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       #Post#: 18--------------------------------------------------
       ON UNEVENTFUL FLIGHTS
       By: Flying Dutchman Date: June 3, 2020, 12:08 pm
       ---------------------------------------------------------
       Not necessary per se, but I wanted to implement those changes
       into a dynamic document, rather than reading in the manual
       first, then cross referencing notes.
       Also since the frontal attacks were taken out of the game due to
       mods, I kind of like the more compact look when the 10/12/1:30
       position charts out of it.
       Would scan and just edit pdf, but I do like the aesthetic of the
       flight manuals, so don't want to damage those to get scan format
       to a decent place.
       Not planning to do other bombers, unless anyone else finds it of
       use, and or likes the mods, or wants to implement more.
       On Tue, May 19, 2020, 16:59 bob marley <robocop01@gmx.net>
       wrote:
       Gents,
       As you may know, I received the game 1-2 MONTHS later then in
       North America. So only yesterday started my first VANILLA
       mission to Berlin, Lanc 43.
       Therefore, i cannot yet commend on the MOD yet, hope you
       understand.
       I already found some glaring ADDITIONAL unadressed inaccuracies
       in the game, that can be ironed out later.
       (NB.Basics statistics:
       1. Once again, the historical kill rate NF-FLAK was roughly 2:1.
       2. Average loss rate mid 1942-mid 1944 ROUGHLY 5% all causes,
       maybe usable as a baseline?)
       The reporting and experimenting of Glenn and Chris with the mod
       over multiple missions is needed to calibrate the mod to feel
       "right".
       Whatever "right" means.
       My take on Glenns "killers":
       1. Chances air collision RL: 1:1000= 0.1%.
       Thats not the 8.3% Glenn calculated for the game. Source: ORS!
       facts, facts...
       Waaaay exaggerated again.
       1st 1000 bomber raid Cologne: 1047 a/c dispatched. Pre-ORS
       evaluation collision chance: 1/1000. Actual Collisions: ONE
       (well, thats 2 planes involved...)
       2. Bomb bay hit to bombs: happened frequently.
       Were often observed as "Scarecrows" (google that one). BoCo told
       crews (lied?) what they saw was just a german hoax, just a giant
       fire works to intimidate the crews.
       I have found no statistics on occurance, but for laden plane
       sounds plausible as in game...
       NF tended to avoid targetting fuselage in VC if bombers were
       outbound, preferring aiming for the wings.
       3. The fire department. Simple.
       They generally went down burning.
       Partly still too lenient in game, as many bombers went down with
       burning fuselage only, as well.
       ORS knew that No.1 loss was fueltank fire, but no fire suppress
       system (venting exhaust gases into emptying fuel tanks)
       was realized before end of war.
       (NB. The head of BoCo ORS simply did not have the weight/balls
       to enforce life saving measures such as feultankfire suppresion,
       larger escape hatches lanc, removal ALL gunturrets to cut
       losses, all in stark contrast to ORS of the Navy)
       Fueltank fire, Engine fire, Uncontrolled fuselage fire were
       observed in the great majority of cases of all shot down
       aircraft.(in that order)
       In fact, german NF pilots only let go when aircraft was on fire,
       and always tried to flame them, preferably the fuel tanks.
       edit: internet strikes upload. another time...
       4. Fuel leakage. The flight engineer manages that.
       Oversimplyfied in game, with too strong an impact. Any tank
       could be switched off, or be used to feed any engine.
       Just from the hip, I made a scetch/rule to migitate that. Not
       for everyone and certainly improvable.
       Question to Dave: why the rewrite of Stirling? (might be
       necessary, havent checked yet)
       Cheers, Rob.
       Gesendet: Dienstag, 19. Mai 2020 um 21:53 Uhr
       Von: "David Damrel" <david.damrel@gmail.com>
       An: "Glenn Saunders" <gcsaunders@shaw.ca>
       Cc: "Christopher Schall" <airborne@zoominternet.net>, "simon
       haines" <horsarider@gmail.com>, "NIGEL HODGE"
       <nsrj@btinternet.com>, "Harvey T.Dearden"
       <htdearden@tdsl.org.uk>, "James Dalley"
       <almekmanning@gmail.com>, "Richard A Martin"
       <martinrick@msn.com>, "bob marley" <robocop01@gmx.net>
       Betreff: Re: TFTonight - Critical hits - or PART 2 of
       Survivability
       Glenn,
       I transcribed the Stirling damage charts to excel/pdf with your
       suggested changes. Chose that because it's the plane I've been
       flying, and was easiest to grab on my way out the door this
       morning. If this seems worthwhile, I'll work on the others, too.
       I can't figure out page breaks in excel all that well, so some
       pages have less content than others, but this was the best way I
       could get it without it getting all chopped up.
       There may be typos in there - don't feel like proofing it just
       yet, but I believe I should have all your suggestions
       implemented properly. Especially double check the fuel loss
       section and example.
       Thanks!
       On Mon, May 18, 2020 at 1:31 AM Glenn Saunders
       <gcsaunders@shaw.ca> wrote:
       OK – I’ve done some thinks about this Survivability
       My experience is Bombers are not shot down from cumulative
       damage.
       I’ve never lost an aircraft to 6 Wing root hits and that
       includes the new Vet\Expert SM chart
       And we have already addressed the flak BIP which would have
       caused me to lose at least one, maybe two aircraft but for LADY
       LUCK on Random Events.
       What takes a bomber down is a “Critical Hit”
       1) Collision
       2) Bomb Bay Hit to Bombs
       3) Engine Fire
       4) Fuel Tank Fire or Leakage too far from home
       1) COLLISION
       instead losing the Bomber (usually) on a roll of 6 on 1D6 after
       Rolling for Collision
       make it 11-12 on 2D6
       RESULT
       makes 16.66% become 8.34% of collision if you get this
       2) BOMB BAY Bombs Hits
       instead of 5-6 on 1D6 Bombs Explode
       make it 10-12 on 2D6
       RESULT
       makes 33.32% become 16.67% chance of losing your airplane
       even 9-12 instead of 10-12 makes is 27% instead of 33.32%
       3) ENGINE FIRE (Note E on Wing Hits)
       instead of 1D6, 1-4 Fire Out and 5-6 Fire Continues, try again -
       two tries
       make is 1-5 Fire Out and 6 Fire Continues
       RESULT
       makes 33.32% become 16.66% chance of losing your airplane
       or if that was too much then 1-4 Fire Out on first roll and 1-5
       on the second roll,??
       4) FUEL TANKS
       a) Fuel Tank Fire (NOTE G under wing hit)
       instead of 1-2 Fire, 3-4 Leakage and 5-6 Self Seal on on 1D6
       make it 1 Fire, 2-3 Leakage and 4-6 Self Seal on 1D6, so if 1
       your still in trouble
       RESULT
       makes 33.32% become 16.67 chance of losing your airplane
       b) Fuel Tank LEAKAGE and this one KILLS ME, because the amount
       of fuel taken on a mission depends on the Target, Distance and
       Bomb Load – and yet the game result is the SAME on these fuel
       hits ....always 4 turns, 5 turns 6 turns ....doesn’t matter if
       your bombing Abberville, 2 zones away, Berlin 11 zones away or
       Milan through the alps ...what is it 16 or 17 zones.
       ALSO ...and this is OK – but the game has a very simple model
       for a multi engine, multi fuel tank airplanes where one guy does
       a lot of tank to tank transfers and weight balancing so why is
       such a leak so catastrophic?????
       So lets look at NOTE H under Fuel Leak
       if  Leakage instead of 1D6 1-2 = 4 turns, 3-4 = 5 turns, 5-6 = 6
       turns
       Lets consider BERLIN as a EXAMPLE for this result above – it is
       11 zones to Berlin
       if your flying here and your in zone 7 OUTBOUND to target or
       back to zone 7 inbound to base, or anywhere inbetween, you are
       in big trouble because of this leak
       and you are certainly going to lose the aircraft although you
       have a slim chance to be able to ditch at sea and be rescued but
       there is a stronger chance your are bailing out of Occupied
       Europe and for you the war is over.
       I propose if  Leakage, roll 1D6 like above
       make it 1D6, 1-2  = fuel lost not significant – No effect
       ...that’s 33% chance nothing bad will happen ...this is good.
       make it 1D6, 3-5 = fuel lost for one third of the zones/turns to
       target Fractions Rounded Down (FRD) ...we will discuss this
       effect below
       make it 1D6, 6 = fuel lost for half the zones/turns to target
       Fractions Rounded Down (FRD)
       What this means is on a 3-5 ...or 50% chance, on a mission to
       Berlin, 11 zones away, you’ve lost 1/3*11 (FRD) or fuel for 3
       zones worth of flying.
       so going back to the example, if you are in zone 7 outbound and
       this happens, ...simple ... you turn around and still have fuel
       to make it home. If your finishing bombing the target and your
       in zone 8 INBOUND to base, it means you are going to make it to
       Zone 3 ..... you might be able to ditch at sea.
       Now there is still a 16% chance that you are going to take
       enough hits to enough different fuel tanks that drain out so
       fast before the Flight Eng can pump it elsewhere that you are
       going to lose 5 zones worth of fuel, you are still in a world of
       hurt if your beyond that magic threshold to the target ....but
       even if you are at ZONE 7 OUTBOUND to Berlin and you get this
       result, you can still turn around and ditch at sea and live to
       fight again.
       ALTERNATIVELY we can consider on 1D6 roll of 3-4 = fuel loss of
       1/3rd (instead of 3-5)   .... and then on a roll of 5-6 could be
       2/3rd or 7 zones worth of fuel instead of 5 zones
       Have these ideas gone too far and made it too easy?
       I like the way we took the teeth out of the BIP on Flak hits
       I will stress again that what takes out aircraft is these
       critical hits and not cum damage
       What do you think?
       Glenn
       F
       rom: Glenn Saunders
       Sent: Sunday, May 17, 2020 9:20 PM
       To: Christopher Schall ; 'simon haines'
       Cc: 'NIGEL HODGE' ; 'David Damrel' ; 'Harvey T.Dearden' ; 'James
       Dalley' ; 'Richard A Martin' ; 'bob marley'
       Subject: Re: TFTonight - servivablity - first thing we can do
       ...easy
       There is already a
       -2 bmbr pilot >10 missions
       On Table 5-15 Continue NF attack and I can tell you this helps
       ....but you still have to get to 10 missions
       SUGGESTION – ADD :
       -1 bmbr pilot >5 missions
       ...give him half the ability half way there
       *** And FWIW, I apply this modifier DURING the 5th or 10th
       Mission on the  “INBOUND TO BASE” Leg after Bombs away – it give
       to the feel of the impact when the pilot just gets the AH MOMENT
       in flight. “This is how it is done”
       ...but we still have to get to Mission #5
       Glenn
       #Post#: 19--------------------------------------------------
       Re: ON UNEVENTFUL FLIGHTS
       By: Flying Dutchman Date: June 3, 2020, 12:11 pm
       ---------------------------------------------------------
       One possible way to implement Bob’s ‘uneventful’ trip fix may be
       available through the optional squadron game.  The squadron game
       extension is quick and easy to execute and gives some sense of
       flying in a stream.
       So, if you roll an ‘uneventful’ trip, execute the squadron rules
       as usual but exempt ‘your’ bomber from attack.  You still
       perform an operation through all zones and get a bombing result
       and other aircraft may still suffer. Would sit well with the
       ’full game experience outline’ thread posted on the Geek.  You
       record the operation and then look for the next operation date…
       BTW, 7 on 2d6 is 16.7% so very close to the 17% ‘eventful’
       sorties, but might risk a run of ‘uneventful’ operations that
       would not be consistent with a ‘good game’?  For game purposes
       we might limit ‘uneventful’ trips to no more than 2 in a row?  A
       distortion I know, but does at least acknowledge the possibility
       and not detract from game satisfaction unduly?
       Yours sincerely,
       Harvey T. Dearden CEng
       
       11 Vincent Avenue
       Llandudno
       LL30 1NZ
       Tel          : 01492 876261
       Mobile   : 0783 454 1940
       #Post#: 23--------------------------------------------------
       Re: ON UNEVENTFUL FLIGHTS
       By: Airborne Date: June 3, 2020, 12:33 pm
       ---------------------------------------------------------
       I have been using the current Kammhuber  modifier where a 1-4 on
       a D6 is an uneventful mission.  I really like this.  I play out
       all of the zones with Altitude, Wx, (recall), Mech Fail,
       Contrails (if applic), and then roll on the K chart.  Only a 5-6
       means I roll on the K chart 4-5.   If the K chart is not in
       play, I basically skip the rest of the mission except for the
       wind/fuel check at the end.  If I DO roll a 5-6, I play out the
       entire rest of zone (including checking for collisions).
       This seems to work really well.
       Chris
       #Post#: 27--------------------------------------------------
       Re: ON UNEVENTFUL FLIGHTS
       By: Flying Dutchman Date: June 3, 2020, 2:49 pm
       ---------------------------------------------------------
       I was thinking along the very same lines.
       Really very simple, yet powerful for imho useful nuances.
       As the early halifax and stirling were up for a lot more
       trouble, you can easily handicap them by tweaking your roll.
       And that is for the variant, where YOU know beforehand it will
       be "easy" going.
       I have been thinking to create a "suspensefuller" alternative
       version, in which you DONT know if things will stay quiet.
       But has to be equally simple.
       Something along the line of pulling chits out of 6 cups, and
       filling the 6 cups with the same statistics as a D6.
       Shuffle them blind, and draw one cup to use in the next OP.
       Every time a NF would appear, draw a chit and see.
       Or simpler, use one cup to draw, and fill it with say 7:3 worth
       of unevent:NF chits..
       Thinking loud here...
       Rob.
       #Post#: 76--------------------------------------------------
       Re: ON UNEVENTFUL FLIGHTS
       By: Glenn Saunders Date: June 5, 2020, 12:24 pm
       ---------------------------------------------------------
       Chris ...I was wondering how you did it.
       I saw this on the charts but I was rolling for it EACH ZONE
       .....like a preKAMMHUBER.
       Consider adding clarification.
       Also ..... If uneventful ....is that both ways ....or do you
       reroll on the target for uneventful trip home separately
       #Post#: 78--------------------------------------------------
       Re: ON UNEVENTFUL FLIGHTS
       By: Airborne Date: June 5, 2020, 12:31 pm
       ---------------------------------------------------------
       yes, I roll once each zone, when I reach the Kammhuber part.  I
       use this on the return trip as well.
       #Post#: 85--------------------------------------------------
       Re: ON UNEVENTFUL FLIGHTS
       By: davezissou Date: June 5, 2020, 1:21 pm
       ---------------------------------------------------------
       Hmm, what about rolling a percentile for uneventful - say like
       before takeoff you roll d100, if it's within 25%, then
       uneventful (25 is just a throw out number, could be lower, or
       higher), then you basically skim through all OTB zones to TZ,
       simulate TZ in real time, then roll d100 again for INB, 25%
       means you skim through the return, if it's 26% or higher then
       you go through each zone in real time.
       If this roll is implemented for each mission, then maybe
       consecutive missions could be reduced by a few percentage
       points. Until you reach a point where you have to simulate the
       full mission - of course can be overridden at any time.
       #Post#: 87--------------------------------------------------
       Re: ON UNEVENTFUL FLIGHTS
       By: davezissou Date: June 5, 2020, 1:55 pm
       ---------------------------------------------------------
       [quote author=Flying Dutchman link=topic=12.msg27#msg27
       date=1591213755]
       I have been thinking to create a "suspensefuller" alternative
       version, in which you DONT know if things will stay quiet.
       But has to be equally simple.
       Something along the line of pulling chits out of 6 cups, and
       filling the 6 cups with the same statistics as a D6.
       Shuffle them blind, and draw one cup to use in the next OP.
       Every time a NF would appear, draw a chit and see.
       Or simpler, use one cup to draw, and fill it with say 7:3 worth
       of unevent:NF chits..
       Thinking loud here...
       [/quote]
       Hmm, this is cool, too - similar to one of the leader games from
       DVG, right? Maybe we can use a mix of the fire extinguisher, and
       various wound counters to represent the results - since as you
       guys started showing how the game didn't require counters or a
       board, I've totally gone off them! =D
       #Post#: 88--------------------------------------------------
       Re: ON UNEVENTFUL FLIGHTS
       By: Airborne Date: June 5, 2020, 2:04 pm
       ---------------------------------------------------------
       I use wound counters.  LOL.  And heat and O2 out.  Plenty left
       to use though.
       #Post#: 121--------------------------------------------------
       Re: ON UNEVENTFUL FLIGHTS
       By: Flying Dutchman Date: June 7, 2020, 6:44 am
       ---------------------------------------------------------
       [quote author=davezissou link=topic=12.msg85#msg85
       date=1591381276]
       Hmm, what about rolling a percentile for uneventful - say like
       before takeoff you roll d100, if it's within 25%, then
       uneventful (25 is just a throw out number, could be lower, or
       higher), then you basically skim through all OTB zones to TZ,
       simulate TZ in real time, then roll d100 again for INB, 25%
       means you skim through the return, if it's 26% or higher then
       you go through each zone in real time.
       If this roll is implemented for each mission, then maybe
       consecutive missions could be reduced by a few percentage
       points. Until you reach a point where you have to simulate the
       full mission - of course can be overridden at any time.
       [/quote]
       The basic idea I had with uneventful mission, (hereafter
       uneventful OP: UO) was that on every RL OP, most (ca. 80%) a/c
       came home eventually without a scratch.
       To illustrate, I analysed a Berlin OP (not an easy target)
       attached below.
       An UO counts for the entire flight. (or so the idea) So thatn
       the statistics remain intact.
       Turning percentages into dice rolls is easy.
       So from a game point of view, who would want to fly 80% of 30=
       24 OPS for free?
       And that means indeed (on rough average) each crew flies 6
       completely real time OPS. Dangerous ones.
       What is free? no flak and fighters whatsoever, only rolling for
       bomb result?
       I would say for the UO planes: only bombing and not bother with
       anything else. That what unevenful is.
       Just nothing worthwhile from this OP to tell in the Bar. And
       especially speeds up play of an less interesting part.
       Then:
       Playing the squadron game can be key to keep it interesting, as
       there will be only 3 out of 16 planes in trouble, requiring to
       be played.
       OR 2.4 of 12 if you believe the game.
       Considering that lack of counters (12...) AND the wish to play
       an OP with not too many planes realtime (to avoid samesness) you
       might also consider yourself to be a flight leader of 8 planes.
       That would make 1.5 planes in trouble, to fly in real time per
       OP.
       An additional advantage is, that losing a crew allows spawning
       into the next, keeping the previous time invested in playing,
       more wortwhile whilst not significantly investing more time.
       more to follow, comments?
       Read as follows: follow green numbers from 0 to 6 clockwise
       with breakdown comments.
       [attachimg=1]
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