this is a sequel to the Gizmotron user-mod for Axis and Allies. featuring new types of weather & terrain. new, larger territory maps in skirmish mode. new experience ranks and bonuses (regiments improve up to 2000 exp points). 100+ special ops, new water-based units like cruisers and submarines (with torpedo attacks). nations included are Australia, Belgium, Bulgaria, Brazil, Canada, Communist China, Croatia, Czechoslovakia, Denmark, Finland, France, Germany, Great Britain, Greece, Hungary, India (Allied), Indian National Army (Axis), Iran, Iraq, Italy, Japan, Mongolia, Nationalist China, Netherlands, New Zealand, Philippines, Poland, Romania, Russia, Slovak Republic (Axis), South Africa, Spain, Sweden, Thailand, Turkey, the United States, Yugsolavia, and the Yugoslav Partisans more nations and territories available for WW2 mode, see images for details.

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Add media Report RSS updated carrier inventories for GBR, JPN, and USA (view original)
updated carrier inventories for GBR, JPN, and USA
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cofa88
cofa88 - - 489 comments

Oooh

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TheLastSterling
TheLastSterling - - 92 comments

I think the best idea is to lower the height of the torpedo bombers for the animations. It is also weird looking at torpedos being dropped from a questionably high place since torpedos can break if dropped to high or too fast. In a way that doomed the bismarck because her AA was designed for targeting faster planes.

I don't think adding a MG will work. somehow that really screws up the bomber's targeting ability which makes them circle the target doing nothing. Something about bombers not liking mixing bombing, and direct fire attacks. Your best bet is probably having the rear gun shoot as a defensive turret.

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Gizmotron Author
Gizmotron - - 1,078 comments

right, the bombers should be approaching from lower altitude... not the default high/medium altitude that the game has them with.

we're just using the regular bomber unit code right now. we might have to create a new type of bomber code to get them to fly low and slow. even with fighters they will be approaching from too high of an altitude.

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TheLastSterling
TheLastSterling - - 92 comments

You shouldn't need to do anything complex. Just go into your airfield building file, you can adjust height position there. It's in the denizen group part.

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secretmusic22
secretmusic22 - - 12 comments

Are they really flying too high? Last time I tested with the Corsairs, they seemed to swoop down to drop the torpedoes pretty accurately.

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Gizmotron Author
Gizmotron - - 1,078 comments

since nearly all of the torpedo bombers will be carrier based I wanted to tackle it from a unit template perspective

I just made a new bomber unit type and changed the "operational height" from 17 to 8. this way it flies at normal heights en route to the target. it descends to the desired 'operational height' to fire the weapon, and then climbs back up to regular traveling heights.

since the torpedo is essentially a rocket projectile I might be able to add it into a fighter unit and work around it that way. last night I changed the Yokosuka B4Y to the new unit template and it seemed to work perfectly.

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Description

although we've had the ability to add in torpedo bombers earlier we didn't really have the correct units for it. I've updated the Ark Royal carrier to have Gloster Gladiator and Fairey Swordfish biplanes. the B5N 'Kate' and TBF 'Avenger' torpedo bombers have been added into the game.

it's worth pointing out that you need to keep track of your inventories. in some cases (like Japan) you can sink an enemy ship faster with torpedoes... in other cases (like the US) it's faster with dive bombers.

right now torpedo attacks only work on water targets. so be careful to keep track of the number of bombers you've deployed. I will look into adding a machine gun attack to the torpedo bombers later (where appropriate) to see if I can offset this problem a little bit.

the animation is a bit off - they still get launched from pretty high altitudes and stay airborne longer than desired. but the feature IS there now.