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RE: CV Shinano

Posted: Thu May 31, 2012 6:35 pm
by pharmy
IJNAF: J7M, S1A, Kikka (this plane might be used by both services). Maybe R2Y2 if we're willing to stretch the definition of "prototype". A7M too should be available, of course, but building it is not really an option, unless Japan is finished already by the time of its availability, and it is available sooner than others on this list.

Would the G8N make a reappearance, as in RA, or maybe even the Liz G5N, if not the Bomber then the transport G5N2-L version? http://japaneseaircraft.devhub.com/blog ... er/page-3/ - 6 of them did exist, and they could probably carry around 8000 pounds.

RE: CV Shinano

Posted: Sat Jun 02, 2012 8:36 am
by FatR
ORIGINAL: icepharmy
IJNAF: J7M, S1A, Kikka (this plane might be used by both services). Maybe R2Y2 if we're willing to stretch the definition of "prototype". A7M too should be available, of course, but building it is not really an option, unless Japan is finished already by the time of its availability, and it is available sooner than others on this list.

Would the G8N make a reappearance, as in RA, or maybe even the Liz G5N, if not the Bomber then the transport G5N2-L version? http://japaneseaircraft.devhub.com/blog ... er/page-3/ - 6 of them did exist, and they could probably carry around 8000 pounds.
G8N - yes. G5N2-L is actually an interesting idea, thanks, will think about it.

RE: CV Shinano

Posted: Sat Jun 02, 2012 12:50 pm
by bigred
FatR: Maybe it can soften blows (and any feedback on this will be much appreciated), but I don't really see much effect... Certainly not on the scale to justify losing 2-3 hexes of range, which greatly reduces a plane's operational value.

I have noted a shift in allied carrier based plane combined range have a combined strike about 8 hexes in 1942 then by 1944 max range is about 10 hexes. The opposite has occurred to the Jap planes in RA70 w/ a max combined strike range of 7 w/ the judy where earlier in game the jap CV combined strike range was 9.

So If lucky the allies in RA70 have a standoff advantage into 44 of about 3 hexes in a combined ftr/DB/Torp attack. I am into my 1st game(RA70) going into 1944 and in unfamiliar knowledge of plane range of stock scenarios.

Seems the japs wanted the 500kg bomb on the judy but sacrificed range to carry the load.

RE: CV Shinano

Posted: Sat Jun 02, 2012 2:16 pm
by John 3rd
Those are good points BigRed.

The Judy brought the big pain but did sacrifice range to carry it.

RE: CV Shinano

Posted: Sat Jun 02, 2012 5:11 pm
by PaxMondo
I thought there was a post somewhere by the devs that the max CV attack range is 9 and that it is hard coded. ... Is this correct or am I having an oldtimers moment again? [&:]

RE: CV Shinano

Posted: Sat Jun 02, 2012 7:23 pm
by Commander Stormwolf

Used to be

max japanese CV range = 8
max allied CV range = 7

unless it has changed

RE: CV Shinano

Posted: Sat Jun 02, 2012 7:53 pm
by bigred
ORIGINAL: PaxMondo

I thought there was a post somewhere by the devs that the max CV attack range is 9 and that it is hard coded. ... Is this correct or am I having an oldtimers moment again? [&:]
humm, well i guess the allied planes will not fly the 10/11 hex attack.. dont know for sure.

RE: CV Shinano

Posted: Sun Jun 03, 2012 12:10 am
by bigred
ORIGINAL: bigred

ORIGINAL: PaxMondo

I thought there was a post somewhere by the devs that the max CV attack range is 9 and that it is hard coded. ... Is this correct or am I having an oldtimers moment again? [&:]
humm, well i guess the allied planes will not fly the 10/11 hex attack.. dont know for sure.
Thought about all this. i wonder if reason for a nine hex limit when the planes can fly 10hexes may be because they have to find the carrier on the return trip and sometimes the ship moves to a new location, so the planes allow for this by not flying max range. I know I have seen SBDs make 11hex land based attacks.
Now what would be really cool is to do the "one way" no return attack that Adm. McCain ordered at the Leyte battle. Double the max range w/ 100% plane ops loss and about 50% pilot loss.

RE: CV Shinano

Posted: Wed Jun 20, 2012 9:54 am
by FatR
Just read interesting post-war reports on Japanese wartime aircraft engine engineering here:
http://www.wwiiaircraftperformance.org/

Apparently American post-war analysis rated Mitshubishi & Nakajima engine construction techniques and achievements similarly (reasonably proficient, but several years behind US companies), but noted that the latter had no interest in service support & modification of engines and left remedying of flaws and service design changes to inferior Army/Navy engineers, unlike the former. Adding this to extremely tight and high-strung Nakajima designs, meant to extract maximum possible power from minimum possible volume (at the cost of low tolerances to flaws in production and maintenance), and it is clear why every single plane using Nakajima Homare was plagued by exceptional engine problems in mass production. Of course, Mitshubishi's way resulted in engines that initially were relatively underpowered and only achieved their full potential much later (Ha-33, Ha-32, and Ha-42 was still on the way there by the war's end), but in the realities of wartime it seems to be preferable.

Meanwhile, I'm almost done with the draft of warplanes, but I'm still concerned about not getting much in the way of comments and criticism on my ideas. Will try to present overall picture when I have the time over the next few days.

RE: CV Shinano

Posted: Wed Jun 20, 2012 12:39 pm
by ny59giants
I would look at adding some of the additional base, mainly dot bases, that DDB uses. In my game as Allies, there are extra dot bases between Port Morseby and Buna that should be added here and maybe even RA.

RE: CV Shinano

Posted: Wed Jun 20, 2012 1:34 pm
by FatR
So, after much tweaking, preliminary draft of stats IJN fighters. Carrier-capable types are marked with *. G9M2-S is a Ki-67 nightfigter development (which design was underway but not finished IRL). I forgot to add C6N1-S to this screenshot, but it is practically unchanged from stock. J6N1/2 is Ki83 and its second model (only projected IRL). Kikka is uses as a fighter bomber. N1K2 was abandoned IRL in blueprints stage - but in case there are players who like float fighters' unconventional capabilities, I added it here.

Image

RE: CV Shinano

Posted: Wed Jun 20, 2012 1:42 pm
by Kitakami
Interesting fighter selection.
Question: is A7M3 carrier-capable or not (it does not have an asterisk)? I ask because there is a -J version.
Looking forward to the rest of the planes that make the cut!

RE: CV Shinano

Posted: Wed Jun 20, 2012 3:10 pm
by John 3rd
NICE work. Will review this a bit.

RE: CV Shinano

Posted: Wed Jun 20, 2012 4:23 pm
by JWE
Agree, very nice work. Have some nits and grits about some the bombloads. Have some alternatives in mind that use the "Alt" fields. Kinda techie, so if you/Stan are interested, can modulate with ya'll.

Ciao. John

RE: CV Shinano

Posted: Wed Jun 20, 2012 4:36 pm
by John 3rd
FatR? Thanks for the offer John!

RE: CV Shinano

Posted: Wed Jun 20, 2012 5:00 pm
by FatR
2Kitakami: on A7M3 folding wings were eliminated, so with wingspan of exactly 14m it was unlikely to fit in 14-meter or smaller aircraft lifts on Japanese medium in light carriers, i.e., most of them in RA, so in RA it is not carrier-capable. Actually, if in this mod exclusively Shokaku-class derivatives are going to be built during the war (as it seems wee agreed), it is going to fit on most Japanese carriers, so we can make it carrier-capable.


2JWE: thanks for the offer, I'll PM you tomorrow, have to work right now.

RE: CV Shinano

Posted: Sat Jun 23, 2012 6:02 pm
by dwg
ORIGINAL: FatR

2Kitakami: on A7M3 folding wings were eliminated, so with wingspan of exactly 14m it was unlikely to fit in 14-meter or smaller aircraft lifts

OTOH the Zero was only a touch over 9m in length, that gives quite a bit of potential to align it on the lift on the diagonal, rather than fore and aft, and have the effective width significantly less than 14m.

RE: CV Shinano

Posted: Mon Jul 02, 2012 5:19 pm
by FatR
Meanwhile - slightly updated stats for Navy fighters (mostly reduces bombloads) and Army fighters. Necessary notes about what is going on with these statblocks - the last model of Ki-81 is fitted with Mitsubishi Ha-43 engine, giving it stats close to that of late production Ki-84s, and it is presumed that the competition for the high-altitude fighter is fair in this alternative, so Tachikawa begins with its second design, but it is rushed to production, before its intended turbosupercharger is perfected, therefore two versions. The engine is Ha-214, the late (experimental IRL) version of Mitsubishi Ha-42.

Image

Image

As another note, I wonder, what caused praise for Ki-100? Looking at its characteristics, its very underwhelming game stats (basically fit for 1943, but in 1945) apparently reflect reality quite well, except maybe in performance at high altitudes. I can understand giving it a credit for reliability, but I've seen several quotes from its testers that rated it far higher than Ki-84 in performance (combat data for Ki-100 is very limited, IIRC only one engagement with Hellcats that ended 2:2). Strange. Maybe quality of Ki-84 degraded that far by second half of 1945, or maybe there were some nuances of their flight characteristics that aren't reflected by numbers.

RE: CV Shinano

Posted: Fri Sep 14, 2012 1:28 pm
by FatR
This mod isn't dead yet (just looks like that). I hope. I still don't have enough time for AE, but I'm doing a little every day. At the moment I've just about completely finished Japanese aircraft, modified aircraft factories appropriately. Currently I'm working on airgroups. A few notes on that:

-I've added no new Japanese airgroups so far. But some units have their withdrawal dates removed. So in the beginning the Japanese airforce will not be larger, but benefits will become noticeable in 1943-44.

-I'm also not using the dumb late-1942 unit-numeration convention for IJNAF. Instead, units get their 1944-style new numbers, and those named after airbases keep their old name added to their number, so that the players will keep recognizing their old veteran units, and their pixelpilots will retain appropriate esprit de corps.


RE: CV Shinano

Posted: Fri Sep 14, 2012 1:52 pm
by John 3rd
Appreciate the work FatR. As far as I know the Allied changes and modifications are complete with what you currently are operating with.