All-Aircraft-Simulations
Information for Midway mission - Printable Version

+- All-Aircraft-Simulations (https://allaircraftsimulations.com)
+-- Forum: Announcements & General Discussions & Hyper Lobby (https://allaircraftsimulations.com/forumdisplay.php?fid=264)
+--- Forum: General Discussions. (https://allaircraftsimulations.com/forumdisplay.php?fid=298)
+--- Thread: Information for Midway mission (/showthread.php?tid=70093)

Pages: 1 2


Information for Midway mission - Dark-Star - 19.05.2010

Greetings all.

I'm attempting to make my first mission using dunkelgrun's excellent Midway map. At first this is going to be just the one mission...if all goes fairly well I MAY attempt a short campaign.

The mission in question will be simulating a surprise invasion on Midway; a Japanese invasion force has managed to get frighteningly close before a patrolling plane spots them. Naval reinforcements are too far away to lend assistance in time and only Midway's airforce can stop the threat.

Thing is, I need some information about what planes Midway might have stationed there, what AA and artillery defenses it had, and where they would be stationed on the islands. I also may wait to release a final version of the mission until the Ship Pack 3 is completed, as the stock ship list doesn't include proper troop transports.

So, anyone have some idea of where I could find such documentation? I would really like to get this thing off the ground.


:wink:


Ok... - Planemad - 19.05.2010

This is THE WHOLE JAP FLEET...

Commanders... ect, ect, ect...
VAdm. Nagumo Chūichi (CinC), RAdm. Kusaka Ryūnosuke (CofS)
Carrier Division 1 VAdm. Nagumo Chūichi
CV 赤城 Akagi


Now... - Planemad - 19.05.2010

Now the Americans + Reinforcements,

U.S. PACIFIC FLEET UNITED STATES NAVY
Adm. Chester W. Nimitz, Commander in Chief (CinC)
RAdm. Milo F. Draemel, Chief of Staff (CofS)

Task Force Sixteen U.S. PACIFIC FLEET
RAdm. Raymond A. Spruance (CinC), Capt. Miles R. Browning (CofS)
Task Group 16.5 (Carrier Group) Capt. George D. Murray
CV-6 Enterprise cl. Yorktown Capt. George D. Murray
CAG: 1 [1] SBD-3 Dauntless LtCdr. C. W. McClusky, Jr.
VF-6: 27 [25] F4F-4 Wildcat Lt. James S. Gray, Jr.
VS-6: 18 [17] SBD-3 Dauntless Lt. Wilmer E. Gallaher
VB-6: 18 [15] SBD-3 Dauntless Lt. Richard H. Best
VT-6: 14 [14] TBD-1 Devastator LtCdr. Eugene E. Lindsey


Re: Information for Midway mission - Planemad - 19.05.2010

Dark-Star Wrote:Greetings all.

So, anyone have some idea of where I could find such documentation? I would really like to get this thing off the ground.


:wink:

Here is your documentation...

http://midway1942.org/order.shtml

Planemad


- Dark-Star - 19.05.2010

Confusedhock: Confusedhock: Confusedhock:

Cheese whiz, what a data dump! Got what I asked for by the truckload! Thanks for the Midway link especially.

FYI, I'm not going to try and simulate the whole Battle of Midway; something like that is waaay over my head for the foreseeable future. This could probably be best described as an alternate history event where the Japanese tried a fast force of destroyers & transports (maybe plus a light cruiser or two) to take the island by surprise.

There's probably not going to be room for everything on the map, at a guess, but I'll do the best I can.

Anybody added proper coastal artillery units that you know of?

Also there's just one thing missing on the Midway documentation (or maybe I'm not seeing it)...a visual record of what was placed where on the Midway islands. Now obviously such things would have been top-secret back then, but certainly at least some records have survived. Otherwise I'll do a best guess and submit screenshots for group review.

EDIT: Found coastal artillery and infantry in the HSFX mod...but jumping jackrabbits on pogo sticks that's a HUGE download! Is there ANY way to get just those without D/Ling the whole shebang?!


- dunkelgrun - 19.05.2010

Hi Dark-Star,

We've not long finished a most enjoyable historically-based SEOW campaign centred around the attack on Midway; in it the Japanese invaded successfully but were unable to hold on to the islands - a stalemate.

I've uploaded the scenario OOB here: http://www.filefront.com/16488783/SEOW% ... %20OOB.xls . Help yourself if you want to take a look at it; you'll see that we had to reduce the fleet sizes to get good playability, but all of the historical units (sea, ground and air) are listed along with the substitutes we used for those not present in the game. Hope that it helps.

I did so much research attempting to get the map looking historically correct, then a load more for the campaign, that my head fairly span with it all. I'm glad that people are using the map though - have fun!

:cheers:

Re the coastal artillery in HSFX: no, that's not a 'real mod', just something we did for SEOW campaigns. First time we placed them they sunk a very startled cruiser that came too close to the coast!


Sorry Can't - Planemad - 19.05.2010

Sorry cant fined any artillery emplacements but found this, maby could be some help?

[Image: USMC-M-Midway-1.gif]

http://www.youtube.com/watch?v=dIR94QaRfPU

Planemad


- Dark-Star - 19.05.2010

Oh my! I didn't think I'd attract attention from the mapmaker this quickly. Big Grin

Thanks very much for the info dunkelgrun. That .XLS file will help a ton in my own work.

I'll have to watch the fleet sizes for FPS reasons of course, but the ships featured will only be those of the invasion fleet itself and MAYBE the advance elements of the main fleet at the last mission of the campaign.

Have an idea for that endgame BTW. If the player has lost some previous missions (but not so badly that the island's been overrun), he/she will fly an evacuation sortie and try to not get shot down by Zeros or blown up on the runway. Think "last helicopter out" scenario. If the US has been winning you just have to make enough of a showing against the foremost ships of the main fleet and a small bomber sortie to turn back the invasion for good.


- Dark-Star - 19.05.2010

Okay, more progress....

midway1942.org lists 12 "M3" AA guns on the islands. My Google-fu turns up the following:

http://en.wikipedia.org/wiki/90_mm_Gun_M1/M2/M3

And there we have the size: 90mm. Awesome sauce.

Also listed are 30 each of .50 and .30 caliber machine guns in the "Special Weapons group". For simplicity's sake I'll assume that a maximum of half of the .50 cal MGs will be deployed at any one time. No model for the .30 cal MGs, but that won't be much of a loss.


This... - Planemad - 19.05.2010

This tell us the amount of Men, Guns and Tanks just in case of an invasion...

6th Marine Defense Battalion FLEET MARINE FORCE
Col. Harold D. Shannon (CO), Maj. William W. Benson


- Dark-Star - 19.05.2010

I can do the AA guns, the .50s and the Stuarts, no problem. But as much as I'd like to have some coastal batteries vs. ships battles, the batteries are a no-go unless someone does them separately.

I did find a standalone infantry mod. They won't be much more than decor though, seems they're a FPS killer in any real amounts. But I think in case of air raid most of them would be taking shelter anyhow.

EDIT: Managed to snag the .swf file that plays the timeline. Neat stuff. Nailed down a timeframe for the first mission.

Is the PBY Catalina available as a standalone install, BTW? I'm thinking of making the first mission one where the player flies a Cat on a recon mission and spots the enemy ships. I could just offer two versions of the campaign, one with and one without that mission.


Ok, - Planemad - 19.05.2010

HSFX 4.11?

Well go on artillery and there should be some bunkers? There is long range artillery that can hit ships USE RUSSIAN if all else fails that what I do...

Take a look at my first mission for a landing force...

The invasion on Wake on December 11th 1941

Here are some Pictures of Escape Wake Well hope you like them and you will give Escape Wake a try :wink:

[Image: normal_screenshot108.jpg]

[Image: normal_screenshot110.jpg]

[Image: normal_screenshot097.jpg]

[Image: normal_screenshot095.jpg]

[Image: normal_screenshot093.jpg]

[Image: normal_screenshot092.jpg]

[Image: normal_screenshot103.jpg]


The First 2 Screen-Shots are at the start of the Battle and and the rest are near the end,

Oh and the 3rd one is me and the AI attacking some Kates,

DOWNLOAD http://allaircraftsimulations.com/forum/viewtopic.php?p=272654#272654

Planemad


Re: Ok, - Dark-Star - 19.05.2010

planemad Wrote:HSFX 4.11?

Well go on artillery and there should be some bunkers? There is long range artillery that can hit ships USE RUSSIAN if all else fails that what I do...

As far as I can tell (could very well be wrong!) the bunkers are just machine-gun emplacements. Maybe 3" guns AT MOST.

Thanks for the tip...I'm not installing that whole bloody thing just for a few coastal artillery pieces, so I'll use Russian units if I absolutely must.

And don't worry, I'll give your mission a try someday soon. Wink

Starting to place aircraft and AA units now; this mission/campaign has officially entered alpha stage.

I'm assuming the bigger aircraft (Catalinas and Flying Fortresses) would have dibs on the 3-sided dirt shelters? Some of the 'parking spots' have them but a bunch do not.


Re: Ok, - dunkelgrun - 19.05.2010

Dark-Star Wrote:
planemad Wrote:HSFX 4.11?
...I'm not installing that whole bloody thing just for a few coastal artillery pieces, so I'll use Russian units if I absolutely must.

You really should give it a go you know; all of the included mods have been repacked into .sfs files, so loading time is minimal and - because they have been checked - crashes due to conflicting mods eliminated. Ok, so it doesn't have every single mod (neither does UP, which is HSFX plus add-ons) but it's incredibly easy to add more if you want to.
Make a duplicate install of Il-2 and upgrade it to HSFX. That way you can evaluate whether you like your old install or HSFX the best. If you don't want to carry on with HSFX then delete it and your original install is untouched.

Go on - you know it makes sense! :wink:
:cheers:


- Dark-Star - 19.05.2010

!@*#^%!&%$#!@ Piece of GARBAGE!!! :evil:

...didn't like one of the mods I just installed, now getting crashes to desktop. Something in the Dxwrapper logfile about extensions.cpp

Any ideas?
Code:
IL2 DirectX8 Wrapper LogFile.
1C:Multimedia.Dev/Maddox.
=============================

Choose Pixel
Set Pixel
CreateContext...
Driver:      ati2dvag.dll
Description: Radeon X1650 Series
Version:     662285
WHQL Level:  Not certified.
Modes:
  320x200 16 bits
  320x200 32 bits
  320x240 16 bits
  320x240 32 bits
  400x300 16 bits
  400x300 32 bits
  512x384 16 bits
  512x384 32 bits
  640x400 16 bits
  640x400 32 bits
  640x432 16 bits
  640x432 32 bits
  640x480 16 bits
  640x480 32 bits
  720x480 16 bits
  720x480 32 bits
  720x576 16 bits
  720x576 32 bits
  800x480 16 bits
  800x480 32 bits
  800x600 16 bits
  800x600 32 bits
  848x480 16 bits
  848x480 32 bits
  1024x768 16 bits
  1024x768 32 bits
  1152x864 16 bits
  1152x864 32 bits
  1280x720 16 bits
  1280x720 32 bits
  1280x768 16 bits
  1280x768 32 bits
  1280x800 16 bits
  1280x800 32 bits
  1280x960 16 bits
  1280x960 32 bits
  1280x1024 16 bits
  1280x1024 32 bits
ColorBits: 32
Full screen.
EnableAutoDepthStencil = true.
DepthFormat: D3DFMT_D24S8
Hardware Vertex Processing.
Depth bits:    24
Stencil bits:    8
BackBufferWidth:    1280
BackBufferHeight:    960
Caps:
  DeviceType = HAL
  AdapterOrdinal = 0
  DevCaps =  CANBLTSYSTONONLOCAL | CANRENDERAFTERFLIP | DRAWPRIMTLVERTEX | EXECUTESYSTEMMEMORY | EXECUTEVIDEOMEMORY | HWRASTERIZATION | HWTRANSFORMANDLIGHT | PUREDEVICE | TEXTURENONLOCALVIDMEM | TEXTUREVIDEOMEMORY | TLVERTEXSYSTEMMEMORY | TLVERTEXVIDEOMEMORY
  PrimitiveMiscCaps =  BLENDOP | COLORWRITEENABLE | CULLCCW | CULLCW | CULLNONE | MASKZ | TSSARGTEMP
  RasterCaps =  ANISOTROPY | COLORPERSPECTIVE | DITHER | FOGRANGE | FOGTABLE | FOGVERTEX | MIPMAPLODBIAS | WFOG | ZBIAS | ZFOG | ZTEST
  ZCmpCaps =  ALWAYS | EQUAL | GREATER | GREATEREQUAL | LESS | LESSEQUAL | NEVER | NOTEQUAL
  SrcBlendCaps =  BOTHINVSRCALPHA | BOTHSRCALPHA | DESTALPHA | DESTCOLOR | INVDESTALPHA | INVDESTCOLOR | INVSRCALPHA | INVSRCCOLOR | ONE | SRCALPHA | SRCALPHASAT | SRCCOLOR | ZERO
  DestBlendCaps =  BOTHINVSRCALPHA | BOTHSRCALPHA | DESTALPHA | DESTCOLOR | INVDESTALPHA | INVDESTCOLOR | INVSRCALPHA | INVSRCCOLOR | ONE | SRCALPHA | SRCCOLOR | ZERO
  AlphaCmpCaps =  ALWAYS | NEVER
  ShadeCaps =  ALPHAGOURAUDBLEND | COLORGOURAUDRGB | FOGGOURAUD | SPECULARGOURAUDRGB
  TextureCaps =  ALPHA | CUBEMAP | CUBEMAP_POW2 | MIPCUBEMAP | MIPMAP | MIPVOLUMEMAP | NONPOW2CONDITIONAL | PERSPECTIVE | POW2 | PROJECTED | TEXREPEATNOTSCALEDBYSIZE | VOLUMEMAP | VOLUMEMAP_POW2
  TextureFilterCaps =  MAGFANISOTROPIC | MAGFLINEAR | MAGFPOINT | MINFANISOTROPIC | MINFLINEAR | MINFPOINT | MIPFLINEAR | MIPFPOINT
  CubeTextureFilterCaps =  MAGFLINEAR | MAGFPOINT | MINFLINEAR | MINFPOINT | MIPFLINEAR | MIPFPOINT
  VolumeTextureFilterCaps =  MAGFLINEAR | MAGFPOINT | MINFLINEAR | MINFPOINT | MIPFLINEAR | MIPFPOINT
  TextureAddressCaps =  BORDER | CLAMP | INDEPENDENTUV | MIRROR | MIRRORONCE | WRAP
  VolumeTextureAddressCaps =  CLAMP | INDEPENDENTUV | MIRROR | MIRRORONCE | WRAP
  LineCaps =  ALPHACMP | BLEND | FOG | TEXTURE | ZTEST
  MaxTextureWidth = 4096
  MaxTextureHeight = 4096
  MaxVolumeExtent = 1024
  MaxTextureRepeat = 8192
  MaxTextureAspectRatio = 2048
  MaxAnisotropy = 16
  MaxVertexW = 10000000000.0000
  ExtentsAdjust = 0.0000
  StencilCaps =  DECR | DECRSAT | INCR | INCRSAT | INVERT | KEEP | REPLACE | ZERO
  FVFCaps =  PSIZE
  TextureOpCaps =  ADD | ADDSIGNED | ADDSIGNED2X | ADDSMOOTH | BLENDCURRENTALPHA | BLENDDIFFUSEALPHA | BLENDFACTORALPHA | BLENDTEXTUREALPHA | BLENDTEXTUREALPHAPM | BUMPENVMAP | BUMPENVMAPLUMINANCE | DISABLE | DOTPRODUCT3 | LERP | MODULATE | MODULATE2X | MODULATE4X | MODULATEALPHA_ADDCOLOR | MODULATECOLOR_ADDALPHA | MODULATEINVALPHA_ADDCOLOR | MODULATEINVCOLOR_ADDALPHA | MULTIPLYADD | PREMODULATE | SELECTARG1 | SELECTARG2 | SUBTRACT
  MaxTextureBlendStages = 8
  MaxSimultaneousTextures = 8
  VertexProcessingCaps =  DIRECTIONALLIGHTS | LOCALVIEWER | MATERIALSOURCE7 | POSITIONALLIGHTS | TEXGEN | TWEENING
  MaxActiveLights = 8
  MaxUserClipPlanes = 6
  MaxVertexBlendMatrices = 4
  MaxVertexBlendMatrixIndex = 0
  MaxPointSize = 256.0000
  MaxPrimitiveCount = 5592405
  MaxVertexIndex = 16777215
  MaxStreams = 16
  MaxStreamStride = 508
  VertexShaderVersion = -130815
  MaxVertexShaderConst = 256
  PixelShaderVersion = -65276
  MaxPixelShaderValue = 340282346638528860000000000000000000000.0000
Supported texture formats:
  D3DFMT_A8R8G8B8
  D3DFMT_X8R8G8B8
  D3DFMT_R5G6B5
  D3DFMT_X1R5G5B5
  D3DFMT_A1R5G5B5
  D3DFMT_A4R4G4B4
  D3DFMT_A8
  D3DFMT_L8
  D3DFMT_A8L8
  D3DFMT_UYVY
  D3DFMT_YUY2
  D3DFMT_DXT1
  D3DFMT_DXT2
  D3DFMT_DXT3
  D3DFMT_DXT4
  D3DFMT_DXT5
*Error in Extensions.cpp    line:18:    Get unsupported extension proc address.
*Error in Extensions.cpp    line:19:    glMultiTexCoord3fARB
*Error in Extensions.cpp    line:18:    Get unsupported extension proc address.
*Error in Extensions.cpp    line:19:    glMultiTexCoord4fARB
*Error in Extensions.cpp    line:18:    Get unsupported extension proc address.
*Error in Extensions.cpp    line:19:    glClientActiveTextureARB
*Error in Extensions.cpp    line:18:    Get unsupported extension proc address.
*Error in Extensions.cpp    line:19:    wglGetExtensionsStringARB
EndD3D
*Error in Wgl.cpp    line:39:    Release Device.
*Error in Wgl.cpp    line:51:    Release DirectX.


EndLog.
=============================

EDIT: Last things I remember doing were adding the P2V Neptune plane and the infantry mod. Have since removed them, or at least I think...

EDIT 2: Oh yes! Also ran AC installer 3.8!

Crashing at the 60% mark, BTW.