From: Mike Deegan FOUR_KIDS@bigpond.com (Mikawa on the chat.)


A Few notes for those who obtain this Updated WW2 D/B (Ver2.0)

Disclaimer. The database follows no known rule set (Minatures, H4.. etc).
This was Intentional on my part.

The only "Rules" that I used was historical accuracy. All detection ranges
and cross sections are altered to bring them into "Reality" for the era. ie;
as it really happened. The database is designed to allow the player to play
the "People" not the platforms. To get a feel for how it was for those
who fought in the greatest conflict ever. To experiance the thrill of
closing to fire torpedoes or to find big calibre rounds suddenly start
falling all around. DD's really did do torpedo attacks. Aces were shot down
by rookies. A/C did survive attacks by superior A/C. People missed
sightings. Platforms were out of contact a lot. War is a Dynamic process and
I have attempted to replicate the uncertainty and the confusion that
accompanies the combat in this time frame.

I wanted a Database that allows these things. Using the existing rules/AI
prevents use of most of the basic tactics of WW2 and to attempt any sort of
Historical accuracy is beyond its scope. This database attempts to
simulate WW2 warfare as it really was for those involved and I attempted to
achieve accuracy as far as ranges and descriptions are concerned.)

The Database is designed to be played with "Full Reality" set.
Autodatalink will remove all the Uncertainty, but this is not how it really
was. To get the true feel, one must set "Full Reality" at SCN start.

Weather has a fairly large effect on this version. As does "Night". A
Daylight calm sea will give a visual detection range of around 19-26 miles.
In a Sea state 5 this comes down to about 8 miles. In a seastate 6 or 7 the
range comes down to 2-3 miles. Night time nearly halves this. Clouds, Rain
Snow, sleet all help hide combatants.

Detection ranges are now, a lot shorter and more in keeping with actual sighting
distances found in real life. It is possible to close to torpedo launching
range in this D/B. (Weather and time of day permitting). Visual is
the most prolific "sensor" in the database. Every platform has at least one.
Radars are included where appropriate and operate efficiently. The default vis 
sensor was for, a long time, a major stumbling block to achieving this.

Ship Fuel loads tend to be higher in this database as longer SCN's are
a prefference of mine and as the refuel facility does not work as yet
this was done to prevent ships running out Mid-SCN.

Searchlights and starshells are included and work as do paratroopers.
Over the horizon Gunnery targeting requires a "Spotter plane".
Torpedoes can accidently hit launch platform. ie German U-Boats till 41.

Night fighters have reduced visability and powerful but short range sensors
so if you use them in daytime they are nearly invisible and almost invincable.
They work accurately at night though so I only use them at night.

All A/C have higher detection values from astern as this causes intercepting
units to attempt a lead converting stern chase (As it was) to bring guns to
bear. It also gives Torpedo Bombers a chance to close to torp range.

Still need some work on AAA guns (They are still too effective, Wartime
statistics show 1 A/C shot down for every 10000 rounds of over 25mm ammo
fired.) I will not make them that bad but I have not achieved the correct
balance of play yet. Close but not close enough for me.

I have only a few subs in the D/B. Ayres is a test Platform. I am waiting
till Darren Buckley has finished testing Subs and sonars before I add to
this section. The ones that are included are tested to a fairly high degree
of accuracy.

I have also taken a lot of time with Comms. Fighters can't talk to bombers
unless close. Early US Ships can not talk to Early Brit ships directly. You
must place the 'Admiralty' building on the map. U-Boats must have 'Bundast
das U-Boat' on the map or you will not be able to contact them. You must use
logic when building scenarios as things like an 8.8cm AAA must have a 'Heer'
(Army) or a Luftwaffe HQ to be in contact. Just think when placing a unit
 Who did this unit really report to and then place the relevent HQ unit as
well. Leave out a link and every thing will not be in contact with every
thing else. If you put a few platforms on a map from a few different
Nationalitys with 'Show Comm Links' on, You will see what I mean. This also
means that a strike on a Relay station (You will need these on big
Scenarios) can cause loss of Communication over vast areas.

Reality also requires that one uses platforms appropriately.
I have exhahstivly tested this database and I know that there many ways
to use a platform in a role that it was not designed for and achieve 
superior results. The skill is in playing "As It Was". But feel free to
experiment. The sky is the limit.

This Database I feel, is now, ready to post. I still have some platforms to add
and this I will do and post regular updates. Please let me know if there is 
a Platform/loadout you would like to see added and I will include it.
Any how that seems to be it. Good Luck. Please tell me of any problems you
encounter or even if you like it or not. I think I've got the accuracy side
right. I Like large scenarios usually with out aircraft except "Spotters"
and also re-fighting all the Historic Battles.
Bismark and Savo island are still my favourites.

I would like help with doing engines for subs that default to a Surface cruising
posture. If any one has any clues then could you please help in the intrests of
achieving better reality. Thanks all.

At The Going Down of the Sun
And in the Morning
We will Remember Them
LEST WE FORGET

Best Regards
Mike Deegan

e-mail to FOUR_KIDS@bigpond.com
ICQ #40067736

2nd. July 1999 Ver 2.02










 