Thoughts about Pearl harbor missions
#1

I realise that the attack on Pearl harbor was an important event in American history, and has been a topic of interest ever since.
The makers of Pacific fighters were no doubt aware of this, and went to the trouble of producing a Hawaii map which would only be of use for this one action. The few missions based upon the action provided with PF were regarded by many as pathetic. They were however, very basic and simplified versions of the action which can be played on any computer without stutter.
Mission builders can make missions simple or complex, realistic or imaginary, however players require. Making a mission based on the attack is rather unique in several ways.
To play from the US side really only puts you in the seat of a P40. Because the game engine requires that the players plane be born from the mission start it creates difficulties. You have to sit there with your engine off waiting for the appropriate time to go into action (if you are intending to try and recreate an experience at least loosly based on the real events.) If you want to get up there and wade into the attacking forces and re-write history, then the possibilities are endless. But if you want to keep some element of historical accuracy in your mission, then you run into problems.
If you are going to fly alone, then you can have your plane taking-off from a minor airfield which was hardly affected in the action, then sit and wait for your 'cue' to enter the scene...... Not so bad, as you can watch events using the static cameras etc. and so will not be bored whilst waiting. The mission builder, in this case, must keep enemy planes away from your position, or you will be destroyed before you have a chance to join in.
If you are going to have an AI buddy, it would be better if he has a delayed start, so you should taxi away from the start of the runway a little to prevent being destroyed when he is born on top of you. You may choose to taxi around so that you can take-off together side by side. If you start together, he will start his engine and sometimes, being AI, get impatient and taxi around you to take-off, considering your inactivity to mean you are damaged.
If you try to start from an airfield which plays a part in the action and comes under attack, then your problems will mount. As we know, the AI especially love to go for the 'white'(players) plane, even in preference to other AI on your side. Trying to hide by taxiing away from your start point, as the mission begins, and going into one of the hangers, does not guarantee your safety, as straffing can still get you, without even mentioning bombs. I have tried reinforcing your hideout by placing several hangers on top of each other, but even that sometimes fails. Although I must admit that I haven't tried the airfield masking nets, as you cannot taxi under or through them. Pity, as they seem to be particularly effective at protecting whatever is beneath.... from straffing.... not rockets or bombs!
To play from the Japanese side has its own, but different problems. You may choose to fly a zero, but then you are really only limited to straffing, as there aren't many US planes in the air and your weapons are ineffective against ships. A pity that you cannot, by straffing and shooting up the AA on the ships put them out of action and at least help your buddies doing the bombing and torpedoeing from being shot down, as could happen IRL. (Now possible with the mods if you use the destroy modded ships.ini) Still, you can be part of the team that hits Kaneohe airbase first, which was relatively undefended, and then go on to join in the fun at Hickham and Ford Island.
That leaves you with the Vals if you want to have a go at the ships. Their rather limited bombload prevents you from taking descisive action on your own, unless you choose to go for a fuel carrier and skip-bomb it....or the Kates...and their torpedos and bombs are a one-time thing since there is no ability to straffe.

If the mission builder intends to try and recreate the actual events as closely as possible, he can do quite a good job.....but......what is the real intention here?? To create a new movie based upon the action...... following on from Tora!Tora!Tora! and the last one.... albeit a movie in which you can be one of the actors, and view and replay the action from almost any viewpoint and angle. It is impossible to get everything exactly right, even using all the skins available, and correct quantities of aircraft. Even a closely historical first wave stretches the capabilities of the top computers available right now, without adding the second wave. And making a seperate mission out of the second wave will not work, as damage etc. cannot be carried over from the first, apart from a few buildings on the original map and by making it as a campaign. You will have noticed too, that the more complex a mission becomes, and the more elements involved, makes it more random, so things never come out the same way twice. A mission of this size and complexity especially so.

I was impressed with the FB movie "Infamy" produced by 'ShadowSix', and when I saw on a forum someone asking about the mission file I downloaded it too. Then I got the skins recommended and started adding things to it. As is usual with me, I like lots of action and objects to increase the realism. Before PF and its patch came out which allowed a time-out for the ships AA the mission was difficult to run, and was no surprise attack. I added ships and other objects from PF and the mission is now available at 'Airwarfare.com'. It is not very historical though, as it doesn't use the new Hawaii map, and the numbers of aircraft and routes, placings of ships etc. are just as I threw them in. I had the blessing of 'ShadowSix' to put it out for the community to play though.

My present Pearl harbor mission uses the correct map and approximates the number and placing of ships, using what is currently available.... hoping we can have some more battleships one day. I have not attempted to recreate all the different parts within the action, just Wheeler, Kaneohe, Ford Island, Hickham and the harbour.
I have about 170 Japanese aircraft involved including a representative second wave attack. I feel the player is best served by being part of the second wave, so I have him taking-off from the Akagi at start of mission and leading a squadron of 12 Vals, so he can give orders to his flights and over-ride their set objectives if he wants. Switching to Auto-pilot he can watch the action whilst flying to Oahu. The first wave and remainder of the second wave all air start at the coast of Oahu, but all return to land at their ships. This means the first action at the harbour takes place about six minutes into the mission. Several destroyers make a run for the open sea.... not all make it there. A couple of small launches bump around the harbour... the normal to and fro of a busy, but sleepy fleet at the week-end.

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Now with the new Hawaii map almost completed we can expect a few missions like this.... but all of them will stretch all but the fastest computers.
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#2

Interesting thoughts, fabianfred. I've wrestled with the same constraints making historical dogfight maps for a dedicated server. In the end, faced with the compromises of online play, and the limits imposed by the sim, I've been content to make something that imparts a "flavour" of the real life event, while keeping it playable and interesting for the average "server surfer". I realise it is different for someone building a mission for offline play or campaign.

I started with a template (I can't recall now who made it) which had every ship placed in the harbour. Some players find it a bit laggy to fly over, but I've stuck with it. Placing historical numbers of static aircraft at the airfields, however, produced unplayable lag for anyone who spawned there, so compromises had to be made.

Same for flight time...if you could start BLUE 200km away, who would want to fly that far? Who would want to wait for them to arrive? So you compromise, and make a reasonable flight time, and maybe even an airspawn for the really impatient types.

You raise an interesting point about scheduling and wait time. I don't know if it has been done, but a well organized event could have one side joining a server at a certain time, then the other side a half hour, or hour later, to engage at the "correct" historical time. Seems like something worth trying.
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#3

Indeed Pearl Harbour is a hard one to do.

I would use fraction aircraft totals for launching from the Japanese aircraft carrier, I would have the Japanese player launching at dawn, 200km away, good flight time but not too long.

I have calcuated using the japanese carriers in the game using 6 carriers I can get 82 aircraft off in the first wave, and almost the same for the second wave. the trouble would be (pretty little) getting them to form up well, but I have discovered a pretty good method to get the shotai pretty close together, as well as their escorts moving pretty well (I have used this method in a raid of colombo mission I have done (65 japanese aircraft verus 20 british hurricanes) if anyone wants this single player mission just holla and I will zip it up)

I think the real reason people make these missions is for you to be a part of the action, flying over Pearl harbour, engaging targets and the lot, just to really make the person think and maybe feel what it was like to be there, and what those pilots did and went through, as well as maybe what they saw.

Just my 2 cents worth
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