***[MOD] RUSSIA AT WAR:1941 [BETA]

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Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 » Fri Aug 10, 2018 7:57 pm

Air Recon Class

After discussing with McGuba and reading some additional sources,
I decided to use such a units roster for Soviet air reconnaissance in my mod at this point in time.

And also to better show some perspective embedded in the mod, here's the table:
151.jpg
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Some units will be Noreplace trait, such as Yak-2/4, MBR-2.
For all Air recon units upgrade to U-2 will be available.

Reconnaissance aircraft will have reconmove.
Because AI does not know how to use it, the Axis aircraft will have an increased spot range for compensation.

U-2 aircraft will have a day-time recon version(basic).
And also there will be an upgrade to the night version which will have not only a night bomber mode, but also a night air spotter.
I think that U-2 will be the coolest aircraft of the Soviets :)
But all this has yet to be tested.

Generally night air units deserve a separate post.
It will be necessary to think how the night version of the aircraft should look. Maybe some special camouflage?
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743

guille1434
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by guille1434 » Sat Aug 11, 2018 2:36 am

Hello friend!

Very interesting ideas, as always... As you mentioned the R-5 reconnaisance plane, here is a icon for this unit... 8)

I hope you like it!
Attachments
SE_Polikarpov R-5.png
SE_Polikarpov R-5.png (25.06 KiB) Viewed 349 times
Polikarpov R-5.png
Polikarpov R-5.png (23.04 KiB) Viewed 349 times

Intenso82
Most Successful Mod 2017
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 » Sat Aug 11, 2018 6:11 pm

guille1434 wrote:
Sat Aug 11, 2018 2:36 am
As you mentioned the R-5 reconnaisance plane, here is a icon for this unit... 8)

I hope you like it!
Yes! 8)
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743

Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 » Mon Aug 20, 2018 9:29 am

Maritime aircraft

That AI could concentrate the actions of maritime aviation over the sea,
This type of aviation will have a type of movement only over the sea.
153.jpg
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But I have not yet found the Ar-95 icon.

I conducted some simple tests, the naval warfare becomes more interesting with maritime aviation.

But there are some problems with AI.
Ai can't find a clear way to return to the base.
He can get into the local trap of the shoreline and get stuck there.
Also, he will move to the nearest airfield in a direct line, if he is located on land, he again rests on the shore :)
Aviation uses the search way for a direct route, which in general is logical.
But it would be good if she knew how to define a clear path, taking into account the avoidance of obstacles.

How can this be fix?
1. The simplest, to make maritime aviation an unlimited fuel.
But then it will have an unlimited range, which is not very good.
Although on the inland seas, such as the Black and Baltic Seas may be permissible.

2. Try to change the outlines of the coasts in order to minimize the number of local traps for aircraft.
And create a network of airfields located next to the sea hexes.
But this can not solve the problem completely.

3. Make a combined type of movement.
For example, seaplanes can have a surface mode and become ships.
With a small speed, but no fuel use.
And add in this mode to them a bit of fuel by script.
That in general, it will emulate re-fueling with fuel from submarines.
Also in this mode, it will be possible to refuel such type of aircraft in ports.
But it is unlikely that it will be able to protect against getting the AI ​​into local traps.

And Maybe ports add a mode of refueling planes ...

This would work well for the MP version, but for AI it needs to be tested and if it succeeds, it will not solve the problem 100% anyway.

Also, the AI ​​is not able to refuel the ships, which is apparently again connected with the fact that the AI ​​is not able to build a clear path along the water, taking into account the avoidance of obstacles.
And this restriction does not allow to make the indicator of the end of fuel for ships.

Hmm, it seems like the most suitable option with unlimited fuel ...
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743

Intenso82
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Re: ***[MOD] RUSSIA AT WAR:1941 [BETA]

Post by Intenso82 » Sat Sep 08, 2018 9:30 pm

More symbols.

Since there are a lot of units in mod, some of which have implicit restrictions.
Units can have traits - NoUpgrade(U), NoReplace(R) and their combinations.
And also some units may have a different strength from the default 10 value.

It is better when these traits are visible immediately on the unit.
It's important to plan upgrades and other actions with these units.

My decision was simple, it's just letters. Which will be seen in winter.
NoUpgrade - U, NoReplace - R, Limited strength - L.

But in the future probably it is better to put the symbol S(Strength ) instead L. Because some units have a default force greater than 10.
154.jpg
154.jpg (68.73 KiB) Viewed 148 times
File sharing service compresses the picture, in reality, it looks more sharper :)
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743

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