Bomb Damage Update
This update finalises the latest bomb damage model as well as adds a Weapons tab to the Unit Viewer for aircraft. Here you can view bomb armor penetration characteristics as well as aerial torpedo speed and range for the various aircraft.
For campaigns, the REPAIR queue has been renamed REST & REPAIR as all released ships now enter the queue upon being released from command.
Change log below:
13 Aug 2021
Further Bomb Damage Model Improvements
Bomb hits to a destroyed compartment are always considered to have penetrated armor
Armor penetration required to set of a magazine explosion from a direct bomb hit
A flooded magazine is 50% less likely to explode
Re-balanced bomb damage using:
"bombDamageParams":[40,0.5,0.2]
"bombNonPenetrateDamage":0.2
"bombCAnormalize":[0.7,0.8]
config.txt added new variable "bombNonPenDisplacementFactor":90 to better scale bomb non-penetration by ship displacement.
Modified (increased) mmArmorPen for the following bombs:
bomb_ij_250kg
bomb_ij_250kg_ap
bomb_ij_500kg
Added Weapons tab in Unit Viewer to view aircraft weapons and ordnance including torpedo and bomb characteristics
language/dictionary/weapons added display names for all aircraft payloads
language/dictionary/weapons added RefArmorPen
Modified all language/english/unit/air/ aircraft files to specify payloads to be displayed in Weapons tab of Unit Viewer
default/unit/sea/mountData.txt revised 6in47Mark16 armor penetration characteristics
default/unit/sea/cleveland.txt revised armor
default/unit/air/wildcat.txt modified speed and range to reflect the F4F-4 model
CAMPAIGN
All released ships now enter repair queue
Releasing undamaged ships places them into the REST & REPAIR queue for at least baseRepairTime specified in setup.txt
default/english/dictionary/general renamed variable CSummaryRepair=REST & REPAIR to reflect not all ships entering queue require repairs
default/english/dictionary/campaign_message modified UnderRepair to clarify not all released ships require repair
Campaigns saved during combat now correctly reload back into that same combat engagement
Added support for removal of individual ship names/instances from existing campaign save files
default/english/dictionary/general added new variable UnknownShipName to display if instance of a ship no longer exists
For existing Campaign and Custom Battle saved files:
- ship names that no longer exist still will remain as they were on the campaign strategic map until sunk/released
- ship names that no longer exist labelled as ??? ShipClass in Rest & Repair, and Losses lists
- ship instances that no longer exist labelled as ??? ShipClass in saved Custom Battle scenarios
- removal of ships may cause some "shuffling" of display names for other ships in the same class
default/english/unit/sea/cleveland.txt removed erroneous ship names/instances to bring class to 27 actual Cleveland ships commissioned
Added Destroyer_Escort and Light_Carrier unit subtypes to the lists for AI to select from
5 Aug 2021 (BETA)
GENERAL
Ships no longer gain additional speed when in reverse with rudder hard over
Forward moving ships now slow much more quickly when speed set to a negative value
config.txt added "shipMaxReverse":-0.45 to allow ships to move at 45% max speed in reverse
Propellers now cavitate when in reverse
Aerial torpedoes now run correct distance
Aerial torpedoes break up on impact if released above "maxDepth" altitude
torpedo_mark13.txt maxDepth set to 200m
torpedo_type91.txt maxDepth set to 500m
BOMB RE-BALANCE
Added HE bombs to load outs in default/language/english/unit/air and default/unit/air for the following aircraft; Note AI always picks the first payload for any non-fighter/scout aircraft
- b17f (modified to historical bomb loads and bomb rack positions)
- betty
- dauntless
- devastator
- kate (modified to historical bomb loads and bomb positions)
- val
config.txt added "bombPenetrateRange":[0.88,1.12] to randomise bomb penetration against armor
All default/ammunition/[bomb].txt files edited new variable: "damageAmount" to specify the weight of explosive warhead in kg for each bomb
All default/ammunition/[bomb].txt files added new variable: "weight" to specify the weight in kg of each bomb
Re-scaled bomb damage applied using formula below:
config.txt added "bombDamageParams":[35,0.33,0.25] to calculate bomb damage applied as 35 + (Bomb.damageAmount * 0.33) + (Bomb.weight * 0.25); in order to better scale damage across bombs
Bomb damage to upper cells must pass deck armor check; if fail config.txt bombNonPenetrateDamage applied to any damage that "overflows" into the hull
Non penetrating bomb damage balanced against new bomb damage values
Non penetrating bomb hits now have a chance to knock out subsystems
Bomb near misses now cause superficial damage against appropriate armor
Heavy Cruisers take less damage from bombs to normalise against number of compartments
- config.txt added "bombCAnormalize":[0.5,0.7] to reduce bomb damage to heavy cruisers by this range
CAMPAIGN
config.txt added "autoScoutWithPayloads":false - to disable/enable auto scouting UI for air groups with payloads
For campaigns, the REPAIR queue has been renamed REST & REPAIR as all released ships now enter the queue upon being released from command.
Change log below:
Version 1.08f2
13 Aug 2021
Further Bomb Damage Model Improvements
Bomb hits to a destroyed compartment are always considered to have penetrated armor
Armor penetration required to set of a magazine explosion from a direct bomb hit
A flooded magazine is 50% less likely to explode
Re-balanced bomb damage using:
"bombDamageParams":[40,0.5,0.2]
"bombNonPenetrateDamage":0.2
"bombCAnormalize":[0.7,0.8]
config.txt added new variable "bombNonPenDisplacementFactor":90 to better scale bomb non-penetration by ship displacement.
Modified (increased) mmArmorPen for the following bombs:
bomb_ij_250kg
bomb_ij_250kg_ap
bomb_ij_500kg
Added Weapons tab in Unit Viewer to view aircraft weapons and ordnance including torpedo and bomb characteristics
language/dictionary/weapons added display names for all aircraft payloads
language/dictionary/weapons added RefArmorPen
Modified all language/english/unit/air/ aircraft files to specify payloads to be displayed in Weapons tab of Unit Viewer
default/unit/sea/mountData.txt revised 6in47Mark16 armor penetration characteristics
default/unit/sea/cleveland.txt revised armor
default/unit/air/wildcat.txt modified speed and range to reflect the F4F-4 model
CAMPAIGN
All released ships now enter repair queue
Releasing undamaged ships places them into the REST & REPAIR queue for at least baseRepairTime specified in setup.txt
default/english/dictionary/general renamed variable CSummaryRepair=REST & REPAIR to reflect not all ships entering queue require repairs
default/english/dictionary/campaign_message modified UnderRepair to clarify not all released ships require repair
Campaigns saved during combat now correctly reload back into that same combat engagement
Added support for removal of individual ship names/instances from existing campaign save files
default/english/dictionary/general added new variable UnknownShipName to display if instance of a ship no longer exists
For existing Campaign and Custom Battle saved files:
- ship names that no longer exist still will remain as they were on the campaign strategic map until sunk/released
- ship names that no longer exist labelled as ??? ShipClass in Rest & Repair, and Losses lists
- ship instances that no longer exist labelled as ??? ShipClass in saved Custom Battle scenarios
- removal of ships may cause some "shuffling" of display names for other ships in the same class
default/english/unit/sea/cleveland.txt removed erroneous ship names/instances to bring class to 27 actual Cleveland ships commissioned
Added Destroyer_Escort and Light_Carrier unit subtypes to the lists for AI to select from
Version 1.08f
5 Aug 2021 (BETA)
GENERAL
Ships no longer gain additional speed when in reverse with rudder hard over
Forward moving ships now slow much more quickly when speed set to a negative value
config.txt added "shipMaxReverse":-0.45 to allow ships to move at 45% max speed in reverse
Propellers now cavitate when in reverse
Aerial torpedoes now run correct distance
Aerial torpedoes break up on impact if released above "maxDepth" altitude
torpedo_mark13.txt maxDepth set to 200m
torpedo_type91.txt maxDepth set to 500m
BOMB RE-BALANCE
Added HE bombs to load outs in default/language/english/unit/air and default/unit/air for the following aircraft; Note AI always picks the first payload for any non-fighter/scout aircraft
- b17f (modified to historical bomb loads and bomb rack positions)
- betty
- dauntless
- devastator
- kate (modified to historical bomb loads and bomb positions)
- val
config.txt added "bombPenetrateRange":[0.88,1.12] to randomise bomb penetration against armor
All default/ammunition/[bomb].txt files edited new variable: "damageAmount" to specify the weight of explosive warhead in kg for each bomb
All default/ammunition/[bomb].txt files added new variable: "weight" to specify the weight in kg of each bomb
Re-scaled bomb damage applied using formula below:
config.txt added "bombDamageParams":[35,0.33,0.25] to calculate bomb damage applied as 35 + (Bomb.damageAmount * 0.33) + (Bomb.weight * 0.25); in order to better scale damage across bombs
Bomb damage to upper cells must pass deck armor check; if fail config.txt bombNonPenetrateDamage applied to any damage that "overflows" into the hull
Non penetrating bomb damage balanced against new bomb damage values
Non penetrating bomb hits now have a chance to knock out subsystems
Bomb near misses now cause superficial damage against appropriate armor
Heavy Cruisers take less damage from bombs to normalise against number of compartments
- config.txt added "bombCAnormalize":[0.5,0.7] to reduce bomb damage to heavy cruisers by this range
CAMPAIGN
config.txt added "autoScoutWithPayloads":false - to disable/enable auto scouting UI for air groups with payloads