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Old 11-22-20, 03:38 PM   #17
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by kapuhy View Post
So, a while ago I noted down from uboat.net two lists: one counting which aircraft were credited with U-Boat kills (including those sharing a credit) and second with aircraft killed by U-Boats while attempting to attack. Here's the result:

Kills and Losses
Amazing!

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:
Originally Posted by kapuhy View Post
I used this to choose a list of planes to try to import. Of course, this doesn't give full picture, because it leaves out ASW/patrol missions that did not result in either aircraft or U-Boat being destroyed (for example, Avro Anson never sunk a U-Boat despite being commonly used for exactly that).
Once my work on British air squadrons will be finished, we will get a wider picture.

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:
Originally Posted by kapuhy View Post
Many planes present in roster (and I mean TWoS roster because stock game is beyond repair) were not even used in theatre (Buffallo, Buccanneer) or would be unlikely to attack a U-Boat - this mostly concerns single-engined air superiority fighters (Mustang, Hurricane, Mig, Yak, La-5, P-47).

Only example I found of such planes attack on U-Boat is very telling:

"On 4 May 1945, U-155 was en route with U-680 and U-1233 from Germany to Norway through the Little Belt when they were strafed by Mustang fighters of 126 Squadron which were escorting Beaufighters of the North Coates Strike Wing. The flight broke off the attack after the leading Mustang was shot down, killing the CO of the squadron."

So it was unplanned attack on target of opportunity, which also failed - probably because attacking planes were not really trained or armed for ASW work. I think in game, such non-ASW planes, if present, should be relatively harmless and rarely attack.
Yes, for a long time I have had your same doubts and, as you can imagine from my notes above, I came to your same conclusions, reinforced now now by your findings.

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:
Originally Posted by kapuhy View Post
Another thing - I don't know if TWoS already models this, but some some planes (USAAF-painted B-17, Avro Lancaster) would be more fitting doing air raids on ports than hunting subs at sea. Ideally, they should also behave differently: use "level bomber" AI setting and be set to fly very high. One could compensate for low aircraft numbers by making these "air raid only" planes carry more bombs (like, multiple "Bomb_Cluster" weapons) to really bring devastation to a port when player is unlucky enough to witness it.
I agree. Unfortunately I think there is no way to tell "air raid only" aircraft how to behave in game according to their supposed mission. Two possible workarounds come to my mind:

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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