– Because im mucking with planes in a mod it will be a place where ill explain the process of changing planes as my limited experience so far tells
– the basics of aviation mechanics
– bit of history and stuff
– how to mod a plane, basics in a very badly worded way
– and of course secret weapons that will end the war by phase C i mean Christmas (that joke came back on me in the news)
* small change all the low flying stuff Dont Exist Anymore – the funny fly corps and all are disbanded due to technical issues from Atomic nukage , but on the bright side this was how they were made
So all reference to low flyers, Thin Red Line Secret weapons etc etc is history not present , i wont delete in case they might come back one distant day
The basics
Avionics Basics
The abc of aviation to start as these terms wil be referenced often and like real planes are in the code and stats
So where better to learn from the charts they used at the time thanks to http://wwiiaircraftperformance.org and those who wrote em in the 1st place (not sure if real links are good can null if nec boss but interesting site)
Acceleration and operating limit (height) – well planes got a speed and an 2 or 3 altitude settings in the code .
A planes ability to pitch nose down or up all planes have these and a 2nd value for evacuation bug out – and these have a multiplier in Constance world
Range of action not really a factor for us in game but could give idea for refuel times maybe
How fast can roll – planes have this as well and a max roll setting
This is the probably the single most important for a factor for manoeuvrability turning circle or turn ratio – for accurate ground attack or dog fighting this is key – Rate of roll most probably effects this as well because planes bank to turn.
It is a ‘AgilityRadius’ value in the game where smaller is good a turn value
But but its strength is a ratio of this turn radius factor to speed to get the result you see in the chart.
Its a derived number dividing one value from the other
– so a plane with a ‘AgilityRadius’ of 1000 and speed value of 500 and is a 2 turn ratio – call this good
– while another plane with a ‘AgilityRadius’ 1000 and speed of 1000 is a 1 turn ratio – they will turn at half the rate of the above – fast but turns like a train
Those are purely theoretical numbers but i cant face that table atm but i think that explains example code will come – but think this sums how its done – the equation could be done in reverse but its the relative scale that matters to determine what in the chart
So as planes a speed increases unless this AgilityRadius doesnt go down it looses manoeuvrability* (needed a sleep to get that simple sum right)
These numbers are as important as ammo penetration tables are to tanks for a planes survivability, as speed and evasion skills is a planes armour.
So the basics real old old school style
Well bit more than 12 pages per unit that view is maybe a of a recon – table is so big the plane i though it was it wasnt u breathe on the scroll an it goes 1000 lines but its a plane stats
This is the basic code bit that governs the above chart behaviour – plus an odd dozen or other numbers and variables scattered in those whatever number of pages
// AirplaneMovement
AirplaneMovement is TModuleSelector
(
Default = TAirplaneMovementModuleDescriptor
(
Altitude = ((3500) * Metre)
AltitudeMax = $/GFX/Everything/MaxAltitude
AltitudeMin = (300 * Metre)
AltitudeMinForRoll = $/GFX/Everything/MinAltitudeForRoll
MinRollSpeedForRoll = $/GFX/Everything/MinRollSpeedForRoll
Speed = ((1089) * Metre)
AgilityRadius = ((4250) * Metre)
PitchAngle = 12
PitchSpeed = $/GFX/Everything/MaxPitchParTick
RollAngle = 45
RollSpeed = 30
EvacAngle = 6
FollowGround = $/GFX/Everything/FollowGround
IgnoreBattlefieldOrders = False
EvacuateOnTargetReached = False
EvacToStartingPoint = True
ElevatorRotationMax = $/GFX/Everything/ElevatorRotationMax
AileronRotationMax = $/GFX/Everything/AileronRotationMax
RudderRotationMax = $/GFX/Everything/RudderRotationMax
AttackStrategyDescriptors =
[
]
All the mentioned are basically there and there are usually 2 or 3 other sections with an altitude value like this – think they are basically for its ghost and cadaver generation and maybe one for weapons /ai/visibility position – lots of values this game seem to be coded separately as well as some tag etc in reverse effect lots of tables – so one reason i guess the unit code is not small
TModuleSelectorFilter
(
Condition = TModuleSelectorCondition_ParamEquals_Integer(ParamId=~/Parameter_ModuleCreationSelectionFilter ParamValue=~/ModuleCreationFilter_Ghost)
Descriptor = TPositionModuleDescriptor
(
StickToGround = True
InGeoDb = False
PorteurMustBeVisible = True
MustUpdateZoneIndice = False
ClampInWorld = False
ClampOutMap = True
HasNearlyNullBBox = False
GfxDescriptorPorteur = ~/GfxPorteurUniteVolanteGhost
Radius = ((60) * Metre)
RelativeScanningPosition = ~/DecalageParDefautDuPointDeVision
CameraFollower = nil
LowAltitudeFlyingAltitude = ((3500) * Metre)
NearGroundFlyingAltitude = ((0) * Metre)
)
),
]
),
AttackStrategyDescriptors =
[
]
The last bit in the Movement you will see is empty as this is recon
That AttackStrategyDescriptors can be Dogfight, Dive Bomb, Level Bomb, Dive attack (strafe less steep that dive bomb) and Stuka has its own 1
Mention this as these are big in governing how the plane flys, reacts, ai uses, and for low flyers for instance dive bomb dont work
They are like mini subroutines the plane ai uses for those situations and have lots of stuff like altitude and rocket science things im sure – i have seen some variables (for dive attack angles etc) but not the actual code what they do
The table is like code LSD a bit it zaps your brain a bit
So if get non-sensical ill clean it up after the trip
This is the project every plane with columns for all the key data an a bizzare rune sytem i use for key searches
all ready just a little job to fill in the data ^^ – its serious brain bleed stuff so 1 number at a time think altitude 1st see who is where
Then after a stay in the ER, speed then maybe AgilityRadius
Only 579 x 20 something pages to thru but got a system it really is like planning a special op tackling this data
* couldn’t data entry all night this is why turn rate still beats speed
Modding a plane – the 3nd round
Alright 1st draft went into combat last night
100. lbs of pain delivered by the Luftwaffe latest secret weapon delivered Secret Weapons and very fast speed at 500 ‘feet’
Its bigger brother carrying an extra 2 x 500lb goodies was tasked to 4900 altitude (higher than anything else) and and given dive bomb orders ^^
may need a flight tutorial as they work but are tricky which is exactly what i was hoping for
5th of July – brain just clicked – there are 2 other arvo nots used i thought in the code one unarmed one with just 2 x 250 bombs.
But they are these are the planes that the arvo turn into when in unloads – id say same system for all the planes quiet clever means can model unloaded stats directly
maybe that secret weapons enginneering flaw can be solved but should i
i sure needed the research SD planes are modelled to near flight which accuracy which is amazing
July 9th
Oh yea Well learnt one thing this game sure does things differently to anything ive modded in an interesting way
Planes diving gain speed thats cool makes sense shows how clever the avionics are – sorry Avro pilots but its complicated up there getting home
The big thing Planes change profiles ie userdescriptors mid flight each plane with a load turns into the fighter or unarmed version and thats why the avro climbed
Mossie i did them all at once, the Avro i saw the unarmed one thought it was an unused plane so left alone. The avro goes to the altitude of that plane when it unloads was – 3500 is now 230 ^^- that is BnW for sure ( i can set a number an it flys that height after unloading) and quite a revelation that makes sense but opens lots of options and just understanding how this thing rolls
plus its a fun game riding that thing and guessing when to hit the bail button (climb evade but loose speed and cover) – it climbs fast but lightnings are pretty damm fast too especially in 70 degree dive – ermmm
History of very low level missions – Carthage and Jericho
https://steamcommunity.com/sharedfiles/filedetails/?id=2514843677
The humble Mosquito the Balsa Wood curiosity that when new could out fly any fighter and carried the same payload as a B17 with 1/4 the crew and no guns.
https://steamcommunity.com/sharedfiles/filedetails/?id=2514871520
By 1944 however the Mosquito was well overtaken by the tech race – the Foke-wulfe was the 1st fighter to match and beat its speed and devastated those unarmed wooden squadrons.
They were wisely re-tasked some to the grim of night bombing of Germany hence the Incendiary versions we see i think, other actual mimicking the Luftwaffe made excellent night fighters when fitted with early radar the better tasked than as a daylight fighter.
https://steamcommunity.com/sharedfiles/filedetails/?id=2514872675
As day bombers they were used much more rarely until June 44 as specialist missions such as the destruction of the prison wall to allow the escape of 260 French resistance, prisoners and Intelligence contacts in Operation Jericho
https://steamcommunity.com/sharedfiles/filedetails/?id=2514869417
https://steamcommunity.com/sharedfiles/filedetails/?id=2514870645
Though precise for the times still did result in the killing of prisoners and reprisal killings of 260 afterwards by occupying forces.
Or the pin point raid against the Gestapo Headquarters in Copenhagen (with an Australian navigator aboard i found out by coincidence when reading up)
https://steamcommunity.com/sharedfiles/filedetails/?id=2514866740
https://steamcommunity.com/sharedfiles/filedetails/?id=2514868313
The air rejig
** Important the mod these from is dead so his is just a how to – they may come back after dlc’s settle
– For reasons it is vague at time as all it happens in 1 table UnitDescriptor that contains stats for every unit in the game.
– One text table that is 70 mb 180K lines and each unit about 12 pages – Very Big and hard to see the stats quickly but slowly im finding where planes hang out.
– Another thing hard to get head around is height is massively scaled – near ground 100 is like feet up high its like 10x factor. Planes flew at 35 thousand feet +
– A little like how infantry short range stats sound odd 100m SMG 50 nades but look real in game – it works but thers a mechanic behind it.
– So ill measure altitude in Units as metre or feet get confusing its the relative spacing and range that counts
– For instance at 4500 Planes are very much still in 88 range but there stats don’t show that’s possible so its abit Dr Who
So now covered some basics and history a bit better spot to explain some general changes that for me make planes a bit more 3d with that extra space – and the code for dogfights loves it.
Doubles times or altitude to escape helps as well, changes in attitude lends a dynamic range that was maybe a little compressed atm and saw some planes not performing as well as they might at different altitudes or roles.
Height chart how things are now – arrow shows relative population size where im looking to thin out abit
The high altitude Bombers went up to 4500 from 3500 – only the big AA can reach them there but they couldnt hit a footy field
1 or 2 proto type heavy fighters went up to 4700 – a good place for them, some company for the bombers.
Just little specks in the sky from ground level – the larger area plus some change to fighter damage etc make quiet a circus up there, If you go to ground level you can pan up
Soviets got the least number but the fastest most bad a*s very low recon in the game – and they have lots of stuff to unload at juicy deep targets. Plus there air as is is pretty dam solid.
A bunch of German Tank Busters went down from 700 to 400 before they were a bit sitting ducks i found. So far they less hassled by fighters, AA bit less and bang on target. So Axis got a combo of these lower level tank busters that sting muchly and some path finding more fragile recon that those low level strike wings really need. i left the bomb armed one alone for moment – they need more serious modification at ftm can compare the 2 tactics success.
The tank busters are good but the CAS still act like fighters so like all proto some bettter some need some work – how to problem solve aviation difficulties is in a section below
Romanian’s got more as an Ace of theirs was renown for low level attacks
The Hungarians had lots of tank busters so needed the recon to match.
Mid level is still for most others and a real Rock an roll tussle zone – escorts advised.
That’s where i want to find low performing and suitable candidates to send higher or lower to spread the field a bit more
Higher level fighters for the later model powerful escorts like FC Mustang and lightning could be an altitude within bomber escort range.
Night fighter would be more historical below but i kept them above so they dont tussle with the fighters below so much as this is still a very cramped space relatively
Its now considerably further and longer for fighters to climb or Dive to the two other main altitudes Makes it alot more vertical fight ive seen -and seemed worthy experiment re tasking some under performing classic planes to rolls that better suited them in the extremely hostile Eastern Front war-zone. Much like British bombers gave up on day attack over Germany and resorted to night bombing, using what you got differently. Precision bombing hopefully a more worthy re task.
Other Bonus with greater Height
– At very high and very low Altitude planes need t be spotted , AA batteries could use a scout.
– Density changes seem to have effected aerial LOS as well. Recon fighters give other fighters in a wing advanced warning now.
– Plus the greater range means a layer cake of fights.
– Medium {Fighters} will hassle both but low are only concerned with whats in their limited vision (not much) and not pick fights they cant win.
– Many heavy Fighters i think are ideal for with higher or lower duties.
– Escorts can actually escort and survive if it goes on 4000 and up
Actually saw 4 Bostons in formation drive of 5 Me109’s – lucky they came 1 at a time – formations help as bombers aint paper so much now – and a good foeworthy prey for heavy fighters
Now some old stuff about low flying
The First mob their in the Mosquito Barnes Wallis Treeline specialists
The Mossie 200 foot pathfinder (literally) the first
Their comrades with guns rockets and bombs were a bit harder to get right – needed to alter height up a bit and remove dive bomb profile for any and replace with level bomber one.
But after tweaking they are much better imvho in this role – harder to setup but afford greater possibilities
– NAP of the Earth – Very Low level Flight
Very low level missions have reduced visibility for both plane and enemy, the advantage is at that speed at that altitude allows flybys before guns can bring to bear, if they even see you, if you navigate using terrain as cover. Fast firing Flack will spoil your day if you approach the wrong angle and they have time to react.
Fighters however ‘if they see you’ really may spoil your cup of tea
Low level recon is used differently, as fast path-finding for deep recon – like you see brave souls do in 10v10, but these guys want to get home as well.
Followed up by the pain dishing mossies or similar at 350 feet – 4 options napalm bombs rockets or strafe, all rockets and strafe much the same but deadly, bomb and napalm you may need some practice
All planes will climb if panicked or you hit bug out – so Winchester off
You want to path to your side of map with shift and then hit V (or whatever your exit pronto key is)
Climbing in those wooden things in the middle of enemy territory aint safe surrounded by AA and a fighter layer above
Re-maping lots of fatal crits to be non fatal but very inconvenient longer ‘problems’ it has has upped suitability, ‘a bit’. eg an Aerolone ripped off from behind resulting in mort/death the other two angles were same but now damage Aerolone instead so bit less fatal.
– All low flyer (non recon) get a bit a ground vision – not enough to spot much more wave out the window visions u a pass – their scan rate also went up to 1 like recon have, think it helps
– Planes gain mission time xp – very slowly but it helps them manoeuvre if they live long enough
– they rearm same speed refuel faster but repair slower – aborting missions is worth it (fast refuel) as are keeping the lads not banged up
Training a new pilot
Bit theatrical but i like to stay in theme but by training i mean fiddling with stats and behaviour
So like all protos some so so better some worse –
problem ive seen with axis CAS Fighters like the ME is they are still being used by ai to intercept enemy fighters – not a good move
Reason is they dont have bombs and still have have fighter tags, so think a behaviour change could sort
Tags are things that define not only the little emblems and hints on units but also their role for the ai and lots of stuff
So easiest way to fix is see is remove the fighter tag and maybe replace with recon – all very low planes have a bit of ground los so could work
ill try sometime and update how it goes
New Low Level planes – Temporary not flying maybe forever
Wip but here will be by screen and Battle Group Export the divisions where the new flyers can be found – BG export just an extra idea, but its a code that you cut and paste that makes set divisions
Some need DLC some dont
The Battle Groups you just cut and import in your Battle Group menu – they are samples any divs with those planes are all low level best place to track them is the armoury.
Axis
Allies were first but just get this ftm
Soviet Propaganda is winning so far
List of demo Battle groups (its from testing so feel free to change anything – paras for instance are from Pegasus and have no armour no transport as they just landed)
Western Front allies
Canadian Mossie Group (back to war DLC)
DCPCNOGIQmIIDAAIhMClok/L8oIGAAIIcAAKmWjbIsDjbJA5gpIsTAAJCVgAJFaClrM7AAMs7gAImTgAIKrAAIKsAAIKuAAQsWAAKiVgANGUgALFaCloG8gAKG8gAIh1iloj2G7ogfm7qgbr8sgbm7qjOgAIkKCpImggAKkrgAKIcAALF/gAKl/AAIsADbKxQm7qr9m7sl4gAA==
Red Devils (dismounted) Mossie Pathfinder group (D Day DLC)
DCVOZpwhCExVEoABYrMV5IesV5FEEABIAMABaFM32VAgABUMkV5BicABCD4ABIEMABaDoABFicABkGoABIAgABYAgV5Uo031IrMABIyAWBIlIABYEM31IiAABookV6IJcV5QVsABAVsABEOoABEhMABFA4ABBVwABJOUABkVcABREoABFD4ACFiwABBVYABBMMABInkABIRUVsA=
Pancera also has Mossies but sadly their Naplam mossie has neen removed from thier deck but all the bomber and rocket and Rocket Low level Mossies
Soviet Divisions
3. – r Tankovy Korpus – Pe-2R low level recon (nasty) – non dlc div i believe
DCTBDRChCExFh8ABFCkABBVYABANo45BVgABBVwABgT8ABEREpdENkQVBFMABAqUABBa8ABUJBHBEJBHBVCkABEI0PpA5AABQ5AABIPwABEc0VpQNsPqAwYABEwIABUPAABUnYPpQwYABEBoABUBAPpEnYCJVFMABRa8ABUqMABEx4ABUT0AAA==
7 -y Mechanizi Korpus – Pe-3r low level beefed up recon
DCTtTTBCEJiUFYACMAwACKFAACDPQACK1oACBxYACSiQrSQkgrSByAACJTYACpTIAChyAAEIRofSoRofSJOwESxOwESpOofSKMIACMV4ACMVwACxqgACproADJrYACIJYrSIjyLaJUoADLuAACIiKLaoiJS6KkIrSKkQrSBmRxysYJxyCqwACCrAACCrgAELDoACLD4AAA==
Axis Division
12th Taralek – low level recon and the Proto of Death amongst others
DCRGmqCEITGBDG30EAAAET+QAEVoAAGANQAEUAQAFTOwAESVQNESkQNEQiAAESwwJUANQAERyldUllANEQihCFH6wAEQiwNEVSANFTygAFTOAAEQ4AAFUAAAEFVgAEFXAAEFWAAIWIwAIGIgAEWIQAEQB1dVSHwNESSwJVANQAETLgNFikANFTLgNFRNwNGTLgNFROANER9QNETIQAFT+QAFQihCAA==
Jager – lots of nasty low kevel Tank buster B2-3 etc (no dlc i believe)
DCREGmFCEJihBRdCB6YACL7IADDcoACAYpByKwKLiIo5ByQuRdCpnAACKvoAEKu4ACJDiLipDxB0J4YACAYYwiKXwACpCAACBCIACpnYACI+wwihCIACSOxV6SOww6JnAACKOQwiKnhBywowwiopBBzQpBByKOiL6I6wACzDBByCqwACCrgACCrAACKvgACp6YACgkyUYA==
Romanian 4 Munte – Romanian ace and a lot of low flying recon CAS and tank busters
DCTsjUihCExCPAACFXcABWRoABUBIABmOmNBKICHBSM8ABGGOL9YtgABGLKNBGKaNBWHyFtGP8ADFXwABKMCIJWIaIJkdYABGGmIJULsABCIONBgTMABU64ABGKSHBGJiNBWOmNBWKSHBWOiNBCM8ABGG2IJGF2IJZQMABUj8ABGJwABGJ0ABGIuIJBVYABBVwABBVgABWPEABGPYABGQEAA
Romanian 5th Cavelari – low level recon Tank busters and evil bombers
DCTszTihCEyCPUABGP0ABCRYABSRsABGRkABWRkABkusABCHGL9KH+HBKGyIJKF2HBCM8ABSM8ABmKuNBGGOL9GGKNBGGGIJGKmHBGKuNBGKqNBWKiHBWFyNBqMCFtWKuNBiPwABGLOLZaLQACFXwABKFgABFX0ABEzgABGGCHBGF+NBWGOL9BVYABBVgABBVwABFXcABaLOLYA=
File Classified Soldier (burning baltics needed)
DCVPhphQhCZDSeAAiruAAir4AAgq4AAgqsAAgJMjWhKkAAipQAArQgL2oJMlGgUoAAiWWAAjQkL2kWeAAkSCAAiF+XUiGGi4qF+XUiQ8L2qQ8L2qSUBOq1eMIi1ci4iJEL2xRaAAgQiAAoQiAAi1YWTKRUAAkr6AAiZwAAsWwAApKmAAi1eMIjJuL2q1kL2geGAAwQiAAA==
Planes changed – Temporary not flying maybe forever
The following were like the Mosquitoes selected for various reason to act abit different
Mainly low level recon, some nasty tank busting Romanian Ace, a gonzo Mig pilot and a few Heavy Fighters sent up to 4700 with 1 job that im sure you can guess
They all had to tweaked a bit so to acquire targets and need special handling, harder to use but can achieve harder things – as there are a heap some may need tuning
First draft list from my notes of what planes are ‘special’ in their characteristics now
-this wiki link may help you track down what Divisions they are in best way is using the armoury in game and look up the serial number
https://steeldivision.fandom.com/wiki/Steel_Division_2_divisions
– the path finding fist class –
Unit_Mosquito_110_CAN,
Unit_Mosquito_110_POL,
Unit_Mosquito_110_UK,
Unit_Mosquito_230_CAN,
Unit_Mosquito_230_POL,
Unit_Mosquito_230_UK,
Unit_Mosquito_Chasse,
Unit_Mosquito_Chasse_CAN,
Unit_Mosquito_PR_XVI_UK,
Unit_Mosquito_Rocket,
Unit_Mosquito_Rocket_CAN,
Unit_Mosquito_Supply_CAN,
Unit_Mosquito_Supply_POL,
Unit_Mosquito_Supply_UK,
* The close attack axis ones need a bit of baby sitting (the non tank busters) as they still want to be fighters which aint there best strength thought id mention till they are retrained, its more how ai use them player can micro there targets.
– the next batch of tree scraping candidates who survived –
Unit_Me_210Ca_1_HON, CAS 460
Unit_Me_210Ca_1_reco_HON, Recon 440
Unit_Me_210Ca_1_x2_250_HON, Bomber 440 – removed DB profile
Unit_Me_210Ca_1_x4_50_HON, Bomber 480 – removed DB profile
Unit_Me_210Ca_1_proto_HON, 440
Unit_Hs_129_B2_R4_x1_250_ROU AT TB
Unit_Hs_129_B2_R5_ROU, CAS Recon 260
Unit_Hs_129_B2_ROU, CAS 320
Unit_Me_410_B2_GER, CAS 440
Unit_Me_410_A2_GER, AT TB 420
Unit_Me_410_A3_GER, Recon 320
Unit_Hs_129_B2_R3_GER, AT TB 440
Unit_Pe_3R_SOV, Recon 280 and pimped
Unit_Pe_2R_SOV, Recon 280 and pimped
Unit_Pe_2R_FIN, Fighter Recon 280 and pimped
Unit_MiG_3_34_SOV, Fighter Recon 240
– the hunters of the heavens –
Unit_UNITE_Pe_2_31_FIN” SkySharks 4700
Unit_Me_410_GER, Skysharks 4700
Unit_Me_410_B1_GER, SkySharks 4700
Below is just an idea – and if it every became more than that i wouldn’t be allowed to say 😉
* not in yet but read about it about it folks it did the last recon over Britain and some interesting stuff
This is all about Steel Division 2 – Aviation Mechanics + Modding Tutorial Guide + Secret Weapon Informations; I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!
- All Steel Division 2 Posts List
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