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#17 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I had a similar list in mind. Besides the uboat.net database, I had found an useful Wikipedia article listing all the WWII U-boats sunk by an aircraft, but found not time for summarizing their data. Thank you for sharing the results of your own research ![]() Quote:
So far (only about 30 RAF squadrons alalyzed, 2 of them operating under Coastal Command), I have found roughly four types of "maritime" duties related with each other in various ways. Here are my observations about them, the aircraft used for carrying them out, and my suggestions on how they could be implemented in game. Coastal reconnaissance: in early war, when the risk of an invasion from the sea was feared by the British, army cooperation squadrons equipped with Westland Lysanders were rushed into the coastal patrol role. Their instructions were to use their their Lysander's armament (composed of two forward-firing guns and light bombs) for bombing/strafing the invading troops on the beach. I doubt they would have attacked ships and submarines too if they had spotted them, but indeed they would have reported them calling for better suited aircraft. In game, Lysanders covering this role should have a relatively small radius (just enough for patrolling a few miles off the coasts of Britain), and they should be equipped with a mix of bombs without controllers (so they won't be dropped), one or two cosmetic flares with bomb controller (so they will be dropped in place of the "dummy" bombs) and maybe a visual sensor with extra detection, though I am not sure how realistic the latter feature would be. Anti-shipping/mine-laying: a number of bomber squadrons were assigned this task in different WWII theatres and timeframes. The aircraft they flew included Vickers Wellington, Fairey Battle, Martin Marauder, Bristol Blenheim, Bristol Beaufort and Bristol Beaufighter, but keep in mind that this is an incomplete list. It is my understanding that squadrons charged with this role had surface vessels as their main target, but I think they would have attacked submarines too, on spotting them. Besides bombs or mines, where/when applicable their armament included torpedoes and rockets as well. On a side note, air-dropped mines are not featured neither in stock game nor in OHII/TWoS. They could be added to aircraft by equipping them with a particle generator that will spawn one mine every x seconds when the dropping aircraft is flying under a certain altitude. I think the spawned mines can be made to float too and to explode on contact with any unit, just like TWoS mines. The only obvious downsides inherent to this added feature would be that, unless we script mine-laying planes in campaign, we wouldn't have any control on where they would drop their mines, they would perform their task only when within rendering range, and the mines would disappear as soon as the player clears the area. Convoy/shipping protection: for this role, a variety of aircraft was used, probably reflecting the most likely type of menace that they were going to face; according to the data I have processed so far, squadrons assigned with convoy escort duties could be equipped with fighters (Hawker Hurricane, Supermarine Spitfire, North American Mustang), light bombers (Bristol Blenheim) or torpedo bombers (Bristol Beaufort). Starting from 1943, RP-3 rockets came in Costal Command and Fleet Air Arm as an air-to-surface weapon, and the Hurricane was one of those aircraft which could be armed with them. Nonetheless, it seems more logical to me for convoy-escorting fighters to have provided mainly air cover against enemy planes, strafing with their guns other types of targets only on occasions. Conversely, heavier escort aircraft might have carried bombs or torpedoes and so I would equip them in game, leaving aerial depth charges for specialized ASW squadrons. For the sake of realism (and for more effective protection), convoy-escorting sqadrons should be scripted in campaign together with the convoys they are supposed to protect. That's only theoretical though. In practice, if air units are setup in game as convoy escorts, they will try to match their speed with the speed of the convoy leader, and they will collapse miserably in the water. Making them to spawn from airbases, like the majority of the SH5 planes, is the one option left, unless some complicated workaround is devised. Anti submarine: I think this role does not require long explanations. As far as I can see from the data I have already analyzed, aircraft assigned with it included a mix of light, medium and torpedo bombers. Lockheed Hudson, Vickers Wellington, Martin Marauder and, until December 1940, Vickers Vildebeest. In game, their armament should consist mainly of depth bombs or - when/where appropriate - torpedoes and rockets. Quote:
Except maybe for carrierborne ones, the large majority of fighters in game should be armed just with "fake" bombs (i.e. harmless/invisible bombs), so that they will attack surface/ground targets only with their guns, or with no bombs at all, so to make them to only attack other aircraft if TDW's dogfight patch is enabled (otherwise they won't perform any attack). Another important factor is aircraft max radius. Setting it up only according to real stats is a mistake. In game, that number should reflect the type of duties the plane is supposed to perform. If we subdivide fighter squadrons in "offensive" (performing bomber escorts, tactical strikers, etc.) and "defensive", the latter suqadrons should have rather short max radii so to that their fighters will show up only around ports and coastal installations. Quote:
a) having a (very) small number of air groups whose fighters and bombers have long enough ranges to attack player bases, having a (very) high number of air groups with maritime patrol and home defense aircraft, and lowering the 'Air Strike Probability' parameter in AirStrike.cfg. That should compensate the high number of "short range" air groups and make the few "long range" airgroups to spawn rarely. Of course they would still attack the player if they spot him, but their small number should make that eveninece pretty rare. b) removing "air raid only" from bases, and scripoting them in campaign. This way we would have full control on route and altitude of the attackers, on player bases to attacked and on the frequancy raids will happen. I am not an expert of campaign stuff, but I am confident that some randomness can be addeed to scripted events, so that they won't happen always on the same dates and with the same freqiuency... |
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