Realistic Recreation of Japanese Flight Schools in the WITP:AE Editor
Posted: Sat Aug 16, 2025 3:46 pm
I have started to recreate the IJAAF Army Flight Schools in the editor of War in the Pacific: Admiral’s Edition.
My first focus is on fighter training, later bomber and reconnaissance schools will follow.
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Implementation in the Editor – Example: IJAAF Fighter Schools
I have included the known locations in Japan and their branch schools, and set them up as independent Training Units:
- Akeno Gakko (Nagoya) – central fighter school, elite training
- Tachiarai Gakko (Fukuoka) – large training center, branch schools extending to Korea/Chiran
- Kumagaya Gakko (Tokyo)
- Mito Gakko (Tokyo)
- Komaki Bunko (Nagoya)
- Shimoshizu Bunko (Tokyo)
- Toyohashi Bunko (Nagoya)
- Chiran Bunko (Kumamoto)
- Metabaru Bunko (Fukuoka)
- Korea Bunko (Busan)
- Miyakonojo Bunko (Kagoshima)
- Ina Bunko (Nagoya)
- Utsunomiya Bunko (Maebashi)
- Katori Bunko (Tokyo)
- Tsuchiura Bunko (Tokyo)
- Hitachi Bunko (Tokyo)
At the start I moved 390 pilots from the Army pool into these schools.
→ This reduced the IJAAF pool from 2,202 pilots to 1,812 pilots. ---
Why Create Flight Schools in the Editor? – Advantages
In the vanilla game, training is abstracted through pools and XP values.
With real schools in the editor, however, several advantages appear:
1. Historical Representation
The real training centers become visible. Players can see where pilots were trained and follow the traditions of the schools.
2. Specialized Training
Each school can focus on different roles (e.g. Akeno for fighters, Utsunomiya for bombers, Shimoshizu for recon).
→ Pilots gain a tailored training path that reflects their later combat assignment more realistically.
3. Quality Control
Pilots remain in schools until they reach the desired XP level.
→ I decide consciously: "Now they are ready for the front!"
4. Realistic Replacement Flow
Historically, training took months. With schools, part of the replacement pool is "locked in training".
→ Front units must fight with limited replacements, just like historically.
5. Flexibility with Training-Flag
In the editor, I can assign the Training Flag to these units.
→ This allows a choice:
- Quick reinforcement (at the cost of quality)
- Or longer training (better pilots, but slower replacement)
6. Strategic Layer
The system opens a completely new decision layer:
- Do I send half-trained pilots immediately to reinforce a Sentai?
- Or do I wait longer, risking gaps now but gaining stronger squadrons later?
7. More Realism & Immersion
Pilots don’t just "appear out of nowhere".
Every Sentai/Kokutai now knows its pilots’ origin – Akeno, Tachiarai, or Kasumigaura.
For role-playing this is huge: "My Chutai is filled with Akeno graduates" suddenly has meaning.
8. Game Balance
The replacement stream becomes more predictable and historically limited.
No flood of replacement pilots, but a realistic pipeline with bottlenecks.
The Allies indirectly benefit, since Japan must handle pilots more carefully.
---
Outlook
- I have begun with the IJAAF Fighter Schools.
- Next step: Bomber and Recon schools for the Army.
- After that: IJNAS Naval Flight Schools, including Kasumigaura, Yatabe, Ōita, Tainan, etc.
---
Project Goal:
A historically deeper and gameplay-rich simulation of the Japanese pilot training system, forcing the player to make tough choices that vanilla WITP:AE leaves hidden.
My first focus is on fighter training, later bomber and reconnaissance schools will follow.
---
Implementation in the Editor – Example: IJAAF Fighter Schools
I have included the known locations in Japan and their branch schools, and set them up as independent Training Units:
- Akeno Gakko (Nagoya) – central fighter school, elite training
- Tachiarai Gakko (Fukuoka) – large training center, branch schools extending to Korea/Chiran
- Kumagaya Gakko (Tokyo)
- Mito Gakko (Tokyo)
- Komaki Bunko (Nagoya)
- Shimoshizu Bunko (Tokyo)
- Toyohashi Bunko (Nagoya)
- Chiran Bunko (Kumamoto)
- Metabaru Bunko (Fukuoka)
- Korea Bunko (Busan)
- Miyakonojo Bunko (Kagoshima)
- Ina Bunko (Nagoya)
- Utsunomiya Bunko (Maebashi)
- Katori Bunko (Tokyo)
- Tsuchiura Bunko (Tokyo)
- Hitachi Bunko (Tokyo)
At the start I moved 390 pilots from the Army pool into these schools.
→ This reduced the IJAAF pool from 2,202 pilots to 1,812 pilots. ---
Why Create Flight Schools in the Editor? – Advantages
In the vanilla game, training is abstracted through pools and XP values.
With real schools in the editor, however, several advantages appear:
1. Historical Representation
The real training centers become visible. Players can see where pilots were trained and follow the traditions of the schools.
2. Specialized Training
Each school can focus on different roles (e.g. Akeno for fighters, Utsunomiya for bombers, Shimoshizu for recon).
→ Pilots gain a tailored training path that reflects their later combat assignment more realistically.
3. Quality Control
Pilots remain in schools until they reach the desired XP level.
→ I decide consciously: "Now they are ready for the front!"
4. Realistic Replacement Flow
Historically, training took months. With schools, part of the replacement pool is "locked in training".
→ Front units must fight with limited replacements, just like historically.
5. Flexibility with Training-Flag
In the editor, I can assign the Training Flag to these units.
→ This allows a choice:
- Quick reinforcement (at the cost of quality)
- Or longer training (better pilots, but slower replacement)
6. Strategic Layer
The system opens a completely new decision layer:
- Do I send half-trained pilots immediately to reinforce a Sentai?
- Or do I wait longer, risking gaps now but gaining stronger squadrons later?
7. More Realism & Immersion
Pilots don’t just "appear out of nowhere".
Every Sentai/Kokutai now knows its pilots’ origin – Akeno, Tachiarai, or Kasumigaura.
For role-playing this is huge: "My Chutai is filled with Akeno graduates" suddenly has meaning.
8. Game Balance
The replacement stream becomes more predictable and historically limited.
No flood of replacement pilots, but a realistic pipeline with bottlenecks.
The Allies indirectly benefit, since Japan must handle pilots more carefully.
---
Outlook
- I have begun with the IJAAF Fighter Schools.
- Next step: Bomber and Recon schools for the Army.
- After that: IJNAS Naval Flight Schools, including Kasumigaura, Yatabe, Ōita, Tainan, etc.
---
Project Goal:
A historically deeper and gameplay-rich simulation of the Japanese pilot training system, forcing the player to make tough choices that vanilla WITP:AE leaves hidden.