[1.32b] "Engine Design" for Air models

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ydmatrix2
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[1.32b] "Engine Design" for Air models

Post by ydmatrix2 »

In the MNG=>Models=>Design screen, the "Eng. Design" column for Air models should be empty ("-"), same as it is for infantry for example.

As I understand, the Engine Design roll has no effect for Air models (their speed/distance is always identical to what is in the blueprint regardless of the rolls, and it has no effect in the design log as I understand it). It was originally quite confusing/misleading for me to have this value shown in the model management screen, and have no effect as it changes between iterations.

Just as it is hidden for foot infantry models for example, same should apply to Air models.

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Vic
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Re: [1.32b] "Engine Design" for Air models

Post by Vic »

thx!

First I wanted to argue that it shoul modified engine power. But then I realized there was a reason to remove the randomness as it made it very frustrating to have models that wouldnt fly.

So yes your advice is right.

Best wishes,
Vic
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Soar_Slitherine
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Re: [1.32b] "Engine Design" for Air models

Post by Soar_Slitherine »

Maybe it could just directly modify dogfight score? Feels weird for engine design score to have no relevance for aircraft at all.
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Don_Kiyote
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Re: [1.32b] "Engine Design" for Air models

Post by Don_Kiyote »

I can see how the randomness would be a problem for air models.... A player who sets up an airplane model design and then waits six turns for it to finish would be irate if the design came out with an operational range of zero hexes.
Soar_Slitherine wrote: Wed Jun 03, 2026 7:38 pm Feels weird for engine design score to have no relevance for aircraft at all.
For me too...

Going back to real world aircraft; in their design and production there is no question that engine characteristics are of paramount importance. The storied Rolls-Royce Merlin engine, for example, was crucial for making the Spitfire MkI and II such an effective fighter, and subsequent iterations of the Spitfire were arguably just iterations of the engine.

In game, I personally also wish for those design columns (engine, armour, weapon design) to have greater or more varied and structured effects, in more cases. But it also seems like the total cumulative overall effect of the entire 'Model Design' mechanic has a limited 'importance' budget or range of possible magnitudes, and that its maximum effect is equal to about one tier of technology and is usually much less (if that makes sense). So, no matter how deeply the sub-systems in Model Design are developed and deepened, they would not necessarily affect the overall game much.

alas.

But back to engines in planes, which is the part I find interesting.

Based on my extensive knowledge from watching television, I would like to point out that the real world has a suggestion to make regarding this game problem: Engines, or power plants, are developed seperately from the airframe, to given specifications. Then the same engine is used in multiple aircraft designs, and the aircraft will be designed around the engine, or the expectation of the engine, ensuring the aircraft will be able at least to take off.

So one way to recover the importance of engine design in SE Air would be separate the 'whole aircraft design' from the 'power plant design', with the latter happening first.

...

There's actually a pretty interesting story about this massive pancake piston engine partially developed by Germany during WWII to power their next-generation fighters and bombers. Except that the engine was fundamentally too big to engineer successfully, and consequently a whole generation of aircraft-in-design were lost, stalling the technological evolution of the entire Luftwaffe.
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Vic
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Re: [1.32b] "Engine Design" for Air models

Post by Vic »

I agree. The reason I took it out was that it could cause a viable aircrat to shift to unviable due to random-based engine design stat. Which was just a tad to annoying and confusing in an already confusing system.

So its good i took it out for now to be actually transparent about the current rules.

I understand why I did that taking it out in the past. But i agree with the sentiment above.

I'll look into if I cannot just apply the engine design score as a positive modifier (and if negative modifier is required apply it on another stat as or two as Dogfight).

best wishes,
Vic
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Don_Kiyote
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Re: [1.32b] "Engine Design" for Air models

Post by Don_Kiyote »

Sounds good, Peace
I should be playing more come autumn.
...maybe 'engine weight'?
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