Admirals Edition Naval Thread II

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

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JWE
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RE: Criticall hits

Post by JWE »

ORIGINAL: Chad Harrison
I would be curious on this also, both the aircraft cannon effect against merchant/light shipping, and rockets.
That portion of the game engine is SAIEW. We have adjusted maneuver and durability. And a/c cannon and rockets have adjusted effects. But effect vs ship is handled in the same way.
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Chad Harrison
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RE: Criticall hits

Post by Chad Harrison »

Will look forward to seeing it in action. Thanks for the reply JWE.
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Cap Mandrake
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RE: Criticall hits

Post by Cap Mandrake »

ORIGINAL: m10bob
ORIGINAL: herwin

ORIGINAL: m10bob

This ship is sister to John Wayne's yacht, YMS 328..They served in the Aleutians..

Did any of this class make the cut?

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Grandfather knew him--they had adjoining berths in Newport. I don't remember it looking like that...


His was vastly "civilianized"..

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I've been aboard the Wild Goose for a Christmas Party. Nice, although the beam is narrow for a party boat. They serve dinners on the thing and cruise around Newport Harbor. One of the crew took me down to what was allegedly Mr. Wayne's stateroom. Not all that luxurious, but not shabby. The head has a plaque over the toliet that reads "DON'T PUT ANYTHING IN HERE THAT WASN'T IN YOUR MOUTH FIRST" [:D][:D]
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Sardaukar
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RE: Criticall hits

Post by Sardaukar »

ORIGINAL: JWE

ORIGINAL: Chad Harrison
I would be curious on this also, both the aircraft cannon effect against merchant/light shipping, and rockets.
That portion of the game engine is SAIEW. We have adjusted maneuver and durability. And a/c cannon and rockets have adjusted effects. But effect vs ship is handled in the same way.

Sounds good, the game engine seemed to handle the atacks well in WitP, but damage was IMHO too low. And we have rockets !! [&o]

Looking forward to see the results in AE!
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Dili
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RE: Criticall hits

Post by Dili »

Sounds good, the game engine seemed to handle the atacks well in WitP, but damage was IMHO too low. And we have rockets !!

The problem here is setting the comparative damage to ships and to aircrafts with same gun value. Seems wasn't changed.
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JWE
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RE: Criticall hits

Post by JWE »

ORIGINAL: Dili
The problem here is setting the comparative damage to ships and to aircrafts with same gun value. Seems wasn't changed.
Well, since air combat follows the Air algorithm, and ship combat follows the Nav algorithm ... why should the gun values be the same?
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Sardaukar
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RE: Criticall hits

Post by Sardaukar »

ORIGINAL: JWE

ORIGINAL: Dili
The problem here is setting the comparative damage to ships and to aircrafts with same gun value. Seems wasn't changed.
Well, since air combat follows the Air algorithm, and ship combat follows the Nav algorithm ... why should the gun values be the same?

I like what I hear here! [8D]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Dili
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RE: Criticall hits

Post by Dili »

Well, since air combat follows the Air algorithm, and ship combat follows the Nav algorithm ... why should the gun values be the same?

That is my point, in witp they were. But if they are diferent i make my words the Sardaukar ones...[:)]
CV Zuikaku
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RE: Criticall hits

Post by CV Zuikaku »

were there any skip-bombing/ strafing results in any AE AAR so far? I can't remember of any [&:]
John Lansford
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RE: Criticall hits

Post by John Lansford »

How does AE handle the various ship armor schemes?  Some ships had an "all or nothing" scheme and virtually the entire hull was protected by the deck and belt armors.  Others, though, had partial schemes where the critical areas and enough floatation space were protected and everything else was not.  Then there's the superstructure area, never armored but containing secondary and AA and radar/fire control areas.

Will it be possible to get floatation hits with bombs, as well as System damage even though they may have been fairly light weapons?
Dili
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RE: Criticall hits

Post by Dili »

It doesn't handle. Unfortunately the system is too simple.
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Ron Saueracker
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RE: Criticall hits

Post by Ron Saueracker »

ORIGINAL: John Lansford

How does AE handle the various ship armor schemes?  Some ships had an "all or nothing" scheme and virtually the entire hull was protected by the deck and belt armors.  Others, though, had partial schemes where the critical areas and enough floatation space were protected and everything else was not.  Then there's the superstructure area, never armored but containing secondary and AA and radar/fire control areas.

Will it be possible to get floatation hits with bombs, as well as System damage even though they may have been fairly light weapons?

Unfortunately the old model based on armoured paint,BOINK!(TM), is still in use, where even the spud locker is armoured to the thickest amount of deck and belt armour.

Unless something has been changed regarding this? Change is cool.
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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
Dili
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RE: Criticall hits

Post by Dili »

Actually the new System Damage, Flood Damage, Engine Damage, Fire Damage if done well might mask at least some of problems. I also think that damage to AA and light armored turrets,radar was way too low when a lot of bombs hit a ship and that is not dependent of model but of probablistic values choosen.
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Hornblower
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RE: Criticall hits

Post by Hornblower »

Even if the bomb doesn't penetrate to the ships vitals, it should have effect on the superstructure - hence the AA's - more then it appears to me that it does..
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Ron Saueracker
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RE: Criticall hits

Post by Ron Saueracker »

Without a "crew". it is pretty difficult to model alot of the non vital hits.
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wworld7
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RE: Criticall hits

Post by wworld7 »

BOINK(tm) isn't as good as KABLAMMO(tm)

[:D][:D][:D][:D][:D][:D][:D][:D][:D][:D]
Flipper
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Ron Saueracker
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RE: Criticall hits

Post by Ron Saueracker »

ORIGINAL: flipperwasirish

BOINK(tm) isn't as good as KABLAMMO(tm)

[:D][:D][:D][:D][:D][:D][:D][:D][:D][:D]

Well, how about KaBoink!(tm)
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Ron Saueracker
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RE: Criticall hits

Post by Ron Saueracker »

Going to get in CaCa(tm) again.[;)] The row over KaBlammo I started way back to fix ASW was pretty big. One good thing about WPO, the projected sales of WarPlanOrange probably made the effort to recode the ASW routines a financial possibility.
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erstad
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RE: Criticall hits

Post by erstad »

Huh. What happens when Kablammo(tm) hits Boink(tm)? One of those irresistible force/immovable object type problems. Inquiring minds want to know.
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Ron Saueracker
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RE: Criticall hits

Post by Ron Saueracker »

ORIGINAL: erstad

Huh. What happens when Kablammo(tm) hits Boink(tm)? One of those irresistible force/immovable object type problems. Inquiring minds want to know.
Sounds like a bad Godzirra movie! KaBlammo only worked vs unarmoured subs and was unstoppable because there was no limit to how many ships could gang bang the poor sub.
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