Information for Midway mission
#1

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:
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#2

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
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#3

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
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#4

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
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#5

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?!
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#6

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!
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#7

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
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#8

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.
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#9

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.
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#10

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
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#11

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.
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#12

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/...654#272654

Planemad
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#13

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.
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#14

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:
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#15

!@*#^%!&%$#!@ 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:
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ColorBits: 32
Full screen.
EnableAutoDepthStencil = true.
DepthFormat: D3DFMT_D24S8
Hardware Vertex Processing.
Depth bits:    24
Stencil bits:    8
BackBufferWidth:    1280
BackBufferHeight:    960
Caps:
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  AdapterOrdinal = 0
  DevCaps =  CANBLTSYSTONONLOCAL | CANRENDERAFTERFLIP | DRAWPRIMTLVERTEX | EXECUTESYSTEMMEMORY | EXECUTEVIDEOMEMORY | HWRASTERIZATION | HWTRANSFORMANDLIGHT | PUREDEVICE | TEXTURENONLOCALVIDMEM | TEXTUREVIDEOMEMORY | TLVERTEXSYSTEMMEMORY | TLVERTEXVIDEOMEMORY
  PrimitiveMiscCaps =  BLENDOP | COLORWRITEENABLE | CULLCCW | CULLCW | CULLNONE | MASKZ | TSSARGTEMP
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  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
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  MaxVolumeExtent = 1024
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Supported texture formats:
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  D3DFMT_X8R8G8B8
  D3DFMT_R5G6B5
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  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.
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