unrealistic air combat...

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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borner
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RE: unrealistic air combat...

Post by borner »

OK, here is another question. Actually, I must credit IKE with this one, as he brought this up in an email exchange we had about this a while back..... is there a straightforward process to adjust planes in the editor ( which I cannot even find, but I am not that computer literate). He had suggested going in and removing a pair of .50 cals from the F4u's. Maybe adjust some other planes as well.
 
As for the comment that this cannot be looked at, as the cycle for this game is over, I think it a very poor reflection upon Matrix. We ar4e talking about simple plane value adjustments. I would think that it would be as simple as going in, adding value to early Allied fighters, lowering vaules of later ones, and posting a patch for download. That is unless CF is intended to replace this game.
 
 
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DEB
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RE: unrealistic air combat...

Post by DEB »

ORIGINAL: mdiehl
I would think these kills are confirmed as it list the serial number of the planes claimed along with nickname.


I don't believe any "confirmed kills" if there is a unit record available for the unit whose plane was allegedly shot down. If some history has examined the unit record for the unit whose plane was allegedly shot down and matches a "confirmed kill" to a plane that did not return, that meets a good standard.

Verification of kills has been looked at by lots of people since WW2. Current figures are as good as people can get considering the records available. Whereas your point is reasonable, it also comes across as cynical re Japanese sources.

Note the Americans could be over enthusiastic with their claims, as shown below ( although I suspect all nations were ). From :- http://usfighter.tripod.com/hiroyoshi_nishizawa2.htm :-

"The 251st Ku. returned to Rabaul on May 7, 1943, and resumed operations over New Guinea and the Solomons. Among the Zeros known to have been flown by Nishizawa during that time was an A6M3 Type 22 with the tail code UI-105. On May 14, 32 Zeros of the 251st Ku. escorted 18 G4M bombers of the 751st Ku. on a large raid to Oro Bay, New Guinea. They were met by P-40s and new Lockheed P-38 Lightnings of the 49th Fighter Group. A confused dogfight took place, during which the Japanese claimed 13 Americans (five of them admitted to be probables), while the 49th Group claimed 11 G4M "Bettys" (Allied code term for the bombers) and 10 of their "Zeke" escorts. The actual result was that six G4Ms failed to return to their base at Kavieng, New Ireland, and four returned damaged, while the 251st Ku. lost no pilots at all."

Here the American pilots were only 28.6% accurate. Ok, so the actual American losses are unknown, and a comparison cannot be made in this instance. It is however, unsafe for anyone to suggest the Japanese figures are inaccurate, whilst also considering that the Allies figures are accurate.
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DEB
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RE: unrealistic air combat...

Post by DEB »

ORIGINAL: borner

OK, here is another question. Actually, I must credit IKE with this one, as he brought this up in an email exchange we had about this a while back..... is there a straightforward process to adjust planes in the editor ( which I cannot even find, but I am not that computer literate). He had suggested going in and removing a pair of .50 cals from the F4u's. Maybe adjust some other planes as well.

There is a "straight-forward" process in the editor, however the system is not good at "reading" the revised saved scenario re aircraft information ( per IKE99 ). Therefore I am uncertain if it is worth trying.

To find editor, path as follows :- Start, Programs, Matrix Games, Uncommon Valour, UV Campaign Editor ; OR , Start, Programs, Uncommon Valour, UV Campaign Editor. ( Which depends on where you put it at set up. )
As for the comment that this cannot be looked at, as the cycle for this game is over, I think it a very poor reflection upon Matrix. We ar4e talking about simple plane value adjustments. I would think that it would be as simple as going in, adding value to early Allied fighters, lowering vaules of later ones, and posting a patch for download. That is unless CF is intended to replace this game.

You would think so, would you not. HPS Simulations still update their games periodically, including one copyrighted in 2003 ( same as UV ).
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tocaff
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RE: unrealistic air combat...

Post by tocaff »

The planes on the Doolittle Raid had their Norden bombsights removed because they were top secret instruments of war and the US was afraid of them falling into enemy hands.  Truly a joke since airmen of the USAAC didn't seem to think to much of this "precision" sight.
Todd

I never thought that doing an AAR would be so time consuming and difficult.
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tocaff
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RE: unrealistic air combat...

Post by tocaff »

Thanks for the fast responses Eric.
Todd

I never thought that doing an AAR would be so time consuming and difficult.
www.matrixgames.com/forums/tm.asp?m=2080768
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borner
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RE: unrealistic air combat...

Post by borner »

to me, this is like admitting " yes, we know our product is defective, but we have moved on. P.S., thanks for your money"
 
 
Good points on the Norton sight. My grandfather served a tour in the 8th air force as a ball turret gunner and lived to talk about it. I remember him telling my how the commanders over there would always talk about how great it was. The crews did not think it nearly as good in combat as in testing/training.
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Ike99
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RE: unrealistic air combat...

Post by Ike99 »

OK, here is another question. Actually, I must credit IKE with this one, as he brought this up in an email exchange we had about this a while back..... is there a straightforward process to adjust planes in the editor ( which I cannot even find, but I am not that computer literate). He had suggested going in and removing a pair of .50 cals from the F4u's. Maybe adjust some other planes as well.

Yes you can set the number of guns to what you like in the editor. The problem comes in though for units that follow the upgrade path and upgrade to Corsair. Units that upgrade to Corsair would come in with the default six .50CAL. guns I believe. I think that part of it is hardcoded.

Hmmm..I think I may look into this and see if I can´t come up with a ¨Corsair Mod¨


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borner
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RE: unrealistic air combat...

Post by borner »

I will chip in for the R&D expences, how much does it cost to ship a case of beer internationally? Any issues with customs?
 
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tocaff
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RE: unrealistic air combat...

Post by tocaff »

Yes there are customs issues with importing goods, especially to tax crazy Brazil.  Though if you were to ship the beer of my choice I could live with paying customs fees.  [:)]
Todd

I never thought that doing an AAR would be so time consuming and difficult.
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borner
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RE: unrealistic air combat...

Post by borner »

I would ask if they had Budwiser down there, but seeing as it got bought by a foreign comapny, it's really no longer a "US" beer
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tocaff
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RE: unrealistic air combat...

Post by tocaff »

Bud is nothing more than belly wash.  It's not really a beer.  Learn from the Czechs, Germans, etc how to brew a beer.......
Todd

I never thought that doing an AAR would be so time consuming and difficult.
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ILCK
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RE: unrealistic air combat...

Post by ILCK »

Can you not adjust the maneuver, armor and durability values? Those would seem to be the core of the issue. I'd think a general adjustment of all planes towards a middle ground might help a lot since the Zero->All pre-Hellcat allied plane and the F4U->All Japanese planes gaps could be closed down a lot.
timetraveller
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RE: unrealistic air combat...

Post by timetraveller »

Newby here, hi guys. Been following the forum for a few weeks since I got UV. Good stuff in here. Great game.

Have done a lot of modding of other games, and lately have made some graphics changes to my UV game, since it doesn't look like there is a lot of other opportunity for hardcore modding of this game.

In the editor, it doesn't look like the F4U's armor or ammo can be changed, as the boxes are grayed out, which looks to be true of all aircraft that I've seen so far. No category for changing durability or maneuverability seems to exist.

Someone recently suggested reducing the number of guns from 6 to 4, which would probably help. The only other way I can see to reduce the air group's performance is to lower the group's starting experience or moral. Might also be possible to increase its starting damage factor from 0 to something higher, though this obviously creates other problems.

Anyway, these are my thoughts on the topic at hand. During game design, I wish they had put all these factors in a file somewhere where they could be modified at will by the modding community. I've been through most of the game files with a hex editor, but I don't see any further way of modding parameters.

Bill

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tocaff
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RE: unrealistic air combat...

Post by tocaff »

The UV editor, unlike the one in WITP, doesn't allow the gamer the opportunity to adjust ratings of platforms.
Todd

I never thought that doing an AAR would be so time consuming and difficult.
www.matrixgames.com/forums/tm.asp?m=2080768
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Ike99
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RE: unrealistic air combat...

Post by Ike99 »

I would ask if they had Budwiser down there, but seeing as it got bought by a foreign comapny, it's really no longer a "US" beer

Yes we have Budeweiser, plus some I´m thinking you´re not familiar with.

However beer makes one fat, I propose a bottle of wine...with a hundred pushups.

[:D]

¨If you tremble with indignation at every injustice, then you are a comrade of mine.¨ Che Guevara

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Miller
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RE: unrealistic air combat...

Post by Miller »

I think knocking 2 or 3 maneuver and a point of armour off the F4U would make a big difference, but as has been mentioned you cannot alter these stats with the editor.

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