 B-39 Superfortress Super Heavy Bomber 306 99&105 368 When Art
574 Not Used Not Used None
575 Not Used Not Used None
576 A-20A Havok Light Bomber 270 99
577 Not Used Not Used None
Slot # Game Name Notes Bitmap Scen Comments
578 Not Used Not Used None
579 B-30 A Constellation Super Heavy Bomber 248 99 when Art exists
580 FF Ppotez 63.11 Light Bomber 188 99
581 Not Used Not Used None
582 Not Used Not Used None
583 F4U-4C Corsair CV Fighter w 20mm Guns 434 All
 
Slot # Game Name Notes Bitmap Scenarios
600 A5M3a Claude CV Fighter 3 Odd 20 mm gun
601 A5M4 Claude CV Fighter 2 All
602 A5M4-K Claude TRG CV Fighter Trainer 2 All Limited in 102 & 104
603 A6M2m21 Zero CV Fighter 4 All
604 A6M2 Sen Baku FB CV Fighter Bomber 5 All
605 A6M2-N Rufe FF Float Fighter 6 All
606 A5M4a Claude CV Fighter 3 Odd 20mm guns
607 A6M2&5-K Claude TRG CV Fighter Trainer 8 All Limited in 102 & 104
608 A6M2-K TRG FB CV Fighter Bomber Trainer 5 All Limited in 102 & 104
609 A6M3m33 Zero CV Fighter 10 All
610 A6M3m32 Zero CV Fighter 11 All
611 A6M4m42 Zero CV Fighter 10 Odd Needs TS Ha-5 engine
612 A6M5m52a Zero CV Fighter 13 All
613 A7M1 Sam CV Fighter 22 99&105 MB
614 A6M5m52b Zero CV Fighter 15 All
615 A6M5d-S Zero NF CV Night Fighter 16 All
616 A6M5m52c Zero CV Fighter 17 All
617 A6M7 Zero FB CV Fighter 18 All
618 A6M4m43 High Altitude CV Fighter 10 Odd
619 A6M8 Zero CV Fighter 20 All
620 B5M1-Q Mabel AS CV Bomber w AS & Bombs 26 99&105
621 A7M2 Sam CV Fighter 22 All MB
622 A6M3KAI Zero CV Fighter w 30mm guns 10 All
623 B4Y1 Jean TB CV Torpedo Bomber 24 All
Slot # Game Name Notes Bitmap Scen Comments
624 B4Y1-Q Jean AS CV Bomber w Air AS Bombs 24 99&105
625 B5M1 Mable CV Bomber 26 All
626 B5N1-Q Kate AS CV Bomber w AS & Bombs 30 99&105 Needs top bitmap
627 B5N1/B5N1-K Kate TB CV Torpedo Bomber 28 All
628 B5N2 Kate TB CV Torpedo Bomber 29 All
629 B5N2-Q Kate AS CV Bmr w AS & Bombs 30 All
630 B6N1 Jill TB CV Torpedo Bomber 31 All Needs top bitmap
631 B6N2 Jill TB CV Torpedo Bomber 32 All
632 B6N2a Jill TB CV Torpedo Bomber 33 All
633 F1M2 Pete ASDB Float Recon w Air DC 69 All Note 3
634 E13A1 Jake AS Float Recon w Air DC 62 All
635 B7A1 Grace TB CV Dive Torpedo Bomber 36 All Counterpart to 955
636 C3N1 Kate RC CV Recon Plane with Camera 37 99-105 Needs top bitmap
637 C5M2 Babs RC Recon Aircraft with Camera 38 All
638 C5M1 Babs RC Recon Aircraft with Camera 38 All
639 C6N1 Myrt RC CV Recon Aircraft with Camera 40 All
640 C6N1-S Myrt NF CV Night Fighter 41 All
641 C6N2 Myrt RC CV Recon Aircraft with Camera 40 All
642 D1A2 Susie TRG CV Dive Bomber Trainer 43 All Limited in 102 & 104
643 C6N3-S Myrt NF CV Night Fighter 41 All
644 D3A1 Val DB CV Dive Bomber 45 All Also 60 kg GP bombs
645 D3A2 Val DB CV Dive Bomber 46 All Also 60 kg GP bombs
646 C7M2 Dinah RC Recon Aircraft with Camera 183 All
647 D3Y1-K Mojo TRG Dive Bomber Trainer 48 All
Slot # Game Name Notes Bitmap Scen Comments
648 C6N1-B Myrt TB CV Torpedo Bomber 40 All Needs torpedo
649 D4Y1 Judy DB CV Dive Bomber 50 All Also 60 kg GP bombs
650 D4Y2 Judy DB CV Dive Bomber 51 All Also 60 kg GP bombs
651 D4Y3 Judy DB CV Dive Bomber 52 All Also 60 kg GP bombs
652 D4Y5 Judy DB CV Dive Bomber 53 All Also 60 kg GP bombs
653 D3A1-Q Val AS CV Bomber w AS & Bombs 45 105
654 H6K4-L Emily XPT Heavy Transport Flying Boat 89 Odd
655 D4Y1-C Judy RC CV Recon Aircraft with Camera 56 All
656 D4Y2-C Judy RC CV Recon Aircraft with Camera 57 All
657 D4Y2-S+ Judy NF CV Night Fighter with Radar 59 All
658 D4Y2-S Judy NF CV Night Fighter 59 All
659 E11A1 Laura FR Float Recon 68 99-105 Needs new bitmap
660 E13A1 Jake FR Float Recon 61 All
661 E13A1 Jake AS Float Recon with Air AS Bombs 62 All Also has MAD
662 H8K3 Emily AS Flying Boat w AS & Bombs 88 All Also has radar
663 E14Y1 Glen FR Sub-borne Float Recon 64 All Submarine recon
664 E15K1 Norm FR Float Recon 65 All
665 E16A1 Paul FDB Float Dive Bomber 66 All
666 E7K1 Alf FR Float Recon 67 All
667 E8N2 Dave FDB Float Dive Bomber 68 All
668 F1M1 Pete FDB Float Dive Bomber 69 All Note 3
669 G3M2-KAI Nell RC Recon Aircraft with Camera 71 All New map no markings
670 G4M2/G3M2-K Nell TB Torpedo Bomber/Trainer 71 All
671 G3M3 Nell TB Torpedo Bomber 72 All Long range
Slot # Game Name Notes Bitmap Scen Comments
672 G3M3-Q Nell TB Med Bomber w Air AS Bombs 77 All Needs top bitmap
673 G4M1 Betty TB Torpedo Bomber 74 All
674 G4M2m22 Betty TB Torpedo Bomber 75 All
675 G4M2m22a Betty TB Torpedo Bomber 76 All
676 G4M3m34a Betty AS Med Bomber w Air AS Bombs 81 All Needs top bitmap
677 G4M3m34+MXY7 ASM Med Bomber w MXY7 ASM 78 All
678 G4M3m34 TB Torpedo Bomber 79 All
679 G6M-L2/G4M1-L XPT Medium Transport 80 All Needs new bitmap
680 G5N2-L Liz XPT Heavy Transport 129 All Needs new bitmap
681 H6K2-L Mavis XPT Heavy Transport Flying Boat 82 All Long range
682 H6K4-L Mavis XPT Heavy Transport Flying Boat 83 All Long range
683 H6K4 Mavis AS Flying Boat w AS & Bombs 84 All
684 H6K5 Mavis AS Flying Boat w AS & Bombs 85 All
685 H5Y1 Ruby AS Flying Boat w AS & Bombs 90 All Needs top bitmap
686 H8K1 Emily AS Flying Boat w AS & Bombs 87 All
687 H8K2 Emily AS Flying Boat w AS & Bombs 88 All
688 H8K2-L Emily XPT Heavy Transport Flying Boat 89 All
689 H9A1 Apple TRG Flying Boat Trainer 86 All Needs top
690 J1N1-C Irving RC Recon Aircraft with Camera 91 All
691 J1N1-S Irving NF Night Fighter 92 All
692 J1N1-Sa Irving NF Night Fighter with Radar 93 All
693 C7M3 Dinah RC Recon Plane with Camera 182 105 Needs IJN bitmap
694 J2M2 Jack Fighter 95 All
695 J2M3 Jack Fighter 96 All
Slot # Game Name Notes Bitmap Scen Comments
696 H8K1 Emily TP Flying Boat with Torpedoes 87 All Needs new bitmap
697 J2M5 Jack Fighter 98 All
698 K3M3-L Pine XPT CV Light Transport 108 Odd Some Civil Assigned
699 J7W1 Shinden Fighter 100 All Bitmaps reversed
700 J2W2 Shinden [Jet] Fighter 99 All Needs top bitmap
701 J8M1 Shusei [RKT] Fighter 102 All Ultra Short Range
702 D5N1-C Kitsuka RC Recon Aircraft with Camera 104 All Needs new bitmap
703 D5N1 Kitsuka DB JET Dive Bomber 104 All Needs new bitmap
704 K3M3 Pine TRG Crew Trainer 108 Limited in 102/4&6 New map
705 K5Y1 Willow TRG Intermediate Trainer 106 Odd
706 K5Y2 Willow TRG Float Intermediate Trainer 68 Odd Needs new bitmap
707 K11W2 Birch TRG Crew Trainer 108 Limited in 102,104&105
708 K11W2 Birch AS Bomber with Air AS Bombs 108 All Needs MAD bitmap
709 L2D2 Tabby XPT Medium Transport 110 All DC-3 variant
710 L3Y2 Tina XPT Light Transport 111 All Some Civil Assigned
711 L1N1 Thora XPT Light Transport 203 All Civil = Army Assigned
712 M6A1 Seiran FTB Float Torpedo Bomber 113 All Submarine bomber
713 L3Y1 Tina XPT Light Transport 111 101-105 Civil = Army Assigned
714 N1K1a Rex FF Float Fighter 115 All
715 N1K1-J George Fighter 116 All
716 N1K2-Ja George Fighter 117 All
717 N1K3-J George Fighter 117 All
718 N1K5-J George Fighter 119 All
719 N1K1-Jb George Fighter 116 All
Slot # Game Name Notes Bitmap Scen Comments
720 N1K3-A George Fighter 117 All
721 P1Y1a Francis TB Torpedo Bomber 122 All
722 P1Y1+MXY7 ASM Med Bomber w MXY7 ASM 123 All More wing/payload
723 P1Y3 Francis TB Medium Bomber 125 All More wing/payload
724 P1Y2 Francis TB Torpedo Bomber 125 All
725 P1Y2-S Francis NF Night Fighter with Radar 126 All
726 P2M1 Peggy TB Torpedo Bomber 218 All Needs new map
727 Q1W1 Lorna AS Dive Bomber w Air AS Bombs 128 All Also has MAD
728 Q1W2 Lorna AS Dive Bomber w Air AS Bombs 128 All Also has MAD
729 Q3W1 Nankai AS Light Bomber w Air AS Bombs 108 All Needs MAD map
730 G4M2-KAI Betty RC Recon Aircraft with 2 Cameras 74 101-105 New map no markings
731 G3M2-Q Nell AS Med Bomber w Air AS Bombs 71 All
732 S1A1 Denko NF Night Fighter 133 All
733 G8N1 Rita+2xMXY7 Med Bomber + 2xMXY7m33 131 All No top, new map
734 G4M2m22b Betty TB Torpedo Bomber 76 All
735 G5N3 Liz Heavy Bomber 70 Odd Needs top
736 G8N1 Rita Heavy Bomber 131 All Needs Top
737 G7M1a Katana Med Bomber 79 Odd Note 4
738 G7M1a Katana TB Torpedo Bomber 21 inch 79 Odd Note 4
739 JAAF JAAF Header
740 Ka-1 (RW) RC/AS Observation & AS Autogyro 141 All Land, float or CV
741 Ki-10 Perry Fighter 143 All
742 Ki-9 Spruce TRG Basic Trainer 143 Odd
743 Ki-17 Cedar TRG Intermediate Trainer 143 Odd
Slot # Game Name Notes Bitmap Scen Comments
744 Ki-15 II Babs RC Recon Aircraft with Camera 145 All
745 MC-22 Helen XPT Medium Transport [Ki-49II KAI] 196 105 Needs Civil map
746 Ki-21 Ic Sally Medium Bomber 147 All
747 Ki-21 IIb Sally Medium Bomber 148 All
748 Ki-21 IIb Sally Medium Bomber 149 All
749 MC-20 I Topsy XPT Medium Transport 206 101-105
750 MC-21 Sally XPT Medium Transport 151 All
751 MC-20 II Topsy XPT Medium Transport 206 All
752 Ki-27a/b Nate Fighter 153 All
753 Ki-30 Ann BW Light Bomber with BW Bombs 242 101-105 Needs top bitmap
754 Ki-30 Ann DB Dive Bomber 155 All
755 Ki-32 Mary Light Bomber 156 All
756 Ki-36 Ida BW Light Bomber with BW Bombs 158 All 6xUji BW Bombs
757 Ki-36 Ida COOP Observation Bomber 158 All
758 Ki-34 Thora XPT Light Transport 203 All Needs top bitmap
759 Ki-43 Ia Oscar Fighter 160 All MB
760 Ki-43 Ib Oscar Fighter 161 All MB
761 Ki-43 Ic Oscar Fighter 162 All MB
761 Ki-43 Ic Oscar Fighter 162 All MB
762 Ki-43 II Oscar Fighter 163 All MB
763 Ki-36 Ida AS Light Bomber w AS Bombs 158 99&105
764 Ki-43 IIIa Oscar Fighter 165 All MB
 
Slot # Game Name Notes Bitmap Scen Comments
765 Ki-43 IIIb Oscar Fighter Interceptor 166 All MB
766 Ki-43 IIb Oscar Fighter 164 All MB
767 Ki-44 IIIb Fighter Interceptor 172 All MB
768 Ki-44 I Tojo Fighter Interceptor 168 All MB
769 Ki-44 IIa Tojo Fighter Interceptor 169 All MB
770 Ki-44 IIb Tojo Fighter Interceptor 170 All MB
771 Ki-44 IIc Tojo Fighter Interceptor 170 All MB
772 Ki-44 IIIa Tojo CV Fighter Interceptor 170 All MB
773 Ki-50 III Lorna ASDB ASW Dive Bomber 128 105 Needs JAAF Colors
774 Ki-50 II Lorna ASDB ASW Dive Bomber 128 105 Needs JAAF Colors
775 Ki-45 KAIa Nick FB Fighter Bomber 175 All
776 Ki-45 KAIb Nick FB Fighter Bomber 176 All
777 Ki-45 KAIc Nick FB Night Fighter 177 All
778 Ki-45 KAId Nick FB Fighter Bomber 178 All
779 Ki-45 II Nick FB Fighter Bomber 230 105 Needs new bitmap?
780 Ki-45 KAIc+ Nick FB Night Fighter with Radar 177 All
781 Ki-46 I Dinah RC Recon Aircraft with Camera 181 All
782 Ki-46 II Dinah RC Recon Aircraft with Camera 182 All
783 Ki-46 III Dinah RC Recon Aircraft with Camera 182 All
784 Ki-46 IV Dinah RC Recon Aircraft with Camera 182 All
785 Ki-46 IIIKAI Dnh NF Night Fighter with Radar 185 All
786 Ki-46 IIIKAI Dinah Long Range Fighter 184 All
787 Ki-48 IIb Lily DB Dive Bomber 189 All
788 Ki-48 Ib Lily Light Bomber 188 All
Slot # Game Name Notes Bitmap Scen Comments
789 Ki-48 IIa Lily Dive Bomber 189 All
790 Ki-48 IIc Lily+Igo1 Med Bomber w Igo I ASM 190 All Needs ASM bitmap
791 Ki-48 IIc Lily DB Dive Bomber 191 All
792 Ki-49 IQ Helen AS Med Bomber w DC & GP Bombs 193 All Needs MAD bitmap
793 Ki-49 Ia Helen Medium Bomber 193 All
794 Ki-49 IIa Helen Medium Bomber 194 All
795 Ki-49 IIb Helen Medium Bomber 195 All
796 Ki-49 Helen XPT Armed Medium Transport 196 All
797 Ki-51b Sonia DB Dive Bomber 197 All
798 Ki-51c Sonia DB Dive Bomber 198 Not 106
799 Ki-49 III Helen Medium Bomber 195 All
800 Ki-54b Hickory TRG Crew Trainer 200 Limited in 102, 104 & 106
801 Ki-54c Hickory XPT Light Transport 201 All
802 Ki-55 Ida TRG Advanced Trainer 158 All
803 Ki-54d Hickory AS Light Bomber with DC 200 All Needs MAD bitmap
804 Ki-56 Thalia XPT Light Transport 204 All Very good load
805 Ki-57 I Topsy XPT Medium Transport 205 All
806 Ki-57 II Topsy XPT Medium Transport 205 All
807 Ki-59 Theresa XPT Light Transport 207 All
808 2xKu-8 Gandor & Tug Tug & Gliders Combination 205 Not in 105 Needs bitmap
809 Ki-61 Ia Tony Fighter 209 All
810 Ki-61 Ib Tony Fighter 210 All
811 Ki-61 Ic Tony Fighter 211 All
812 Ki-61 Id Tony Fighter 212 All
Slot # Game Name Notes Bitmap Scen Comments
813 Ki-61 II KAIa Tony Fighter 213 All
814 Ki-65 Mike [Me-109] Fighter Interceptor 208 All
815 Ki-67 Ia Peggy Medium Bomber 215 All
816 Ki-67 Ib Peggy Medium Bomber 215 All
817 Ki-109 I Peggy NF Very Heavy Night Fighter 217 All
818 Ki-67 I Peggy TP Torpedo Bomber 218 All
819 Ki-74 I a Patsy Long Range Recon Bomber 219 All w 3D camera
820 Ki-76 Stella AS Observation/AS Aircraft 220 All All Platforms STOL
821 Ki-71 Edna DB Dive Bomber w camera 198 101-105
822 Ki-79a Nate FB TRG Fighter Bomber Trainer 222 All
823 Ki-80 I Helen Formation leader w ICB 127 101-105 127 when top
824 Ki-83 Stan Fighter 224 All
825 Ki-84 Ia Frank Fighter 225 All
826 Ki-84 Ib Frank Fighter 226 All
827 Ki-84 Ic Frank Fighter 226 All
828 Ki-84 II a Frank Fighter 228 All
829 Ki-91 Sandy Heavy Bomber 131 All Needs new bitmap
830 Ki-93 Ia Pat Fighter 230 All
831 Ki-93 Ib Pat FB Fighter Bomber 231 All
832 Ki-94 II Eric Fighter 232 All
833 Ki-97 Peggy XPT Medium Transport 215 All
834 Ki-95 Lee RC Recon Aircraft with Camera 234 All
835 KI-96 Toryu Long Range Fighter 230 105
836 Ki-100 I Tony Fighter 235 All
Slot # Game Name Notes Bitmap Scen Comments
837 Ki-100 II Tony Fighter 236 All
838 Ki-102a Randy High Altitude Heavy Fighter 238 All
839 Ki-102b Randy FB Fighter Bomber 239 All
840 Ki-102c Randy NF High Alt Night Fighter w Radar 241 All
841 Ki-203b Randy+Igo1 Fighter Bomber + Igo1b ASM 239 All Needs ASM bitmap
842 Ki-67 I Peggy+Igo1 Med Bomber + Igo1a ASM 216 All Needs ASM bitmap
843 Ki-72 Ida COOP Observation Bomber 158 99-105 New Map w/o wheels
844 L4M1 Topsy XPT Medium Transport [Ki-57 I] 205 105 Needs JNAF map
845 AT-2 Thora XPT Light Transport [Civil Ki-34] 203 99-105 Needs top civil bm
846 Type LO (Model 14) Light Transport [Lockheed 14] 203 All Needs civil bitmap
847 Y-59 Hickory XPT Light Transport [Civil Ki-54c] 201 All Needs civil bitmap
848 Ki-201 Karyu (Jet) Fighter 247 All Top/side colors?
849 Ki-202 Shusei (RKT) Fighter 248 All Top/side colors?
850 Ki-85 Liz Heavy Bomber 70 Not 106
851 L2D1/DC-3 XPT Medium Transport 110 All DC-3 variants
852 G7M1b KAI Katana RC Recon Acft w 3D Cameras 79 Odd Note 5
853 RTAF BKh11/Hawk 75 Fighter 146 Not 106 Needs top bitmap
854 RTAF BJ1/V-93S Observation Bomber 144 Not 106 Needs top bitmap
855 RTAF WS-103 FR Float Recon 60 Not 106 Needs top bitmap
856 RTAF BKh13/Ki-43Ic Fighter 260 Not 106 Needs RTAF bitmap
857 RTAF BTh3/B-10 GP Medium Bomber w GP Bombs 152 Not 106 Needs top bitmap
858 RTAF BKh12/Ki-27 Fighter 154 Not 106 Needs top bitmap
859 RTAF BKh13/Ki-43II Fighter 260 Not 106 Needs top bitmap
860 RTAF BTh4/Ki-21 I Medium Bomber 150 Not 106 Needs top bitmap
Slot # Game Name Notes Bitmap Scen Comments
861 RTN E8N1 FR Float Recon 63 Not 106 Needs top bitmap
862 RTAF Ki-79a TRG Fighter Trainer 221 99&105 Needs top
863 RTAF BJ2/Ki-30 Light Bomber 155 Not 106
864 RTAF BA1/F-35/etc Observation Bomber 159 Not 106 Needs top bitmap
865 RTAF BF6/Ki-36 Observation Bomber 158 Not 106 Needs RTAF bitmap
866 RTAF BTh6/Ki-49 Medium Bomber 192 Not 106 Needs top bitmap
867 RTN E13A1 FR Float Recon 259 Not 106 Needs top bitmap
868 RTAF BKh10/Hawk III Fighter 142 Not 106 Needs top bitmap
869 RTAF BKh9/Hawk II Fighter 142 Not 106 Needs top bitmap
870 RTAF BTh5/Ki-21 II Medium Bomber 150 Not 106 Needs top bitmap
871 Ki-50 Ib Janice NF Night Fighter [Ju-88 C6] 128 99&105 Needs new bitmap
872 Ki-50 Id Janice RC Recon Aircraft [Ju-88D2 w cam] 128 99&105 Same map as 870
873 Ki-50 IIb Janice NF Night Fighter [Ju-88G7 w radar] 128 99&105 Same map as 870
874 Ki-50 I Janice DB Dive Bomber [Ju-88A5] 128 99&105 Bitmap w ext bombs
875 Ki-50 Ic Janice TB Torpedo Bomber [Ju-88A17] 128 99&105 Bitmap w 2 torpedos
876 G4H2 Trudy Heavy Bomber 130 Odd Needs new bitmap
877 G5N2 Liz Heavy Bomber 70 Not 106 Needs JNAF bitmap
878 Ki-68 Liz Heavy Bomber 130 Not 106 Needs JAAF bitmap
879 CoCAF BR.20 Ruth Medium Bomber 249 Not 106 Need top bitmap
880 DC-2 Tess XPT Medium Transport 110 All Axis = Allied bitmap 5
881 FW-200 Trudy XPT Heavy Transport 129 All Needs top bitmap
882 G4H1 Trudy RB Medium Bomber w 2xCameras 130 Not 106 Same bitmap as 880
883 G8N1 Rita UB Hvy Bomber w Uranium Bomb 131 All Same bitmap as 736
884 Ki-91 Sandy UB Hvy Bomber w Uranium Bomb 131 All Same bitmap as 829
Slot # Game Name Notes Bitmap Scen Comments
885 Ar-196A3 FR Float Recon 140 Not 106 Needs top
886 A6N1 Mike [Me-109T] Fighter 209 99&105 Needs IJN colors
887 B7A3 Grace TB CV Torpedo Bomber 37 All Counterpart to 957
888 C6N1-B Myrt TB CV Torpedo Bomber 33 105 Needs top bitmap
889 J9M1 Stan Fighter 224 All
890 Ki-50 IId Janice RC Recon Acft [Ju-88H1 w 3xcam] 128 105 Same map as 870
891 Ki-50 III Janice TB Torpedo Bomber ]Ju-188 A2] 128 105 Bitmap w 2 torpedos
892 Ki-50 IIb + AAM NF Ju-88G1 w Hs-298 AAM 128 105 Bitmap w 2 AAM
893 Ki-92 Celia Xpt Armed Medium Transport 205 99&105 Needs JAAF bitmap
894 A8V1 [P-35] Fighter 250 99 Needs top
894 Ki-90 Trudy Heavy Bomber 73 99&105 Needs JAAF Bitmap
895 A7He1 Jerry Fighter 251 Odd Needs Top
896 F1M2 Pete FF Float Fighter 69 All Note 3
897 Ki-52 Irene [Ju-87A] Not Used 252 99-105 Needs top
898 C3N2 Kate RC CV Recon Plane with Camera 37 99-105 Needs top bitmap
899 A9He1 Ben Interceptor Fighter 237 Odd Needs top bitmap
900 A6M4-S Zero NF Carrier Night Fighter 130 105
901 G6He1 Grief HB Heavy Bomber w bombs 130 99&105 Needs JNAF bitmap
902 G6He1 Grief TB Heavy Bomber w torpedoes 130 99&105 Needs JNAF bitmap
903 G6He2 Grief + 2xIGo1 Heavy Bomber w I-Go 1a ASM 130 99&105 Needs JNAF bitmap
904 L2D3-1 Tabby XPT Medium Transport 110 All
905 NCPC I-16 Type 24 Fighter 240 All Needs top bitmap
906 G7M1KAI Katana Recon Acft w 3D Cam & Radar 131 Odd Note 5
907 G7M2 Katana TB Heavy Torpedo Bmr w Radar 131 99&105 Note 6
Slot # Game Name Notes Bitmap Scen Comments
908 K9W1 Cypress Primary Trainer 106 Odd Needs new bitmap
909 Ki-86a Cypress Primary Trainer 106 Odd Needs new bitmap
910 K2Y2 Poplar Primary Trainer 106 Odd Needs new bitmap
911 A7M3m23 Sam CV Fighter 22 All MB
912 B7A2 Grace TB CV Torpedo Bomber 32 All Counterpart to 956
913 G8N1-L Rita XPT Heavy Transport 73 99 & 105
914 Ki-115a Tsurugi Dive Bomber 243 99,105&106
915 Ki-115b Tsurugi Dive Bomber 243 99,105&106
916 Ki-119 Isaac Fighter Bomber 246 All
917 G10N1 Mt Fuji Very Heavy Bomber 132 99&105 Needs Top Bitmap
918 G10N1-L Mt Fiji XPT Very Heavy Transport 132 99&105 Needs Top Bitmap
919 Ki-108KAI High Altitude Fighter 241 All
920 Ki-47 Faye DB Dive Bomber 155 Odd Needs New Bitmap
921 D6N1 Toka Dive Bomber 244 99,105&106
922 D6N2 Toka Dive Bomber 244 99,105&106
923 Ki-80 II Helen Formation leader w ICB 127 99 & 105
924 Ki-80 III Helen Formation leader w ICB 127 99,105&106
925 Ki-110 Hickory XPT Light Transport 201 All Wood Construction
926 Q2W1 Peggy (Taiyo) ASW Patrol Bomber 216 All JNAF Ki-67 variant
927 Ki-67 II Peggy Medium Bomber 215 All
928 Ki-67 II Peggy TP Torpedo Bomber 218 All
929 Ki-109 II Peggy NF Very Heavy Night Fighter 217 99&105
930 Ki-109 III Peggy NF Very Heavy Night Fighter 217 99 & 105 Ha-214 engines IRL
931 Ki-67 Ic Medium Bomber 215 All
Slot # Game Name Notes Bitmap Scen Comments
932 Ki-74 II Long Range Medium Bomber 219 All Ha-214 engines IRL
933 Ki-74 I b Long Range Medium Transport 219 All
934 Ki-116 Frank Fighter 225 All Lightweight Variant
935 Ki-117 Frank High Altitude Fighter 228 All New Map (more wing)
936 Ki-84 II b Frank High Altitude Fighter 226 All Ki-84R
937 A7M3m23 Sam Carrier Fighter 22 All
938 P1Y1b Francis TB Torpedo Bomber 122 All
939 P1Y4 Francis Medium Bomber 125 Odd More wing, payload
940 P1Y5 Francis Medium Bomber 125 Odd More wing, payload
941 P1Y1-S Francis NF Night Fighter 126 All
942 P3Y1 Tenga w MXY7 Jet Bomber w MXY7 ASM 123 Odd Needs new art
943 P1Y6 Francis Medium Bomber 125 Odd More wing, payload
944 P3Y3 Francis Heavy Bomber 130 Odd Needs new art
945 H8K4 Emily AS Flying Boat with AS & Bombs 88 Odd
946 D5N1-K Kitsuka TRG Jet Trainer 104 All
947 D5N2-J Kitsuka FB Jet Fighter Bomber 104 All
948 D5N3-J Kitsuka FB Jet Fighter Bomber 104 All
949 Ki-200 Syusui RKT Rocket Fighter 248 All
950 J8M2 Syusui RKT Rocket Fighter 102 All
951 Ki-103 Stan High Altitude Heavy F ighter 224 Odd
952 Ki-83 III Frank High Altitude Fighter 226 All
953 Ki-66 Ia Angie Dive Bomber 178 Odd
954 Ki-66 Ib Angie Dive Bomber 178 Odd
Slot # Game Name Notes Bitmap Scen Comments
955 B7A1 Grace DB CV Dive Bomber 36 All Counterpart to 635*
956 B7A2 Grace DB CV Dive Bomber 36 All Counterpart to 912*
957 B7A3 Grace DB CV Dive Bomber 36 All Counterpart to 887*
958 A8N3a Tojo CV Interceptor Fighter 171 All
959 A8N3b Tojo CV Interceptor Fighter 171 All
960 L2D4-1 Tabby XPT Armed Medium Transport 110 All Needs top turret
961 G4H1-L Trudy XPT Armed Heavy Transport 130 99&105 Needs new bitmap
962 Ki-129 Q Kate AS Light Bomber w AS Bombs/MAD 108 99s & 105
963 Ki-67 IIIQ Peggy AS Medium Bomber w AS Bombs 215 All
* For these planes art should show bomb vice torpedo.
Note 1: The bitmap for 518 is identical to Axis bitmap 142, but this is an Allied bitmap.
Note 2: The one PBJ that is carrier capable is in honor of the fact one made carrier landings in 1944. It isn't enough to be considered useful in the scenario.
Note 3: The float fighter carries a smaller bomb load to a greater normal range, and no bomb load to extended range. The float dive bomber and float ASW dive bomber versions carry the full bomb load to the standard normal range, and no bomb load on recon or search missions. All these are historical roles for the Pete.
Note 4: Strictly historical scenarios feature the third Mitsubishi design designated G7M1c to indicate third iteration. It is a twin engine, He-177 like aircraft with a small internal bomb bay (so the torpedo version appears identical with the pure bomber version). Scenario 105 (and probably future scenario 99) feature the first design, designated G7M1a. This is a four engine bomber similar to the G8N1 with no bottom turret (just a bottom firing position).
Note 5: Strictly historical scenarios feature a twin engine G7M1c recon variant identical to the G7M1c except there is only a top turret and a tail stinger. Japan enhanced scenario 105 (and probably 99) feature a recon variant identical to the G7M1a four engine bomber similarly armed with only a top turret and a tail stinger.
Note 6: Scenario 105 presents an G7M2 version with late war 2200 hp engines. Its twin HMG have been replaced by single 20mm guns. Otherwise it is identical with the 4 engine G7M1c found in the same scenario.
Note 7: The use of a, b, c and d in the designation of a Japanese aircraft follows a practice of post war Western historians. The actual official listings are ko, otsu, hei, tei, and so on (there are 42 total). This is the traditional order in which the Hiragana and Katagana are memorized. Scholars think this corresponds to the traditional order of letters in English. Hiragana and Katakana are the symbols for syllables in Japanese for native and foreign words respectively: the syllable is the same regardless of how it is written? Writing the full Romanji is too long for our purposes given field length.
Note MB: Maneuverability Bonus for Fowler Flaps or equivalent
Possible New Art Projects: CAF Audax; CAF Beech 18; CAF Chu X-PO; CAF Curtis Condor; CAF HS-123; CAF Lysander; CAF P-26; CAF V-93S; CAF Wapati.
RTAF BKh10/Hawk III; RAAF Curtis Condor; TBD-1S Sea Devastator
Slot # Game Name Notes Bitmap Scenarios Comments
1 CAF Chinese Air Force Header 0 All CAF RA-29 Bitmap
2 CAF A-28 Hudson Medium Bomber 1 All
3 CAF B-24M Liberator Heavy Bomber 2 All
4 CAF B-25D Mitchell Medium Bomber 3 All
5 CAF IL-4 [DB-3B] Medium Bomber 4 All
6 CNAC DC-2 XPT Civil Light Transport 5 All
7 CNAC DC-3 XPT Civil Medium Transport 6 All
8 CAF C-46A XPT Medium Transport 7 All
9 CAF F-5E RC Unarmed Recon Fighter 8 All MB
10 CAF I-16 Type 24 Fighter 9 All
11 CAF I-153 Chaika Biplane Fighter 10 99-105 "Seagull"
12 CAF P-40A3 Tomahawk Fighter 11 99-105 Flying Tigers
13 CAF Hawk 75 Fighter 12 All
14 CAF P-40E Kittyhawk Fighter 13 All
15 CAF P-40N Warhawk Fighter 14 All
16 CAF P-43A-1 Lancer Fighter 15 All
17 CAF P-66 Vanguard Fighter 16 All
18 CAF P-51D Mustang Fighter 17 All
19 SB-2 Medium Bomber 18 All
20 FAA Fleet Air Arm Header
21 FAA Swordfish I AS CV Bomber w DC & Rockets 21 99-105 Needs art w/o torpedo
22 FAA Albacore I TB CV Torpedo Bomber 22 99-105
23 FAA Walrus II AS Flying Boat w DC 23 All
Slot # Game Name Notes Bitmap Scenarios Comments
24 FAA Avenger I AS CV ASW Horizontal Bomber 25 All
25 FAA Avenger I TB CV Torpedo Bomber 25 All
26 FAA Avenger II AS CV ASW Horizontal Bomber 26 All
27 FAA Avenger III AS CV ASW Horizontal Bomber 27 All
28 FAA Barracuda II AS CV ASW Bomber 29 All
29 FAA Barracuda II DB CV Dive Bomber 29 All
30 FAA Barracuda III RB CV Recon/Level Bomber 30 All With Camera
31 FAA Barracuda III AS CV ASW Bomber 30 All
32 FAA Corsair I CV Fighter 31 All
33 FAA Spearfish CV Torpedo Bomber 25 All 40 When Art
34 FAA Corsair II CV Fighter 32 All
35 FAA Corsair IV CV Fighter 33 All
36 FAA Firefly F.IA RF CV Recon Fighter w Radar 36 All
37 FAA Firefly FR.I RF CV Recon Fighter 37 All
38 FAA Firefly NF.I NF CV Night Fighter 38 All
39 FAA Fulmar RCF CV Recon Fighter 39 All MB
40 FAA Fulmar NF CV Night Fighter 39 All MB
41 FAA Hellcat F.I CV Fighter 41 All
42 FAA Hellcat F.II CV Fighter 42 All
43 FAA Hellcat NF.II CV Fighter 43 All
44 FAA Hellcat PR.II CV Recon Fighter 44 All
45 FAA Seafire FR.III CV Recon Fighter w 4Cameras 45 All
46 FAA Seafire LF.III CV Fighter 46 All
47 FAA Seafire F.XV CV Fighter 47 All
Slot # Game Name Notes Bitmap Scenarios Comments
49 Sea Hurricane CV Fighter 49 All
50 Fairy Seafox Float Recon Aircraft 269 99-105 51 When Art
51 FAA Martlet II CV Fighter 52 All
52 FAA Wildcat IV CV Fighter 53 All
53 FAA Wildcat V CV Fighter 54 All
54 FAA Wildcat VI CV Fighter 55 All
55 FAA Fulmar RCN CV Recon Aircraft w Radar 39 All
56 RAF/IAF Royal Air Force/Indian Air Force Header
57 RAF Audax I COOP Observation Bomber 57 All Also in CAF Service
58 RAF Beauftr VIf NF Night Fighter 58 99-105
59 RAF Beaufighter VIc Fighter Bomber 59 All
60 RAF Beaufighter TFB Torpedo Fighter Bomber 60 All
61 RAF Beaufort I Light Bomber 61 All
62 RAF Beaufort RC Recon Aircraft with Camera 62 All
63 RAF Blenheim I GP Light Bomber w GP Bombs 63 99-105
64 RAF Blenheim IF NF Night Fighter 64 99-105
65 RAF Blenheim IV GP Light Bomber w GP Bombs 65 All
66 RAF Blenheim V GP Light Bomber w GP Bombs 66 All
67 Not Beaufighter VIc Fighter Bomber 59 All
68 RAF Buffalo I Fighter 68 All
69 RAF Buffalo PR.I Recon Aircraft with Camera 69 99-105
70 RAF Blenheim IVF NF Night Fighter with Radar 65 All
71 RAF Catalina I AS Flying Boat w DC & Bombs 71 All
72 RAF Catalina IV AS Flying Boat w DC & Bombs 71 All
Slot # Game Name Notes Bitmap Scenarios Comments
73 RAF Dakota III XPT Medium Transport 73 All
74 BOAC DC-2 XPT Light Transport 74 All No RAF nickname
75 BOAC DC-3 XPT Medium Transport 75 All Pressed into RAF
76 RAF Hudson III (LR) Medium Bomber w LR Tanks 76 All
77 RAF Hudson XPT Light Transport w Turret 76 All Converted Bombers
78 RAF Hurricane I Tr Fighter (Tropicalized) 78 All
79 RAF Hurricane IIaTr Fighter (Tropicalized) 79 All
80 RAF Hurricane IIbTr Fighter (Tropicalized) 80 All
81 RAF Hurricane IIcTr Fighter (Tropicalized) 81 All
82 RAF Hurricane IIdTr Fighter (Tropicalized) 82 All
83 RAF Hurricane PR.II Recon Aircraft with Camera 83 All
84 RAF Hurricane FR.IIbFB Recon Ftr Bmr with Camera 84 All
85 RAF Hurricane FR.IIcFB Recon Ftr Bmr with Camera 85 All
86 RAF Hurricane IV FB Fighter Bomber 86 All
87 RAF Lancaster B.1SP Heavy Bomber w 6t Bombs 87 All
88 RAF Lancaster FE Heavy Bomber 88 All
89 RAF Lincoln B.1 Heavy Bomber 88 All 178 When Art
90 RAF Lancaster P.R.I Recon Aircraft w 2 Cameras 87 All
91 RAF LIberator B.II Heavy Bomber 91 All
92 RAF LIberator B.III Heavy Bomber 92 All
93 RAF LIberator B.IV Heavy Bomber 93 All
94 RAF Liberator GR.II Heavy Bomber 94 All
95 RAF Liberator GR.II Heavy Bomber 95 All
96 RAF Liberator C.VII Heavy Transport 96 All
Slot # Game Name Notes Bitmap Scenarios Comments
97 RAF Lysander II COP Observation Bomber 97 All Also in CAF Service
98 RAF Lancaster ICB Heavy Bomber w ICB 88 All
99 RAF Mitchell PR.II Recon Aircraft with Camera 99 All
100 BOAC Liberator XPT C-87 Heavy Transport 96 All
101 RAF Mohawk IV Fighter 101 All
102 RAF Mosquito Hiball Light Bomber w Skip Bombs 108 All
103 RAF Mosquito FB.VI Fighter Bomber 103 All
104 RAF Msqto NF.XVII Night Fighter 104 All
105 RAF Mosquito PR.IX Recon Aircraft w 2 Cameras 105 All Long Range
106 RAF Mosquito PR.XVI Recon Aircraft w 2 Cameras 106 All Long Range
107 RAF Mosquito PR.34 Recon Aircraft w 3D Camera 107 All Long Range
108 RAF Mosquito B.35 Light Bomber 108 All
109 RAF Mustang IV Fighter 109 All
110 RAF Swordfish I TB Torpedo Bomber 110 All
111 RAF Mosquito NF.II Night Fighter 104 All
112 RAF Spitfire PR.IV Recon Aircraft with Camera 112 All
113 RAF Spitfire Vc Tr Fighter (Tropicalized) 114 All
114 RAF Spitfire VIII Fighter 115 All
115 RAF Spitfire PR.XI Recon Aircraft with Camera 113 All
116 RAF Spitfire F.XIV Fighter 116 All
117 RAF Spitfire FR.XIV Recon Fighter 117 All
118 RAF Sunderland III Flying Boat with DC 118 All
119 RAF Sunderland GR.V Flying Boat w AS Torp & DC 119 All
120 RAF Sunderland II Flying Boat with DC 118 All
Slot # Game Name Notes Bitmap Scenarios Comments
121 RAF Tempest F.V Fighter 121 All
122 Manchester I Heavy Bomber 66 99&105 122 When Art
123 RAF Thunderbolt I Fighter 123 All
124 RAF Thunderbolt II Fighter 124 All
125 RAF Whirlwind Fighter Bomber 108 99&105 120 When Art
126 RAF Vengeance I DB Dive Bomber 126 All
127 RAF Vengeance IV DB Dive Bomber 127 All
128 RAF Typhoon F.I Fighter 121 All
129 RAF Vildebeeste TB Torpedo Bomber 129 All
130 RAF Floatfire I Float Fighter 114 99&105 Needs floats added
131 Wapati IIa COOP Observation Bomber 131 All Also in CAF Service
132 RAF Whitley V Medium Bomber 134 99&105 137 When Art
133 RAF Wellington Ic Medium Bomber 133 All
134 RAF Welngtn VIII TB Medium Bomber w Torpedo 134 All
135 RAF Wellington X Medium Bomber 135 All
136 RAF Wlngtn XII AS Med Bmr w AS Torpedoes & DC 136 All
137 RAF Wlngtn XIII AS Medium Bomber 136 All
138 RAF Whitley VII AS Medium Bomber w DC 134 99&105 137 When Art
139 RAF Dakota II XPT Medium Transport 73 All Troop variant
140 RAF Kittyhawk IV Fighter 101 All Needs new bitmap
141 ML-KNIL/MLD NEI Air Forces Header
142 KNIL 139WH-3 GP Medium Bomber w GP Bombs 142 All
143 KNIL B-339D Buffalo Fighter 143 All
144 KNIL Loadstar XPT Light Transport 144 All
Slot # Game Name Notes Bitmap Scenarios Comments
145 KNIL CW-21B Demon Fighter Interceptor 145 All
146 KNIL CW-22 Falcon Observation Bomber 146 All
147 MLD C.XIV FR Float Recon Aircraft 147 99-105
148 MLD Do-24K AS Flying Boat w DC & Bombs 148 All
149 KNIL FK-51 RC Recon Acft [Modified Trainer] 149 All
150 KNIL 75A-7 Hawk Fighter 150 99-105
151 KNIL Hur'cn IIB Tr Fighter (Tropicalized) 151 99-105
152 KNIL L-212 XPT Light Transport/Crew Trainer 152 All
153 MLD Catalina AS Flying Boat w DC & Bombs 153 All
154 MLD T.IVa TB Float Torpedo Bomber 154 99-105
155 KNIL P-40E Warhawk Fighter 155 All
156 KNIL DB-7B Boston Light Bomber 156 All
157 KNIL B-25C Mitchell Medium Bomber 157 All
158 KNIL P-51D Mustang Fighter 260 All 175 When Art
159 RAAF RAAF Section Header
160 RAAF Anson I AS Light Bomber w DC 162 All
161 RAAF Liberator IV Heavy Bomber 163 All
162 RAAF Anson I XPT Light Transport 162 All
163 RAAF Beaufighter Ic Fighter Bomber 165 All
164 RAAF Beaufighter VI Fighter Bomber 166 All
165 RAAF Beaufighter X Fighter Bomber 167 All
166 RAAF Beaufighter 21 Fighter Bomber 168 All
167 Not Used Not Used
168 RAAF Beaufort V RTP Torpedo Bomber w Camera 170 All
Slot # Game Name Notes Bitmap Scenarios Comments
169 RAAF Beaufort VIII Light Bomber 171 All
170 RAAF Beaufort IX XPT Light Transport 171 All
171 RAAF Boomerang I Fighter Bomber 173 All
172 RAAF Boomerang II Fighter Bomber 174 All
173 RAAF Boomerang RCN Recon Aircraft with 2 Cameras 174 All
174 RAAF Boston III Light Bomber 176 All
175 RAAF Boston V Light Bomber 177 All
176 QANTAS Catalina XPT Flying Boat Transport 182 All
177 RAAF B-339 Buffalo Fighter 179 All Ex KNIL
178 RAAF Buffalo RC Recon Aircraft with Camera 180 99-105 Ex KNIL
179 RAAF Dakota II XPT Medium Transport (C-53) 184 All
180 RAAF Catalina I AS Flying Boat w DC & Bombs 182 All
181 RAAF Dragon Mk2 XPT Light Transport 183 All
182 RAAF Dakota III XPT Medium Transport (C-47A) 184 All Cargo Variant
183 ANA DC-2 XPT Light Transport 185 All Top/side mismatch
184 RAAF Do-34K-1 AS Flying Boat w DC & Bombs 186 All Ex NEI MLD
185 QANTAS Empire S.23 Flying Boat w Bombs 187 All Improvised armament
186 RAAF Dakota III XPT Medium Transport (C-47B) 184 All High Altitude variant
187 RAAF Hudson I GP Medium Bomber w GP Bombs 189 All
188 RAAF Hudson III(LR) Medium Bomber w GP Bombs 190 All
189 RAAF Hudson XPT Light Transport 191 All
190 RAAF Ventura V AS Medium Bomber w DC&Bombs 192 All
191 RAAF Ventura II AS Medium Bomber w DC&Bombs 192 99-105
192 RAAF Kittyhawk IA Fighter 194 All
Slot # Game Name Notes Bitmap Scenarios Comments
193 RAAF Kittyhawk III Fighter 195 All
194 RAAF Kittyhawk IV Fighter 196 All
195 RAAF Lancaster FE Heavy Bomber 88 All
196 RAAF Lightning RC Recon Aircraft with Camera 198 All MB
197 RAAF Loadstar XPT Light Transport 199 All
198 RAAF Liberatr GR.IV Heavy Bomber 163 All
199 RAAF Mitchell II Medium Bomber w GP Bombs 201 All
200 RAAF Mitchell III Medium Bomber 202 All
201 RAAF Lincoln B.I Heavy Bomber 88 All 178 When Art
202 RAAF Mosquito FR.40 Fighter Bomber 204 All
203 RAAF Mosquito PR.40 Recon Aircraft 205 All
204 RAAF Mosquito PR.41 Recon Aircraft 205 All
205 RAAF Mustang IV Fighter 207 All
206 Not Used Not Used
207 RAAF Airacobra P-39 Fighter 209 All
208 RAAF Lancer P-43 RF Recon Fighter with Camera 210 All
209 RAAF Mariner XPT Transport Flying Boat 211 All
210 Not Used Not Used
211 RAAF Spitfire VcTrp Fighter (Tropicalized) 213 All
212 RAAF Spitfire VIII Fighter 214 All
213 RAAF Sndrlnd V AS Flying Boat w AS Torp & DC 216 All
214 RAAF Sndrlnd III AS Flying Boat with DC 216 All
215 RAAF Kingfisher FR Float Reconnaissance 221 All
216 RAAF Vengeance I Dive Bomber 218 All
Slot # Game Name Notes Bitmap Scenarios Comments
217 RAAF Vengeance IV Dive Bomber 218 All
218 RAAF Wirraway CA-1 Fighter Bomber 220 All
219 Not Used Not Used
220 RAAF Seagull V AS Flying Boat w DC 222 All
221 RAAF Catalina IIIAS Flying Boat w DC & Bombs 223 All
222 RAAF Catalina IVAS Flying Boat w DC & Bombs 224 All
223 RCAF Canadian Air Force Header
224 RCAF Beaufort I GP Light Bomber w GP Bombs 226 All
225 RCAF Lincoln B.1 Heavy Bomber 88 All 178 When Art
226 RCAF Bowlingbroke IV Light Bomber w GP Bombs 228 All
227 RCAF Canso AS Flying Boat w DC & Bombs 229 All
228 RCAF Dakota XPT Medium Transport 230 All
229 RCAF Hurricane IIc Fighter 231 All
230 KNIL OS2U-3 Float Recon 225 All Needs Top
231 RCAF Kittyhawk I Fighter 233 All
232 RCAF Kittyhawk II Fighter 234 All
233 RCAF Kittyhawk III Fighter 235 All
234 Not Used Not Used
235 RCAF Liberator V AS Heavy Bomber w DC & Bombs 237 All
236 RCAF Mitchell PR.II Recon Aircraft 99 All Canadian colors?
237 RCAF Mosquito FB.26 Fighter Bomber 239 All
238 RCAF Empire S.23 Armed Flying Boat (Pressed) 187 All Canadian Colors?
239 RCAF Shark III FRTB Float Recon Torpedo Bomber 241 All
240 RCAF Stranraer AS Flying Boat w DC 242 99-105
Slot # Game Name Notes Bitmap Scenarios Comments
241 RCAF Ventura V AS Medium Bomber w DC 243 All
243 NZ Catalina I AS Flying Boat w DC & Bombs 245 All
244 NZ Dakota III XPT Medium Transport 246 All Cargo Variant
245 NZ Dominie Mk2 XPT Light Transport 247 All
246 NZ Dragon Mk2 XPT Light Transport 183 All Needs New Bitmap
247 NZ Corsair II Fighter 249 All
248 NZ Corsair IV Fighter 249 All
249 NZ Hudson III(LR) Long Range Medium Bomber 251 All
250 NZ Hudson XPT Light Transport 252 All
251 NZ Ventura V AS Medium Bomber with DC 253 All
252 NZ Loadstar XPT Light Transport 254 All
253 Not Used Not Used
254 NZ Kittyhawk IA Fighter 256 All
255 NZ Kittyhawk III Fighter 257 All
256 NZ Kittyhawk IV Fighter 258 All
257 Not Used Not Used
258 NZ Mustang IV Fighter 260 All
259 Not Used Not Used
260 NZ Dauntless I GPDB Dive Bomber 262 All
261 NZ Dauntless II DB Dive Bomber 263 All
262 Not Used Not Used
263 NZ Avenger TB Torpedo Bomber 265 All
264 NZ Singapore AS Flying Boat w DC & Bombs 267 99-105
265 NZ Vildebeeste IV AS Level Bomber with DC 268 99-105 Map w/o Torpedo
Slot # Game Name Notes Bitmap Scenarios
266 NZ Vincent I Light Bomber 269 All
267 NZ Walrus II AS Flying Boat w DC 222 All
268 USAAF USAAF Header
269 A-20B Havoc TB Light Bomber with Torpedo 270 99-105
270 B-18 Bolo AS Medium Bomber with DC 283 All
271 A-20C Havoc GP Light Bomber w GP Bombs 270 All
272 A-20G Havoc Light Bomber 273 All
273 A-29B Hudson RC Recon Aircraft with Camera 277 All
274 A-24 Banshee GPDB Dive Bomber 275 All
275 A-24B Banshee GPDB Dive Bomber 276 All
276 A-29 Hudson GP Medium Bomber w GP Bombs 277 All USAAF colors?
277 A-26B Invader Light Bomber 278 All
278 A-26C Invader Light Bomber 279 All
279 A-36 Apachi GPDB Ground Attack Fighter 280 All
280 B-23 Dragon GP Medium Bomber w GP Bombs 283 All 244 When Art
281 B-10B AS Medium Bomber w DC 282 99-105
282 B-18 Bolo GP Medium Bomber w GP Bombs 283 All
283 F-2 Beech 18 RC Recon Aircraft w Camera 284 All
284 B-17C Fortress GP Heavy Bomber w GP Bombs 285 99-105 Top Turret?
285 B-17E Fortress GP Heavy Bomber w GP Bombs 286 All
286 B-17F Fortress GP Heavy Bomber w GP Bombs 287 All
287 B-17G Fortress GP Heavy Bomber w GP Bombs 288 All
288 LB-30 Liberator AS Heavy Bomber w DC & Bombs 290 All
289 LB-30 Liberator GP Heavy Bomber w GP Bombs 290 All
Slot # Game Name Notes Bitmap Scenarios
290 B-24D Liberator GP Heavy Bomber w GP Bombs 291 All
291 B-24D1 Liberator Heavy Bomber 292 All
292 B-24J Liberator Heavy Bomber 293 All
293 LB-30 Liberator RC Recon Aircraft w 2 Cameras 290 All
294 B-25B Mitchell GP Medium Bomber w GP Bombs 295 All
295 B-25C Mitchell GP Medium Bomber w GP Bombs 296 All
296 B-25D1 Mitchell GP Medium Bomber w GP Bombs 297 All
297 B-25G Mitchell ICB Medium Bomber w IC Bombs 298 All Incendiary Cluster Bmb
298 B-25H Mitchell Medium Bomber 299 All
299 B-25J1 Mitchell Medium Bomber 300 All
300 B-25J11 Mitchell Medium Bomber 301 All
301 C-98 Boeing 314 XPT Transport Flying Boat 454 All Heavy Lifter
302 B-26B Marauder TB Medium Bomber w Torpedo 303 All
303 B-26B Marauder Medium Bomber 304 All
304 B-29 Superfort Heavy Bomber 289 All
305 B-29A Superfort B-29 w UB, IB or PB Bombs 306 All Atomic/Pumpkin Bomb
306 B-29B Superfort ICB Heavy Bomber with IC Bombs 307 All Incendiary Cluster Bmb
307 B-32 Terminator Heavy Bomber 308 All
308 DC-2 [C-33] XPT Light Transport 309 All
309 C-46A Commando XPT Medium Transport 310 All Heavy Lifter
310 C-46A Commando XPT Medium Transport 311 All Heavy Lifter
311 C-47 Skytrain XPT Medium Transport 312 All Cargo variant
312 C-54 Skymaster XPT Heavy Transport 313 All Heavy Lifter
313 LB-30 Liberator XPT Heavy Transport 315 All Ultra Long Range
Slot # Game Name Notes Bitmap Scenarios
314 C-87 Liberator XPT Heavy Transport 315 All Heavy Lifter
315 RF-4A Lightning RC Recon Aircraft with Camera 316 All MB R = Restricted
316 F-5A Lightning RC Recon Aircraft with Camera 317 All MB
317 F-5E Lightning RC Recon Aircraft with Camera 318 All MB
318 F-6C Mustang RC Recon Aircraft with Camera 319 All
319 F-6D Mustang RC Recon Aircraft with Camera 319 All
320 F-7A Liberator RC Recon Aircraft w Cams & ECM 320 All Ultra Long Range
321 F-10 Mitchell RC Recon Aircraft with Camera 321 All
322 F-13 Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
323 O-47A RC Recon Aircraft with Camera 323 99-105
324 O-49 Vigilant RC Recon Aircraft with Camera 324 All
325 C-54 Skytrooper XPT Medium Transport 312 All
326 P-26A Fighter 327 99-105 PAF also CAF Service
327 P-35A Fighter 328 99-105
328 P-36A Mohawk Fighter 329 99-105
329 F-13A Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
330 RP-38E Lightning RC Recon Aircraft with Camera 331 All MB
331 P-38F Lightning Fighter 332 All MB
332 P-38G Lightning Fighter 333 All MB
333 P-38H Lightning Fighter 334 All MB
334 P-38J Lightning Fighter 335 All MB
335 P-38L Lightning Fighter 336 All MB
336 P-39D Airacobra Fighter 337 All
337 P-39N2 Airacobra Recon Aircraft with Camera 338 All
Slot # Game Name Notes Bitmap Scenarios
338 P-39N1 Airacobra Fighter Ground Attack 338 All
339 P-400 Airacobra Fighter Ground Attack 339 All
340 RP-40 Tomahawk RC Recon Aircraft with Camera 342 99-105 R = Recon
341 P-40B Tomahawk Fighter 342 99-105
342 P-40E Kittyhawk Fighter 343 All
343 P-50K Warhawk Fighter 344 All
344 P-40N1 Warhawk Fighter 345 All
345 P-40N5 Warhawk Fighter 346 All
346 P-40N26PR RC Recon Aircraft with Camera 347 All
347 P-43/RP-43 Lancer Fighter 348 99-105 R = Restricted
348 P-43A-1 Lancer RF Fighter/Recon with Camera 349 All
349 P-47D2 Thunderbolt Fighter 350 All
350 P-47D25 Thunderbolt Fighter 351 All
351 P-57N Thunderbolt Fighter 352 All
352 B-27C/D Fortress RB Heavy Recon Bmr w Cameras 285 All
353 P-51A Mustang Fighter 354 All
354 P-51B Mustang Fighter 355 All
355 P-51D Mustang Fighter 356 All 407
356 P-51H Mustang Fighter 357 All
357 B-37 Lexington AS Medium Bomber with DC 472 99-105
358 P-61A Blk Widow NF Night Fighter 359 All Mismatch side/top
359 P-61C Blk Widow NF Night Fighter 360 All
360 P-70 Havok NF Night Fighter 361 All
361 P-70A1 Havok NF Night Fighter 362 All
Slot # Game Name Notes Bitmap Scenarios
362 P-80A2 Havok NF Night Fighter 362 All
363 P-80A Shooting Star Fighter 364 All
364 P-82B Twin Mustang Fighter 365 All
365 RP Stearman 75M RC Recon Aircraft 366 All RP = Rep Philippines
366 P-66 Vanguard Fighter 16 Not 106 Needs US bitmap
367 Soviet Air Forces Soviet Air Forces Header
368 SOV A-20G Havoc Light Bomber 369 All
369 SOV A-20C Havoc Light Bomber 369 All
370 SOV B-25J Mitchell Medium Bomber 371 All
371 Not Used Not Used
372 SOV Do J Wal XPT Light Flying Boat Transport 373 All
373 SOV I-15bis "Chato" Fighter 374 All "snub nose"
374 SOV I-153 Chaika Fighter 375 99-105 "seagull"
375 SOV I-16 Type 24 Fighter 376 All Moska = Fly
376 Not Used Not Used
377 SOV IL-2 Shturmovik Fighter Bomber 378 All
378 SOV IL-2m3 STRF FTR Fighter 379 All No bombs, just cannon
379 SOV IL-10 Sturmovik Fighter Bomber 380 All
380 Not Used Not Used
381 SOV IL-4 DB-3M Medium Bomber 384 All
382 SOV IL-4 DB-3T TB Medium Bomber with Torpedo 385 All
383 SOV IL-4 [Late] Medium Bomber 386 All
384 SOV TB-3/G-2 XPT Heavy Transport 387 All Former Heavy Bomber
385 Not Used Not Used
Slot # Game Name Notes Bitmap Scenarios
386 SOV La-5FN Lavochka Fighter 388 All
387 SOV La-7 INT Fighter 389 All
388 SOV LaGG-3 Coffin Fighter 390 All
389 SOV Li-2VP/DC-3 XPT Medium Transport 406 All armed
390 SOV Li-2P/DC-3 XPT Medium Transport 392 All unarmed
391 SOV MBR-2bis AS Light Patrol Flying Boat 393 All
392 SOV Li-2R/DC-3 RC Recon Aircraft with Camera 392 All unarmed
393 SOV MiG-3 Fighter 395 All
394 SOV P-39Q Airacobra Fighter Ground Attack 396 All
395 SOV P-63A KingCobra Fighter Ground Attack 397 All
396 SOV MP-1bis XPT Light Transport Flying Boat 393 All Nds art w/o guns
397 SOV GST/PBN-1 AS Flying Boat w DC & Bombs 399 All
398 SOV Pe-3 NF Night Fighter 401 All
399 SOV Pe-2B "Peshka" Heavy Fighter 401 All Peshka = Pawn
400 SOV Pe-2R RC Recon Aircraft with Camera 402 All Peshka = Pawn
401 SOV Pe-2M Heavy Fighter 401 All Peshka = Pawn
402 SOV R-10 RC BMR Recon Bomber with Camera 404 All
403 SOV Yak-2 RC BMR Recon Bomber 2 3x Cameras 406 All
404 Li-2VV DC-3 BMR Light Bomber 406 All DC-3 w turret
405 SOV Yak-4 RC BMR Recon Bomber 2 3x Cameras 406 All
406 SOV SB-2 Light Bomber 408 All
407 SOV TB-3 Heavy Bomber 409 99-105
408 SOV Tu-2S Medium Bomber 410 All
409 SOV Yak-3 INT Fighter Interceptor 412 All No Bombs
Slot # Game Name Notes Bitmap Scenarios
410 SOV Yak-7B Fighter 412 All
411 SOV Yak-9 INT Fighter Interceptor 413 All No Bombs
412 SOV Yak-9D INT Fighter Interceptor 414 All
413 SOV Yak-9R RC Recon Aircraft with Camera 415 All
414 SOV Yak-9T FB Fighter Bomber 416 All
415 SOV Yak-9U Int Fighter Interceptor 417 All No Bombs
416 SOV Pe-3bis NF Night Fighter 401 All
417 SOV Yak-9M NF Night Fighter 417 All
418 P-38 Lightning (CV) CV Fighter 411 Not Used 411 When Art
419 F2A-2 Buffalo CV Fighter 421 99-105
420 F2A-3 Buffalo CV Fighter 422 All
421 F2A-2P Buffalo RC CV Recon Aircraft w Camera 423 99-105
422 F4F-3A Wildcat CV Fighter 425 All
423 F4F-3 Wildcat CV Fighter 425 All
424 F4F-7 Wildcat RC CV Recon Aircraft w Camera 428 All
425 F4F-4 Wildcat CV Fighter 427 All
426 F6F-3E Hellcat NF CV Night Fighter 438 All
427 FM-1 Wildcat CV Fighter 429 All
428 FM-2 Wildcat CV Fighter 430 All
429 F4U-1 Corsair Fighter 431 All
430 F4U-1A Corsair CV Fighter 432 All
431 F4U-1D Corsair CV Fighter 433 All
432 F4U-4 Corsair CV Fighter 434 All
433 F4U-5 Corsair CV Fighter 435 All
Slot # Game Name Notes Bitmap Scenarios
434 F4F-3S Wild Catfish Float Fighter 428 105 Needs new bitmap
435 F6F-3 Hellcat CV Fighter 437 All
436 F6F-3N Hellcat NF CV Night Fighter 438 All
437 F6F-5 Hellcat CV Fighter 439 All
438 F6F-5N Hellcat NF CV Night Fighter 440 All
439 F6F-5P Hellcat RC CV Recon Aircraft w Camera 441 All
440 F4U-2 Corsair CV Fighter 442 All
441 F7F-2N Tigercat NF CV Night Fighter 443 All
442 F7F-3 Tigercat CV Fighter 444 All
443 F7F-3P Tigercat RC CV Recon Aircraft w Camera 445 All
444 F8F-1 Bearcat CV Fighter 446 All
445 FR-1 Fireball CV Fighter 447 All Jet & Piston
446 JRM-1 Mars Flying Boat (Patrol in 99&105) 452 All 455 When Art
447 OS2U-3 Kingfisher FR Float Reconnaissance 449 All
448 F4U-4 + Bat ASM CV Fighter with ASM 434 All Needs new bitmap
449 JO-2 Hudson XPT Light Transport 252 All Needs new bitmap
450 PB2Y-3 Coronado AS Flying Boat with DC & Bombs 454 All Heavy lifter
451 PB2Y-3 Corondo AS+ AS Flying Boat with Radar 454 All Heavy lifter
452 PB2Y-5 Coranado AS AS Flying Boat with Radar 454 All Also ASW Torpedoes
453 PB2Y-3R Cor'ndo XPT Transport Flying Boat 454 All Heavy lifter
454 PB4Y-1 Liberator AS Hvy Bomber w AS & Bombs 456 All
455 PB4Y-1P Liberator RC Recon Aircraft with Camera 457 All Ultra Long Range
456 PB4Y-2 Privateer AS Hvy Bomber w AS & Bombs 458 All Also ASW Torpedoes
457 PB4Y-2 + 4xBat ASM Heavy Bomber with 2xBat ASM 458 All
Slot # Game Name Notes Bitmap Scenarios
458 PBJ-1D Mitchell TP Med Bomber w Torpedo 460 All
459 PBJ-1H Mitchell AS Med Bomber w AS Load/75mm 461 All Also ASW Torpedoes
460 PBJ-1J Mitchell AS Med Bomber w ASW Load 462 All Also ASW Torpedoes
461 PBJ-1C Mitchell AS Med Bmr w AS & Bombs 462 All
462 PBM-3D Mariner AS Flying Boat with DC & Bombs 464 All
463 PBM-5E Mariner AS Flying Boat with ASW Load 465 All Also ASW Torpedoes
464 PV-3 Ventura AS Med Bomber with DC 472 All
465 PBY-4 Catalina AS Flying Boat with DC & Bombs 467 All
466 PBY-5 Catalina TP Flying Boat with Torpedoes 468 All
467 PBY-5A Catalina Flying Boat 469 All Amphibian
468 PBY-6A Catalina AS Flying Boat with AS Bombs 470 All
469 PBN-1 Catalina AS Flying Boat with AS Bombs 470 All
470 PV-1 Ventura AS Med Bomber with AS Bombs 472 All
471 PV-1N Ventura NF Night Fighter 473 All
472 PV-2 Harpoon AS Med Bomber with AS Load 474 All Also ASW Torpedoes
473 PV-2 Harpoon Med Bomber with 474 All
474 R3D-2/D-1 DC-5 XPT Light Transport 476 All
475 R4D-1 Skytrain XPT Medium Transport 477 All wrong side, right top
476 R5C-1 Commando XPT Medium Transport 478 All Heavy lifter
477 R5D-1 Skymaster XPT Heavy Transport 313 All Needs Navy colors
478 SB2U-3 Vindicator CV Dive Bomber 480 All
479 SB2U-3 + 1xBat ASM CV Dive Bomber + Bat ASM 480 All Needs new bitmap
480 SBC-4 Helldiver CV Dive Bomber 482 All
481 SB2C-1 Helldiver CV Dive Bomber 483 All
Slot # Game Name Notes Bitmap Scenarios
482 SB2C-3 Helldiver CV Dive Bomber 484 All
483 SB2C-4 Helldiver CV Dive Bomber 485 All
484 SB2C-5 Helldiver CV Dive Bomber 486 All
485 SBD-2 Dauntless CV Dive Bomber 487 99-105
486 SBD-1 Dauntless CV Dive Bomber 488 99-105
487 SBD-3 Dauntless CV Dive Bomber 489 All
488 SBD-5 Dauntless CV Dive Bomber 490 All
489 SBD-6 Dauntless CV Dive Bomber 491 All
490 SNJ-3 Texan RC Recon Aircraft with Camera 492 99-105
491 SOC-1 Seagull AS Float Recon w DC & Bombs 493 All
492 SO3C-2 Seamew AS Float Recon Aircraft with Radar 494 All Also Air AS Bombs
493 TBD-1 Devastator TB CV Torpedo Bomber 495 99-105
494 ZPK-14 (ASW Blimp) Blimp armed w AS & Bombs 496 All
495 TBF-1 Avenger TB CV Torpedo Bomber 497 All
496 TBM-1C Avenger TB CV Torpedo Bomber 498 All
497 TBM-3 Avenger TB CV Torpedo Bomber 499 All
498 TBM-3 + 1xBat ASM CV Bomber + 1xBat ASM 499 All Needs new bitmap
499 CAF Xhu X-PO Fighter Bomber 12 All New map?
500 CAF CW-21 Demon Fighter Interceptor 145 All 20 When Top Art
501 CAF Henschel 123 Dive Bomber 482 All Needs new bitmap
502 CAF V-935 (O3U) Light Bomber 149 All Needs new bitmap
503 CAF Hawk II Fighter [Axis Side 142] 482 99-105 394 When Art
504 CAF Hawk III Fighter [Axis Side 142] 482 99-105 394 When Art
505 CNAC Lockheed Mod18 Light Transport 314 All
Slot # Game Name Notes Bitmap Scenarios
506 TBF-1 Avenger AS CV Bomber with Air DC 497 All Needs new bitmap
507 TBM-1C Avenger AS CV Bomber with Air AS Bombs 498 All Needs new bitmap
508 TBM-1CP Avenger RC CV Recon Aircraft with Camera 498 All Needs new bitmap
509 PBM-1 Mariner Flying Boat with DC & Bombs 464 All
510 FFNAF CAMS Mdl55.10 Flying Boat with DC 267 99-105 Needs new bitmap
511 FFNAF Walrus II AS Float Boat with DC 222 All Needs new bitmap
512 TBM-3R Avenger XPT CV Transport Aircraft 499 All Needs new bitmap
513 F-9 Fortress RC Recon Aircraft with Camera 287 All Needs new bitmap
514 CB-17 [XB-108A] XPT Heavy Transport 286 All Needs new bitmap
515 F-9A Fortress RC Recon Aircraft with 5 Cameras 288 All Share bitmap w 513
516 PBM-3R Mariner XPT Transport Flying Boat 464 All
517 PBM-3S Mariner AS Flying Boat with Air AS Bombs 464 All
518 RTAF BKh10/Hawk III Fighter Needs RTAF Colors 482 All 394 When Art
519 XPK-24 (ASW Blimp) Blimp armed w AS & GP Bombs 496 All
520 ZPK-34 (ASW Blimp) Blimp armed w AS Torpedoes 496 All
521 C-49 [DC-3] XPT Medium Transport 312 All US Colors
522 C-60 Loadstar XPT Light Transport 254 All Needs new bitmap
523 C-47A Skytrain XPT Medium Transport 312 All Cargo variant Colors
524 C-47B Skytrain XPT Medium Transport 312 All High altitude variant
525 PBJ-1D Mitchell CV Med Bomber 460 105 carrier aircraft
526 B-29B Superfort UB Hvy Bomber w Uranium Bomb 305 All unarmed 1/month
527 B-29B Superfort IB Hvy Bomber w Implosion Bomb 305 All unarmed 2/month
528 B-29B Superfort PB Hvy Bomber w Pumpkin Bomb 305 All unarmed 3/month
529 Eurasia Ju-52 Medium Transport 19 All Needs alpha
Slot # Game Name Notes Bitmap Scen Comments
530 CAF RA-29 Hudson RC Recon Aircraft w Camera 0 All
531 KNIL P40N1 Fighter 258 All 164 When Art
532 C-74 Globemaster XPT Heavy Transport 313 All 261 When Art
533 B-24N Liberator Heavy Bomber 294 All
534 B-36A Peacemaker Heavy Bomber 255 105 No Art
535 B-42 Mixmaster Medium Bomber 367 105
536 C-82 Packet XPT Medium Transport 536 All
537 C-69 Constellation XPT Heavy Transport 306 All 248 When Art
538 P-50 Skyrocket Fighter Interceptor 445 105 381 When Art
539 C-97 Stratofreighter Heavy Transport 306 All
540 C-99A Super XPT Super Heavy Transport 264 None but 99,105 When Art
541 MLD PBY-5A Catalina Flying Boat w DC & Bombs 153 All
542 C-109 Liberator XPT Heavy Transport 315 All Needs w/o greenhouse
543 PB4Y-2 + 2xLoon ASM Heavy Bomber w 2xASMs 458 All Needs art w ASMs
544 B-17E + 2xLoon ASM Heavy Bomber w 2xASMs 286 All Needs art w ASMs
545 B-29A + 4xLoon ASM Heavy Bomber w 4xASMs 306 All Needs art w ASMs
546 KNILM DC-2 XPT Light Transport 74 All Needs KNIL art
547 KNILM DC-3 XPT Medium Transport 75 All Needs KNIL art
548 RB-16C Fortress RC Recon Aircraft with radar 285 All
549 A-29A [C-64] XPT Light Transport 277 All
550 TBD-1S Float TB Float Torpedo Bomber 495 99,105 Needs Float Art
551 PBY-5 Catalina XPT Flying Boat Transport 468 All
552 F-7B Liberator RC Recon Acft w Cams & ECM 320 All Ultra Long Range
553 PB4Y-2 Privateer RC Recon Acft w Cams & ECM 458 All Ultra Long Range
Slot # Game Name Notes Bitmap Scenarios
554 B-24D1 Librtr w 2xDT Heavy Bomber w Drop Tanks 292 All Needs art w Drop Tanks
555 B-29A w 4xFelix Heavy Bomber w IR Bombs 306 All VB-6 Felix IR Bombs
556 B-24J + 4xAzon RC Heavy Bomber w R/C Bombs 293 All VB-1 Axon R/C Bombs
557 B-24J + 4xRaxon RC Heavy Bomber w R/C Bombs 293 All VB-3 Razon R/C Bombs
558 B-24N + 4xFelix IR Heavy Bomber w IR Bombs 294 All VB-6 Felix IR
559 SB2C-1A Helldiver Dive Bomber 483 All Ex USAAF A-25A
560 MS-406 Fighter 340 99 160 When Art
561 MS-410 Fighter 340 99 160 When Art
562 P-82C TwnMustang Night Fighter 365 All
563 Not Used Not Used None
564 Curtis Condor Light Transport 247 All Needs new art
565 FF Hawk 75 Fighter 150 99 Wrong Art
566 R4D-5 Skytrain XPT Medium Transport 477 All Wrong Side, right top
567 Not Used Not Used None
568 Not Used Not Used None
569 KNIL P-400 Fighter Ground Attack 340 99&105 Colors?
570 MLD DO 15 Val AS Flying Boat with DC 373 Not 106 Wrong colors
571 P-47C/D Fighter 350 All
572 Not Used Not Used None
573 B-39 Superfortress Super Heavy Bomber 306 99&105 368 When Art
574 Not Used Not Used None
575 Not Used Not Used None
576 A-20A Havok Light Bomber 270 99
577 Not Used Not Used None
Slot # Game Name Notes Bitmap Scen Comments
578 Not Used Not Used None
579 B-30 A Constellation Super Heavy Bomber 248 99 when Art exists
580 FF Ppotez 63.11 Light Bomber 188 99
581 Not Used Not Used None
582 Not Used Not Used None
583 F4U-4C Corsair CV Fighter w 20mm Guns 434 All
 
Slot # Game Name Notes Bitmap Scenarios
600 A5M3a Claude CV Fighter 3 Odd 20 mm gun
601 A5M4 Claude CV Fighter 2 All
602 A5M4-K Claude TRG CV Fighter Trainer 2 All Limited in 102 & 104
603 A6M2m21 Zero CV Fighter 4 All
604 A6M2 Sen Baku FB CV Fighter Bomber 5 All
605 A6M2-N Rufe FF Float Fighter 6 All
606 A5M4a Claude CV Fighter 3 Odd 20mm guns
607 A6M2&5-K Claude TRG CV Fighter Trainer 8 All Limited in 102 & 104
608 A6M2-K TRG FB CV Fighter Bomber Trainer 5 All Limited in 102 & 104
609 A6M3m33 Zero CV Fighter 10 All
610 A6M3m32 Zero CV Fighter 11 All
611 A6M4m42 Zero CV Fighter 10 Odd Needs TS Ha-5 engine
612 A6M5m52a Zero CV Fighter 13 All
613 A7M1 Sam CV Fighter 22 99&105 MB
614 A6M5m52b Zero CV Fighter 15 All
615 A6M5d-S Zero NF CV Night Fighter 16 All
616 A6M5m52c Zero CV Fighter 17 All
617 A6M7 Zero FB CV Fighter 18 All
618 A6M4m43 High Altitude CV Fighter 10 Odd
619 A6M8 Zero CV Fighter 20 All
620 B5M1-Q Mabel AS CV Bomber w AS & Bombs 26 99&105
621 A7M2 Sam CV Fighter 22 All MB
622 A6M3KAI Zero CV Fighter w 30mm guns 10 All
623 B4Y1 Jean TB CV Torpedo Bomber 24 All
Slot # Game Name Notes Bitmap Scen Comments
624 B4Y1-Q Jean AS CV Bomber w Air AS Bombs 24 99&105
625 B5M1 Mable CV Bomber 26 All
626 B5N1-Q Kate AS CV Bomber w AS & Bombs 30 99&105 Needs top bitmap
627 B5N1/B5N1-K Kate TB CV Torpedo Bomber 28 All
628 B5N2 Kate TB CV Torpedo Bomber 29 All
629 B5N2-Q Kate AS CV Bmr w AS & Bombs 30 All
630 B6N1 Jill TB CV Torpedo Bomber 31 All Needs top bitmap
631 B6N2 Jill TB CV Torpedo Bomber 32 All
632 B6N2a Jill TB CV Torpedo Bomber 33 All
633 F1M2 Pete ASDB Float Recon w Air DC 69 All Note 3
634 E13A1 Jake AS Float Recon w Air DC 62 All
635 B7A1 Grace TB CV Dive Torpedo Bomber 36 All Counterpart to 955
636 C3N1 Kate RC CV Recon Plane with Camera 37 99-105 Needs top bitmap
637 C5M2 Babs RC Recon Aircraft with Camera 38 All
638 C5M1 Babs RC Recon Aircraft with Camera 38 All
639 C6N1 Myrt RC CV Recon Aircraft with Camera 40 All
640 C6N1-S Myrt NF CV Night Fighter 41 All
641 C6N2 Myrt RC CV Recon Aircraft with Camera 40 All
642 D1A2 Susie TRG CV Dive Bomber Trainer 43 All Limited in 102 & 104
643 C6N3-S Myrt NF CV Night Fighter 41 All
644 D3A1 Val DB CV Dive Bomber 45 All Also 60 kg GP bombs
645 D3A2 Val DB CV Dive Bomber 46 All Also 60 kg GP bombs
646 C7M2 Dinah RC Recon Aircraft with Camera 183 All
647 D3Y1-K Mojo TRG Dive Bomber Trainer 48 All
Slot # Game Name Notes Bitmap Scen Comments
648 C6N1-B Myrt TB CV Torpedo Bomber 40 All Needs torpedo
649 D4Y1 Judy DB CV Dive Bomber 50 All Also 60 kg GP bombs
650 D4Y2 Judy DB CV Dive Bomber 51 All Also 60 kg GP bombs
651 D4Y3 Judy DB CV Dive Bomber 52 All Also 60 kg GP bombs
652 D4Y5 Judy DB CV Dive Bomber 53 All Also 60 kg GP bombs
653 D3A1-Q Val AS CV Bomber w AS & Bombs 45 105
654 H6K4-L Emily XPT Heavy Transport Flying Boat 89 Odd
655 D4Y1-C Judy RC CV Recon Aircraft with Camera 56 All
656 D4Y2-C Judy RC CV Recon Aircraft with Camera 57 All
657 D4Y2-S+ Judy NF CV Night Fighter with Radar 59 All
658 D4Y2-S Judy NF CV Night Fighter 59 All
659 E11A1 Laura FR Float Recon 68 99-105 Needs new bitmap
660 E13A1 Jake FR Float Recon 61 All
661 E13A1 Jake AS Float Recon with Air AS Bombs 62 All Also has MAD
662 H8K3 Emily AS Flying Boat w AS & Bombs 88 All Also has radar
663 E14Y1 Glen FR Sub-borne Float Recon 64 All Submarine recon
664 E15K1 Norm FR Float Recon 65 All
665 E16A1 Paul FDB Float Dive Bomber 66 All
666 E7K1 Alf FR Float Recon 67 All
667 E8N2 Dave FDB Float Dive Bomber 68 All
668 F1M1 Pete FDB Float Dive Bomber 69 All Note 3
669 G3M2-KAI Nell RC Recon Aircraft with Camera 71 All New map no markings
670 G4M2/G3M2-K Nell TB Torpedo Bomber/Trainer 71 All
671 G3M3 Nell TB Torpedo Bomber 72 All Long range
Slot # Game Name Notes Bitmap Scen Comments
672 G3M3-Q Nell TB Med Bomber w Air AS Bombs 77 All Needs top bitmap
673 G4M1 Betty TB Torpedo Bomber 74 All
674 G4M2m22 Betty TB Torpedo Bomber 75 All
675 G4M2m22a Betty TB Torpedo Bomber 76 All
676 G4M3m34a Betty AS Med Bomber w Air AS Bombs 81 All Needs top bitmap
677 G4M3m34+MXY7 ASM Med Bomber w MXY7 ASM 78 All
678 G4M3m34 TB Torpedo Bomber 79 All
679 G6M-L2/G4M1-L XPT Medium Transport 80 All Needs new bitmap
680 G5N2-L Liz XPT Heavy Transport 129 All Needs new bitmap
681 H6K2-L Mavis XPT Heavy Transport Flying Boat 82 All Long range
682 H6K4-L Mavis XPT Heavy Transport Flying Boat 83 All Long range
683 H6K4 Mavis AS Flying Boat w AS & Bombs 84 All
684 H6K5 Mavis AS Flying Boat w AS & Bombs 85 All
685 H5Y1 Ruby AS Flying Boat w AS & Bombs 90 All Needs top bitmap
686 H8K1 Emily AS Flying Boat w AS & Bombs 87 All
687 H8K2 Emily AS Flying Boat w AS & Bombs 88 All
688 H8K2-L Emily XPT Heavy Transport Flying Boat 89 All
689 H9A1 Apple TRG Flying Boat Trainer 86 All Needs top
690 J1N1-C Irving RC Recon Aircraft with Camera 91 All
691 J1N1-S Irving NF Night Fighter 92 All
692 J1N1-Sa Irving NF Night Fighter with Radar 93 All
693 C7M3 Dinah RC Recon Plane with Camera 182 105 Needs IJN bitmap
694 J2M2 Jack Fighter 95 All
695 J2M3 Jack Fighter 96 All
Slot # Game Name Notes Bitmap Scen Comments
696 H8K1 Emily TP Flying Boat with Torpedoes 87 All Needs new bitmap
697 J2M5 Jack Fighter 98 All
698 K3M3-L Pine XPT CV Light Transport 108 Odd Some Civil Assigned
699 J7W1 Shinden Fighter 100 All Bitmaps reversed
700 J2W2 Shinden [Jet] Fighter 99 All Needs top bitmap
701 J8M1 Shusei [RKT] Fighter 102 All Ultra Short Range
702 D5N1-C Kitsuka RC Recon Aircraft with Camera 104 All Needs new bitmap
703 D5N1 Kitsuka DB JET Dive Bomber 104 All Needs new bitmap
704 K3M3 Pine TRG Crew Trainer 108 Limited in 102/4&6 New map
705 K5Y1 Willow TRG Intermediate Trainer 106 Odd
706 K5Y2 Willow TRG Float Intermediate Trainer 68 Odd Needs new bitmap
707 K11W2 Birch TRG Crew Trainer 108 Limited in 102,104&105
708 K11W2 Birch AS Bomber with Air AS Bombs 108 All Needs MAD bitmap
709 L2D2 Tabby XPT Medium Transport 110 All DC-3 variant
710 L3Y2 Tina XPT Light Transport 111 All Some Civil Assigned
711 L1N1 Thora XPT Light Transport 203 All Civil = Army Assigned
712 M6A1 Seiran FTB Float Torpedo Bomber 113 All Submarine bomber
713 L3Y1 Tina XPT Light Transport 111 101-105 Civil = Army Assigned
714 N1K1a Rex FF Float Fighter 115 All
715 N1K1-J George Fighter 116 All
716 N1K2-Ja George Fighter 117 All
717 N1K3-J George Fighter 117 All
718 N1K5-J George Fighter 119 All
719 N1K1-Jb George Fighter 116 All
Slot # Game Name Notes Bitmap Scen Comments
720 N1K3-A George Fighter 117 All
721 P1Y1a Francis TB Torpedo Bomber 122 All
722 P1Y1+MXY7 ASM Med Bomber w MXY7 ASM 123 All More wing/payload
723 P1Y3 Francis TB Medium Bomber 125 All More wing/payload
724 P1Y2 Francis TB Torpedo Bomber 125 All
725 P1Y2-S Francis NF Night Fighter with Radar 126 All
726 P2M1 Peggy TB Torpedo Bomber 218 All Needs new map
727 Q1W1 Lorna AS Dive Bomber w Air AS Bombs 128 All Also has MAD
728 Q1W2 Lorna AS Dive Bomber w Air AS Bombs 128 All Also has MAD
729 Q3W1 Nankai AS Light Bomber w Air AS Bombs 108 All Needs MAD map
730 G4M2-KAI Betty RC Recon Aircraft with 2 Cameras 74 101-105 New map no markings
731 G3M2-Q Nell AS Med Bomber w Air AS Bombs 71 All
732 S1A1 Denko NF Night Fighter 133 All
733 G8N1 Rita+2xMXY7 Med Bomber + 2xMXY7m33 131 All No top, new map
734 G4M2m22b Betty TB Torpedo Bomber 76 All
735 G5N3 Liz Heavy Bomber 70 Odd Needs top
736 G8N1 Rita Heavy Bomber 131 All Needs Top
737 G7M1a Katana Med Bomber 79 Odd Note 4
738 G7M1a Katana TB Torpedo Bomber 21 inch 79 Odd Note 4
739 JAAF JAAF Header
740 Ka-1 (RW) RC/AS Observation & AS Autogyro 141 All Land, float or CV
741 Ki-10 Perry Fighter 143 All
742 Ki-9 Spruce TRG Basic Trainer 143 Odd
743 Ki-17 Cedar TRG Intermediate Trainer 143 Odd
Slot # Game Name Notes Bitmap Scen Comments
744 Ki-15 II Babs RC Recon Aircraft with Camera 145 All
745 MC-22 Helen XPT Medium Transport [Ki-49II KAI] 196 105 Needs Civil map
746 Ki-21 Ic Sally Medium Bomber 147 All
747 Ki-21 IIb Sally Medium Bomber 148 All
748 Ki-21 IIb Sally Medium Bomber 149 All
749 MC-20 I Topsy XPT Medium Transport 206 101-105
750 MC-21 Sally XPT Medium Transport 151 All
751 MC-20 II Topsy XPT Medium Transport 206 All
752 Ki-27a/b Nate Fighter 153 All
753 Ki-30 Ann BW Light Bomber with BW Bombs 242 101-105 Needs top bitmap
754 Ki-30 Ann DB Dive Bomber 155 All
755 Ki-32 Mary Light Bomber 156 All
756 Ki-36 Ida BW Light Bomber with BW Bombs 158 All 6xUji BW Bombs
757 Ki-36 Ida COOP Observation Bomber 158 All
758 Ki-34 Thora XPT Light Transport 203 All Needs top bitmap
759 Ki-43 Ia Oscar Fighter 160 All MB
760 Ki-43 Ib Oscar Fighter 161 All MB
761 Ki-43 Ic Oscar Fighter 162 All MB
761 Ki-43 Ic Oscar Fighter 162 All MB
762 Ki-43 II Oscar Fighter 163 All MB
763 Ki-36 Ida AS Light Bomber w AS Bombs 158 99&105
764 Ki-43 IIIa Oscar Fighter 165 All MB
 
Slot # Game Name Notes Bitmap Scen Comments
765 Ki-43 IIIb Oscar Fighter Interceptor 166 All MB
766 Ki-43 IIb Oscar Fighter 164 All MB
767 Ki-44 IIIb Fighter Interceptor 172 All MB
768 Ki-44 I Tojo Fighter Interceptor 168 All MB
769 Ki-44 IIa Tojo Fighter Interceptor 169 All MB
770 Ki-44 IIb Tojo Fighter Interceptor 170 All MB
771 Ki-44 IIc Tojo Fighter Interceptor 170 All MB
772 Ki-44 IIIa Tojo CV Fighter Interceptor 170 All MB
773 Ki-50 III Lorna ASDB ASW Dive Bomber 128 105 Needs JAAF Colors
774 Ki-50 II Lorna ASDB ASW Dive Bomber 128 105 Needs JAAF Colors
775 Ki-45 KAIa Nick FB Fighter Bomber 175 All
776 Ki-45 KAIb Nick FB Fighter Bomber 176 All
777 Ki-45 KAIc Nick FB Night Fighter 177 All
778 Ki-45 KAId Nick FB Fighter Bomber 178 All
779 Ki-45 II Nick FB Fighter Bomber 230 105 Needs new bitmap?
780 Ki-45 KAIc+ Nick FB Night Fighter with Radar 177 All
781 Ki-46 I Dinah RC Recon Aircraft with Camera 181 All
782 Ki-46 II Dinah RC Recon Aircraft with Camera 182 All
783 Ki-46 III Dinah RC Recon Aircraft with Camera 182 All
784 Ki-46 IV Dinah RC Recon Aircraft with Camera 182 All
785 Ki-46 IIIKAI Dnh NF Night Fighter with Radar 185 All
786 Ki-46 IIIKAI Dinah Long Range Fighter 184 All
787 Ki-48 IIb Lily DB Dive Bomber 189 All
788 Ki-48 Ib Lily Light Bomber 188 All
Slot # Game Name Notes Bitmap Scen Comments
789 Ki-48 IIa Lily Dive Bomber 189 All
790 Ki-48 IIc Lily+Igo1 Med Bomber w Igo I ASM 190 All Needs ASM bitmap
791 Ki-48 IIc Lily DB Dive Bomber 191 All
792 Ki-49 IQ Helen AS Med Bomber w DC & GP Bombs 193 All Needs MAD bitmap
793 Ki-49 Ia Helen Medium Bomber 193 All
794 Ki-49 IIa Helen Medium Bomber 194 All
795 Ki-49 IIb Helen Medium Bomber 195 All
796 Ki-49 Helen XPT Armed Medium Transport 196 All
797 Ki-51b Sonia DB Dive Bomber 197 All
798 Ki-51c Sonia DB Dive Bomber 198 Not 106
799 Ki-49 III Helen Medium Bomber 195 All
800 Ki-54b Hickory TRG Crew Trainer 200 Limited in 102, 104 & 106
801 Ki-54c Hickory XPT Light Transport 201 All
802 Ki-55 Ida TRG Advanced Trainer 158 All
803 Ki-54d Hickory AS Light Bomber with DC 200 All Needs MAD bitmap
804 Ki-56 Thalia XPT Light Transport 204 All Very good load
805 Ki-57 I Topsy XPT Medium Transport 205 All
806 Ki-57 II Topsy XPT Medium Transport 205 All
807 Ki-59 Theresa XPT Light Transport 207 All
808 2xKu-8 Gandor & Tug Tug & Gliders Combination 205 Not in 105 Needs bitmap
809 Ki-61 Ia Tony Fighter 209 All
810 Ki-61 Ib Tony Fighter 210 All
811 Ki-61 Ic Tony Fighter 211 All
812 Ki-61 Id Tony Fighter 212 All
Slot # Game Name Notes Bitmap Scen Comments
813 Ki-61 II KAIa Tony Fighter 213 All
814 Ki-65 Mike [Me-109] Fighter Interceptor 208 All
815 Ki-67 Ia Peggy Medium Bomber 215 All
816 Ki-67 Ib Peggy Medium Bomber 215 All
817 Ki-109 I Peggy NF Very Heavy Night Fighter 217 All
818 Ki-67 I Peggy TP Torpedo Bomber 218 All
819 Ki-74 I a Patsy Long Range Recon Bomber 219 All w 3D camera
820 Ki-76 Stella AS Observation/AS Aircraft 220 All All Platforms STOL
821 Ki-71 Edna DB Dive Bomber w camera 198 101-105
822 Ki-79a Nate FB TRG Fighter Bomber Trainer 222 All
823 Ki-80 I Helen Formation leader w ICB 127 101-105 127 when top
824 Ki-83 Stan Fighter 224 All
825 Ki-84 Ia Frank Fighter 225 All
826 Ki-84 Ib Frank Fighter 226 All
827 Ki-84 Ic Frank Fighter 226 All
828 Ki-84 II a Frank Fighter 228 All
829 Ki-91 Sandy Heavy Bomber 131 All Needs new bitmap
830 Ki-93 Ia Pat Fighter 230 All
831 Ki-93 Ib Pat FB Fighter Bomber 231 All
832 Ki-94 II Eric Fighter 232 All
833 Ki-97 Peggy XPT Medium Transport 215 All
834 Ki-95 Lee RC Recon Aircraft with Camera 234 All
835 KI-96 Toryu Long Range Fighter 230 105
836 Ki-100 I Tony Fighter 235 All
Slot # Game Name Notes Bitmap Scen Comments
837 Ki-100 II Tony Fighter 236 All
838 Ki-102a Randy High Altitude Heavy Fighter 238 All
839 Ki-102b Randy FB Fighter Bomber 239 All
840 Ki-102c Randy NF High Alt Night Fighter w Radar 241 All
841 Ki-203b Randy+Igo1 Fighter Bomber + Igo1b ASM 239 All Needs ASM bitmap
842 Ki-67 I Peggy+Igo1 Med Bomber + Igo1a ASM 216 All Needs ASM bitmap
843 Ki-72 Ida COOP Observation Bomber 158 99-105 New Map w/o wheels
844 L4M1 Topsy XPT Medium Transport [Ki-57 I] 205 105 Needs JNAF map
845 AT-2 Thora XPT Light Transport [Civil Ki-34] 203 99-105 Needs top civil bm
846 Type LO (Model 14) Light Transport [Lockheed 14] 203 All Needs civil bitmap
847 Y-59 Hickory XPT Light Transport [Civil Ki-54c] 201 All Needs civil bitmap
848 Ki-201 Karyu (Jet) Fighter 247 All Top/side colors?
849 Ki-202 Shusei (RKT) Fighter 248 All Top/side colors?
850 Ki-85 Liz Heavy Bomber 70 Not 106
851 L2D1/DC-3 XPT Medium Transport 110 All DC-3 variants
852 G7M1b KAI Katana RC Recon Acft w 3D Cameras 79 Odd Note 5
853 RTAF BKh11/Hawk 75 Fighter 146 Not 106 Needs top bitmap
854 RTAF BJ1/V-93S Observation Bomber 144 Not 106 Needs top bitmap
855 RTAF WS-103 FR Float Recon 60 Not 106 Needs top bitmap
856 RTAF BKh13/Ki-43Ic Fighter 260 Not 106 Needs RTAF bitmap
857 RTAF BTh3/B-10 GP Medium Bomber w GP Bombs 152 Not 106 Needs top bitmap
858 RTAF BKh12/Ki-27 Fighter 154 Not 106 Needs top bitmap
859 RTAF BKh13/Ki-43II Fighter 260 Not 106 Needs top bitmap
860 RTAF BTh4/Ki-21 I Medium Bomber 150 Not 106 Needs top bitmap
Slot # Game Name Notes Bitmap Scen Comments
861 RTN E8N1 FR Float Recon 63 Not 106 Needs top bitmap
862 RTAF Ki-79a TRG Fighter Trainer 221 99&105 Needs top
863 RTAF BJ2/Ki-30 Light Bomber 155 Not 106
864 RTAF BA1/F-35/etc Observation Bomber 159 Not 106 Needs top bitmap
865 RTAF BF6/Ki-36 Observation Bomber 158 Not 106 Needs RTAF bitmap
866 RTAF BTh6/Ki-49 Medium Bomber 192 Not 106 Needs top bitmap
867 RTN E13A1 FR Float Recon 259 Not 106 Needs top bitmap
868 RTAF BKh10/Hawk III Fighter 142 Not 106 Needs top bitmap
869 RTAF BKh9/Hawk II Fighter 142 Not 106 Needs top bitmap
870 RTAF BTh5/Ki-21 II Medium Bomber 150 Not 106 Needs top bitmap
871 Ki-50 Ib Janice NF Night Fighter [Ju-88 C6] 128 99&105 Needs new bitmap
872 Ki-50 Id Janice RC Recon Aircraft [Ju-88D2 w cam] 128 99&105 Same map as 870
873 Ki-50 IIb Janice NF Night Fighter [Ju-88G7 w radar] 128 99&105 Same map as 870
874 Ki-50 I Janice DB Dive Bomber [Ju-88A5] 128 99&105 Bitmap w ext bombs
875 Ki-50 Ic Janice TB Torpedo Bomber [Ju-88A17] 128 99&105 Bitmap w 2 torpedos
876 G4H2 Trudy Heavy Bomber 130 Odd Needs new bitmap
877 G5N2 Liz Heavy Bomber 70 Not 106 Needs JNAF bitmap
878 Ki-68 Liz Heavy Bomber 130 Not 106 Needs JAAF bitmap
879 CoCAF BR.20 Ruth Medium Bomber 249 Not 106 Need top bitmap
880 DC-2 Tess XPT Medium Transport 110 All Axis = Allied bitmap 5
881 FW-200 Trudy XPT Heavy Transport 129 All Needs top bitmap
882 G4H1 Trudy RB Medium Bomber w 2xCameras 130 Not 106 Same bitmap as 880
883 G8N1 Rita UB Hvy Bomber w Uranium Bomb 131 All Same bitmap as 736
884 Ki-91 Sandy UB Hvy Bomber w Uranium Bomb 131 All Same bitmap as 829
Slot # Game Name Notes Bitmap Scen Comments
885 Ar-196A3 FR Float Recon 140 Not 106 Needs top
886 A6N1 Mike [Me-109T] Fighter 209 99&105 Needs IJN colors
887 B7A3 Grace TB CV Torpedo Bomber 37 All Counterpart to 957
888 C6N1-B Myrt TB CV Torpedo Bomber 33 105 Needs top bitmap
889 J9M1 Stan Fighter 224 All
890 Ki-50 IId Janice RC Recon Acft [Ju-88H1 w 3xcam] 128 105 Same map as 870
891 Ki-50 III Janice TB Torpedo Bomber ]Ju-188 A2] 128 105 Bitmap w 2 torpedos
892 Ki-50 IIb + AAM NF Ju-88G1 w Hs-298 AAM 128 105 Bitmap w 2 AAM
893 Ki-92 Celia Xpt Armed Medium Transport 205 99&105 Needs JAAF bitmap
894 A8V1 [P-35] Fighter 250 99 Needs top
894 Ki-90 Trudy Heavy Bomber 73 99&105 Needs JAAF Bitmap
895 A7He1 Jerry Fighter 251 Odd Needs Top
896 F1M2 Pete FF Float Fighter 69 All Note 3
897 Ki-52 Irene [Ju-87A] Not Used 252 99-105 Needs top
898 C3N2 Kate RC CV Recon Plane with Camera 37 99-105 Needs top bitmap
899 A9He1 Ben Interceptor Fighter 237 Odd Needs top bitmap
900 A6M4-S Zero NF Carrier Night Fighter 130 105
901 G6He1 Grief HB Heavy Bomber w bombs 130 99&105 Needs JNAF bitmap
902 G6He1 Grief TB Heavy Bomber w torpedoes 130 99&105 Needs JNAF bitmap
903 G6He2 Grief + 2xIGo1 Heavy Bomber w I-Go 1a ASM 130 99&105 Needs JNAF bitmap
904 L2D3-1 Tabby XPT Medium Transport 110 All
905 NCPC I-16 Type 24 Fighter 240 All Needs top bitmap
906 G7M1KAI Katana Recon Acft w 3D Cam & Radar 131 Odd Note 5
907 G7M2 Katana TB Heavy Torpedo Bmr w Radar 131 99&105 Note 6
Slot # Game Name Notes Bitmap Scen Comments
908 K9W1 Cypress Primary Trainer 106 Odd Needs new bitmap
909 Ki-86a Cypress Primary Trainer 106 Odd Needs new bitmap
910 K2Y2 Poplar Primary Trainer 106 Odd Needs new bitmap
911 A7M3m23 Sam CV Fighter 22 All MB
912 B7A2 Grace TB CV Torpedo Bomber 32 All Counterpart to 956
913 G8N1-L Rita XPT Heavy Transport 73 99 & 105
914 Ki-115a Tsurugi Dive Bomber 243 99,105&106
915 Ki-115b Tsurugi Dive Bomber 243 99,105&106
916 Ki-119 Isaac Fighter Bomber 246 All
917 G10N1 Mt Fuji Very Heavy Bomber 132 99&105 Needs Top Bitmap
918 G10N1-L Mt Fiji XPT Very Heavy Transport 132 99&105 Needs Top Bitmap
919 Ki-108KAI High Altitude Fighter 241 All
920 Ki-47 Faye DB Dive Bomber 155 Odd Needs New Bitmap
921 D6N1 Toka Dive Bomber 244 99,105&106
922 D6N2 Toka Dive Bomber 244 99,105&106
923 Ki-80 II Helen Formation leader w ICB 127 99 & 105
924 Ki-80 III Helen Formation leader w ICB 127 99,105&106
925 Ki-110 Hickory XPT Light Transport 201 All Wood Construction
926 Q2W1 Peggy (Taiyo) ASW Patrol Bomber 216 All JNAF Ki-67 variant
927 Ki-67 II Peggy Medium Bomber 215 All
928 Ki-67 II Peggy TP Torpedo Bomber 218 All
929 Ki-109 II Peggy NF Very Heavy Night Fighter 217 99&105
930 Ki-109 III Peggy NF Very Heavy Night Fighter 217 99 & 105 Ha-214 engines IRL
931 Ki-67 Ic Medium Bomber 215 All
Slot # Game Name Notes Bitmap Scen Comments
932 Ki-74 II Long Range Medium Bomber 219 All Ha-214 engines IRL
933 Ki-74 I b Long Range Medium Transport 219 All
934 Ki-116 Frank Fighter 225 All Lightweight Variant
935 Ki-117 Frank High Altitude Fighter 228 All New Map (more wing)
936 Ki-84 II b Frank High Altitude Fighter 226 All Ki-84R
937 A7M3m23 Sam Carrier Fighter 22 All
938 P1Y1b Francis TB Torpedo Bomber 122 All
939 P1Y4 Francis Medium Bomber 125 Odd More wing, payload
940 P1Y5 Francis Medium Bomber 125 Odd More wing, payload
941 P1Y1-S Francis NF Night Fighter 126 All
942 P3Y1 Tenga w MXY7 Jet Bomber w MXY7 ASM 123 Odd Needs new art
943 P1Y6 Francis Medium Bomber 125 Odd More wing, payload
944 P3Y3 Francis Heavy Bomber 130 Odd Needs new art
945 H8K4 Emily AS Flying Boat with AS & Bombs 88 Odd
946 D5N1-K Kitsuka TRG Jet Trainer 104 All
947 D5N2-J Kitsuka FB Jet Fighter Bomber 104 All
948 D5N3-J Kitsuka FB Jet Fighter Bomber 104 All
949 Ki-200 Syusui RKT Rocket Fighter 248 All
950 J8M2 Syusui RKT Rocket Fighter 102 All
951 Ki-103 Stan High Altitude Heavy F ighter 224 Odd
952 Ki-83 III Frank High Altitude Fighter 226 All
953 Ki-66 Ia Angie Dive Bomber 178 Odd
954 Ki-66 Ib Angie Dive Bomber 178 Odd
Slot # Game Name Notes Bitmap Scen Comments
955 B7A1 Grace DB CV Dive Bomber 36 All Counterpart to 635*
956 B7A2 Grace DB CV Dive Bomber 36 All Counterpart to 912*
957 B7A3 Grace DB CV Dive Bomber 36 All Counterpart to 887*
958 A8N3a Tojo CV Interceptor Fighter 171 All
959 A8N3b Tojo CV Interceptor Fighter 171 All
960 L2D4-1 Tabby XPT Armed Medium Transport 110 All Needs top turret
961 G4H1-L Trudy XPT Armed Heavy Transport 130 99&105 Needs new bitmap
962 Ki-129 Q Kate AS Light Bomber w AS Bombs/MAD 108 99s & 105
963 Ki-67 IIIQ Peggy AS Medium Bomber w AS Bombs 215 All
* For these planes art should show bomb vice torpedo.
Note 1: The bitmap for 518 is identical to Axis bitmap 142, but this is an Allied bitmap.
Note 2: The one PBJ that is carrier capable is in honor of the fact one made carrier landings in 1944. It isn't enough to be considered useful in the scenario.
Note 3: The float fighter carries a smaller bomb load to a greater normal range, and no bomb load to extended range. The float dive bomber and float ASW dive bomber versions carry the full bomb load to the standard normal range, and no bomb load on recon or search missions. All these are historical roles for the Pete.
Note 4: Strictly historical scenarios feature the third Mitsubishi design designated G7M1c to indicate third iteration. It is a twin engine, He-177 like aircraft with a small internal bomb bay (so the torpedo version appears identical with the pure bomber version). Scenario 105 (and probably future scenario 99) feature the first design, designated G7M1a. This is a four engine bomber similar to the G8N1 with no bottom turret (just a bottom firing position).
Note 5: Strictly historical scenarios feature a twin engine G7M1c recon variant identical to the G7M1c except there is only a top turret and a tail stinger. Japan enhanced scenario 105 (and probably 99) feature a recon variant identical to the G7M1a four engine bomber similarly armed with only a top turret and a tail stinger.
Note 6: Scenario 105 presents an G7M2 version with late war 2200 hp engines. Its twin HMG have been replaced by single 20mm guns. Otherwise it is identical with the 4 engine G7M1c found in the same scenario.
Note 7: The use of a, b, c and d in the designation of a Japanese aircraft follows a practice of post war Western historians. The actual official listings are ko, otsu, hei, tei, and so on (there are 42 total). This is the traditional order in which the Hiragana and Katagana are memorized. Scholars think this corresponds to the traditional order of letters in English. Hiragana and Katakana are the symbols for syllables in Japanese for native and foreign words respectively: the syllable is the same regardless of how it is written? Writing the full Romanji is too long for our purposes given field length.
Note MB: Maneuverability Bonus for Fowler Flaps or equivalent
Possible New Art Projects: CAF Audax; CAF Beech 18; CAF Chu X-PO; CAF Curtis Condor; CAF HS-123; CAF Lysander; CAF P-26; CAF V-93S; CAF Wapati.
RTAF BKh10/Hawk III; RAAF Curtis Condor; TBD-1S Sea Devastator
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RE: RHS: List 2 Allied Bitmap Order
RHS Plane List 2 Allied Bitmap Order [See page 18 for revised form]
Map # Game Name Notes Slot # Scenarios Comments
0 CAF RA-29 Hudson RC Recon Aircraft (see slot 530) 530 All Dup of 1
1 CAF A-28 Hudson Medium Bomber 2&530 All Right for 530
2 CAF B-24M Liberator Heavy Bomber 3 All
3 CAF B-25D Mitchell Medium Bomber 4 All
4 CAF IL-4 [DB-3B] Medium Bomber 5 All
5 CNAC DC-2 XPT Medium Transport 6 All
6 CNAC DC-3 XPT Civil Medium Transport 7 All
7 CAF C-46A XPT Medium Transport 8 All
8 CAF F-5E RC Unarmed Recon Fighter 9 All
9 CAF I-16 Type 24 Fighter 10 All
10 CAF I-153 Chaika Biplane Fighter 11 Not 106 "Seagull"
11 CAF P-40A3 Tomahawk Fighter 12 Not 106 Flying Tigers
12 Hawks II & III Fighter 13, 499,&518 Not 106
13 CAF P-40E Kittyhawk Fighter 14 All
14 CAF P-40N Warhawk Fighter 13&509 All
15 CAF P-43A-1 Lancer Fighter 14 All
16 CAF P-66 Vanguard Fighter 15 & 366 All Right for 16
17 CAF P-51D Mustang Fighter 18 All
18 CAF SB-2 Medium Bomber 17 All
19 Eurasia Ju-52 Medium Transport 529 All Needsalpha,top
20 KNIL CW-21B Demon Fighter 500 When top None Needsalpha,top
21 FAA Swordfish I AS CV Bomber w DC & Rockets 21 Not 106 Lose torpedo
22 FAA Albacore CV Torpedo Bomber 22 All
Map # Game Name Notes Slot # Scen
23 FAA Walrus II AS Flying Boat w DC 23 All
24 Not Used Not Used None No Art
25 FAA Avenger I AS/TB CV AS & Torpedo Bombers 24 & 25 & 33 All Wrong for 33
26 FAA Avenger II AS CV ASW Horizontal Bomber 26 All
27 FAA Avenger III AS CV ASW Horizontal Bomber 27 All
28 Not Used Not Used None No Art
29 FAA Barracuda II CV AS & Dive Bombers 28 & 29 All
30 FAA Barracuda III CV Recon/DB & AS Bombers 30 & 31 All w Camera
31 FAA Corsair I Fighter 32 All
32 FAA Corsair II CV Fighter Not Used but held for possible use
33 FAA Corsair II CV Fighter 33 All
34 FAA Corsair IV CV Fighter 35 All
35 FAA Corsair V CV Fighter Not Used but held for possible use
36 FAA Firefly F.IA RF CV Recon Fighter w Radar 36 All
37 FAA Firefly FR.I RF CV Recon Fighter 37 All
38 FAA Firefly NF.I CV Night Fighter 38 All
39 FAA Fulmar RCF CV Recon Fighter & Night Ftr 39,40&55 All
40 FAA Spearfish CV Torpedo Bomber 33 All No Art
41 FAA Hellcat F.I CV Fighter 41 All
42 FAA Hellcat F.II CV Fighter 42 All
43 FAA Hellcat NF.II CV Night Fighter 43 All
44 FAA Hellcat PR.II CV Recon Fighter 44 All
45 FAA Seafire FR.II CV Recon Fighter w 4 Cameras 45 All
46 FAA Seafire LF.III CV Fighter 46 All
Map # Game Name Notes Slot # Scenarios Comments
47 FAA Seafire F.XV CV Fighter 47 All
48 FAA Seafire Not Used but held for possible use
49 FAA Sea Hurricane CV Fighter 48 All
50 FAA Sea Hurricane CV Fighter 49 All
51 FAA Fairey Seafox Float Recon Aircraft 50 Not 106 No Art
52 FAA Martlet II CV Fighter 51 All
53 FAA Martlet IV CV Fighter 52 All
54 FAA Martlet V CV Fighter 53 All
55 FAA Wildcat VI CV Fighter 54 All
56 Not Used Not Used None No Art
57 RAF Audax I COOP Observation Bomber 57 All
58 RAF Beauftr VIf NF Night Fighter 58 Not 106
59 RAF Beauftr VIc TFB Torpedo Fighter Bomber 59 All
60 RAF Beauftr X TFB Torpedo Fighter Bomber 60 & 67 All
61 RAF Beaufort I RTB Torpedo Bomber w Camera 61 All
62 RAF Beaufort II RTB Torpedo Bomber w Camera 62 All
63 RAF Blenheim I GP Light Bomber w GP Bombs 63 Not 106
64 RAF Blenheim IF NF Night Fighter 64 Not 106
65 RAF Blenheim IV GP Light Bomber w GP Bombs 65&70&122 All Wrong for 122
66 RAF Blenheim V GP Light Bomber w GP Bombs 66 All
67 Not Used Not Used None No Art
68 RAF Buffalo I Fighter 68 All
69 RAF Buffalo PR.I Recon Aircraft with Camera 69 Not 106
70 Not Used Not Used None No Art
Map # Game Name Notes Slot # Scenarios Comments
71 RAF Catalina I/IV AS Flying Boat w DC & Bombs 71 & 72 All
72 Not Used Not Used None No Art
73 RAF Dakota XPT Medium Transport 73 & 139 All
74 BOAC DC-2 XPT Light Transport 74 & 546 All Right for 74
75 BOAC DC-3 XPT Medium Transport 75 & 547 All Right for 75
76 RAF Hudson IIIa GP Medium Bomber w GP Bombs 76 & 77 All Also Armed XPT
77 Not Used Not Used None No Art
78 RAF Hurricane I Tr Fighter (Tropicalized) 78 All
79 RAF Hurricane IIaTr Fighter (Tropicalized) 79 All
80 RAF Hurricane IIbTr Fighter (Tropicalized) 80 All
81 RAF Hurricane IIcTr Fighter (Tropicalized) 81 All
82 RAF Hurricane IIdTr Fighter (Tropicalized) 82 All
83 RAF Hurricane PR.II Recon Aircraft with Camera 83 All
84 RAF Hurricane FR.II FB Recon Ftr Bmr with Camera 84 All
85 RAF Hurricane FR.IIcFB Recon Ftr Bmr with Camera 85 All
86 RAF Hurricane IV FB Fighter Bomber 86,89,201,224 All Right for 86
87 RAF Lancaster B.1SP Heavy Bomber & Recon Acft 87 & 90 All
88 RAF Lancaster B.1 Heavy Bomber 88,98,225&234 All + RAAF/RCAF
89 RAF/RCAF Lincoln B.1 Heavy Bomber 89 & 230 All No Art
90 RAF Lancaster P.R.I Recon Aircraft w 2 Cameras 88 All
91 RAF LIberator B.II Heavy Bomber 91 All
92 RAF LIberator B.III Heavy Bomber 92 All
93 RAF LIberator B.IV Heavy Bomber 93 All
94 RAF Liberator GR.II Heavy Bomber 94 All
Map # Game Name Notes Slot # Scenarios Comments
95 RAF Liberator GR.II Heavy Bomber 95 All
96 RAF Liberator C.VII Heavy Transport 96 & 100 All Also BOAC C-87
97 RAF Lysander II COOP Observation Bomber 97 All
98 Not Used Not Used None No Art
99 RAF Mitchell PR.II Recon Aircraft with Camera 99 & 236 All RCAF Colors?
100 Not Used Not Used None No Art
101 RAF Kittyhawk IV Fighter 101 & 140 All Right for 101
102 Not Used Not Used None No Art
103 RAF Mosquito FB.VI Fighter Bomber 103 All
104 RAF Mosquito NF Night Fighter Variants 104 & 111 All
105 RAF Mosquito PR.IX Recon Aircraft w 2 Cameras 105 All Long Range
106 RAF Mosquito PR.XVI Recon Aircraft w 2 Cameras 106 All Long Range
107 RAF Mosquito PR.34 Recon Aircraft w 3D Camera 107 All Long Range
108 RAF Mosquito B Light Bomber Variants 102,108&120 All Wrong for 120
109 RAF Mustang IV Fighter 109 All
110 RAF Swordfish I TB Torpedo Bomber 110 All Lose torpedo
111 Not Used Not Used None No Art
112 RAF Spitfire PR.IV Recon Aircraft with Camera 112 All
113 RAF Spitfire PR.XI Recon Aircraft with Camera 115 All
114 RAF Spitfire Vc Tr Fighter (Tropicalized) 113&130 All Right for 113
115 RAF Spitfire VIII Fighter (Tropicalized) 114 All
116 RAF Spitfire F.XIV Fighter 116 All
117 RAF Spitfire FR.XIV Recon Fighter 117 All
118 RAF Sunderland II & III Flying Boat with DC 118 & 120 All
Map # Game Name Notes Slot # Scenarios Comments
119 RAF Sunderland GR.V Flying Boat w AS Torp & DC 119 All
120 RAF Whirlwind Fighter Bomber 125 99&105 No Art
121 RAF Typhoon&Tempest Fighter 121&128 All
122 RAF Manchester IA Heavy Bomber 122 99&105 No Art
123 RAF Thunderbolt I Fighter 123 All
124 RAF Thunderbolt II Fighter 124 All
125 P-82B Twin Mustang NF Not Used
126 RAF Vengeance I DB Dive Bomber 126 All
127 RAF Vengeance IV DB Dive Bomber 127 All
128 Not Used Not Used None No Art
129 RAF Vildebeeste TB Torpedo Bomber 129 All
130 CAF CW-21 Demon Interceptor 500 All
131 RAF Wapati IIa COOP Observation Bomber 131 All
132 Not Used Not Used None No Art
133 RAF Wellington I GP Medium Bomber 132 & 133 All
134 RAF Welngtn VIII TB Medium Bomber w Torpedo 131,134&138 All 131&8 Wrong
135 RAF Wellington X GP Medium Bomber 135 All
136 RAF Welngtn XII AS Med Bmr w AS Torpedoes & DC 136&137 All
137 RAF Whitley VII AS Medium Bomber 133&138 99&105 No Art
138 Not Used Not Used None No Art
139 Not Used Not Used None No Art
140 Not Used Not Used None No Art
141 Not Used Not Used None No Art
142 KNIL 139WH-3 GP Medium Bomber w GP Bombs 142 All
Map # Game Name Notes Slot # Scenarios Comments
143 KNIL B-339D Buffalo Fighter 143 All
144 KNIL Loadstar XPT Light Transport 144 All
145 KNIL CW-21B Demon Fighter Interceptor 145,500 99-105 Right for 145
146 KNIL CW-22 Falcon Observation Bomber 146 All
147 MLD C.XIV FR Float Recon Aircraft 147 99-105
148 MLD Do-24K AS Flying Boat w DC & Bombs 148 All
149 KNIL FK-51 RC Recon Acft [Modified Trainer] 149 & 502 All Right for 149
150 KNIL 75A-7 Hawk Fighter 150 99-105
151 KNIL Hur'cn IIB Tr Fighter (Tropicalized) 151 99-105
152 KNIL L-212 XPT Light Transport/Crew Trainer 152 99-105
153 MLD Catalina 5/5A Flying Boat w DC &GP Bombs 153 & 541 All
154 MLD T.IVa TB Float Torpedo Bomber 154 99-105
155 KNIL P-40E Warhawk Fighter 155,560&561 All Right for 155
156 KNIL DB-7B Boston Light Bomber w GP Bombs 156 All
157 KNIL B-25C Mitchell Medium Bomber w GP Bombs 157 All
158 KNIL D.XXI Fighter Not Used None No top,alpha
159 KNIL D.XIII FIghter Not Used None No top,alpha
160 MS-406/410 Fighter 560,561&570 99 No Art
161 KNIL T.V Not Used
162 RAAF Anson I Light Bomber with DC 160&162 All Also Transport
163 RAAF Liberator IV Heavy Bomber 161&198 All
164 KNIL P-40N1 Fighter 531 All No Art
165 RAAF Beaufighter Ic Fighter Bomber 163 All
166 RAAF Beaufighter VI Fighter Bomber 164 All
Map # Game Name Notes Slot # Scenarios Comments
167 RAAF Beaufighter X Fighter Bomber 165 All
168 RAAF Beaufighter 21 Fighter Bomber 166 All
169 KNIL Fokker T.IX Not Used
170 RAAF Beaufort V RTB Torpedo Bomber w Camera 168 All
171 RAAF Beaufort VIII Light Bomber or Transport 169&170 All
172 KNIL P-40Q Warhawk Not Used None None Needs alpha
173 RAAF Boomerang C-12 Fighter Bomber 171 All
174 RAAF Boomerang C-19 Fighter Bomber 172&173 All Also Recon
175 KNIL P-51D Mustang Fighter 158 All No Art
176 RAAF Boston III Light Bomber 174 All
177 RAAF Boston V Light Bomber 175 All Needs alpha
178 RAF Lincoln B.1 GP Heavy Bomber + RAAF/RCAF 89,201&225 All Needs alpha
179 RAAF B-339 Buffalo Fighter 177 All ex KNIL
180 RAAF Buffalo RC Recon Aircraft with Camera 178 99-105 ex KNIL
181 Not Used Not Used None
182 RAAF Catalina I AS Flying Boat w DC & Bombs 176 & 180 All Also XPT ver
183 RAAF Dragon Mk2 XPT Light Transport 181&246 All Right for 181
184 RAAF Dakota XPT Medium Transport II, III & IV 179&182&186 All Needs alpha
185 ANA DC-2 XPT Medium Transport 183 All Top/side mismatch
186 RAAF Do-34K-1 AS Flying Boat w DC & Bombs 184 All Ex NEI MLD
187 QANTAS Empire S.23 Armed Transport Flying Boat 185&238 All Also RCAF
188 Not Used Not Used None
189 RAAF Hudson I GP Medium Bomber w GP Bombs 187 All
190 RAAF Hudson III(LR) Long Range Medium Bomber 188 All
Map # Game Name Notes Slot # Scenarios Comments
191 RAAF Hudson XPT Light Transport 189 All
192 RAAF Ventura V AS Medium Bomber w DC&Bombs 190&191 All Also Ventura II AS
193 RAAF CA-4 Woomera Not Used
194 RAAF Kittyhawk IA Fighter 192 All
195 RAAF Kittyhawk III Fighter 193 All
196 RAAF Kittyhawk IV Fighter 194 All
197 Glenn 167F Fighter 562 None
198 RAAF Lightning RC Recon Aircraft with Camera 196 All
199 RAAF Loadstar XPT Light Transport 197 All
200 FF Hawk 75 Fighter 150&565 99 Right for 150
201 RAAF Mitchell II GP Medium Bomber w GP Bombs 199 All
202 RAAF Mitchell III Medium Bomber 200 All
203 Not Used Not Used
204 RAAF Mosquito FR.40 Fighter Bomber 202 All
205 RAAF Msqto PR.40&41 Recon Aircraft 203 & 204 All
206 Not Used Not Used
207 RAAF Mustang IV Fighter 205 All
208 RAAF Lancer P-43 RC Fighter/Recon with Camera 208 All
209 RAAF Airacobra P-39 Fighter 207 All
210 Not Used Not Used
211 RAAF Mariner XPT Transport Flying Boat 209 All
212 Not Used Not Used
213 RAAF Spitfire VcTrp Fighter (Tropicalized) 211 All
214 RAAF Spitfire VIII Fighter 212 All
Map # Game Name Notes Slot # Scenarios Comments
215 RAAF OS2U-3 Kngfshr Float Recon 449 All Wrong Colors
216 RAAF Sunderland AS Flying Boat w AS Torp & DC 213&214 All
217 RAAF OS2U-3 FR Float Reconnaissance 215 All
218 RAAF Vengeance I/IV Dive Bomber 216&217 All
219 RAAF Vengeance Not Used Not Used All Missing SIDE
220 RAAF Wirraway CA-1 Fighter Bomber 218 All
221 RAAF Kingfisher FR Float Recon 214 All
222 RAAF Walrus II Float Recon Aircraft 220/27/67&511 All Right for 227
223 RAAF Catalina IIIAS Flying Boat w DC & Bombs 221 All
224 RAAF Catalina IVAS Flying Boat w DC & Bombs 222 All
225 KNIL OS2U-3 Float Recon 230 All Nds top,alpha
226 RCAF Beaufort I GP Light Bomber w GP Bombs 224 All
227 Not Used Not Used
228 RCAF Bowlingbroke IV Light Bomber w GP Bombs 226 All
229 RCAF Canso AS Flying Boat w DC & Bombs 227 All
230 RCAF Dakota XPT Medium Transport 228 All
231 RCAF Hurricane IIc Fighter 229 All
232 Not Used
233 RCAF Kittyhawk I Fighter 231 All
234 RCAF Kittyhawk II Fighter 232 All
235 RCAF Kittyhawk IV Fighter 233 All
236 Not Used Not Used None
237 RCAF Liberator V AS Heavy Bomber w DC & Bombs 235 All
238 Not Used Not Used None
Map # Game Name Notes Slot # Scenarios Comments
239 RCAF Mosquito FB.26 Fighter Bomber 237 All
240 B-33A Super Marauder Not Used
241 RCAF Shark III FRTB Float Recon Torpedo Bomber 239 All
242 RCAF Stranraer AS Flying Boat with DC 240 99-105
243 RCAF Ventura V AS Medium Bomber with DC 241 All
244 B-23 Dragon GP Medium Bomber w GP Bombs 280 All No Art
245 NZ Catalina I AS Flying Boat w DC & Bombs 243 All
246 NZ Dakota III XPT Medium Transport 244 All Cargo variant
247 NZ Dominie Mk2 XPT Light Transport 245&564 All Right for 245
248 C-69 Constellatn XPT Heavy Transport 537&579 All Also B-30 NoArt
249 NZ Corsair II & IV Fighter 247&248 All
250 XB-35 Flying Wing Not Used
251 NZ Hudson III GP Medium Bomber w GP Bombs 249 All
252 NZ Hudson XPT Light Transport 250 & 449 All Right for 252
253 NZ Ventura V AS Medium Bomber with DC 251 All
254 NZ Loadstar XPT Light Transport 254 & 522 All Right for 254
255 B-36A Peacemaker Heavy Bomber 534 105 No Art
256 NZ Kittyhawk IA Fighter 254 All
257 NZ Kittyhawk III Fighter 255 All
258 NZ Kittyhawk IV Fighter 256,531 All Right for 256
259 C-82 Packet XPT Medium Transport 536 All
260 NZ Mustang IV Fighter 258,158 All Right for 258
261 C-74A Globemaster Heavy Transport 532 All Needs alpha
262 NZ Dauntless I GPDB Dive Bomber 260 All
Map # Game Name Notes Slot # Scenarios Comments
263 NZ Dauntless II DB Dive Bomber 261 All
264 C-99A Super XPT Super Heavy Transport 540 105 No Art
265 NZ Avenger TB Torpedo Bomber 263 All
266 Not Used Not Used None No Art
267 NZ Singapore Flying Boat w DC & Bombs 264 & 510 99-105 Right for 264
268 NZ Vildebeeste IV AS Level Bomber with DC 265 99-105 Map w/o Torp
269 NZ Vincent I Light Bomber 50 & 266 All Right for 266
270 A-20B Havoc TB/GP Light Bomber w Torp/Bombs 269,271&576 Not 106
273 A-20G Havoc Light Bomber 272 All
274 Not Used Not Used None No Art
275 A-24 Banshee DB Dive Bomber 274 All
276 A-24B Banshee DB Dive Bomber 275 All
277 A-28 & 29 Hudson Med Bomber & Recon Acft 273,276 & 549 All USAAF Colors?
278 A-26B Invader Light Bomber 277 All
279 A-26C Invader Light Bomber 278 All
280 A-36 Apachi GPDB Ground Attack Fighter 279 All
281 P-58A Acender Fighter Not Used None Needs data
282 B-10B AS Medium Bomber w DC 281 Not 106
283 B-18/24 Bolo AS/GP Medium Bomber w DC &Bombs 270,280&282 All US, CAF & PAF
284 F-2 Beech 18 RC Recon Aircraft with Camera 283 All
285 B-17C Fortress GP Heavy Bomber w GP Bombs 284, 352 & 548 All Note 1
286 B-17E Fortress GP Heavy Bomber w GP Bombs 285,514 & 544 All Also XPT & ASM
287 B-17F Fortress Heavy Bomber 286 & 513 All Also RC Version
288 B-18G Fortress Heavy Bomber 287 All
Map # Game Name Notes Slot # Scenarios Comments
289 Not Used Not Used None No Art
290 LB-30 Liberator GP Heavy Bomber w GP Bombs 288, 289 & 293 All
291 B-24D Liberator GP Heavy Bomber w GP Bombs 290 All
292 B-24D1 Liberator GP Heavy Bomber w GP Bombs 291 & 553 All 553 Needs Art w DT
293 B-24J Liberator Heavy Bomber 292, 556 & 557 All
294 B-24N Liberator Heavy Bomber 533 & 558 All
295 B-25B Mitchell GP Medium Bomber w GP Bombs 294 All
296 B-25C Mitchell GP Medium Bomber w GP Bombs 295 All
297 B-25D1 Mitchell Medium Bomber 296 All
298 B-25G Mitchell ICB Medium Bomber w ICB Bombs 297 All Firebomber
299 B-25H Mitchell Medium Bomber 298 All
300 B-25J1 Mitchell Medium Bomber 299 All
301 B-25J11 Mitchell Medium Bomber 300 All
302 Not Used Not Used None No Art
303 B-26B Marauder TB Medium Bomber w Torpedo 302 All
304 B-26B Marauder Medium Bomber 303 All
305 B-29 Superfort IB,UB,PB Heavy Bomber w Atom Bombs 526,527&528 All
306 B-29A&B Superfort Super Heavy Bomber 305,306,537,545,555&573 All ASM = JB-2
307 C-97 Stratofreighter Heavy Transport 306 All unarmed B-29s
308 B-32 Terminator Heavy Bomber 307 All
309 DC-2 [C-33] XPT Light Transport 308 All
310 C-46A Commando XPT Medium Transport 309 All Heavy Lifter
311 C-46D Commando XPT Medium Transport 310 All Heavy Lifter
312 C-47 Skytrain XPT Medium Transport 311,325,521,523&524 All US Colors
Map # Game Name Notes Slot # Scenarios Comments
313 C-54 Skymaster XPT Heavy Transport 312,477&532 All right for 313
314 CAF Lockheed 18 Light Transport 505 All
315 C-87/109/LB-30 XPT Heavy Transport or RC 313, 314 & 542 All Hvy Lift/LRange
316 RF-4A Lightning RC Recon Aircraft with Camera 315 All R = Restricted
317 F-5A Lightning RC Recon Aircraft with Camera 316 All
318 F-5E Lightning RC Recon Aircraft with Camera 317 All
319 F-6C Mustang RC Recon Aircraft with Camera 318 & 319 All
320 F-7A Liberator RC Recon Aircraft w Cams & ECM 320 & 552 All Long Range
321 F-10 Mitchell RC Recon Aircraft with Camera 321 All
322 F-13 Superfort RC Recon Aircraft w Cams & ECM 322 & 329 All Long Range
323 O-47A RC Recon Aircraft with Camera 323 All
324 O-49 Vigilant RC Recon Aircraft with Camera 324 All
325 Not Used Not Used None No Art
326 Not Used Not Used None No Art
327 P-26A Fighter 326 Not 106
328 P-35A Fighter 327 Not 106
329 P-36A Fighter 328 Not 106
330 Not Used Not Used None No Art
331 RP-38E Lightning RC Recon Aircraft with Camera 330 All
332 P-38F Lightning Fighter 331 All
333 P-38G Lightning Fighter 332 All
334 P-38H Lightning Fighter 333 All
335 P-38J Lightning Fighter 334 All
336 P-38L Lightning Fighter 335 All
Map # Game Name Notes Slot # Scenarios Comments
337 P-39D Airacobra Fighter 207 All
338 P-39N2 Airacobra RC Recon Aircraft with Camera 337&338 All
339 P-39N1 Airacobra Fighter Ground Attack 339 All
340 P-400 Airacobra Fighter Ground Attack 560,561&569 99&105 569 colors?
341 Not Used Not Used None No Art
342 RP/P-40 Tomahawk Early P-40 variants 340 & 341 All R = Recon
343 P-43E Kittyhawk Fighter 342 All
344 P-40K Warhawk Fighter 343 All
345 P-40N1 Warhawk Fighter 344 All
346 P-40N5 Warhawk Fighter 345 All
347 P-40N26PR RC Recon Aircraft with Camera 346 All
348 P-43/RP-43 Lancer Fighter 347 99-105 R = Restricted
349 P-43B Lancer RF Fighter/Recon with Camera 348 All
350 P-47D2 Thunderbolt Fighter 349&571 All Also P-47C/D
351 P-47D25 Thunderbolt Fighter 350 All
352 P-47N Thunderbolt Fighter 351 All
353 Not Used Not Used None No Art
354 P-51A Mustang Fighter 353 All
355 P-51B Mustang Fighter 354 All
356 P-51D Mustang Fighter 355 All
357 P-51H Mustang Fighter 356 All
358 Not Used Not Used None No Art
359 P-61A Blk Widow NF Night Fighter 358 All
360 P-61C Blk Widow NF Night Fighter 359 All
Map # Game Name Notes Slot # Scenarios Comments
361 P-70 Havok NF Night Fighter 360 All
362 P-70A1 Havok NF Night Fighter 361 & 362 All
363 Not Used Not Used None No Art
364 P-80A Shooting Star Fighter 363 All
365 P-82B/C Twin Mustang Fighter/Night Fighter 364 & 562 All
366 RP Stearman 75M RC Recon Aircraft 365 All RP = Rep Phil
367 XB-42 Mixmaster Medium Bomber 535 105
368 B-39 Superfortress Super Heavy Bomber 573 99&105 No Art
369 SOV A-20C&G Havoc Light Bomber 368 & 369 All
370 Not Used Not Used None No Art
371 SOV B-25J Mitchell Medium Bomber 370 All
372 JRF-5 Goose Light Transport None None Needs alpha
373 SOV Do J Wal FR Light Patrol Flying Boat 372&570 All right for 372
374 SOV I-15bis "Chato" Fighter 373 Not 106 "snub nose"
375 SOV I-153 Chaika Fighter 374 All "seagull"
376 SOV I-16 Type 24 Fighter 375 All Moska = Fly
377 Not Used Not Used None No Art
378 SOV IL-2 Shturmovik Fighter Bomber 377 All
379 SOV IL-2m3 STRF FTR Fighter 378 All no bombs
380 SOV IL-10 Sturmovik Fighter Bomber 379 All
381 P-50 Skyrocket Fighter Incerceptor 538 105 No Art
382 Not Used Not Used None No Art
383 Not Used Not Used None No Art
384 SOV IL-4 DB-3M Medium Bomber 381 All
Map # Game Name Notes Slot # Scen Comments
385 SOV IL-4 DB-3T TB Medium Bomber w Torpedo 382 All
386 SOV IL-4 [Late] Medium Bomber 383 All
387 SOV TB-3/G-2 XPT Heavy Transport 384 All ex Bomber
388 SOV La-5FN Lavochka Fighter 386 All
389 SOV La-7 INT Fighter Interceptor 387 All
390 SOV LaGG-3 Coffin Fighter 388 All
391 MiG-9 Fargo Not Used None No Art
392 SOV Li-2P/DC-3 XPT Medium Transport 390 & 392 All Also Li-2R RC
393 SOV MBR-2bis AS Light Patrol Flying Boat 391 & 396 All Right for 391
394 CAF Hawk II/III Fighter 503-4&518 99-105 No Art
395 SOV MiG-3 Fighter 393 All
396 SOV P-39Q Airacobra Fighter Ground Attack 394 All
397 SOV P-63A KingCobra Fighter Ground Attack 395 All
398 Not Used Not Used None No Art
399 SOV GST/PBN-1 AS Flying Boat w DC & Bombs 397 All
400 Not Used Not Used None No Art
401 SOV Pe-2/2M Heavy Fighter 398,399,400,40&416 All Also Pe-3 NF Peshka = Pawn
402 SOV Pe-2R RC Recon Aircraft with Camera 400 All
403 SOV Yak-2 RC BMR Recon Aircraft w 3x Cameras 403 All
404 SOV R-10 RC BMR Recon Bomber with Camera 402 All
405 SOV Yak-2/4 RC BMR Recon Aircraft w 3x Cameras 403 & 405 All
406 SOV Li-2VP/DC-3 Medium Transport 389 & 404 All armed
407 Not Used Not Used None No Art
408 SOV SB-2 Light Bomber 406 All
Map # Game Name Notes Slot # Scen Comments
409 SOV TB-3 Heavy Bomber 407 99-105
410 SOV Tu-2S Medium Bomber 408 All
411 P-38 Lightning (CV) CV Fighter 418 None nds data, art
412 SOV Yak-3 INT Fighter Interceptor 409 & 410 All right for 410
413 SOV Yak-9 INT Fighter Interceptor 411 All
414 SOV Yak-9D INT Fighter Interceptor 412 All No Bombs
415 SOV Yak-9R RC Recon Aircraft with Camera 413 All
416 SOV Yak-9T FB Fighter Bomber 414 All
417 SOV Yak-9U INT Fighter Intercpetor 415 & 417 All Also Yak-9M NF
418 Not Used Not Used None No Art
419 Not Used Not Used None No Art
420 Not Used Not Used None No Art
421 F2A-2 Buffalo CV Fighter 419 All
422 F2A-3 Buffalo CV Fighter 420 All
423 F2A-2P Buffalo RC CV Recon Aircraft w Camera 421 99-105
424 Not Used Not Used None No Art
425 F4F-3/3A Wildcat CV Fighter 422 & 423 All
426 F4F-3P Wildcat RC CV Recon Aircraft w Camera 424 All
427 F4F-4 Wildcat CV Fighter 425 All
428 F4F-7P Wildcat RC CV Recon Aircraft w Camera 424 All Also 434 in 105
429 FM-1 Wildcat CV Fighter 427 All
430 FM-2 Wildcat CV Fighter 428 & 434 All right for 428
431 F4U-1 Corsair Fighter 429 All
432 F4U-1A Corsair CV Fighter 430 All
Map # Game Name Notes Slot # Scen
433 F4U-1D Corsair CV Fighter 431 All
434 F4U-4 Corsair CV Fighter 432,448&583 All Right for 432
435 F4U-5 Corsair CV Fighter 433 All
436 Not Used Not used None No Art
437 F6F-3 Hellcat CV Fighter 435 All
438 F6F-3E/N Hellcat NF CV Night Fighter 426 & 436 All
439 F6F-5 Hellcat CV Fighter 437 All
440 F6F-5N Hellcat NF CV Night Fighter 438 All
441 F6F-5P Hellcat RC CV Recon Aircraft w Camera 439 All
442 F4U-2 Corsair CV Fighter 440 All
443 F7F-2NTigercat NF CV Night Fighter 441 All
444 F7F-3 Tigercat CV Fighter 442 All
445 F7F-3P Tigercat RC CV Recon Aircraft w Camera 443,538 All 538 Wrong
446 F8F-1 Bearcat CV Fighter 444 All
447 FR-1 Fireball CV Fighter 445 All Jet & Piston
448 Not Used Not Used None No Art
449 OS2U-3 FR Float Recon with GP Bombs 447 All Right for 447
450 Not Used Not Used No top or alpha None Aussie 1E Art
451 Not Used Not Used None No Art
452 RAAF Coronado? Flying Boat Not Used None RAAF Colors!
453 RAAF Coronado? Flying Boat Not Used None RAAF Colors!
454 PB2Y-5/JRM/C-98 Very Large Flying Boats 301,446&452&453 All Right for 452
455 JRM Mars (HvyLftr) Heavy Flying Boat 454 All 446 When Art
456 PB4Y-1 Liberator AS Hvy Bomber w AS & Bombs 454 All
Map # Game Name Notes Slot # Scen
457 PB4Y-1P Liberator RC Recon Aircraft with Camera 455 All long range
458 PB4Y-2 Privateer's Hvy Bomber for ASW or ASM 456&7,458,553 All ASM = JB-1&2
459 Not Used Not Used None No Art
460 PBJ-1D Mitchell AS/TP Med Bomber w AS or Torpedo 458 & 525 All
461 PBJ-1H Mitchell AS Med Bomber w AS Load/75mm 459 All AS Torpedoes
462 PBJ-1C/1J Mitchell AS Med Bomber w ASW Load 460 & 461 All
463 Not Used Not Used None No Art
464 PBM-3D Mariner AS Flying Boat w DC & Bombs 462,509,516&517 All Also PBM-3R
465 PBM-5E Mariner AS Flying Boat with ASW Load 463 All ASW Torpedoes
466 Not Used Not Used None No Art
467 PBY-4 Catalina AS Flying Boat with DC & Bombs 465 All
468 PBY-5 Catalina TP Flying Boat with Torpedoes 466 & 551 All Also XPT ver
469 PBY-5A Catalina Flying Boat 467 All Amphibian
470 PBY-6A/PBN-1 AS Flying Boat with AS Bombs 468 & 469 All
471 Not Used Not Used None No Art
472 PV-1/B-37 AS Medium Bomber with DC 357 & 464 All Mismatch s/top
473 PV-1N Ventura NF Night Fighter 471 All
474 PV-2 Harpoon AS Medium Bomber w ASW 472 & 473 All
475 Not Used Not Used None No Art
476 R3D-2/D-1 DC-5 XPT Light Transport 474 All
477 R4D-1/5 Skytrain XPT Medium Transport 475&566 All Wrong Side
478 R5C-1 Commando XPT Medium Transport 476 All Heavy lifter
479 HK-1 Herculese Not Used None No Art
480 SB2U-3/SB2C-5 CV Dive Bomber 478 & 479 All right for 478
Map # Game Name Notes Slot # Scen
481 Not Used Not Used None No Art
482 SBC-4 Helldiver CV Dive Bomber 480,501,503,504,518 All HS123; Hwk2/3
483 SB2C-1 Helldiver CV Dive Bomber 481&559 All Also non-CV ver
484 SB2C-3 Helldiver CV Dive Bomber 482 All
485 SB2C-4 Helldiver CV Dive Bomber 483 All
486 SB2C-5 Helldiver CV Dive Bomber 484 All
487 SBD-2 Dauntless CV Dive Bomber 485 99-105
488 SBD-1 Dauntless CV Dive Bomber 486 99-105
489 SBD-3 Dauntless CV Dive Bomber 487 All
490 SBD-5 Dauntless CV Dive Bomber 488 All
491 SBD-5 Dauntless CV Dive Bomber 489 All
492 SNJ-3 Texan RC Recon Aircraft with Camera 490 99-105
493 SOC-1 Seagull AS Float Recon Aircraft 491 All
494 SO3C-2 Seamew AS Float Recon Aircraft 492 All
495 TBD-1 Devastator TB CV Torpedo Bomber 493 & 550 99-105 Right for 493
496 ZPK-14 (ASW Blimp) Blimp armed w AS & GP Bombs 494,518&520 All
497 TBF-1 Avenger TB CV Torpedo Bomber 495 & 506 All Right for 495
498 TBM-1C Avenger TB CV Torpedo Bomber 496,507&508 All Right for 496
499 TBM-3 Avenger TB CV Torpedo Bomber 497,498&512 All Right for 497
Note 1: This art IS suitable for 548, which lacks a top turret. It needs a top turret for 285 & 514.
Map # Game Name Notes Slot # Scenarios Comments
0 CAF RA-29 Hudson RC Recon Aircraft (see slot 530) 530 All Dup of 1
1 CAF A-28 Hudson Medium Bomber 2&530 All Right for 530
2 CAF B-24M Liberator Heavy Bomber 3 All
3 CAF B-25D Mitchell Medium Bomber 4 All
4 CAF IL-4 [DB-3B] Medium Bomber 5 All
5 CNAC DC-2 XPT Medium Transport 6 All
6 CNAC DC-3 XPT Civil Medium Transport 7 All
7 CAF C-46A XPT Medium Transport 8 All
8 CAF F-5E RC Unarmed Recon Fighter 9 All
9 CAF I-16 Type 24 Fighter 10 All
10 CAF I-153 Chaika Biplane Fighter 11 Not 106 "Seagull"
11 CAF P-40A3 Tomahawk Fighter 12 Not 106 Flying Tigers
12 Hawks II & III Fighter 13, 499,&518 Not 106
13 CAF P-40E Kittyhawk Fighter 14 All
14 CAF P-40N Warhawk Fighter 13&509 All
15 CAF P-43A-1 Lancer Fighter 14 All
16 CAF P-66 Vanguard Fighter 15 & 366 All Right for 16
17 CAF P-51D Mustang Fighter 18 All
18 CAF SB-2 Medium Bomber 17 All
19 Eurasia Ju-52 Medium Transport 529 All Needsalpha,top
20 KNIL CW-21B Demon Fighter 500 When top None Needsalpha,top
21 FAA Swordfish I AS CV Bomber w DC & Rockets 21 Not 106 Lose torpedo
22 FAA Albacore CV Torpedo Bomber 22 All
Map # Game Name Notes Slot # Scen
23 FAA Walrus II AS Flying Boat w DC 23 All
24 Not Used Not Used None No Art
25 FAA Avenger I AS/TB CV AS & Torpedo Bombers 24 & 25 & 33 All Wrong for 33
26 FAA Avenger II AS CV ASW Horizontal Bomber 26 All
27 FAA Avenger III AS CV ASW Horizontal Bomber 27 All
28 Not Used Not Used None No Art
29 FAA Barracuda II CV AS & Dive Bombers 28 & 29 All
30 FAA Barracuda III CV Recon/DB & AS Bombers 30 & 31 All w Camera
31 FAA Corsair I Fighter 32 All
32 FAA Corsair II CV Fighter Not Used but held for possible use
33 FAA Corsair II CV Fighter 33 All
34 FAA Corsair IV CV Fighter 35 All
35 FAA Corsair V CV Fighter Not Used but held for possible use
36 FAA Firefly F.IA RF CV Recon Fighter w Radar 36 All
37 FAA Firefly FR.I RF CV Recon Fighter 37 All
38 FAA Firefly NF.I CV Night Fighter 38 All
39 FAA Fulmar RCF CV Recon Fighter & Night Ftr 39,40&55 All
40 FAA Spearfish CV Torpedo Bomber 33 All No Art
41 FAA Hellcat F.I CV Fighter 41 All
42 FAA Hellcat F.II CV Fighter 42 All
43 FAA Hellcat NF.II CV Night Fighter 43 All
44 FAA Hellcat PR.II CV Recon Fighter 44 All
45 FAA Seafire FR.II CV Recon Fighter w 4 Cameras 45 All
46 FAA Seafire LF.III CV Fighter 46 All
Map # Game Name Notes Slot # Scenarios Comments
47 FAA Seafire F.XV CV Fighter 47 All
48 FAA Seafire Not Used but held for possible use
49 FAA Sea Hurricane CV Fighter 48 All
50 FAA Sea Hurricane CV Fighter 49 All
51 FAA Fairey Seafox Float Recon Aircraft 50 Not 106 No Art
52 FAA Martlet II CV Fighter 51 All
53 FAA Martlet IV CV Fighter 52 All
54 FAA Martlet V CV Fighter 53 All
55 FAA Wildcat VI CV Fighter 54 All
56 Not Used Not Used None No Art
57 RAF Audax I COOP Observation Bomber 57 All
58 RAF Beauftr VIf NF Night Fighter 58 Not 106
59 RAF Beauftr VIc TFB Torpedo Fighter Bomber 59 All
60 RAF Beauftr X TFB Torpedo Fighter Bomber 60 & 67 All
61 RAF Beaufort I RTB Torpedo Bomber w Camera 61 All
62 RAF Beaufort II RTB Torpedo Bomber w Camera 62 All
63 RAF Blenheim I GP Light Bomber w GP Bombs 63 Not 106
64 RAF Blenheim IF NF Night Fighter 64 Not 106
65 RAF Blenheim IV GP Light Bomber w GP Bombs 65&70&122 All Wrong for 122
66 RAF Blenheim V GP Light Bomber w GP Bombs 66 All
67 Not Used Not Used None No Art
68 RAF Buffalo I Fighter 68 All
69 RAF Buffalo PR.I Recon Aircraft with Camera 69 Not 106
70 Not Used Not Used None No Art
Map # Game Name Notes Slot # Scenarios Comments
71 RAF Catalina I/IV AS Flying Boat w DC & Bombs 71 & 72 All
72 Not Used Not Used None No Art
73 RAF Dakota XPT Medium Transport 73 & 139 All
74 BOAC DC-2 XPT Light Transport 74 & 546 All Right for 74
75 BOAC DC-3 XPT Medium Transport 75 & 547 All Right for 75
76 RAF Hudson IIIa GP Medium Bomber w GP Bombs 76 & 77 All Also Armed XPT
77 Not Used Not Used None No Art
78 RAF Hurricane I Tr Fighter (Tropicalized) 78 All
79 RAF Hurricane IIaTr Fighter (Tropicalized) 79 All
80 RAF Hurricane IIbTr Fighter (Tropicalized) 80 All
81 RAF Hurricane IIcTr Fighter (Tropicalized) 81 All
82 RAF Hurricane IIdTr Fighter (Tropicalized) 82 All
83 RAF Hurricane PR.II Recon Aircraft with Camera 83 All
84 RAF Hurricane FR.II FB Recon Ftr Bmr with Camera 84 All
85 RAF Hurricane FR.IIcFB Recon Ftr Bmr with Camera 85 All
86 RAF Hurricane IV FB Fighter Bomber 86,89,201,224 All Right for 86
87 RAF Lancaster B.1SP Heavy Bomber & Recon Acft 87 & 90 All
88 RAF Lancaster B.1 Heavy Bomber 88,98,225&234 All + RAAF/RCAF
89 RAF/RCAF Lincoln B.1 Heavy Bomber 89 & 230 All No Art
90 RAF Lancaster P.R.I Recon Aircraft w 2 Cameras 88 All
91 RAF LIberator B.II Heavy Bomber 91 All
92 RAF LIberator B.III Heavy Bomber 92 All
93 RAF LIberator B.IV Heavy Bomber 93 All
94 RAF Liberator GR.II Heavy Bomber 94 All
Map # Game Name Notes Slot # Scenarios Comments
95 RAF Liberator GR.II Heavy Bomber 95 All
96 RAF Liberator C.VII Heavy Transport 96 & 100 All Also BOAC C-87
97 RAF Lysander II COOP Observation Bomber 97 All
98 Not Used Not Used None No Art
99 RAF Mitchell PR.II Recon Aircraft with Camera 99 & 236 All RCAF Colors?
100 Not Used Not Used None No Art
101 RAF Kittyhawk IV Fighter 101 & 140 All Right for 101
102 Not Used Not Used None No Art
103 RAF Mosquito FB.VI Fighter Bomber 103 All
104 RAF Mosquito NF Night Fighter Variants 104 & 111 All
105 RAF Mosquito PR.IX Recon Aircraft w 2 Cameras 105 All Long Range
106 RAF Mosquito PR.XVI Recon Aircraft w 2 Cameras 106 All Long Range
107 RAF Mosquito PR.34 Recon Aircraft w 3D Camera 107 All Long Range
108 RAF Mosquito B Light Bomber Variants 102,108&120 All Wrong for 120
109 RAF Mustang IV Fighter 109 All
110 RAF Swordfish I TB Torpedo Bomber 110 All Lose torpedo
111 Not Used Not Used None No Art
112 RAF Spitfire PR.IV Recon Aircraft with Camera 112 All
113 RAF Spitfire PR.XI Recon Aircraft with Camera 115 All
114 RAF Spitfire Vc Tr Fighter (Tropicalized) 113&130 All Right for 113
115 RAF Spitfire VIII Fighter (Tropicalized) 114 All
116 RAF Spitfire F.XIV Fighter 116 All
117 RAF Spitfire FR.XIV Recon Fighter 117 All
118 RAF Sunderland II & III Flying Boat with DC 118 & 120 All
Map # Game Name Notes Slot # Scenarios Comments
119 RAF Sunderland GR.V Flying Boat w AS Torp & DC 119 All
120 RAF Whirlwind Fighter Bomber 125 99&105 No Art
121 RAF Typhoon&Tempest Fighter 121&128 All
122 RAF Manchester IA Heavy Bomber 122 99&105 No Art
123 RAF Thunderbolt I Fighter 123 All
124 RAF Thunderbolt II Fighter 124 All
125 P-82B Twin Mustang NF Not Used
126 RAF Vengeance I DB Dive Bomber 126 All
127 RAF Vengeance IV DB Dive Bomber 127 All
128 Not Used Not Used None No Art
129 RAF Vildebeeste TB Torpedo Bomber 129 All
130 CAF CW-21 Demon Interceptor 500 All
131 RAF Wapati IIa COOP Observation Bomber 131 All
132 Not Used Not Used None No Art
133 RAF Wellington I GP Medium Bomber 132 & 133 All
134 RAF Welngtn VIII TB Medium Bomber w Torpedo 131,134&138 All 131&8 Wrong
135 RAF Wellington X GP Medium Bomber 135 All
136 RAF Welngtn XII AS Med Bmr w AS Torpedoes & DC 136&137 All
137 RAF Whitley VII AS Medium Bomber 133&138 99&105 No Art
138 Not Used Not Used None No Art
139 Not Used Not Used None No Art
140 Not Used Not Used None No Art
141 Not Used Not Used None No Art
142 KNIL 139WH-3 GP Medium Bomber w GP Bombs 142 All
Map # Game Name Notes Slot # Scenarios Comments
143 KNIL B-339D Buffalo Fighter 143 All
144 KNIL Loadstar XPT Light Transport 144 All
145 KNIL CW-21B Demon Fighter Interceptor 145,500 99-105 Right for 145
146 KNIL CW-22 Falcon Observation Bomber 146 All
147 MLD C.XIV FR Float Recon Aircraft 147 99-105
148 MLD Do-24K AS Flying Boat w DC & Bombs 148 All
149 KNIL FK-51 RC Recon Acft [Modified Trainer] 149 & 502 All Right for 149
150 KNIL 75A-7 Hawk Fighter 150 99-105
151 KNIL Hur'cn IIB Tr Fighter (Tropicalized) 151 99-105
152 KNIL L-212 XPT Light Transport/Crew Trainer 152 99-105
153 MLD Catalina 5/5A Flying Boat w DC &GP Bombs 153 & 541 All
154 MLD T.IVa TB Float Torpedo Bomber 154 99-105
155 KNIL P-40E Warhawk Fighter 155,560&561 All Right for 155
156 KNIL DB-7B Boston Light Bomber w GP Bombs 156 All
157 KNIL B-25C Mitchell Medium Bomber w GP Bombs 157 All
158 KNIL D.XXI Fighter Not Used None No top,alpha
159 KNIL D.XIII FIghter Not Used None No top,alpha
160 MS-406/410 Fighter 560,561&570 99 No Art
161 KNIL T.V Not Used
162 RAAF Anson I Light Bomber with DC 160&162 All Also Transport
163 RAAF Liberator IV Heavy Bomber 161&198 All
164 KNIL P-40N1 Fighter 531 All No Art
165 RAAF Beaufighter Ic Fighter Bomber 163 All
166 RAAF Beaufighter VI Fighter Bomber 164 All
Map # Game Name Notes Slot # Scenarios Comments
167 RAAF Beaufighter X Fighter Bomber 165 All
168 RAAF Beaufighter 21 Fighter Bomber 166 All
169 KNIL Fokker T.IX Not Used
170 RAAF Beaufort V RTB Torpedo Bomber w Camera 168 All
171 RAAF Beaufort VIII Light Bomber or Transport 169&170 All
172 KNIL P-40Q Warhawk Not Used None None Needs alpha
173 RAAF Boomerang C-12 Fighter Bomber 171 All
174 RAAF Boomerang C-19 Fighter Bomber 172&173 All Also Recon
175 KNIL P-51D Mustang Fighter 158 All No Art
176 RAAF Boston III Light Bomber 174 All
177 RAAF Boston V Light Bomber 175 All Needs alpha
178 RAF Lincoln B.1 GP Heavy Bomber + RAAF/RCAF 89,201&225 All Needs alpha
179 RAAF B-339 Buffalo Fighter 177 All ex KNIL
180 RAAF Buffalo RC Recon Aircraft with Camera 178 99-105 ex KNIL
181 Not Used Not Used None
182 RAAF Catalina I AS Flying Boat w DC & Bombs 176 & 180 All Also XPT ver
183 RAAF Dragon Mk2 XPT Light Transport 181&246 All Right for 181
184 RAAF Dakota XPT Medium Transport II, III & IV 179&182&186 All Needs alpha
185 ANA DC-2 XPT Medium Transport 183 All Top/side mismatch
186 RAAF Do-34K-1 AS Flying Boat w DC & Bombs 184 All Ex NEI MLD
187 QANTAS Empire S.23 Armed Transport Flying Boat 185&238 All Also RCAF
188 Not Used Not Used None
189 RAAF Hudson I GP Medium Bomber w GP Bombs 187 All
190 RAAF Hudson III(LR) Long Range Medium Bomber 188 All
Map # Game Name Notes Slot # Scenarios Comments
191 RAAF Hudson XPT Light Transport 189 All
192 RAAF Ventura V AS Medium Bomber w DC&Bombs 190&191 All Also Ventura II AS
193 RAAF CA-4 Woomera Not Used
194 RAAF Kittyhawk IA Fighter 192 All
195 RAAF Kittyhawk III Fighter 193 All
196 RAAF Kittyhawk IV Fighter 194 All
197 Glenn 167F Fighter 562 None
198 RAAF Lightning RC Recon Aircraft with Camera 196 All
199 RAAF Loadstar XPT Light Transport 197 All
200 FF Hawk 75 Fighter 150&565 99 Right for 150
201 RAAF Mitchell II GP Medium Bomber w GP Bombs 199 All
202 RAAF Mitchell III Medium Bomber 200 All
203 Not Used Not Used
204 RAAF Mosquito FR.40 Fighter Bomber 202 All
205 RAAF Msqto PR.40&41 Recon Aircraft 203 & 204 All
206 Not Used Not Used
207 RAAF Mustang IV Fighter 205 All
208 RAAF Lancer P-43 RC Fighter/Recon with Camera 208 All
209 RAAF Airacobra P-39 Fighter 207 All
210 Not Used Not Used
211 RAAF Mariner XPT Transport Flying Boat 209 All
212 Not Used Not Used
213 RAAF Spitfire VcTrp Fighter (Tropicalized) 211 All
214 RAAF Spitfire VIII Fighter 212 All
Map # Game Name Notes Slot # Scenarios Comments
215 RAAF OS2U-3 Kngfshr Float Recon 449 All Wrong Colors
216 RAAF Sunderland AS Flying Boat w AS Torp & DC 213&214 All
217 RAAF OS2U-3 FR Float Reconnaissance 215 All
218 RAAF Vengeance I/IV Dive Bomber 216&217 All
219 RAAF Vengeance Not Used Not Used All Missing SIDE
220 RAAF Wirraway CA-1 Fighter Bomber 218 All
221 RAAF Kingfisher FR Float Recon 214 All
222 RAAF Walrus II Float Recon Aircraft 220/27/67&511 All Right for 227
223 RAAF Catalina IIIAS Flying Boat w DC & Bombs 221 All
224 RAAF Catalina IVAS Flying Boat w DC & Bombs 222 All
225 KNIL OS2U-3 Float Recon 230 All Nds top,alpha
226 RCAF Beaufort I GP Light Bomber w GP Bombs 224 All
227 Not Used Not Used
228 RCAF Bowlingbroke IV Light Bomber w GP Bombs 226 All
229 RCAF Canso AS Flying Boat w DC & Bombs 227 All
230 RCAF Dakota XPT Medium Transport 228 All
231 RCAF Hurricane IIc Fighter 229 All
232 Not Used
233 RCAF Kittyhawk I Fighter 231 All
234 RCAF Kittyhawk II Fighter 232 All
235 RCAF Kittyhawk IV Fighter 233 All
236 Not Used Not Used None
237 RCAF Liberator V AS Heavy Bomber w DC & Bombs 235 All
238 Not Used Not Used None
Map # Game Name Notes Slot # Scenarios Comments
239 RCAF Mosquito FB.26 Fighter Bomber 237 All
240 B-33A Super Marauder Not Used
241 RCAF Shark III FRTB Float Recon Torpedo Bomber 239 All
242 RCAF Stranraer AS Flying Boat with DC 240 99-105
243 RCAF Ventura V AS Medium Bomber with DC 241 All
244 B-23 Dragon GP Medium Bomber w GP Bombs 280 All No Art
245 NZ Catalina I AS Flying Boat w DC & Bombs 243 All
246 NZ Dakota III XPT Medium Transport 244 All Cargo variant
247 NZ Dominie Mk2 XPT Light Transport 245&564 All Right for 245
248 C-69 Constellatn XPT Heavy Transport 537&579 All Also B-30 NoArt
249 NZ Corsair II & IV Fighter 247&248 All
250 XB-35 Flying Wing Not Used
251 NZ Hudson III GP Medium Bomber w GP Bombs 249 All
252 NZ Hudson XPT Light Transport 250 & 449 All Right for 252
253 NZ Ventura V AS Medium Bomber with DC 251 All
254 NZ Loadstar XPT Light Transport 254 & 522 All Right for 254
255 B-36A Peacemaker Heavy Bomber 534 105 No Art
256 NZ Kittyhawk IA Fighter 254 All
257 NZ Kittyhawk III Fighter 255 All
258 NZ Kittyhawk IV Fighter 256,531 All Right for 256
259 C-82 Packet XPT Medium Transport 536 All
260 NZ Mustang IV Fighter 258,158 All Right for 258
261 C-74A Globemaster Heavy Transport 532 All Needs alpha
262 NZ Dauntless I GPDB Dive Bomber 260 All
Map # Game Name Notes Slot # Scenarios Comments
263 NZ Dauntless II DB Dive Bomber 261 All
264 C-99A Super XPT Super Heavy Transport 540 105 No Art
265 NZ Avenger TB Torpedo Bomber 263 All
266 Not Used Not Used None No Art
267 NZ Singapore Flying Boat w DC & Bombs 264 & 510 99-105 Right for 264
268 NZ Vildebeeste IV AS Level Bomber with DC 265 99-105 Map w/o Torp
269 NZ Vincent I Light Bomber 50 & 266 All Right for 266
270 A-20B Havoc TB/GP Light Bomber w Torp/Bombs 269,271&576 Not 106
273 A-20G Havoc Light Bomber 272 All
274 Not Used Not Used None No Art
275 A-24 Banshee DB Dive Bomber 274 All
276 A-24B Banshee DB Dive Bomber 275 All
277 A-28 & 29 Hudson Med Bomber & Recon Acft 273,276 & 549 All USAAF Colors?
278 A-26B Invader Light Bomber 277 All
279 A-26C Invader Light Bomber 278 All
280 A-36 Apachi GPDB Ground Attack Fighter 279 All
281 P-58A Acender Fighter Not Used None Needs data
282 B-10B AS Medium Bomber w DC 281 Not 106
283 B-18/24 Bolo AS/GP Medium Bomber w DC &Bombs 270,280&282 All US, CAF & PAF
284 F-2 Beech 18 RC Recon Aircraft with Camera 283 All
285 B-17C Fortress GP Heavy Bomber w GP Bombs 284, 352 & 548 All Note 1
286 B-17E Fortress GP Heavy Bomber w GP Bombs 285,514 & 544 All Also XPT & ASM
287 B-17F Fortress Heavy Bomber 286 & 513 All Also RC Version
288 B-18G Fortress Heavy Bomber 287 All
Map # Game Name Notes Slot # Scenarios Comments
289 Not Used Not Used None No Art
290 LB-30 Liberator GP Heavy Bomber w GP Bombs 288, 289 & 293 All
291 B-24D Liberator GP Heavy Bomber w GP Bombs 290 All
292 B-24D1 Liberator GP Heavy Bomber w GP Bombs 291 & 553 All 553 Needs Art w DT
293 B-24J Liberator Heavy Bomber 292, 556 & 557 All
294 B-24N Liberator Heavy Bomber 533 & 558 All
295 B-25B Mitchell GP Medium Bomber w GP Bombs 294 All
296 B-25C Mitchell GP Medium Bomber w GP Bombs 295 All
297 B-25D1 Mitchell Medium Bomber 296 All
298 B-25G Mitchell ICB Medium Bomber w ICB Bombs 297 All Firebomber
299 B-25H Mitchell Medium Bomber 298 All
300 B-25J1 Mitchell Medium Bomber 299 All
301 B-25J11 Mitchell Medium Bomber 300 All
302 Not Used Not Used None No Art
303 B-26B Marauder TB Medium Bomber w Torpedo 302 All
304 B-26B Marauder Medium Bomber 303 All
305 B-29 Superfort IB,UB,PB Heavy Bomber w Atom Bombs 526,527&528 All
306 B-29A&B Superfort Super Heavy Bomber 305,306,537,545,555&573 All ASM = JB-2
307 C-97 Stratofreighter Heavy Transport 306 All unarmed B-29s
308 B-32 Terminator Heavy Bomber 307 All
309 DC-2 [C-33] XPT Light Transport 308 All
310 C-46A Commando XPT Medium Transport 309 All Heavy Lifter
311 C-46D Commando XPT Medium Transport 310 All Heavy Lifter
312 C-47 Skytrain XPT Medium Transport 311,325,521,523&524 All US Colors
Map # Game Name Notes Slot # Scenarios Comments
313 C-54 Skymaster XPT Heavy Transport 312,477&532 All right for 313
314 CAF Lockheed 18 Light Transport 505 All
315 C-87/109/LB-30 XPT Heavy Transport or RC 313, 314 & 542 All Hvy Lift/LRange
316 RF-4A Lightning RC Recon Aircraft with Camera 315 All R = Restricted
317 F-5A Lightning RC Recon Aircraft with Camera 316 All
318 F-5E Lightning RC Recon Aircraft with Camera 317 All
319 F-6C Mustang RC Recon Aircraft with Camera 318 & 319 All
320 F-7A Liberator RC Recon Aircraft w Cams & ECM 320 & 552 All Long Range
321 F-10 Mitchell RC Recon Aircraft with Camera 321 All
322 F-13 Superfort RC Recon Aircraft w Cams & ECM 322 & 329 All Long Range
323 O-47A RC Recon Aircraft with Camera 323 All
324 O-49 Vigilant RC Recon Aircraft with Camera 324 All
325 Not Used Not Used None No Art
326 Not Used Not Used None No Art
327 P-26A Fighter 326 Not 106
328 P-35A Fighter 327 Not 106
329 P-36A Fighter 328 Not 106
330 Not Used Not Used None No Art
331 RP-38E Lightning RC Recon Aircraft with Camera 330 All
332 P-38F Lightning Fighter 331 All
333 P-38G Lightning Fighter 332 All
334 P-38H Lightning Fighter 333 All
335 P-38J Lightning Fighter 334 All
336 P-38L Lightning Fighter 335 All
Map # Game Name Notes Slot # Scenarios Comments
337 P-39D Airacobra Fighter 207 All
338 P-39N2 Airacobra RC Recon Aircraft with Camera 337&338 All
339 P-39N1 Airacobra Fighter Ground Attack 339 All
340 P-400 Airacobra Fighter Ground Attack 560,561&569 99&105 569 colors?
341 Not Used Not Used None No Art
342 RP/P-40 Tomahawk Early P-40 variants 340 & 341 All R = Recon
343 P-43E Kittyhawk Fighter 342 All
344 P-40K Warhawk Fighter 343 All
345 P-40N1 Warhawk Fighter 344 All
346 P-40N5 Warhawk Fighter 345 All
347 P-40N26PR RC Recon Aircraft with Camera 346 All
348 P-43/RP-43 Lancer Fighter 347 99-105 R = Restricted
349 P-43B Lancer RF Fighter/Recon with Camera 348 All
350 P-47D2 Thunderbolt Fighter 349&571 All Also P-47C/D
351 P-47D25 Thunderbolt Fighter 350 All
352 P-47N Thunderbolt Fighter 351 All
353 Not Used Not Used None No Art
354 P-51A Mustang Fighter 353 All
355 P-51B Mustang Fighter 354 All
356 P-51D Mustang Fighter 355 All
357 P-51H Mustang Fighter 356 All
358 Not Used Not Used None No Art
359 P-61A Blk Widow NF Night Fighter 358 All
360 P-61C Blk Widow NF Night Fighter 359 All
Map # Game Name Notes Slot # Scenarios Comments
361 P-70 Havok NF Night Fighter 360 All
362 P-70A1 Havok NF Night Fighter 361 & 362 All
363 Not Used Not Used None No Art
364 P-80A Shooting Star Fighter 363 All
365 P-82B/C Twin Mustang Fighter/Night Fighter 364 & 562 All
366 RP Stearman 75M RC Recon Aircraft 365 All RP = Rep Phil
367 XB-42 Mixmaster Medium Bomber 535 105
368 B-39 Superfortress Super Heavy Bomber 573 99&105 No Art
369 SOV A-20C&G Havoc Light Bomber 368 & 369 All
370 Not Used Not Used None No Art
371 SOV B-25J Mitchell Medium Bomber 370 All
372 JRF-5 Goose Light Transport None None Needs alpha
373 SOV Do J Wal FR Light Patrol Flying Boat 372&570 All right for 372
374 SOV I-15bis "Chato" Fighter 373 Not 106 "snub nose"
375 SOV I-153 Chaika Fighter 374 All "seagull"
376 SOV I-16 Type 24 Fighter 375 All Moska = Fly
377 Not Used Not Used None No Art
378 SOV IL-2 Shturmovik Fighter Bomber 377 All
379 SOV IL-2m3 STRF FTR Fighter 378 All no bombs
380 SOV IL-10 Sturmovik Fighter Bomber 379 All
381 P-50 Skyrocket Fighter Incerceptor 538 105 No Art
382 Not Used Not Used None No Art
383 Not Used Not Used None No Art
384 SOV IL-4 DB-3M Medium Bomber 381 All
Map # Game Name Notes Slot # Scen Comments
385 SOV IL-4 DB-3T TB Medium Bomber w Torpedo 382 All
386 SOV IL-4 [Late] Medium Bomber 383 All
387 SOV TB-3/G-2 XPT Heavy Transport 384 All ex Bomber
388 SOV La-5FN Lavochka Fighter 386 All
389 SOV La-7 INT Fighter Interceptor 387 All
390 SOV LaGG-3 Coffin Fighter 388 All
391 MiG-9 Fargo Not Used None No Art
392 SOV Li-2P/DC-3 XPT Medium Transport 390 & 392 All Also Li-2R RC
393 SOV MBR-2bis AS Light Patrol Flying Boat 391 & 396 All Right for 391
394 CAF Hawk II/III Fighter 503-4&518 99-105 No Art
395 SOV MiG-3 Fighter 393 All
396 SOV P-39Q Airacobra Fighter Ground Attack 394 All
397 SOV P-63A KingCobra Fighter Ground Attack 395 All
398 Not Used Not Used None No Art
399 SOV GST/PBN-1 AS Flying Boat w DC & Bombs 397 All
400 Not Used Not Used None No Art
401 SOV Pe-2/2M Heavy Fighter 398,399,400,40&416 All Also Pe-3 NF Peshka = Pawn
402 SOV Pe-2R RC Recon Aircraft with Camera 400 All
403 SOV Yak-2 RC BMR Recon Aircraft w 3x Cameras 403 All
404 SOV R-10 RC BMR Recon Bomber with Camera 402 All
405 SOV Yak-2/4 RC BMR Recon Aircraft w 3x Cameras 403 & 405 All
406 SOV Li-2VP/DC-3 Medium Transport 389 & 404 All armed
407 Not Used Not Used None No Art
408 SOV SB-2 Light Bomber 406 All
Map # Game Name Notes Slot # Scen Comments
409 SOV TB-3 Heavy Bomber 407 99-105
410 SOV Tu-2S Medium Bomber 408 All
411 P-38 Lightning (CV) CV Fighter 418 None nds data, art
412 SOV Yak-3 INT Fighter Interceptor 409 & 410 All right for 410
413 SOV Yak-9 INT Fighter Interceptor 411 All
414 SOV Yak-9D INT Fighter Interceptor 412 All No Bombs
415 SOV Yak-9R RC Recon Aircraft with Camera 413 All
416 SOV Yak-9T FB Fighter Bomber 414 All
417 SOV Yak-9U INT Fighter Intercpetor 415 & 417 All Also Yak-9M NF
418 Not Used Not Used None No Art
419 Not Used Not Used None No Art
420 Not Used Not Used None No Art
421 F2A-2 Buffalo CV Fighter 419 All
422 F2A-3 Buffalo CV Fighter 420 All
423 F2A-2P Buffalo RC CV Recon Aircraft w Camera 421 99-105
424 Not Used Not Used None No Art
425 F4F-3/3A Wildcat CV Fighter 422 & 423 All
426 F4F-3P Wildcat RC CV Recon Aircraft w Camera 424 All
427 F4F-4 Wildcat CV Fighter 425 All
428 F4F-7P Wildcat RC CV Recon Aircraft w Camera 424 All Also 434 in 105
429 FM-1 Wildcat CV Fighter 427 All
430 FM-2 Wildcat CV Fighter 428 & 434 All right for 428
431 F4U-1 Corsair Fighter 429 All
432 F4U-1A Corsair CV Fighter 430 All
Map # Game Name Notes Slot # Scen
433 F4U-1D Corsair CV Fighter 431 All
434 F4U-4 Corsair CV Fighter 432,448&583 All Right for 432
435 F4U-5 Corsair CV Fighter 433 All
436 Not Used Not used None No Art
437 F6F-3 Hellcat CV Fighter 435 All
438 F6F-3E/N Hellcat NF CV Night Fighter 426 & 436 All
439 F6F-5 Hellcat CV Fighter 437 All
440 F6F-5N Hellcat NF CV Night Fighter 438 All
441 F6F-5P Hellcat RC CV Recon Aircraft w Camera 439 All
442 F4U-2 Corsair CV Fighter 440 All
443 F7F-2NTigercat NF CV Night Fighter 441 All
444 F7F-3 Tigercat CV Fighter 442 All
445 F7F-3P Tigercat RC CV Recon Aircraft w Camera 443,538 All 538 Wrong
446 F8F-1 Bearcat CV Fighter 444 All
447 FR-1 Fireball CV Fighter 445 All Jet & Piston
448 Not Used Not Used None No Art
449 OS2U-3 FR Float Recon with GP Bombs 447 All Right for 447
450 Not Used Not Used No top or alpha None Aussie 1E Art
451 Not Used Not Used None No Art
452 RAAF Coronado? Flying Boat Not Used None RAAF Colors!
453 RAAF Coronado? Flying Boat Not Used None RAAF Colors!
454 PB2Y-5/JRM/C-98 Very Large Flying Boats 301,446&452&453 All Right for 452
455 JRM Mars (HvyLftr) Heavy Flying Boat 454 All 446 When Art
456 PB4Y-1 Liberator AS Hvy Bomber w AS & Bombs 454 All
Map # Game Name Notes Slot # Scen
457 PB4Y-1P Liberator RC Recon Aircraft with Camera 455 All long range
458 PB4Y-2 Privateer's Hvy Bomber for ASW or ASM 456&7,458,553 All ASM = JB-1&2
459 Not Used Not Used None No Art
460 PBJ-1D Mitchell AS/TP Med Bomber w AS or Torpedo 458 & 525 All
461 PBJ-1H Mitchell AS Med Bomber w AS Load/75mm 459 All AS Torpedoes
462 PBJ-1C/1J Mitchell AS Med Bomber w ASW Load 460 & 461 All
463 Not Used Not Used None No Art
464 PBM-3D Mariner AS Flying Boat w DC & Bombs 462,509,516&517 All Also PBM-3R
465 PBM-5E Mariner AS Flying Boat with ASW Load 463 All ASW Torpedoes
466 Not Used Not Used None No Art
467 PBY-4 Catalina AS Flying Boat with DC & Bombs 465 All
468 PBY-5 Catalina TP Flying Boat with Torpedoes 466 & 551 All Also XPT ver
469 PBY-5A Catalina Flying Boat 467 All Amphibian
470 PBY-6A/PBN-1 AS Flying Boat with AS Bombs 468 & 469 All
471 Not Used Not Used None No Art
472 PV-1/B-37 AS Medium Bomber with DC 357 & 464 All Mismatch s/top
473 PV-1N Ventura NF Night Fighter 471 All
474 PV-2 Harpoon AS Medium Bomber w ASW 472 & 473 All
475 Not Used Not Used None No Art
476 R3D-2/D-1 DC-5 XPT Light Transport 474 All
477 R4D-1/5 Skytrain XPT Medium Transport 475&566 All Wrong Side
478 R5C-1 Commando XPT Medium Transport 476 All Heavy lifter
479 HK-1 Herculese Not Used None No Art
480 SB2U-3/SB2C-5 CV Dive Bomber 478 & 479 All right for 478
Map # Game Name Notes Slot # Scen
481 Not Used Not Used None No Art
482 SBC-4 Helldiver CV Dive Bomber 480,501,503,504,518 All HS123; Hwk2/3
483 SB2C-1 Helldiver CV Dive Bomber 481&559 All Also non-CV ver
484 SB2C-3 Helldiver CV Dive Bomber 482 All
485 SB2C-4 Helldiver CV Dive Bomber 483 All
486 SB2C-5 Helldiver CV Dive Bomber 484 All
487 SBD-2 Dauntless CV Dive Bomber 485 99-105
488 SBD-1 Dauntless CV Dive Bomber 486 99-105
489 SBD-3 Dauntless CV Dive Bomber 487 All
490 SBD-5 Dauntless CV Dive Bomber 488 All
491 SBD-5 Dauntless CV Dive Bomber 489 All
492 SNJ-3 Texan RC Recon Aircraft with Camera 490 99-105
493 SOC-1 Seagull AS Float Recon Aircraft 491 All
494 SO3C-2 Seamew AS Float Recon Aircraft 492 All
495 TBD-1 Devastator TB CV Torpedo Bomber 493 & 550 99-105 Right for 493
496 ZPK-14 (ASW Blimp) Blimp armed w AS & GP Bombs 494,518&520 All
497 TBF-1 Avenger TB CV Torpedo Bomber 495 & 506 All Right for 495
498 TBM-1C Avenger TB CV Torpedo Bomber 496,507&508 All Right for 496
499 TBM-3 Avenger TB CV Torpedo Bomber 497,498&512 All Right for 497
Note 1: This art IS suitable for 548, which lacks a top turret. It needs a top turret for 285 & 514.
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el cid again
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RE: RHS: List 3 Axis Bitmap Order
RHS Plane List 3 Axis Bitmap Order [See page 18 for revised form]
Map # Game Name Notes Slot # Scenarios Comments
0 1 Engine Fighter Not Used Not Used Fixed Undercarriage
1 A5M3 Claude CV Fighter 100 Needs A5M3 map
2 A5M4 Claude CV Fighter 601 & 602 All
3 A5M3 & A5M4 CV Fighter 600 & 606 Odd 20 mm Gun(s)
4 A6M2m21 Zero CV Fighter 603 All
5 A6M2 Sen Baku FB CV Fighter Bomber 604 & 608 All
6 A6M2-N Rufe FF Float Fighter 605 All
7 Not Used Not Used
8 A6M2&M5-K Zero TRG CV Fighter Trainer 607 All Also A6M2-K
9 Not Used Not Used
10 A6M Zero CV Fighter 609, 611, 618,622&900 105 Several Models
11 A6M3m32 Zero CV Fighter 610 All
12 Not Used Not Used
13 A6M5m52 Zero CV Fighter 612 All
14 1 Engine Fighter Not Used
15 A6M5m53 Zero CV Fighter 614 All
16 A6M5m52-S Zero NF CV Night Fighter 615 All 618 has radar
17 A6M5m54 Zero CV Fighter 616 All
18 A6M7 Zero FB CV Fighter Bomber 617 All
19 1 Engine Fighter Not Used
20 A6M8 Zero CV Fighter 619 All
21 Not Used Not Used
22 A7M2/3 Sam CV Fighter 613,621&911 All
Map # Game Name Notes Slot # Scenarios Comments
23 A7M3-J Sam Fighter Not Used Too Late For War
24 B4Y1/-Q Jean TB/AS CV Torpedo/AS Bomber 623,624&741 All 623&624 OK
25 Not Used Not Used
26 B5M1/-Q Mable CV Bomber/ASW Bomber 620 & 625 All
27 Not Used Not Used
28 B5N1/B5N1-K Kate TB CV Bomber and Trainers 627 All
29 B5N2 Kate TB CV Torpedo Bomber 628 All
30 B5N2 Kate Not Used 626 & 629 105/All Needs top
31 B6N1 Jill TB CV Torpedo Bomber 630 All
32 B6N2 Jill TB CV Torpedo Bomber 631 All
33 B6N2a Jill TB CV Torpedo Bomber 632 All
34 Not Used Not Used
35 Not Used Not Used
36 B7A2 Grace DB/TB CV Dive Bomber w Torpedo 635,887&912,955-7 All 955-7*
37 C3N1 & 2 Kate CV Recon Plane with Camera 636 & 898 All Needs top
38 C5M1/2 Babs RC Recon Aircraft with Camera 637 & 638 All
39 Not Used Not Used
40 C6N1 Myrt RC CV Recon Aircraft w Camera 639,641&648 All 648 needs torp
41 C6N1/3-S Myrt NF CV Night Fighter 640 & 643 All
42 C6N2 Myrt RC CV Recon Aircraft w Camera 641 All
43 D1A2 Susie TRG CV Dive Bomber Trainer 642 All
44 C6N1-B Myrt TB CV Torpedo Bomber 888 105 Needs Top
45 D3A1 Val DB CV Dive Bomber 644 & 653 All
46 D3A2 Val DB CV Dive Bomber 645 All Also GP Bombs
Map # Game Name Notes Slot # Scenarios Comments
47 Not Used Not Used
48 D3Y1-K Mojo TRG Dive Bomber Trainer 647 All
49 Not Used Not Used
50 D4Y1 Judy DB CV Dive Bomber 649 All Also GP Bombs
51 D4Y2 Judy DB CV Dive Bomber 650 All Also GP Bombs
52 D4Y3 Judy DB CV Dive Bomber 651 All Also GP Bombs
53 D3Y5 Judy DB CV Dive Bomber 652 & 653 All Also GP Bombs
54 Not Used Not Used
55 Not Used Not Used
56 D4Y1-C Judy RC CV Recon Aircraft w Camera 655 All
57 D4Y2-C Judy RC CV Recon Aircraft w Camera 656 All
58 Not Used Not Used
59 D4Y2-S/S+ Judy NF CV Night Fighter 656 & 657 All S+ has radar
60 RTAF WS-103 FR Float Recon 855 101-105 Needs top
61 E13A1 Jake FR Float Recon 660 All Right for 660
62 E13A1/1b Kale AS Float Recon w Air AS Bombs 634 & 661 All 661 mad map
63 RTAF E8N1 FR Float Recon 861 101-105 Needs top
64 E14Y1 Glen FR Sub-borne Float Recon 663 All
65 E15K1 Norm FR Float Recon 664 All
66 E16A1 Paul FDB Float Dive Bomber 665 All
67 E7K1/E11A1 FR Float Recon 666 All
68 E8N2 Dave FDB Float Dive Bomber 659,667&706 All Right for 667
69 F1M2 Pete FDB Float Recon w ASDC 633, 668&896 All 663 is ASDB
Map # Game Name Notes Slot # Scenarios Comments
70 G5N Variants Used for G5 variants 735,877&878 All need 2 bitmaps
71 G3M2 variants Torpedo Bomber & variants 669,670&731 All 670&731 OK
72 G3M3 Nell TB Torpedo Bomber 671 All Long range
73 Ki-85 Liz GP Heavy Bomber w GP Bombs 850, 894&913 All 894 needs map
74 G4M1 Betty TB/RC Torpedo Bomber/Rcn Acft 673 & 730 All
75 G4M2m22 TB/AS Torpedo Bomber/ASW Acft 674 All
76 G4M2m22a/b TB Torpedo Bomber 675 & 734 All
77 G3M3-A Nell AS Med Bomber w Air AS Bombs 672 All Needs top
78 G4M3m34+MXY7 ASM Med Bomber w MXY7 ASM 677 All
79 G4M3m34/G7M Torpedo Bomber 678,737-8&852 All Note 6
80 G6M-L2/G4M1-L XPT Medium Transport 679 All Long Range
81 G4M3m34-Q Betty AS Med Bomber w Air AS Bombs 676 All Needs top
82 H6K2-L Mavis XPT Heavy Transport Flying Boat 681 All
83 H6K4-L Mavis Xpt Heavy Transport Flying Boat 682 All
84 H6K4 Mavis AS Flying Boat w AS Bombs 683 All Right for 683
85 H6K5 Mavis AS Flying Boat w Air AS Bombs 684 All
86 H9A1 Apple TRG Flying Boat Trainer 689 All Needs top
87 H8K1 Emily AS/TP Flying Boat w ASW or Torps 686 & 696 All Right for 686
88 H8K2/3/4 Emily AS Flying Boat w Air AS Bombs 662,687&945 All
89 H8K2/4-L Emily XPT Heavy Transport Flying Boat 654 & 688 All
90 H5Y1 Ruby AS Flying Boat w Air AS Bombs 685 All Needs top
91 J1N1-C Irving RC Recon Aircraft with Camera 690 All
92 J1N1-S Irving NF Night Fighter 691 All
93 J1N1-Sa Irving NF Night Fighter with Radar 692 All
Map # Game Name Notes Slot # Scen Comments
94 Not Used Not Used
95 J2M2 Jack Fighter 694 All
96 J2M3 Jack Fighter 695 All
97 Not Used Not Used
98 J2M5 Jack Fighter 697 All
99 J7W2 Shinden [Jet] Fighter 700 All Needs top
100 J7W1 Shinden Fighter 699 All
102 J8M1 Shusei [RKT] Fighter 701&950 All Short range
103 Not Used Not Used
104 D5N1/-C Kitsuka JET Fighter/Recon Aircraft 702,703,946,947&948 All Also Trainer
105 A7M1 Sam CV Fighter [If Top available use for 613] 99&105 Needs Top
106 K5Y1/2 TRG Intermediate Trainers 705, 908-10 All Right for 705
108 K3M3 Pine series Trainer/Transport 698,704,7,8,29 All 698 & 704 right
109 Not Used Not Used
110 L2D1/2 Tabby XPT Medium Transport 709, 851,880, 899&904 All 880 needs map
111 L3Y1/2 Tina XPT Light Transport 710 & 713 All G3M1/2-L
112 Not Used Not Used
113 M6A1 Seiran FTB Float Torpedo Bomber 712 All Sub bomber
114 Not Used Not Used
115 N1K1a Rex FF Float Fighter 714 All
116 N1K1-J/Jb George Fighter 715 & 719 All
117 N1K2-Ja/3-A/J Fighter 716,717&720 All
118 Not Used Not Used
119 N1K5-J George Fighter 718 All
Map # Game Name Notes Slot # Scen Comments
120 Not Used Not Used
121 Not Used Not Used
122 P1Y1a/b Francis TB Torpedo Bomber 721 & 938 All
123 P1Y3+MXY7 ASM Med Bomber w MXY7m22 ASM 722 All 10% more wing
124 Not Used Not Used
125 P1Y2-6 Francis TB Torpedo Bomber 723,724,939,940,943&944 All 10% more wing
126 P1Y1/2-S Francis NF Night Fighter with Radar 725&941 All
127 Ki-80 Helen ICB Formation leader w ICB 792, 823,923&4 All Needs top
128 Ju-88 derivitives Light Bomber w Air AS Bombs 727&8/870-4 All Missile maps
129 G5N2-L/Ki-68 Liz XPT Heavy Transport [NEEDS TOP] 680,882,893&95 All Also 876
130 G5N2/3/4 Liz Note 4 Heavy Bomber w GP Bombs 735,843,876&7 All 901-04
131 G8N1 Rita various Hvy Bomber [NEEDS TOP] 733,736,829&883 All Note 5
132 G10N1/G10N1-L Very Heavy Bomber or XPT 917 & 918 99 & 105 Needs top
133 S1A1 Denko NF Night Fighter 732 All
134-9 Ki-199 Suicide Attack Plane Not Used Needs top
140 Ar-196A3 FR Float Recon 885 Not 106 Needs top
141 Ka-1 (RW) RC/AS Observation & AS Autogyro 741 All Any platform
142 RTAF BKhx/Hawks Fighter [853 wrong Hawk] 853,868&869 101-105 Needs top
143 Ki-9/10/17 Basic & Intermediate Trainers 741,742&743 All OK for 742
144 RTAF BJ1/V-93S Observation Bomber 854 101-105 Needs top
145 Ki-15 II Babs RC Recon Aircraft with Camera 744 All
146 RTAF BKh11/Hawk 75 Fighter 853 101-105 Needs top
147 Ki-21 Ic Sally Medium Bomber 746 All
148 Ki-21 IIa Sally Medium Bomber 747 All
Map # Game Name Notes Slot # Scen Comments
149 Ki-21 IIb Sally GP Medium Bomber 748 All
150 RTAF Ki-21 I/II Medium Bomber 860 & 870 101-105 Needs top
151 MC-21 Sally XPT Medium Transport 750 All
152 RTAF BTh3/B-10 GP Medium Bomber w GP Bombs 857 101-105 Needs top
153 Ki-27a/b Nate Fighter 752 All
154 RTAF BKh12/Ki-27 Fighter 858 101-105 Needs top
155 Ki-30 Ann BW/GP Dive Bomber w BW/GP Bombs 753,854&865,920 All 863 RTAF colors
156 Ki-32 Mary Light Bomber 755 All
157 RTAF BJ2/Ki-30 Light Bomber 863 All 101-105 Needs top
158 Ki-36/Ki-55/Ki-72 Light Bomber/Trainer 756&7&63,602,843 All 843 not in 106
159 RTAF BF6/Ki-36 Light Bomber/Trainer 864 & 865 101-105 Needs top
160 Ki-43 Ia Oscar Fighter 759 All
161 Ki-43 Ib Oscar Fighter 760 All
162 Ki-43 Ic Oscar Fighter 761 All
163 Ki-43II Oscar Fighter 163 All
164 Ki-43IIb Oscar Fighter 766 All
165 Ki-43 IIIa Oscar Fighter 764 All
166 Ki-43 IIIb Oscar Fighter Interceptor 765 All
167 RTAF BKh12/Ki-43II Fighter 859 101-105 Needs top
168 Ki-44 I Tojo Fighter Interceptor 768 All
169 Ki-44 IIa Tojo Fighter Interceptor 769 All
170 Ki-44 IIb/c/III Fighter Interceptor 767,770,771 &772 All III = CV Fighter
171 A8N3a/b CV Fighter Interceptor 958 & 959 All
172 Ki-44 III Tojo Fighter Interceptor Not Used All Needs top
Map # Game Name Notes Slot # Scen Comments
173 Not Used Not Used
174 Not Used Not Used
175 Ki-45 KAIa Nick FB Fighter Bomber 775
176 Ki-45 KAIb Nick FB Fighter Bomber 776 All
177 Ki-45 KAIc Nick FB Night Fighter 777 All
178 Ki-45 KAId Nick FB Fighter Bomber 778,779,853&854 All Right for 778
179 Not Used Not Used
180 Not Used Not Used
181 Ki-46 I Dinah Recon Aircraft with Camera 781 101-105
182 Ki-46 II & III Dinah Recon Aircraft with Camera 782,783&784 All
183 C7M2 & 3 Dinah Recon Aircraft with Camera 646 & 693 All/105
184 Ki-46 IIIKAI Dinah Long Range Fighter 786 All
185 Ki-46 IIIKAI Dnh NF Night Fighter with Radar 785 All
186 Not Used Not Used
187 Ki-95 Lee RC Side same as 234 Not Used All Needs top
188 Ki-48 Ib Lily Light Bomber 788 All
189 Ki-48 IIa/b Lily Dive Bomber 787 & 789 All
190 Ki-48 IIc Lily+ Igo1 Med Bomber w Igo 1 ASM 790 All ASM bitmap
191 Ki-48 IIc Lily DB Dive Bomber 791 All
192 RTAF BTh6/Ki-49 Med Bomber 866 All
193 Ki-49 Ia Helen Med Bomber 792 & 793 All Right for 793
194 Ki-49 IIa Helen Med Bomber 794 All
195 Ki-49 IIa/III Helen Med Bomber 795,799&823 All
196 Ki-49 II KAI Helen XPT Medium Transport 745,796 105,All MC-22 in 105
Map # Game Name Notes Slot # Scen Comments
196 Ki-49 Helen XPT Medium Transport 745 & 796 105/All Right for 796
197 Ki-51b/c DB Dive Bomber 797 & 798 All
198 Ki-71 Edna DB Dive Bomber 821 All
199 Not Used Not Used
200 Ki-54b/d Hickory Crew Trainer/Lt Bmr w DC 800 & 803 All Right for 800
201 Ki-54c Hickory XPT Light Transport 801,847&925 All MKKK for 847
202 Not Used Not Used
203 Ki-34/L1N1 XPT Light Transport [NEEDS TOP] 711,758&845&6 All Right for 758
204 Ki-56 Thaila XPT Light Transport 804 All
205 Ki-57I/MC-20 I XPT Medium Transport 805,806,808,844&893 All 893 needs map
206 Ki-57II/MC-20 II XPT Medium Transport 749 & 751 All
207 Ki-59 Theresa XPT Light Transport 807 All
208 Ki-65/A6N1 Mike Fighter 814 & 886 All Right for 814
209 Ki-61 Ia Tony Fighter 809&814&886 All Right for 809
210 Ki-61 Ib Tony Fighter 810 All
211 Ki-61 Ic Tony Fighter 811 All
212 Ki-61 Id Tony Fighter 812 All
213 Ki-61 II KAIa Tony Fighter 813 All
214 Ki-64 Rob Fighter Not Used 100
215 Ki-67 Peggy Medium Bomber 815&6,833,842,927&931 All Also Ki-97 XPT
216 Q2M1 Peggy (Taiyo) ASW Patrol Bomber 926 All Right for 816
217 Ki-109 I Peggy NF Night Fighter 817, 929&930 All
218 Ki-67/P2M1 TB Torpedo Bomber 726,818,842&929 All Right for 818
219 Ki-74 I & II Patsy Light/Medium Bomber 819, 932&933 All Long Range
Map # Game Name Notes Slot # Scen Comments
220 Ki-76 Stella AS Observation/AS Aircraft 820 All STOL
221 RTAF Ki-79a TRG Fighter Trainer 862 105 Needs top
222 Ki-79a Nate FB TRG Fighter Bomber Trainer 862 Limited in 102 & 104
223 Not Used Not Used
224 Ki-83/J9M1 Stan Fighter 823, 889&951 Odd Also Ki-103
225 Ki-84 Ia Frank Fighter 825 & 934 All Also Ki-116
226 Ki-84 I b/c Frank Fighter 826, 827,936&952 All Also Ki-84 IIb/III
227 Blank Not Used
228 Ki-84 II a Frank Fighter 828 & 935 All Right for 828
229 Not Used Not Used
230 Ki-93 Ia & Ki-96 Fighter 779,831&835 All Right for 831
231 Ki-93 Ib Pat FB Fighter Bomber 832 All
232 Ki-94 II Eric Fighter 832 All
233 Not Used Not Used
234 Ki-95 Lee RC Recon Aircraft with Camera 834 All
235 Ki-100 I Tony Fighter 836 All
236 Ki-100 II Tony Fighter 837 All
237 A9He1 Ben Interceptor Fighter 899 All
238 Ki-102a Randy High Altitude Heavy Fighter 838 All
239 Ki-102a/b Randy FB Fighter Bomber 839 & 841 All Right for 839
240 NCPC I-16 Type 24 Fighter 905 All Needs top
241 Ki-102c Randy NF High Alt Night Fighter w Radar 840, 919 All
242 Ki-30 Ann BW Light Bomber with BW Bombs 753 All Needs top
243 Ki-115a/b Tsurugi Dive Bomber 914&915 99,105&106
Map # Game Name Notes Slot # Scen Comments
244 D6N1/2 Toka Dive Bomber 921&922 99,105&106
245 Not Used Not Used
246 Ki-119 Light Bomber 916 99
247 Ki-201 (Jet) Fighter 848 All Side/top color
248 Ki-200/202 (RKT) Fighter 849&949 All Side/top color
249 CoCAF BR.20 Ruth Medium Bomber 879 99,101-05 Needs top
250 A8V1 Fighter 894 None Needs top
251 A7He1 Fighter 895 Odd Needs top
252 Ki-52 Irene [Ju-87A] Dive Bomber 897 99&105 Needs top
259 RTN E13A1 FR Float Recon 867 101-105 Needs top
260 RTAF BKh13/Ki-43 I Fighter 856 & 859 101-105 Needs top
* This art should be revised with bomb vice torpedo.
Note 1: Slot 699 Bitmap 100 - side faces one direction - top faces opposite direction!
Note 2: Slot 860 bitmap 150 shared with slot 870. While both are Ki-21s, and can stay that way, the plane in RTAF slot 860 is an EARLY Ki-21 Ia - and lacks the tail stinger of Ki-21 Ib & 1c. So one option is to create an independent bitmap for 860.
Note 3: We need an Allied RTAF Hawk 75. Axis bitmap 146 is precisely the right art but needs to exist on the Allied bitmap for use in RHS slot 518.
Note 4: Also H5H1 Condor, H5H2 Grief, Ki-68 & Ki-85 [Slots 843, 860, 878, 880, 882, 901, 902 & 903]
Note 5: Bitmap 131 for 733, 736 & 883 are OK for the Ki-91 aircraft, but needs a top. 829 should be the Ki-91 in JAAF markings. In scenario 105 only, a new bitmap is needed for the 4 engine version of the G7M1a used by 737 and 738. It is scaled down G8N1 type airframe with no bottom turret (just a bottom rear firing position). This map is also used for the H5 four engine version of the He-177 (which should have its own art).
Note 6: Bitmap 79 is right for 678 G5M3m34 Betty. New bitmaps are needed for slots 737 and 738 G7M1c, two engine version of the G7M1 (no external torpedo). This has two top turrets with twin 13mm MG and a bottom rear firing position, and a 20 mm stinger at front and rear. Slot 852 is similar, but with only one top turret and the tail stinger.
Map # Game Name Notes Slot # Scenarios Comments
0 1 Engine Fighter Not Used Not Used Fixed Undercarriage
1 A5M3 Claude CV Fighter 100 Needs A5M3 map
2 A5M4 Claude CV Fighter 601 & 602 All
3 A5M3 & A5M4 CV Fighter 600 & 606 Odd 20 mm Gun(s)
4 A6M2m21 Zero CV Fighter 603 All
5 A6M2 Sen Baku FB CV Fighter Bomber 604 & 608 All
6 A6M2-N Rufe FF Float Fighter 605 All
7 Not Used Not Used
8 A6M2&M5-K Zero TRG CV Fighter Trainer 607 All Also A6M2-K
9 Not Used Not Used
10 A6M Zero CV Fighter 609, 611, 618,622&900 105 Several Models
11 A6M3m32 Zero CV Fighter 610 All
12 Not Used Not Used
13 A6M5m52 Zero CV Fighter 612 All
14 1 Engine Fighter Not Used
15 A6M5m53 Zero CV Fighter 614 All
16 A6M5m52-S Zero NF CV Night Fighter 615 All 618 has radar
17 A6M5m54 Zero CV Fighter 616 All
18 A6M7 Zero FB CV Fighter Bomber 617 All
19 1 Engine Fighter Not Used
20 A6M8 Zero CV Fighter 619 All
21 Not Used Not Used
22 A7M2/3 Sam CV Fighter 613,621&911 All
Map # Game Name Notes Slot # Scenarios Comments
23 A7M3-J Sam Fighter Not Used Too Late For War
24 B4Y1/-Q Jean TB/AS CV Torpedo/AS Bomber 623,624&741 All 623&624 OK
25 Not Used Not Used
26 B5M1/-Q Mable CV Bomber/ASW Bomber 620 & 625 All
27 Not Used Not Used
28 B5N1/B5N1-K Kate TB CV Bomber and Trainers 627 All
29 B5N2 Kate TB CV Torpedo Bomber 628 All
30 B5N2 Kate Not Used 626 & 629 105/All Needs top
31 B6N1 Jill TB CV Torpedo Bomber 630 All
32 B6N2 Jill TB CV Torpedo Bomber 631 All
33 B6N2a Jill TB CV Torpedo Bomber 632 All
34 Not Used Not Used
35 Not Used Not Used
36 B7A2 Grace DB/TB CV Dive Bomber w Torpedo 635,887&912,955-7 All 955-7*
37 C3N1 & 2 Kate CV Recon Plane with Camera 636 & 898 All Needs top
38 C5M1/2 Babs RC Recon Aircraft with Camera 637 & 638 All
39 Not Used Not Used
40 C6N1 Myrt RC CV Recon Aircraft w Camera 639,641&648 All 648 needs torp
41 C6N1/3-S Myrt NF CV Night Fighter 640 & 643 All
42 C6N2 Myrt RC CV Recon Aircraft w Camera 641 All
43 D1A2 Susie TRG CV Dive Bomber Trainer 642 All
44 C6N1-B Myrt TB CV Torpedo Bomber 888 105 Needs Top
45 D3A1 Val DB CV Dive Bomber 644 & 653 All
46 D3A2 Val DB CV Dive Bomber 645 All Also GP Bombs
Map # Game Name Notes Slot # Scenarios Comments
47 Not Used Not Used
48 D3Y1-K Mojo TRG Dive Bomber Trainer 647 All
49 Not Used Not Used
50 D4Y1 Judy DB CV Dive Bomber 649 All Also GP Bombs
51 D4Y2 Judy DB CV Dive Bomber 650 All Also GP Bombs
52 D4Y3 Judy DB CV Dive Bomber 651 All Also GP Bombs
53 D3Y5 Judy DB CV Dive Bomber 652 & 653 All Also GP Bombs
54 Not Used Not Used
55 Not Used Not Used
56 D4Y1-C Judy RC CV Recon Aircraft w Camera 655 All
57 D4Y2-C Judy RC CV Recon Aircraft w Camera 656 All
58 Not Used Not Used
59 D4Y2-S/S+ Judy NF CV Night Fighter 656 & 657 All S+ has radar
60 RTAF WS-103 FR Float Recon 855 101-105 Needs top
61 E13A1 Jake FR Float Recon 660 All Right for 660
62 E13A1/1b Kale AS Float Recon w Air AS Bombs 634 & 661 All 661 mad map
63 RTAF E8N1 FR Float Recon 861 101-105 Needs top
64 E14Y1 Glen FR Sub-borne Float Recon 663 All
65 E15K1 Norm FR Float Recon 664 All
66 E16A1 Paul FDB Float Dive Bomber 665 All
67 E7K1/E11A1 FR Float Recon 666 All
68 E8N2 Dave FDB Float Dive Bomber 659,667&706 All Right for 667
69 F1M2 Pete FDB Float Recon w ASDC 633, 668&896 All 663 is ASDB
Map # Game Name Notes Slot # Scenarios Comments
70 G5N Variants Used for G5 variants 735,877&878 All need 2 bitmaps
71 G3M2 variants Torpedo Bomber & variants 669,670&731 All 670&731 OK
72 G3M3 Nell TB Torpedo Bomber 671 All Long range
73 Ki-85 Liz GP Heavy Bomber w GP Bombs 850, 894&913 All 894 needs map
74 G4M1 Betty TB/RC Torpedo Bomber/Rcn Acft 673 & 730 All
75 G4M2m22 TB/AS Torpedo Bomber/ASW Acft 674 All
76 G4M2m22a/b TB Torpedo Bomber 675 & 734 All
77 G3M3-A Nell AS Med Bomber w Air AS Bombs 672 All Needs top
78 G4M3m34+MXY7 ASM Med Bomber w MXY7 ASM 677 All
79 G4M3m34/G7M Torpedo Bomber 678,737-8&852 All Note 6
80 G6M-L2/G4M1-L XPT Medium Transport 679 All Long Range
81 G4M3m34-Q Betty AS Med Bomber w Air AS Bombs 676 All Needs top
82 H6K2-L Mavis XPT Heavy Transport Flying Boat 681 All
83 H6K4-L Mavis Xpt Heavy Transport Flying Boat 682 All
84 H6K4 Mavis AS Flying Boat w AS Bombs 683 All Right for 683
85 H6K5 Mavis AS Flying Boat w Air AS Bombs 684 All
86 H9A1 Apple TRG Flying Boat Trainer 689 All Needs top
87 H8K1 Emily AS/TP Flying Boat w ASW or Torps 686 & 696 All Right for 686
88 H8K2/3/4 Emily AS Flying Boat w Air AS Bombs 662,687&945 All
89 H8K2/4-L Emily XPT Heavy Transport Flying Boat 654 & 688 All
90 H5Y1 Ruby AS Flying Boat w Air AS Bombs 685 All Needs top
91 J1N1-C Irving RC Recon Aircraft with Camera 690 All
92 J1N1-S Irving NF Night Fighter 691 All
93 J1N1-Sa Irving NF Night Fighter with Radar 692 All
Map # Game Name Notes Slot # Scen Comments
94 Not Used Not Used
95 J2M2 Jack Fighter 694 All
96 J2M3 Jack Fighter 695 All
97 Not Used Not Used
98 J2M5 Jack Fighter 697 All
99 J7W2 Shinden [Jet] Fighter 700 All Needs top
100 J7W1 Shinden Fighter 699 All
102 J8M1 Shusei [RKT] Fighter 701&950 All Short range
103 Not Used Not Used
104 D5N1/-C Kitsuka JET Fighter/Recon Aircraft 702,703,946,947&948 All Also Trainer
105 A7M1 Sam CV Fighter [If Top available use for 613] 99&105 Needs Top
106 K5Y1/2 TRG Intermediate Trainers 705, 908-10 All Right for 705
108 K3M3 Pine series Trainer/Transport 698,704,7,8,29 All 698 & 704 right
109 Not Used Not Used
110 L2D1/2 Tabby XPT Medium Transport 709, 851,880, 899&904 All 880 needs map
111 L3Y1/2 Tina XPT Light Transport 710 & 713 All G3M1/2-L
112 Not Used Not Used
113 M6A1 Seiran FTB Float Torpedo Bomber 712 All Sub bomber
114 Not Used Not Used
115 N1K1a Rex FF Float Fighter 714 All
116 N1K1-J/Jb George Fighter 715 & 719 All
117 N1K2-Ja/3-A/J Fighter 716,717&720 All
118 Not Used Not Used
119 N1K5-J George Fighter 718 All
Map # Game Name Notes Slot # Scen Comments
120 Not Used Not Used
121 Not Used Not Used
122 P1Y1a/b Francis TB Torpedo Bomber 721 & 938 All
123 P1Y3+MXY7 ASM Med Bomber w MXY7m22 ASM 722 All 10% more wing
124 Not Used Not Used
125 P1Y2-6 Francis TB Torpedo Bomber 723,724,939,940,943&944 All 10% more wing
126 P1Y1/2-S Francis NF Night Fighter with Radar 725&941 All
127 Ki-80 Helen ICB Formation leader w ICB 792, 823,923&4 All Needs top
128 Ju-88 derivitives Light Bomber w Air AS Bombs 727&8/870-4 All Missile maps
129 G5N2-L/Ki-68 Liz XPT Heavy Transport [NEEDS TOP] 680,882,893&95 All Also 876
130 G5N2/3/4 Liz Note 4 Heavy Bomber w GP Bombs 735,843,876&7 All 901-04
131 G8N1 Rita various Hvy Bomber [NEEDS TOP] 733,736,829&883 All Note 5
132 G10N1/G10N1-L Very Heavy Bomber or XPT 917 & 918 99 & 105 Needs top
133 S1A1 Denko NF Night Fighter 732 All
134-9 Ki-199 Suicide Attack Plane Not Used Needs top
140 Ar-196A3 FR Float Recon 885 Not 106 Needs top
141 Ka-1 (RW) RC/AS Observation & AS Autogyro 741 All Any platform
142 RTAF BKhx/Hawks Fighter [853 wrong Hawk] 853,868&869 101-105 Needs top
143 Ki-9/10/17 Basic & Intermediate Trainers 741,742&743 All OK for 742
144 RTAF BJ1/V-93S Observation Bomber 854 101-105 Needs top
145 Ki-15 II Babs RC Recon Aircraft with Camera 744 All
146 RTAF BKh11/Hawk 75 Fighter 853 101-105 Needs top
147 Ki-21 Ic Sally Medium Bomber 746 All
148 Ki-21 IIa Sally Medium Bomber 747 All
Map # Game Name Notes Slot # Scen Comments
149 Ki-21 IIb Sally GP Medium Bomber 748 All
150 RTAF Ki-21 I/II Medium Bomber 860 & 870 101-105 Needs top
151 MC-21 Sally XPT Medium Transport 750 All
152 RTAF BTh3/B-10 GP Medium Bomber w GP Bombs 857 101-105 Needs top
153 Ki-27a/b Nate Fighter 752 All
154 RTAF BKh12/Ki-27 Fighter 858 101-105 Needs top
155 Ki-30 Ann BW/GP Dive Bomber w BW/GP Bombs 753,854&865,920 All 863 RTAF colors
156 Ki-32 Mary Light Bomber 755 All
157 RTAF BJ2/Ki-30 Light Bomber 863 All 101-105 Needs top
158 Ki-36/Ki-55/Ki-72 Light Bomber/Trainer 756&7&63,602,843 All 843 not in 106
159 RTAF BF6/Ki-36 Light Bomber/Trainer 864 & 865 101-105 Needs top
160 Ki-43 Ia Oscar Fighter 759 All
161 Ki-43 Ib Oscar Fighter 760 All
162 Ki-43 Ic Oscar Fighter 761 All
163 Ki-43II Oscar Fighter 163 All
164 Ki-43IIb Oscar Fighter 766 All
165 Ki-43 IIIa Oscar Fighter 764 All
166 Ki-43 IIIb Oscar Fighter Interceptor 765 All
167 RTAF BKh12/Ki-43II Fighter 859 101-105 Needs top
168 Ki-44 I Tojo Fighter Interceptor 768 All
169 Ki-44 IIa Tojo Fighter Interceptor 769 All
170 Ki-44 IIb/c/III Fighter Interceptor 767,770,771 &772 All III = CV Fighter
171 A8N3a/b CV Fighter Interceptor 958 & 959 All
172 Ki-44 III Tojo Fighter Interceptor Not Used All Needs top
Map # Game Name Notes Slot # Scen Comments
173 Not Used Not Used
174 Not Used Not Used
175 Ki-45 KAIa Nick FB Fighter Bomber 775
176 Ki-45 KAIb Nick FB Fighter Bomber 776 All
177 Ki-45 KAIc Nick FB Night Fighter 777 All
178 Ki-45 KAId Nick FB Fighter Bomber 778,779,853&854 All Right for 778
179 Not Used Not Used
180 Not Used Not Used
181 Ki-46 I Dinah Recon Aircraft with Camera 781 101-105
182 Ki-46 II & III Dinah Recon Aircraft with Camera 782,783&784 All
183 C7M2 & 3 Dinah Recon Aircraft with Camera 646 & 693 All/105
184 Ki-46 IIIKAI Dinah Long Range Fighter 786 All
185 Ki-46 IIIKAI Dnh NF Night Fighter with Radar 785 All
186 Not Used Not Used
187 Ki-95 Lee RC Side same as 234 Not Used All Needs top
188 Ki-48 Ib Lily Light Bomber 788 All
189 Ki-48 IIa/b Lily Dive Bomber 787 & 789 All
190 Ki-48 IIc Lily+ Igo1 Med Bomber w Igo 1 ASM 790 All ASM bitmap
191 Ki-48 IIc Lily DB Dive Bomber 791 All
192 RTAF BTh6/Ki-49 Med Bomber 866 All
193 Ki-49 Ia Helen Med Bomber 792 & 793 All Right for 793
194 Ki-49 IIa Helen Med Bomber 794 All
195 Ki-49 IIa/III Helen Med Bomber 795,799&823 All
196 Ki-49 II KAI Helen XPT Medium Transport 745,796 105,All MC-22 in 105
Map # Game Name Notes Slot # Scen Comments
196 Ki-49 Helen XPT Medium Transport 745 & 796 105/All Right for 796
197 Ki-51b/c DB Dive Bomber 797 & 798 All
198 Ki-71 Edna DB Dive Bomber 821 All
199 Not Used Not Used
200 Ki-54b/d Hickory Crew Trainer/Lt Bmr w DC 800 & 803 All Right for 800
201 Ki-54c Hickory XPT Light Transport 801,847&925 All MKKK for 847
202 Not Used Not Used
203 Ki-34/L1N1 XPT Light Transport [NEEDS TOP] 711,758&845&6 All Right for 758
204 Ki-56 Thaila XPT Light Transport 804 All
205 Ki-57I/MC-20 I XPT Medium Transport 805,806,808,844&893 All 893 needs map
206 Ki-57II/MC-20 II XPT Medium Transport 749 & 751 All
207 Ki-59 Theresa XPT Light Transport 807 All
208 Ki-65/A6N1 Mike Fighter 814 & 886 All Right for 814
209 Ki-61 Ia Tony Fighter 809&814&886 All Right for 809
210 Ki-61 Ib Tony Fighter 810 All
211 Ki-61 Ic Tony Fighter 811 All
212 Ki-61 Id Tony Fighter 812 All
213 Ki-61 II KAIa Tony Fighter 813 All
214 Ki-64 Rob Fighter Not Used 100
215 Ki-67 Peggy Medium Bomber 815&6,833,842,927&931 All Also Ki-97 XPT
216 Q2M1 Peggy (Taiyo) ASW Patrol Bomber 926 All Right for 816
217 Ki-109 I Peggy NF Night Fighter 817, 929&930 All
218 Ki-67/P2M1 TB Torpedo Bomber 726,818,842&929 All Right for 818
219 Ki-74 I & II Patsy Light/Medium Bomber 819, 932&933 All Long Range
Map # Game Name Notes Slot # Scen Comments
220 Ki-76 Stella AS Observation/AS Aircraft 820 All STOL
221 RTAF Ki-79a TRG Fighter Trainer 862 105 Needs top
222 Ki-79a Nate FB TRG Fighter Bomber Trainer 862 Limited in 102 & 104
223 Not Used Not Used
224 Ki-83/J9M1 Stan Fighter 823, 889&951 Odd Also Ki-103
225 Ki-84 Ia Frank Fighter 825 & 934 All Also Ki-116
226 Ki-84 I b/c Frank Fighter 826, 827,936&952 All Also Ki-84 IIb/III
227 Blank Not Used
228 Ki-84 II a Frank Fighter 828 & 935 All Right for 828
229 Not Used Not Used
230 Ki-93 Ia & Ki-96 Fighter 779,831&835 All Right for 831
231 Ki-93 Ib Pat FB Fighter Bomber 832 All
232 Ki-94 II Eric Fighter 832 All
233 Not Used Not Used
234 Ki-95 Lee RC Recon Aircraft with Camera 834 All
235 Ki-100 I Tony Fighter 836 All
236 Ki-100 II Tony Fighter 837 All
237 A9He1 Ben Interceptor Fighter 899 All
238 Ki-102a Randy High Altitude Heavy Fighter 838 All
239 Ki-102a/b Randy FB Fighter Bomber 839 & 841 All Right for 839
240 NCPC I-16 Type 24 Fighter 905 All Needs top
241 Ki-102c Randy NF High Alt Night Fighter w Radar 840, 919 All
242 Ki-30 Ann BW Light Bomber with BW Bombs 753 All Needs top
243 Ki-115a/b Tsurugi Dive Bomber 914&915 99,105&106
Map # Game Name Notes Slot # Scen Comments
244 D6N1/2 Toka Dive Bomber 921&922 99,105&106
245 Not Used Not Used
246 Ki-119 Light Bomber 916 99
247 Ki-201 (Jet) Fighter 848 All Side/top color
248 Ki-200/202 (RKT) Fighter 849&949 All Side/top color
249 CoCAF BR.20 Ruth Medium Bomber 879 99,101-05 Needs top
250 A8V1 Fighter 894 None Needs top
251 A7He1 Fighter 895 Odd Needs top
252 Ki-52 Irene [Ju-87A] Dive Bomber 897 99&105 Needs top
259 RTN E13A1 FR Float Recon 867 101-105 Needs top
260 RTAF BKh13/Ki-43 I Fighter 856 & 859 101-105 Needs top
* This art should be revised with bomb vice torpedo.
Note 1: Slot 699 Bitmap 100 - side faces one direction - top faces opposite direction!
Note 2: Slot 860 bitmap 150 shared with slot 870. While both are Ki-21s, and can stay that way, the plane in RTAF slot 860 is an EARLY Ki-21 Ia - and lacks the tail stinger of Ki-21 Ib & 1c. So one option is to create an independent bitmap for 860.
Note 3: We need an Allied RTAF Hawk 75. Axis bitmap 146 is precisely the right art but needs to exist on the Allied bitmap for use in RHS slot 518.
Note 4: Also H5H1 Condor, H5H2 Grief, Ki-68 & Ki-85 [Slots 843, 860, 878, 880, 882, 901, 902 & 903]
Note 5: Bitmap 131 for 733, 736 & 883 are OK for the Ki-91 aircraft, but needs a top. 829 should be the Ki-91 in JAAF markings. In scenario 105 only, a new bitmap is needed for the 4 engine version of the G7M1a used by 737 and 738. It is scaled down G8N1 type airframe with no bottom turret (just a bottom rear firing position). This map is also used for the H5 four engine version of the He-177 (which should have its own art).
Note 6: Bitmap 79 is right for 678 G5M3m34 Betty. New bitmaps are needed for slots 737 and 738 G7M1c, two engine version of the G7M1 (no external torpedo). This has two top turrets with twin 13mm MG and a bottom rear firing position, and a 20 mm stinger at front and rear. Slot 852 is similar, but with only one top turret and the tail stinger.
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RE: RHS: USAAF Aircraft List
RHS Plane List 1 Slot Order [USAAF Section]
Slot # Game Name Notes Bitmap Scenarios
268 USAAF USAAF Header
269 A-20B Havoc TB Light Bomber with Torpedo 270 Not 106
270 B-18 Bolo AS Medium Bomber with DC 283 All
271 A-20C Havoc Light Bomber 270 All
272 A-20G Havoc Light Bomber 273 All
273 RA-29 Hudson RC Recon Aircraft with Camera 277 All
274 A-24 Banshee DB Dive Bomber 275 All
275 A-24B Banshee DB Dive Bomber 276 All
276 A-28 Hudson Light Bomber 277 All USAAF colors?
277 A-26B Invader Light Bomber 278 All
278 A-26C Invader Light Bomber 279 All
279 A-36 Apachi/Mustang Ground Attack Fighter 280 All
280 B-23 Dragon Medium Bomber 244 All
281 B-10B AS Medium Bomber w DC 282 Not 106
282 B-18 Bolo Medium Bomber 283 All
283 F-2 Beech 18 RC Recon Aircraft w Camera 284 All USAAF, CAF & PAF
284 B-17C Fortress Heavy Bomber 285 Not 106 Top Turret?
285 B-17E Fortress Heavy Bomber 286 All
286 B-17F Fortress Heavy Bomber 287 All
287 B-17G Fortress Heavy Bomber 288 All
288 LB-30 Liberator AS Heavy Bomber w DC & Bombs 290 All
289 LB-30 Liberator Heavy Bomber 290 All
290 B-24D Liberator Heavy Bomber 291 All
Slot # Game Name Notes Bitmap Scenarios
291 B-24D1 Liberator Heavy Bomber 292 All
292 B-24J Liberator Heavy Bomber 293 All
293 LB-30 Liberator RC Recon Aircraft w 2 Cameras 290 All
294 B-25B Mitchell Medium Bomber 295 All
295 B-25C Mitchell Medium Bomber 296 All
296 B-25D1 Mitchell Medium Bomber 297 All
297 B-25G Mitchell ICB Medium Bomber w ICB 298 All Incendiary Cluster Bmb
298 B-25H Mitchell Medium Bomber 299 All
299 B-25J1 Mitchell Medium Bomber 300 All
300 B-25J11 Mitchell Medium Bomber 301 All
301 C-98 Boeing 314 XPT Transport Flying Boat 454 All Heavy Lifter
302 B-26B Marauder TB Medium Bomber w Torpedo 303 All
303 B-26B Marauder Medium Bomber 304 All
304 B-29 Superfort Heavy Bomber 289 All
305 B-29A Superfort Heavy Bomber 306 All
306 B-29B SUperfort ICB Heavy Bomber with ICB Bombs 307 All Inc Cluster Bombs
307 B-32 Terminator Heavy Bomber 308 All
308 DC-2 [C-33] XPT Light Transport 309 All
309 C-46A Commando XPT Medium Transport 310 All Heavy Lifter
310 C-46A Commando XPT Medium Transport 311 All Heavy Lifter
311 C-47 Skytrain XPT Medium Transport 312 All Cargo variant Side?
312 C-54 Skymaster XPT Heavy Transport 313 All Heavy Lifter
313 LB-30 Liberator XPT Heavy Transport 315 All Ultra Long Range
314 C-87 Liberator XPT Heavy Transport 315 All Heavy Lifter
Slot # Game Name Notes Bitmap Scenarios
315 RF-4A Lightning RC Recon Aircraft with Camera 316 All MB R = Restricted
316 F-5A Lightning RC Recon Aircraft with Camera 317 All MB
317 F-5E Lightning RC Recon Aircraft with Camera 318 All MB
318 F-6C Mustang RC Recon Aircraft with Camera 319 All
319 F-6D Mustang RC Recon Aircraft with Camera 319 All
320 F-7A Liberator RC Recon Arcft with Cams & ECM 320 All Ultra Long Range
321 F-10 Mitchell RC Recon Aircraft with Camera 321 All
322 F-13 Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
323 O-47A RC Recon Aircraft with Camera 323 99-105
324 O-49 Vigilant RC Recon Aircraft with Camera 324 All
325 C-54 Skytrooper XPT Medium Transport 312 All
326 P-26A Fighter 327 99-105
327 P-35A Fighter 328 99-105
328 P-36A Mohawk Fighter 329 99-105
329 F-13A Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
330 RP-38E Lightning RC Recon Aircraft with Camera 331 All MB
331 P-38F Lightning Fighter 332 All MB
332 P-38G Lightning Fighter 333 All MB
333 P-38H Lightning Fighter 334 All MB
334 P-38J Lightning Fighter 335 All MB
335 P-38L Lightning Fighter 336 All MB
336 P-39D Airacobra Fighter 337 All
337 P-39N2 Airacobra Recon Aircraft with Camera 338 All
338 P-39N1 Airacobra Fighter Ground Attack 338 All
Slot # Game Name Notes Bitmap Scenarios
339 P-400 Airacobra Fighter Ground Attack 339 All
340 RP-40 Tomahawk RC Recon Aircraft with Camera 342 All R = Recon
341 P-40B Tomahawk Fighter 342 99-105
342 P-40E Kittyhawk Fighter 343 99-105
343 P-50K Warhawk Fighter 344 All
344 P-40N1 Warhawk Fighter 345 All
345 P-40N5 Warhawk Fighter 346 All
346 P-40N26PR RC Recon Aircraft with Camera 347 All
347 P-43/RP-43 Lancer Fighter 348 99-105 R = Restricted
348 P-43B Lancer RF Fighter/Recon with Camera 349 All
349 P-47D2 Thunderbolt Fighter 350 All
350 P-47D25 Thunderbolt Fighter 351 All
351 P-57N Thunderbolt Fighter 352 All
352 B-27C Fortress RB Heavy Recon Bmr w Cameras 285 All
353 P-51A Mustang Fighter 354 All
354 P-51B Mustang Fighter 355 All
355 P-51D Mustang Fighter 356 All
356 P-51H Mustang Fighter 357 All
357 B-37 Lexington AS Medium Bomber with DC 472 99-105 USAAF PV-1
358 P-61A Blk Widow NF Night Fighter 359 All Mismatch side/top
359 P-61C Blk Widow NF Night Fighter 360 All
360 P-70 Havok NF Night Fighter 361 All
361 P-70A1 Havok NF Night Fighter 362 All
362 P-80A2 Havok NF Night Fighter 362 All
Slot # Game Name Notes Bitmap Scenarios
363 P-80A Shooting Star Fighter 364 All
364 P-82B Twin Mustang Fighter 365 All
365 RP Stearman 75M RC Recon Aircraft 366 All RP = Rep Philippines
366 P-66 Vanguard Fighter 16 99-105 Needs US bitmap
513 F-9 Fortress RC Recon Aircraft with Camera 287 All Needs new bitmap
514 CB-17 [XB-108A] XPT Heavy Transport 286 All Needs new bitmap
515 F-9A Fortress RC Recon Aircraft with 5 Cameras 288 All Share bitmap w 513
521 C-49 [DC-3] XPT Medium Transport 312 All Needs plain bitmap
522 C-60 Loadstar XPT Light Transport 254 All Needs new bitmap
523 C-47A Skytrain XPT Medium Transport 312 All Cargo variant
524 C-47B Skytrain XPT Medium Transport 312 All High altitude variant
526 B-29B Superfort UB Hvy Bomber w Uranium Bomb 305 All unarmed 1/month
527 B-29B Superfort IB Hvy Bomber w Implosion Bomb 305 All unarmed 2/month
528 B-29B Superfort PB Hvy Bomber w Pumpkin Bomb 305 All unarmed 3/month
532 C-74 Globemaster XPT Heavy Transport 313 All 261 When Art
533 B-24N Liberator GP Heavy Bomber 294 All
534 B-36A Peacemaker GP Heavy Bomber 255 105 No Art
535 B-42 Mixmaster GP Medium Bomber 367 105
536 C-82 Packet XPT Medium Transport 536 All
537 C-69 Constellatn XPT Heavy Transport 306 All 248 When Art
538 P-50 Skyrocket Fighter Interceptor 445 105 381 When Art
539 C-97 Stratofreighter Heavy Transport 306 All
540 C-99A Super XPT Super Heavy Transport 264 105
544 B-17E + 2xLoon ASM Heavy Bomber w 2xASMs 286 All Needs art w ASMs
Slot # Game Name Notes Bitmap Scenarios
545 B-29A + 4xLoon ASM Heavy Bomber w 4xASMs 306 All Needs art w ASMs
548 RB-16C Fortress RC Recon Aircraft with radar 285 All
549 A-29A Hudson XPT Light Transport 277 All
552 F-7B Liberator RC Recon Acft w Cams & ECM 320 All Ultra Long Range
554 B-24D1 Librtr w 2xDT Heavy Bomber w Drop Tanks 292 All Needs art w Drop Tanks
555 B-29A w 4xFelix IR Heavy Bomber w IR Bombs 306 All VB-6 Felix IR Bombs
556 B-24J + 4xAzon RC Heavy Bomber w R/C Bombs 293 All VB-1 Axon R/C Bombs
557 B-24J + 4xRaxon RC Heavy Bomber w R/C Bombs 293 All VB-3 Razon R/C Bombs
558 B-24N + 4xFelix IR Heavy Bomber w IR Bombs 294 All VB-6 Felix IR (Top)
562 P-82C TwnMustang Night Fighter 365 All
571 P-47C/D Thunderbolt Fighter 350 All
573 B-39 Superfortress Super Heavy Bomber 306 99&105 368 When Art
576 A-20A Havok Light Bomber 270 99
579 B-30A Constellation Super Heavy Bomber 248 99 When Art Exists
Note 1: The one PBJ that is carrier capable is in honor of the fact one made carrier landings in 1944. It isn't enough to be considered useful in the scenario.
Slot # Game Name Notes Bitmap Scenarios
268 USAAF USAAF Header
269 A-20B Havoc TB Light Bomber with Torpedo 270 Not 106
270 B-18 Bolo AS Medium Bomber with DC 283 All
271 A-20C Havoc Light Bomber 270 All
272 A-20G Havoc Light Bomber 273 All
273 RA-29 Hudson RC Recon Aircraft with Camera 277 All
274 A-24 Banshee DB Dive Bomber 275 All
275 A-24B Banshee DB Dive Bomber 276 All
276 A-28 Hudson Light Bomber 277 All USAAF colors?
277 A-26B Invader Light Bomber 278 All
278 A-26C Invader Light Bomber 279 All
279 A-36 Apachi/Mustang Ground Attack Fighter 280 All
280 B-23 Dragon Medium Bomber 244 All
281 B-10B AS Medium Bomber w DC 282 Not 106
282 B-18 Bolo Medium Bomber 283 All
283 F-2 Beech 18 RC Recon Aircraft w Camera 284 All USAAF, CAF & PAF
284 B-17C Fortress Heavy Bomber 285 Not 106 Top Turret?
285 B-17E Fortress Heavy Bomber 286 All
286 B-17F Fortress Heavy Bomber 287 All
287 B-17G Fortress Heavy Bomber 288 All
288 LB-30 Liberator AS Heavy Bomber w DC & Bombs 290 All
289 LB-30 Liberator Heavy Bomber 290 All
290 B-24D Liberator Heavy Bomber 291 All
Slot # Game Name Notes Bitmap Scenarios
291 B-24D1 Liberator Heavy Bomber 292 All
292 B-24J Liberator Heavy Bomber 293 All
293 LB-30 Liberator RC Recon Aircraft w 2 Cameras 290 All
294 B-25B Mitchell Medium Bomber 295 All
295 B-25C Mitchell Medium Bomber 296 All
296 B-25D1 Mitchell Medium Bomber 297 All
297 B-25G Mitchell ICB Medium Bomber w ICB 298 All Incendiary Cluster Bmb
298 B-25H Mitchell Medium Bomber 299 All
299 B-25J1 Mitchell Medium Bomber 300 All
300 B-25J11 Mitchell Medium Bomber 301 All
301 C-98 Boeing 314 XPT Transport Flying Boat 454 All Heavy Lifter
302 B-26B Marauder TB Medium Bomber w Torpedo 303 All
303 B-26B Marauder Medium Bomber 304 All
304 B-29 Superfort Heavy Bomber 289 All
305 B-29A Superfort Heavy Bomber 306 All
306 B-29B SUperfort ICB Heavy Bomber with ICB Bombs 307 All Inc Cluster Bombs
307 B-32 Terminator Heavy Bomber 308 All
308 DC-2 [C-33] XPT Light Transport 309 All
309 C-46A Commando XPT Medium Transport 310 All Heavy Lifter
310 C-46A Commando XPT Medium Transport 311 All Heavy Lifter
311 C-47 Skytrain XPT Medium Transport 312 All Cargo variant Side?
312 C-54 Skymaster XPT Heavy Transport 313 All Heavy Lifter
313 LB-30 Liberator XPT Heavy Transport 315 All Ultra Long Range
314 C-87 Liberator XPT Heavy Transport 315 All Heavy Lifter
Slot # Game Name Notes Bitmap Scenarios
315 RF-4A Lightning RC Recon Aircraft with Camera 316 All MB R = Restricted
316 F-5A Lightning RC Recon Aircraft with Camera 317 All MB
317 F-5E Lightning RC Recon Aircraft with Camera 318 All MB
318 F-6C Mustang RC Recon Aircraft with Camera 319 All
319 F-6D Mustang RC Recon Aircraft with Camera 319 All
320 F-7A Liberator RC Recon Arcft with Cams & ECM 320 All Ultra Long Range
321 F-10 Mitchell RC Recon Aircraft with Camera 321 All
322 F-13 Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
323 O-47A RC Recon Aircraft with Camera 323 99-105
324 O-49 Vigilant RC Recon Aircraft with Camera 324 All
325 C-54 Skytrooper XPT Medium Transport 312 All
326 P-26A Fighter 327 99-105
327 P-35A Fighter 328 99-105
328 P-36A Mohawk Fighter 329 99-105
329 F-13A Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
330 RP-38E Lightning RC Recon Aircraft with Camera 331 All MB
331 P-38F Lightning Fighter 332 All MB
332 P-38G Lightning Fighter 333 All MB
333 P-38H Lightning Fighter 334 All MB
334 P-38J Lightning Fighter 335 All MB
335 P-38L Lightning Fighter 336 All MB
336 P-39D Airacobra Fighter 337 All
337 P-39N2 Airacobra Recon Aircraft with Camera 338 All
338 P-39N1 Airacobra Fighter Ground Attack 338 All
Slot # Game Name Notes Bitmap Scenarios
339 P-400 Airacobra Fighter Ground Attack 339 All
340 RP-40 Tomahawk RC Recon Aircraft with Camera 342 All R = Recon
341 P-40B Tomahawk Fighter 342 99-105
342 P-40E Kittyhawk Fighter 343 99-105
343 P-50K Warhawk Fighter 344 All
344 P-40N1 Warhawk Fighter 345 All
345 P-40N5 Warhawk Fighter 346 All
346 P-40N26PR RC Recon Aircraft with Camera 347 All
347 P-43/RP-43 Lancer Fighter 348 99-105 R = Restricted
348 P-43B Lancer RF Fighter/Recon with Camera 349 All
349 P-47D2 Thunderbolt Fighter 350 All
350 P-47D25 Thunderbolt Fighter 351 All
351 P-57N Thunderbolt Fighter 352 All
352 B-27C Fortress RB Heavy Recon Bmr w Cameras 285 All
353 P-51A Mustang Fighter 354 All
354 P-51B Mustang Fighter 355 All
355 P-51D Mustang Fighter 356 All
356 P-51H Mustang Fighter 357 All
357 B-37 Lexington AS Medium Bomber with DC 472 99-105 USAAF PV-1
358 P-61A Blk Widow NF Night Fighter 359 All Mismatch side/top
359 P-61C Blk Widow NF Night Fighter 360 All
360 P-70 Havok NF Night Fighter 361 All
361 P-70A1 Havok NF Night Fighter 362 All
362 P-80A2 Havok NF Night Fighter 362 All
Slot # Game Name Notes Bitmap Scenarios
363 P-80A Shooting Star Fighter 364 All
364 P-82B Twin Mustang Fighter 365 All
365 RP Stearman 75M RC Recon Aircraft 366 All RP = Rep Philippines
366 P-66 Vanguard Fighter 16 99-105 Needs US bitmap
513 F-9 Fortress RC Recon Aircraft with Camera 287 All Needs new bitmap
514 CB-17 [XB-108A] XPT Heavy Transport 286 All Needs new bitmap
515 F-9A Fortress RC Recon Aircraft with 5 Cameras 288 All Share bitmap w 513
521 C-49 [DC-3] XPT Medium Transport 312 All Needs plain bitmap
522 C-60 Loadstar XPT Light Transport 254 All Needs new bitmap
523 C-47A Skytrain XPT Medium Transport 312 All Cargo variant
524 C-47B Skytrain XPT Medium Transport 312 All High altitude variant
526 B-29B Superfort UB Hvy Bomber w Uranium Bomb 305 All unarmed 1/month
527 B-29B Superfort IB Hvy Bomber w Implosion Bomb 305 All unarmed 2/month
528 B-29B Superfort PB Hvy Bomber w Pumpkin Bomb 305 All unarmed 3/month
532 C-74 Globemaster XPT Heavy Transport 313 All 261 When Art
533 B-24N Liberator GP Heavy Bomber 294 All
534 B-36A Peacemaker GP Heavy Bomber 255 105 No Art
535 B-42 Mixmaster GP Medium Bomber 367 105
536 C-82 Packet XPT Medium Transport 536 All
537 C-69 Constellatn XPT Heavy Transport 306 All 248 When Art
538 P-50 Skyrocket Fighter Interceptor 445 105 381 When Art
539 C-97 Stratofreighter Heavy Transport 306 All
540 C-99A Super XPT Super Heavy Transport 264 105
544 B-17E + 2xLoon ASM Heavy Bomber w 2xASMs 286 All Needs art w ASMs
Slot # Game Name Notes Bitmap Scenarios
545 B-29A + 4xLoon ASM Heavy Bomber w 4xASMs 306 All Needs art w ASMs
548 RB-16C Fortress RC Recon Aircraft with radar 285 All
549 A-29A Hudson XPT Light Transport 277 All
552 F-7B Liberator RC Recon Acft w Cams & ECM 320 All Ultra Long Range
554 B-24D1 Librtr w 2xDT Heavy Bomber w Drop Tanks 292 All Needs art w Drop Tanks
555 B-29A w 4xFelix IR Heavy Bomber w IR Bombs 306 All VB-6 Felix IR Bombs
556 B-24J + 4xAzon RC Heavy Bomber w R/C Bombs 293 All VB-1 Axon R/C Bombs
557 B-24J + 4xRaxon RC Heavy Bomber w R/C Bombs 293 All VB-3 Razon R/C Bombs
558 B-24N + 4xFelix IR Heavy Bomber w IR Bombs 294 All VB-6 Felix IR (Top)
562 P-82C TwnMustang Night Fighter 365 All
571 P-47C/D Thunderbolt Fighter 350 All
573 B-39 Superfortress Super Heavy Bomber 306 99&105 368 When Art
576 A-20A Havok Light Bomber 270 99
579 B-30A Constellation Super Heavy Bomber 248 99 When Art Exists
Note 1: The one PBJ that is carrier capable is in honor of the fact one made carrier landings in 1944. It isn't enough to be considered useful in the scenario.
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RE: RHS: USN Aircraft List (w minor Allies)
RHS Plane List 1 Slot Order [USN & USMC & Misc Section]
Slot # Game Name Notes Bitmap Scenarios
418 P-38 Lightning (CV) CV Fighter 411 Not Used 411 When Art
419 F2A-2 Buffalo CV Fighter 421 101-105
420 F2A-3 Buffalo CV Fighter 422 All
421 F2A-2P Buffalo RC CV Recon Aircraft w Camera 423 All
422 F4F-3A Wildcat CV Fighter 425 All
423 F4F-3 Wildcat CV Fighter 425 All
424 F4F-3P Wildcat RC CV Recon Aircraft w Camera 428 All
425 F4F-4 Wildcat CV Fighter 427 All
426 F4F-7P Wildcat RC CV Recon Aircraft w Camera 438 All
427 FM-1 Wildcat CV Fighter 429 All
428 FM-2 Wildcat CV Fighter 430 All
429 F4U-1 Corsair Fighter 431 All
430 F4U-1A Corsair CV Fighter 432 All
431 F4U-1D Corsair CV Fighter 433 All
432 F4U-4 Corsair CV Fighter 434 All
433 F2G-1 Corsair CV Fighter 435 All
434 F4F-3S Wild Catfish Float Fighter 428 105 Needs new bitmap
435 F6F-3 Hellcat CV Fighter 437 All
436 F6F-3N Hellcat NF CV Night Fighter 438 All
437 F6F-5 Hellcat CV Fighter 439 All
438 F6F-5N Hellcat NF CV Night Fighter 440 All
439 F6F-5P Hellcat RC CV Recon Aircraft w Camera 441 All
440 F4U-2 Corsair CV Fighter 442 All
Slot # Game Name Notes Bitmap Scenarios
441 F7F-2N Tigercat NF CV Night Fighter 443 All
442 F7F-3 Tigercat CV Fighter 444 All
443 F7F-3P Tigercat RC CV Recon Aircraft w Camera 445 All
444 F8F-1 Bearcat CV Fighter 446 All
445 FR-1 Fireball CV Fighter 447 All Jet & Piston
446 JRM-1 Mars Flying Boat (Patrol in 99&105) 452 All 455 When Art
447 OS2U-3 Kingfisher Float Recon Aircraft 449 All
448 F4U-4 + Bat ASM CV Fighter with ASM 434 All Needs new bitmap
449 JO-2 Hudson XPT Light Transport 252 All Needs new bitmap
450 PB2Y-3 Coronado AS Flying Boat with DC & Bombs 454 All Heavy lifter
451 PB2Y-3 Corondo AS+ AS Flying Boat with Radar 454 All Heavy lifter
452 PB2Y-5 Coranado AS AS Flying Boat with Radar 454 All Also ASW Torpedoes
453 PB2Y-3R Cor'ndo XPT Transport Flying Boat 454 All Heavy lifter
454 PB4Y-1 Liberator AS Hvy Bomber w AS & GP Bombs 456 All
455 PB4Y-1P Liberator RC Recon Aircraft with Camera 457 All Ultra Long Range
456 PB4Y-2 Privateer AS Hvy Bomber w AS & BP Bombs 458 All Also ASW Torpedoes
457 PB4Y-2 + 4xBat ASM Heavy Bomber with 2xBat ASM 458 All
458 PBJ-1D Mitchell TP Med Bomber w Torpedo 460 All
459 PBJ-1H Mitchell AS Med Bomber w AS Load/75mm 461 All Also ASW Torpedoes
460 PBJ-1J Mitchell AS Med Bomber w ASW Load 462 All Also ASW Torpedoes
461 PBJ-1C Mitchell AS Med Bmr w AS Bombs 462 All
462 PBM-3D Mariner GP Flying Boat w DC & Bombs 464 All
463 PBM-5E Mariner AS Flying Boat with ASW Load 465 All Also ASW Torpedoes
464 PV-3 Ventura AS Med Bomber with DC 472 All
Slot # Game Name Notes Bitmap Scen Notes
465 PBY-4 Catalina AS Flying Boat with DC and Bombs 467 All
466 PBY-5 Catalina TP Flying Boat with Torpedoes 468 All
467 PBY-5A Catalina Flying Boat with Bombs 469 All Amphibian
468 PBY-6A Catalina AS Flying Boat with AS Bombs 470 All
469 PBN-1 Catalina AS Flying Boat with AS Bombs 470 All
470 PV-1 Ventura AS Med Bomber with AS Bombs 472 All
471 PV-1N Ventura NF Night Fighter 473 All
472 PV-2 Harpoon AS Med Bomber with AS Load 474 All Also ASW Torpedoes
473 PV-2 Harpoon Medium Bomber 474 All
474 R3D-2/D-1 DC-5 XPT Light Transport 476 All
475 R4D-1 Skytrain XPT Medium Transport 477 All wrong side, right top
476 R5C-1 Commando XPT Medium Transport 478 All Heavy lifter
477 R5D-1 Skymaster XPT Heavy Transport 313 All Needs new bitmap
478 SB2U-3 Vindicator CV Dive Bomber with GP Bomb 480 All
479 SB2U-3 + 1xBat ASM CV Dive Bomber + Bat ASM 480 All Needs new bitmap
480 SBC-4 Helldiver GP CV Dive Bomber with GP Bombs 482 All
481 SB2C-1 Helldiver AP CV Dive Bomber with AP Bombs 483 All
482 SB2C-3 Helldiver AP CV Dive Bomber with AP Bombs 484 All
483 SB2C-4 Helldiver AP CV Dive Bomber with AP Bombs 485 All
484 SB2C-5 Helldiver GP CV Dive Bomber with GP Bombs 486 All
485 SBD-2 Dauntless AP CV Dive Bomber with AP Bomb 487 99-105
486 SBD-1 Dauntless GP CV Dive Bomber with GP Bomb 488 99-105
487 SBD-3 Dauntless AP CV Dive Bomber with AP Bomb 489 All
488 SBD-5 Dauntless AP CV Dive Bomber with AP Bomb 490 All
Slot # Game Name Notes Bitmap Scen Notes
489 SBD-6 Dauntless GP CV Dive Bomber with GP Bomb 491 All
490 SNJ-3 Texan RC Recon Aircraft with Camera 492 99-105
491 SOC-1 Seagull AS Float Recon Aircraft 493 All
492 SO3C-2 Seamew AS Float Recon Aircraft 494 All
493 TBD-1 Devastator TB CV Torpedo Bomber 495 99-105
494 ZPK-14 (ASW Blimp) Blimp armed w AS & GP Bombs 496 All
495 TBF-1 Avenger TB CV Torpedo Bomber 497 All
496 TBM-1C Avenger TB CV Torpedo Bomber 498 All
497 TBM-3 Avenger TB CV Torpedo Bomber 499 All
498 TBM-3 + 1xBat ASM CV Bomber + 1xBat ASM 499 All Needs new bitmap
506 TBF-1 Avenger AS CV Bomber with Air DC 497 All Needs new bitmap
507 TBM-1C Avenger AS CV Bomber with Air AS Bombs 498 All Needs new bitmap
508 TBM-1CP Avenger RC CV Recon Aircraft with Camera 498 All Needs new bitmap
509 PBM-1 Mariner Flying Boat with DC & Bombs 464 All
510 FFNAF CAMS Mdl55.10 Flying Boat wit GP Bombs 267 All Needs new bitmap
511 FFNAF Walrus II AS Flying Boat w DC 222 All Needs new bitmap
512 TBM-3R Avenger XPT CV Transport Aircraft 499 All Needs new bitmap
516 PBM-3D Mariner XPT Transport Flying Boat 464 All
517 PBM-3S Mariner AS Flying Boat with Air AS Bombs 464 All
518 RTAF BKh10/Hawk III Fighter Needs RTAF Colors 482 All 518 When Art
519 XPK-24 (ASW Blimp) Blimp armed w AS & GP Bombs 496 All
520 ZPK-34 (ASW Blimp) Blimp armed w AS Torpedoes 496 All
525 PBJ-1D Mitchell AS CV Med Bomber with GP Bombs 460 105 carrier aircraft
543 PB4Y-2 +2xLoon ASM Heavy Bomber w ASMs 458 All Needs are with ASMs
Slot # Game Name Notes Bitmap Scen Notes
550 TBD-1S Float TB Torpedo Bomber 495 99,105 Needs Float Art
551 USN Catalina XPT Flying Boat Transport 468 All
553 PB4Y-2 Privateer RC Recon Aircraft w Cams & ECM 458 All
559 SB2C-1A Helldiver Dive Bomber 483 All Ex USAAF A-25A
560 FF MS-406 Fighter 340 99 160 When Art
561 MS-410 Fighter 340 99 160 When Art
565 FF Hawk 75 Fighter 150 99 Wrong Art
566 R4D-5 Skytrain XPT Medium Transport 477 All Side Colors
580 FF Ppotez 63.11 Light Bomber 188 99
583 F4U-4C Corsair CV Fighter w 20mm Guns 434 All
Note 1: The bitmap for 518 is identical to Axis bitmap 142, but this is an Allied bitmap.
Slot # Game Name Notes Bitmap Scenarios
418 P-38 Lightning (CV) CV Fighter 411 Not Used 411 When Art
419 F2A-2 Buffalo CV Fighter 421 101-105
420 F2A-3 Buffalo CV Fighter 422 All
421 F2A-2P Buffalo RC CV Recon Aircraft w Camera 423 All
422 F4F-3A Wildcat CV Fighter 425 All
423 F4F-3 Wildcat CV Fighter 425 All
424 F4F-3P Wildcat RC CV Recon Aircraft w Camera 428 All
425 F4F-4 Wildcat CV Fighter 427 All
426 F4F-7P Wildcat RC CV Recon Aircraft w Camera 438 All
427 FM-1 Wildcat CV Fighter 429 All
428 FM-2 Wildcat CV Fighter 430 All
429 F4U-1 Corsair Fighter 431 All
430 F4U-1A Corsair CV Fighter 432 All
431 F4U-1D Corsair CV Fighter 433 All
432 F4U-4 Corsair CV Fighter 434 All
433 F2G-1 Corsair CV Fighter 435 All
434 F4F-3S Wild Catfish Float Fighter 428 105 Needs new bitmap
435 F6F-3 Hellcat CV Fighter 437 All
436 F6F-3N Hellcat NF CV Night Fighter 438 All
437 F6F-5 Hellcat CV Fighter 439 All
438 F6F-5N Hellcat NF CV Night Fighter 440 All
439 F6F-5P Hellcat RC CV Recon Aircraft w Camera 441 All
440 F4U-2 Corsair CV Fighter 442 All
Slot # Game Name Notes Bitmap Scenarios
441 F7F-2N Tigercat NF CV Night Fighter 443 All
442 F7F-3 Tigercat CV Fighter 444 All
443 F7F-3P Tigercat RC CV Recon Aircraft w Camera 445 All
444 F8F-1 Bearcat CV Fighter 446 All
445 FR-1 Fireball CV Fighter 447 All Jet & Piston
446 JRM-1 Mars Flying Boat (Patrol in 99&105) 452 All 455 When Art
447 OS2U-3 Kingfisher Float Recon Aircraft 449 All
448 F4U-4 + Bat ASM CV Fighter with ASM 434 All Needs new bitmap
449 JO-2 Hudson XPT Light Transport 252 All Needs new bitmap
450 PB2Y-3 Coronado AS Flying Boat with DC & Bombs 454 All Heavy lifter
451 PB2Y-3 Corondo AS+ AS Flying Boat with Radar 454 All Heavy lifter
452 PB2Y-5 Coranado AS AS Flying Boat with Radar 454 All Also ASW Torpedoes
453 PB2Y-3R Cor'ndo XPT Transport Flying Boat 454 All Heavy lifter
454 PB4Y-1 Liberator AS Hvy Bomber w AS & GP Bombs 456 All
455 PB4Y-1P Liberator RC Recon Aircraft with Camera 457 All Ultra Long Range
456 PB4Y-2 Privateer AS Hvy Bomber w AS & BP Bombs 458 All Also ASW Torpedoes
457 PB4Y-2 + 4xBat ASM Heavy Bomber with 2xBat ASM 458 All
458 PBJ-1D Mitchell TP Med Bomber w Torpedo 460 All
459 PBJ-1H Mitchell AS Med Bomber w AS Load/75mm 461 All Also ASW Torpedoes
460 PBJ-1J Mitchell AS Med Bomber w ASW Load 462 All Also ASW Torpedoes
461 PBJ-1C Mitchell AS Med Bmr w AS Bombs 462 All
462 PBM-3D Mariner GP Flying Boat w DC & Bombs 464 All
463 PBM-5E Mariner AS Flying Boat with ASW Load 465 All Also ASW Torpedoes
464 PV-3 Ventura AS Med Bomber with DC 472 All
Slot # Game Name Notes Bitmap Scen Notes
465 PBY-4 Catalina AS Flying Boat with DC and Bombs 467 All
466 PBY-5 Catalina TP Flying Boat with Torpedoes 468 All
467 PBY-5A Catalina Flying Boat with Bombs 469 All Amphibian
468 PBY-6A Catalina AS Flying Boat with AS Bombs 470 All
469 PBN-1 Catalina AS Flying Boat with AS Bombs 470 All
470 PV-1 Ventura AS Med Bomber with AS Bombs 472 All
471 PV-1N Ventura NF Night Fighter 473 All
472 PV-2 Harpoon AS Med Bomber with AS Load 474 All Also ASW Torpedoes
473 PV-2 Harpoon Medium Bomber 474 All
474 R3D-2/D-1 DC-5 XPT Light Transport 476 All
475 R4D-1 Skytrain XPT Medium Transport 477 All wrong side, right top
476 R5C-1 Commando XPT Medium Transport 478 All Heavy lifter
477 R5D-1 Skymaster XPT Heavy Transport 313 All Needs new bitmap
478 SB2U-3 Vindicator CV Dive Bomber with GP Bomb 480 All
479 SB2U-3 + 1xBat ASM CV Dive Bomber + Bat ASM 480 All Needs new bitmap
480 SBC-4 Helldiver GP CV Dive Bomber with GP Bombs 482 All
481 SB2C-1 Helldiver AP CV Dive Bomber with AP Bombs 483 All
482 SB2C-3 Helldiver AP CV Dive Bomber with AP Bombs 484 All
483 SB2C-4 Helldiver AP CV Dive Bomber with AP Bombs 485 All
484 SB2C-5 Helldiver GP CV Dive Bomber with GP Bombs 486 All
485 SBD-2 Dauntless AP CV Dive Bomber with AP Bomb 487 99-105
486 SBD-1 Dauntless GP CV Dive Bomber with GP Bomb 488 99-105
487 SBD-3 Dauntless AP CV Dive Bomber with AP Bomb 489 All
488 SBD-5 Dauntless AP CV Dive Bomber with AP Bomb 490 All
Slot # Game Name Notes Bitmap Scen Notes
489 SBD-6 Dauntless GP CV Dive Bomber with GP Bomb 491 All
490 SNJ-3 Texan RC Recon Aircraft with Camera 492 99-105
491 SOC-1 Seagull AS Float Recon Aircraft 493 All
492 SO3C-2 Seamew AS Float Recon Aircraft 494 All
493 TBD-1 Devastator TB CV Torpedo Bomber 495 99-105
494 ZPK-14 (ASW Blimp) Blimp armed w AS & GP Bombs 496 All
495 TBF-1 Avenger TB CV Torpedo Bomber 497 All
496 TBM-1C Avenger TB CV Torpedo Bomber 498 All
497 TBM-3 Avenger TB CV Torpedo Bomber 499 All
498 TBM-3 + 1xBat ASM CV Bomber + 1xBat ASM 499 All Needs new bitmap
506 TBF-1 Avenger AS CV Bomber with Air DC 497 All Needs new bitmap
507 TBM-1C Avenger AS CV Bomber with Air AS Bombs 498 All Needs new bitmap
508 TBM-1CP Avenger RC CV Recon Aircraft with Camera 498 All Needs new bitmap
509 PBM-1 Mariner Flying Boat with DC & Bombs 464 All
510 FFNAF CAMS Mdl55.10 Flying Boat wit GP Bombs 267 All Needs new bitmap
511 FFNAF Walrus II AS Flying Boat w DC 222 All Needs new bitmap
512 TBM-3R Avenger XPT CV Transport Aircraft 499 All Needs new bitmap
516 PBM-3D Mariner XPT Transport Flying Boat 464 All
517 PBM-3S Mariner AS Flying Boat with Air AS Bombs 464 All
518 RTAF BKh10/Hawk III Fighter Needs RTAF Colors 482 All 518 When Art
519 XPK-24 (ASW Blimp) Blimp armed w AS & GP Bombs 496 All
520 ZPK-34 (ASW Blimp) Blimp armed w AS Torpedoes 496 All
525 PBJ-1D Mitchell AS CV Med Bomber with GP Bombs 460 105 carrier aircraft
543 PB4Y-2 +2xLoon ASM Heavy Bomber w ASMs 458 All Needs are with ASMs
Slot # Game Name Notes Bitmap Scen Notes
550 TBD-1S Float TB Torpedo Bomber 495 99,105 Needs Float Art
551 USN Catalina XPT Flying Boat Transport 468 All
553 PB4Y-2 Privateer RC Recon Aircraft w Cams & ECM 458 All
559 SB2C-1A Helldiver Dive Bomber 483 All Ex USAAF A-25A
560 FF MS-406 Fighter 340 99 160 When Art
561 MS-410 Fighter 340 99 160 When Art
565 FF Hawk 75 Fighter 150 99 Wrong Art
566 R4D-5 Skytrain XPT Medium Transport 477 All Side Colors
580 FF Ppotez 63.11 Light Bomber 188 99
583 F4U-4C Corsair CV Fighter w 20mm Guns 434 All
Note 1: The bitmap for 518 is identical to Axis bitmap 142, but this is an Allied bitmap.
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RE: RHS: RAF/IAF Aircraft List
RHS Plane List 1 Slot Order [RAF/IAF Section]
Slot # Game Name Notes Bitmap Scenarios
56 RAF/IAF Royal Air Force/Indian Air Force Header
57 RAF Audax I COOP Observation Bomber 57 All Also in CAF Svc
58 RAF Beauftr VIf NF Night Fighter 58 Not 106
59 RAF Beauftr VIc TFB Torpedo Fighter Bomber 59 All
60 RAF Beauftr X TFB Torpedo Fighter Bomber 60 All
61 RAF Beaufort I RTB Torpedo Bomber w Camera 61 All
62 RAF Beaufort II RTB Torpedo Bomber w Camera 62 All
63 RAF Blenheim I GP Light Bomber w GP Bombs 63 Not 106
64 RAF Blenheim IF NF Night Fighter 64 Not 106
65 RAF Blenheim IV GP Light Bomber w GP Bombs 65 All
66 RAF Blenheim V GP Light Bomber w GP Bombs 66 All
67 RAF Beauftr VIc FB Fighter Bomber 59 All
68 RAF Buffalo I Fighter 68 All
69 RAF Buffalo PR.I Recon Aircraft with Camera 69 Not 106
70 RAF Blenheim IVF NF Night Fighter 65 All
71 RAF/RCAF Catalina I Flying Boat w DC & Bombs 71 All
72 RAF Catalina IV AS Flying Boat w DC & Bombs 71 All
73 RAF Dakota III XPT Medium Transport 73 All
74 BOAC DC-2 XPT Light Transport 74 All No RAF Nickname
75 BOAC DC-3 XPT Med Xpt [Needs BOAC Art?] 75 All Pressed into RAF
76 RAF Hudson III (LR) Medium Bomber w Extra Tanks 76 All
77 RAF Hudson XPT Light Transport w Top Turret 76 All Converted Bombers
78 RAF Hurricane I Tr Fighter (Tropicalized) 78 All
Slot # Game Name Notes Bitmap Scenarios
79 RAF Hurricane IIaTr Fighter (Tropicalized) 79 All
80 RAF Hurricane IIbTr Fighter (Tropicalized) 80 All
81 RAF Hurricane IIcTr Fighter (Tropicalized) 81 All
82 RAF Hurricane IIdTr Fighter (Tropicalized) 82 All
83 RAF Hurricane PR.II Recon Aircraft with Camera 83 All
84 RAF Hurricane FR.IIbFB Recon Ftr Bmr with Camera 84 All
85 RAF Hurricane FR.IIcFB Recon Ftr Bmr with Camera 85 All
86 RAF Hurricane IV FB Fighter Bomber 86 All
87 RAF Lancaster B.1SP Heavy Bomber w 6t Bombs 87 All
88 RAF Lancaster FE Heavy Bomber 88 All
89 RAF Lincoln B.1 Heavy Bomber 88 All 178 When Art
90 RAF Lancaster P.R.I Recon Aircraft w 2 Cameras 87 All
91 RAF LIberator B.II Heavy Bomber 91 All
92 RAF LIberator B.III Heavy Bomber 92 All
93 RAF LIberator B.IV Heavy Bomber 93 All
94 RAF Liberator GR.II Heavy Bomber 94 All
95 RAF Liberator GR.II Heavy Bomber 95 All
96 RAF Liberator C.VII Heavy Transport 96 All
97 RAF Lysander II COP Observation Bomber 97 All
98 RAF Lancaster ICB Heavy Bomber w ICB 88 All
99 RAF Mitchell PR.II Recon Aircraft with Camera 99 All
100 BOAC Liberator XPT C-87 Heavy Transport 96 All
101 RAF Mohawk IV Fighter 101 All
Slot # Game Name Notes Bitmap Scenarios Notes
102 RAF Mosquito Hiball Light Bomber w Skip Bombs 108 All
103 RAF Mosquito FB.VI Fighter Bomber 103 All
104 RAF Msqto NF.XVII Night Fighter 104 All
105 RAF Mosquito PR.IX Recon Aircraft w 2 Cameras 105 All Long Range
106 RAF Mosquito PR.XVI Recon Aircraft w 2 Cameras 106 All Long Range
107 RAF Mosquito PR.34 Recon Aircraft w 3D Camera 107 All Long Range
108 RAF Mosquito B.35 Light Bomber 108 All
109 RAF Mustang IV Fighter 109 All
110 RAF Swordfish I TB Torpedo Bomber 110 All
111 RAF Mosquito NF.II Night Fighter 104 All
112 RAF Spitfire PR.IV Recon Aircraft with Camera 112 All
113 RAF Spitfire Vc Tr Fighter (Tropicalized) 114 All
114 RAF Spitfire VIII Fighter 115 All
115 RAF Spitfire PR.XI Recon Aircraft with Camera 113 All
116 RAF Spitfire F.XIV Fighter 116 All
117 RAF Spitfire FR.XIV Recon Fighter 117 All
118 RAF Sunderland III Patrol Flying Boat 118 All
119 RAF Sunderland GR.V Patrol Flying Boat 119 All
120 RAF Sunderland II Patrol Flying Boat 118 All
121 RAF Tempest F.V Fighter 121 All
122 RAF Manchester I Medium Bomber 66 99&105 122 When Art
123 RAF Thunderbolt I Fighter 123 All
124 RAF Thunderbolt II Fighter 124 All
125 RAF Whirlwind Fighter Bomber 108 99&105 120 When Art
Slot # Game Name Notes Bitmap Scenarios Notes
126 RAF Vengeance I DB Dive Bomber 126 All
127 RAF Vengeance IV DB Dive Bomber 127 All
128 RAF Typhoon F.I Fighter 121 All
129 RAF Vildebeeste TB Torpedo Bomber 129 All
130 RAF Floatfire I Float Fighter 114 99&105 Needs floats added
131 Wapati IIa COOP Observation Bomber 131 All
132 RAF Whitley V Medium Bomber 134 99&105 137 When Art
133 RAF Wellington Ic Medium Bomber 133 All
134 RAF Welngtn VIII TB Medium Bomber w Torpedo 134 All
135 RAF Wellington X Medium Bomber 135 All
136 RAF Wlngtn XII AS Med Bmr w AS Torpedoes & DC 136 All
137 RAF Wlngtn XIII AS Medium Bomber 136 99&105
138 RAF Whitley VII AS Medium Bomber 134 99&105 137 When Art
139 RAF Dakota II XPT Medium Transport 73 All Troop variant
140 RAF Kittyhawk IV Fighter [Needs RAF Art] 101 All
Slot # Game Name Notes Bitmap Scenarios
56 RAF/IAF Royal Air Force/Indian Air Force Header
57 RAF Audax I COOP Observation Bomber 57 All Also in CAF Svc
58 RAF Beauftr VIf NF Night Fighter 58 Not 106
59 RAF Beauftr VIc TFB Torpedo Fighter Bomber 59 All
60 RAF Beauftr X TFB Torpedo Fighter Bomber 60 All
61 RAF Beaufort I RTB Torpedo Bomber w Camera 61 All
62 RAF Beaufort II RTB Torpedo Bomber w Camera 62 All
63 RAF Blenheim I GP Light Bomber w GP Bombs 63 Not 106
64 RAF Blenheim IF NF Night Fighter 64 Not 106
65 RAF Blenheim IV GP Light Bomber w GP Bombs 65 All
66 RAF Blenheim V GP Light Bomber w GP Bombs 66 All
67 RAF Beauftr VIc FB Fighter Bomber 59 All
68 RAF Buffalo I Fighter 68 All
69 RAF Buffalo PR.I Recon Aircraft with Camera 69 Not 106
70 RAF Blenheim IVF NF Night Fighter 65 All
71 RAF/RCAF Catalina I Flying Boat w DC & Bombs 71 All
72 RAF Catalina IV AS Flying Boat w DC & Bombs 71 All
73 RAF Dakota III XPT Medium Transport 73 All
74 BOAC DC-2 XPT Light Transport 74 All No RAF Nickname
75 BOAC DC-3 XPT Med Xpt [Needs BOAC Art?] 75 All Pressed into RAF
76 RAF Hudson III (LR) Medium Bomber w Extra Tanks 76 All
77 RAF Hudson XPT Light Transport w Top Turret 76 All Converted Bombers
78 RAF Hurricane I Tr Fighter (Tropicalized) 78 All
Slot # Game Name Notes Bitmap Scenarios
79 RAF Hurricane IIaTr Fighter (Tropicalized) 79 All
80 RAF Hurricane IIbTr Fighter (Tropicalized) 80 All
81 RAF Hurricane IIcTr Fighter (Tropicalized) 81 All
82 RAF Hurricane IIdTr Fighter (Tropicalized) 82 All
83 RAF Hurricane PR.II Recon Aircraft with Camera 83 All
84 RAF Hurricane FR.IIbFB Recon Ftr Bmr with Camera 84 All
85 RAF Hurricane FR.IIcFB Recon Ftr Bmr with Camera 85 All
86 RAF Hurricane IV FB Fighter Bomber 86 All
87 RAF Lancaster B.1SP Heavy Bomber w 6t Bombs 87 All
88 RAF Lancaster FE Heavy Bomber 88 All
89 RAF Lincoln B.1 Heavy Bomber 88 All 178 When Art
90 RAF Lancaster P.R.I Recon Aircraft w 2 Cameras 87 All
91 RAF LIberator B.II Heavy Bomber 91 All
92 RAF LIberator B.III Heavy Bomber 92 All
93 RAF LIberator B.IV Heavy Bomber 93 All
94 RAF Liberator GR.II Heavy Bomber 94 All
95 RAF Liberator GR.II Heavy Bomber 95 All
96 RAF Liberator C.VII Heavy Transport 96 All
97 RAF Lysander II COP Observation Bomber 97 All
98 RAF Lancaster ICB Heavy Bomber w ICB 88 All
99 RAF Mitchell PR.II Recon Aircraft with Camera 99 All
100 BOAC Liberator XPT C-87 Heavy Transport 96 All
101 RAF Mohawk IV Fighter 101 All
Slot # Game Name Notes Bitmap Scenarios Notes
102 RAF Mosquito Hiball Light Bomber w Skip Bombs 108 All
103 RAF Mosquito FB.VI Fighter Bomber 103 All
104 RAF Msqto NF.XVII Night Fighter 104 All
105 RAF Mosquito PR.IX Recon Aircraft w 2 Cameras 105 All Long Range
106 RAF Mosquito PR.XVI Recon Aircraft w 2 Cameras 106 All Long Range
107 RAF Mosquito PR.34 Recon Aircraft w 3D Camera 107 All Long Range
108 RAF Mosquito B.35 Light Bomber 108 All
109 RAF Mustang IV Fighter 109 All
110 RAF Swordfish I TB Torpedo Bomber 110 All
111 RAF Mosquito NF.II Night Fighter 104 All
112 RAF Spitfire PR.IV Recon Aircraft with Camera 112 All
113 RAF Spitfire Vc Tr Fighter (Tropicalized) 114 All
114 RAF Spitfire VIII Fighter 115 All
115 RAF Spitfire PR.XI Recon Aircraft with Camera 113 All
116 RAF Spitfire F.XIV Fighter 116 All
117 RAF Spitfire FR.XIV Recon Fighter 117 All
118 RAF Sunderland III Patrol Flying Boat 118 All
119 RAF Sunderland GR.V Patrol Flying Boat 119 All
120 RAF Sunderland II Patrol Flying Boat 118 All
121 RAF Tempest F.V Fighter 121 All
122 RAF Manchester I Medium Bomber 66 99&105 122 When Art
123 RAF Thunderbolt I Fighter 123 All
124 RAF Thunderbolt II Fighter 124 All
125 RAF Whirlwind Fighter Bomber 108 99&105 120 When Art
Slot # Game Name Notes Bitmap Scenarios Notes
126 RAF Vengeance I DB Dive Bomber 126 All
127 RAF Vengeance IV DB Dive Bomber 127 All
128 RAF Typhoon F.I Fighter 121 All
129 RAF Vildebeeste TB Torpedo Bomber 129 All
130 RAF Floatfire I Float Fighter 114 99&105 Needs floats added
131 Wapati IIa COOP Observation Bomber 131 All
132 RAF Whitley V Medium Bomber 134 99&105 137 When Art
133 RAF Wellington Ic Medium Bomber 133 All
134 RAF Welngtn VIII TB Medium Bomber w Torpedo 134 All
135 RAF Wellington X Medium Bomber 135 All
136 RAF Wlngtn XII AS Med Bmr w AS Torpedoes & DC 136 All
137 RAF Wlngtn XIII AS Medium Bomber 136 99&105
138 RAF Whitley VII AS Medium Bomber 134 99&105 137 When Art
139 RAF Dakota II XPT Medium Transport 73 All Troop variant
140 RAF Kittyhawk IV Fighter [Needs RAF Art] 101 All
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RE: RHS: FAA Aircraft List
RHS Plane List 1 Slot Order [FAA Section]
Slot # Game Name Notes Bitmap Scenarios
20 FAA Fleet Air Arm Header
21 FAA Swordfish I AS CV Bomber w DC & Rockets 21 Not 106 Needs art w/o torpedo
22 FAA Albacore I TB CV Torpedo Bomber 22 Not 106
23 FAA Walrus II AS Flying Boat w DC 23 All
24 FAA Avenger I AS CV ASW Horizontal Bomber 25 All
25 FAA Avenger I TB CV Torpedo Bomber 25 All
26 FAA Avenger II AS CV ASW Horizontal Bomber 26 All
27 FAA Avenger III AS CV ASW Horizontal Bomber 27 All
28 FAA Barracuda II AS CV ASW Bomber 29 All
29 FAA Barracuda II DB CV Dive Bomber 29 All
30 FAA Barracuda III RA CV Recon/Level Bomber 30 All With Camera
31 FAA Barracuda III AS CV ASW Bomber 30 All
32 FAA Corsair I CV Fighter 31 All
33 FAA Spearfish Torpedo Bomber 25 All 40 When Art
34 FAA Corsair II CV Fighter 32 All
35 FAA Corsair IV CV Fighter 33 All
36 FAA Firefly F.IA RF CV Recon Fighter w Radar 36 All Flap Bonus
37 FAA Firefly FR.I RF CV Recon Fighter 37 All Flap Bonus
38 FAA Firefly NF.I NF CV Night Fighter 38 All Flap Bonus
39 FAA Fulmar RCFB CV Recon Fighter Bomber 39 All MB
40 FAA Fulmar NF CV Night Fighter 39 All MB
41 FAA Hellcat F.I CV Fighter 41 All
42 FAA Hellcat F.II CV Fighter 42 All
Slot # Game Name Notes Bitmap Scenarios
43 FAA Hellcat NF.II CV Fighter 43 All
44 FAA Hellcat PR.II CV Recon Fighter 44 All
45 FAA Seafire FR.II CV Recon Fighter w 4 Cameras 45 All
46 FAA Seafire LF.III CV Fighter 46 All
47 FAA Seafire F.XV CV Fighter 47 All
49 Sea Hurricane CV Fighter 49 All
50 Fairy Seafox Float Recon Aircraft 269 99-105 51 When Art
51 FAA Martlet II CV Fighter 52 All
52 FAA Martlet IV CV Fighter 53 All
53 FAA Martlet V CV Fighter 54 All
54 FAA Wildcat VI CV Fighter 55 All
55 FAA Fulmar RCN CV Recon Aircraft w Radar 39 All
Slot # Game Name Notes Bitmap Scenarios
20 FAA Fleet Air Arm Header
21 FAA Swordfish I AS CV Bomber w DC & Rockets 21 Not 106 Needs art w/o torpedo
22 FAA Albacore I TB CV Torpedo Bomber 22 Not 106
23 FAA Walrus II AS Flying Boat w DC 23 All
24 FAA Avenger I AS CV ASW Horizontal Bomber 25 All
25 FAA Avenger I TB CV Torpedo Bomber 25 All
26 FAA Avenger II AS CV ASW Horizontal Bomber 26 All
27 FAA Avenger III AS CV ASW Horizontal Bomber 27 All
28 FAA Barracuda II AS CV ASW Bomber 29 All
29 FAA Barracuda II DB CV Dive Bomber 29 All
30 FAA Barracuda III RA CV Recon/Level Bomber 30 All With Camera
31 FAA Barracuda III AS CV ASW Bomber 30 All
32 FAA Corsair I CV Fighter 31 All
33 FAA Spearfish Torpedo Bomber 25 All 40 When Art
34 FAA Corsair II CV Fighter 32 All
35 FAA Corsair IV CV Fighter 33 All
36 FAA Firefly F.IA RF CV Recon Fighter w Radar 36 All Flap Bonus
37 FAA Firefly FR.I RF CV Recon Fighter 37 All Flap Bonus
38 FAA Firefly NF.I NF CV Night Fighter 38 All Flap Bonus
39 FAA Fulmar RCFB CV Recon Fighter Bomber 39 All MB
40 FAA Fulmar NF CV Night Fighter 39 All MB
41 FAA Hellcat F.I CV Fighter 41 All
42 FAA Hellcat F.II CV Fighter 42 All
Slot # Game Name Notes Bitmap Scenarios
43 FAA Hellcat NF.II CV Fighter 43 All
44 FAA Hellcat PR.II CV Recon Fighter 44 All
45 FAA Seafire FR.II CV Recon Fighter w 4 Cameras 45 All
46 FAA Seafire LF.III CV Fighter 46 All
47 FAA Seafire F.XV CV Fighter 47 All
49 Sea Hurricane CV Fighter 49 All
50 Fairy Seafox Float Recon Aircraft 269 99-105 51 When Art
51 FAA Martlet II CV Fighter 52 All
52 FAA Martlet IV CV Fighter 53 All
53 FAA Martlet V CV Fighter 54 All
54 FAA Wildcat VI CV Fighter 55 All
55 FAA Fulmar RCN CV Recon Aircraft w Radar 39 All
