Page 1 of 2

Nik Mod 4.0

Posted: Tue Oct 04, 2005 6:44 pm
by Nikademus
Scheduled to be released tonight baring i find any last minute things to correct. (and they always have a nasty tendancy to crop up!)

Here is the list of changes from the FAQ

Version 4.0

1. Aircraft gun device change. Reduced gun accuracy by 50%. Purpose:

Several objectives were desired with this change in combination with previous mod version a2a tweaks.

a. Reduce air to air bloodiness in particular vs. the 1st class/modern/mainline gun armaments for Japanese and Allied planes, specifically the Browning 50cal six-pack and the typical cannon/MG armaments of the Japanese fighters. Coupled in particular with good/high experience these load outs tend to be 95% lethal to most anything, armored or unarmored with a DUR of 60 or less. Even higher Dur planes tend to get the chop more often than one might expect/want

b. In conjunction with the above, it further reduces the exponential effect of large air combats as the reduced Acc values decrease the tendency for successful fire pulses (i.e. the planes mvr for position more but don’t achieve a fire solution)

c. A major dissatisfaction I have had has been the lack of distinction between the performance of unarmored planes vs. armored/protected planes in the game since UV days….in particular the 1st gen Japanese tactical aircraft vs. the 1st generation USN tactical aircraft. Essentially, there’s no appreciable difference. Zeros or other high gun value Japanese planes can down an F4F or SBD with the same tendency (per fire pulse) as an F4F or similarly heavily armed Allied fighter can down a Zero or Val. (same can be said of a Betty vs. Peggy) This is mainly due to the high lethality of the modern gun value packages of the front line fighters. This change in conjunction with another 4.0 adjustment below attempts and if testing is any indication, largely resolves this complaint. Players should no see a substantial difference in durability under fire thus producing the historical situation between these planes more. A Zero (or an Oscar) with a good pilot will probably hit more often but his KILL results (vs. a Damage result per “firing pulse”) will be more weighted toward the latter while in the case of Allied firing against unarmored planes, they will tend to hit less often but when they do it will more often result in a KILL.)

d. Elimination of the "Uber CAP" effect

The combo of changes mostly eliminates the "CAP shield" effect of large CV (and land based) fighter concentrations. This means that KB (and USN later war TF's to a degree) can no longer sail around the map with near impunity and expect to repel air attacks with the older predictability. Tends to make CV engagements more nail biting and less one sided. Allied players please note however....its still not a good idea to attack a full str KB with all those Kate bombers....they tend to sink CV's.....also beware the Zero bonus.

“Firing pulse” is defined as the graphical representation in the game of a plane “firing” at its target during the a2a animation which either gives you a red KILL or a yellow DAMAGE

**

2. reclassification/adjustment of armor value for planes. All fully protected planes (self sealing tanks and armor plate) have a rating of 2. (a couple planes are given a 3 for increased resistance to represent their extreme toughness. By themselves, armor values of 0-2 don’t really impact the kill/damage ratios from a percentage viewpoint)

In conjunction with the Dur and aircraft device changes, this makes protected planes (i.e. Allied and 2nd generation Japan) much more resilient under fire.

3. Heavy Flak adjustment

Increased slightly after further calibration tests using BTR. Purpose remains the same, to encourage and in some cases force players to bombard land bases at reasonable and/or historical attitudes.

4. OOB tweaks.

The following aircraft received specific attention.

a. Spitfire (IX/Vb) and Hurricane Range increased to 4/5 (Normal/Extended)

After spending 3 hours trying to figure out how “Endurance” is calculated in the game and after researching the web and comparing ranges using BTR, settled for this general setting. Hey! It beats relegating the planes to point defense as was the case with the old Ki-27 version.

a. TBD. Range increased to 3 / 4 (normal/extended) After wrestling with the issue of the UK fighters, my thoughts turned to the TBD. Given that the current endurance ratings prevent this plane from almost ever flying a mission unless the TF is in question is one hex away (with a torpedo) it made sense to me that this plane should be allowed to accompany it’s stablemate on a 180 mile (3hex) strike as it did at Coral Sea and Midway.

Don’t thank me Allied torpedo plane fans……the plane remains hideously vulnerable (no armor or self sealers could be installed due the fact that the plane could barely wobble to 14,000 feet with it’s torp as is) but at least now while the Zeros are whittling away at them, this will leave more SBD’s to survive to bomb enemy flight decks.

c. Ki-61

Changed to Ic variant debuting 9/43.

I was dead set against deploying multiple versions of this plane. Besides, players now have a fightable Oscar and Tojo to tide them off before this cannon armed variant becomes available. Mvr increased a bit to allow it to better compete with the ubergunned P40E

d. Ki-44

Slight mvr increase, given a “centerline” (i.e. more accurate) 12.7 pattern armament. Will allow it to better compete with the P40 as well as face the bombers that will come calling on Japan.

K-84Ic. - speed bumped up a little to account for more powerful (if tempermental) powerplants.

5. Japan pilot replacement Tweak

Army pool replacement lowered to 30
Navy pool replacement lowered to 20
Navy pool starting value changed to 500 from 1000

Due to user feedback and PBEM testing, + to account for the reduced bloodletting of the newer mod = less dead pilots. There was also concern expressed that combined with a China train methodology was producing too many good pilots well into 43. This aspect remains an ongoing test case.

RE: Nik Mod 4.0

Posted: Tue Oct 04, 2005 7:53 pm
by Captain Cruft
Excellent stuff. I particularly like the reduced Acc of aircraft weapons.

RE: Nik Mod 4.0

Posted: Wed Oct 05, 2005 2:39 am
by Nikademus
Nik Mod 4.0 officially available now. The zip has been emailed to Spooky for replacement of the older version on his fan site.

Also available via email lansoar@hotmail.com

I'm very very excited about this mod version. I truely think that people will enjoy this version and find that it produces plausible results in combat!

[:)]

Note: last minute changes.

Wirraway armor increased from 0 to 1 to represent the retrofited/makeshift efforts to add some integral protection to the plane's design (i.e. "boiler plate" armor as with the F4F-3's early war that had not yet received their official upgrade kits)

Corrected one of the Liberty class AK's loadout. (Thx Ckk for alerting me to it)

Feedback always welcome and highly anticipated.



RE: Nik Mod 4.0

Posted: Wed Oct 05, 2005 2:41 am
by Nikademus
For Fans of Andrew Brown's map.......Andrew has graciously volunteered to convert my mod to work with his map. Stay tuned for it. Much appreciated as I am frankly too exhausted to do it myself at this point. [>:]


RE: Nik Mod 4.0

Posted: Wed Oct 05, 2005 5:48 am
by Gen.Hoepner
Sounds really really amazing.
Next pbem i'll use your mod Nik!


RE: Nik Mod 4.0

Posted: Thu Oct 06, 2005 9:35 am
by BlackVoid
How about CHS integration? Does it work with it?

RE: Nik Mod 4.0

Posted: Thu Oct 06, 2005 12:46 pm
by Andrew Brown
ORIGINAL: BlackVoid

How about CHS integration? Does it work with it?

I don't think Nikademus is planning to use the CHS OOBs. I am thinking of suggesting the addition of some of Nik's ideas to CHS or a CHS derivative, but I don't know which ideas, if any.

I have also completed a conversion of Nik Mod v4 for use with my map. It is available on my scenarios page

Andrew

RE: Nik Mod 4.0

Posted: Thu Oct 06, 2005 1:19 pm
by Nikademus
ORIGINAL: BlackVoid

How about CHS integration? Does it work with it?

Have not idea. My understanding of CHS is that it is a straight out OOB mod. My own mod contains its own fair share of OOB modifications.


RE: Nik Mod 4.1

Posted: Sun Oct 09, 2005 2:12 am
by Nikademus
Should be up on Spooky's site in a short bit

Per the FAQ below:

Version 4.1

heavy ship DP and AA weapons had accidentally had their effectiveness ratings increased by another 50% from stock scenario vs. the intended 50% increase in order to compensate for the increase in plane durability introduced with 1.0 Fixed.


(translation: Nik was a dumbass but now he knows why Japanese TF's with BB's in them were blasting SBD's out of the sky like they were Vals! [:-] )

Look for a major new version again soon. There's ASW code changes coming. What that will mean for this mod is still being determined since the tweaks are not done yet.

RE: Nik Mod 4.1

Posted: Sun Oct 09, 2005 9:21 am
by Spooky
Nik Mod 4.1 is now available at the Spooky's [:)]

RE: Nik Mod 4.1

Posted: Sun Oct 09, 2005 12:05 pm
by Andrew Brown
ORIGINAL: Spooky

Nik Mod 4.1 is now available at the Spooky's [:)]

I have also uploaded a conversion of Nik Mod 4.1 (for my map) to my WitP website.

Andrew

RE: Nik Mod 4.1

Posted: Mon Oct 10, 2005 10:58 am
by Sardaukar
I think that in 4.0 the F6F Hellcat modded durability was still original 30 something instead of 48 (?, cannot remember now) like Hellcat II. I might have misread it, though. It'd be bit imbalancing if true.

RE: Nik Mod 4.1

Posted: Tue Oct 11, 2005 5:41 pm
by Nikademus
You didn't mis-read it. OOB error. Fixed.

4.2 hot off the presses from Oahu to Spooky.

thx


RE: Nik Mod 4.1

Posted: Tue Oct 11, 2005 6:02 pm
by Spooky
Now uploaded [:)]
ORIGINAL: Nikademus

You didn't mis-read it. OOB error. Fixed.

4.2 hot off the presses from Oahu to Spooky.

thx


RE: Nik Mod 4.1

Posted: Tue Oct 11, 2005 10:15 pm
by Monter_Trismegistos
Nik, with this speed your mod become maybe not best, but surely the one highest numbered version mod of WitP :P

RE: Nik Mod 4.1

Posted: Wed Oct 12, 2005 12:09 pm
by Andrew Brown
I have converted version 4.2 for use with my map and uploaded it to the Scenarios page of my website (see sig).

Andrew

RE: Nik Mod 4.1

Posted: Wed Oct 12, 2005 5:20 pm
by KDonovan
Hey Nik...this question actually goes back to mod 3.0...it states that you have greatly improved the power of 3in (76.2mm) AA guns and above......does that mean the US AA-units with 75mm guns didn't get such an increase in power??

RE: Nik Mod 4.1

Posted: Thu Oct 13, 2005 8:08 am
by Nikademus
Yes, the US 75mm's got the increase as well as did the Japanese version (though the US version will benefit more)


RE: Nik Mod 4.1

Posted: Sat Oct 15, 2005 2:35 pm
by Accipiter
Seems like I read somewhere that with this mod there is a mandatory house rule of max altitude of 25k for bombing. Is this still the case with 4.2? Or was it ever the case?

RE: Nik Mod 4.1

Posted: Sat Oct 15, 2005 7:32 pm
by Nikademus
Yes, for fairness sake, players should not bomb above 25,000 feet because no AA guns can fire beyond that range. Not much can be brought down at such height anyway.