• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Developer Diary | Plane Designer

image.png

Hello, and welcome back to another Dev Diary for the upcoming By Blood Alone DLC and accompanying Patch 1.12! The team has returned from the summer vacation, and we are now back fixing bugs and tweaking the balancing of the new features and focus trees.

Today, we are taking a look at the Plane Designer. As always, any number value that you are going to see in this DD is subject to change.

The Plane Designer became a subject of discussion, both inside the team and in the community, almost as soon as we announced that No Step Back would feature a Tank Designer. We felt that it would mesh well with the rework of the Italian focus tree, not least because the Italian aviation industry was very well developed and produced some of the best combat airplanes of the war - hampered mostly, as Italy so often was, by lacking production capacity.

We also felt that a Plane Designer would help plug some gaps in the lineup of available aircraft. Over the years, many players have commented on the fact that many nations modified their fighters to also be able to carry bombs, or their tactical bombers to also carry torpedoes. One of the big goals of the Plane Designer was to allow for these types of multi-role aircraft.

At the same time, we didn’t want to make these multi-role planes too powerful. Instead, a plane design optimized for a single mission should still be more effective than a multi-role plane. Where multi-role planes offer flexibility, optimized designs offer top performance, if you can afford them.

The basics of the Plane Designer are probably not a surprise for anyone who is familiar with the Ship or Tank Designers. The base is called an airframe, which roughly corresponds to the hulls and the chassis of the ship and tank designers. The Airframes have a number of module slots, where you can put the modules that give the final design its actual stats. There are three different size classes of airframes: Small, Medium, and Large. Small planes also come in a carrier-capable variant of the airframe.

The types of module slots in the Plane Designer are slightly different from the Tank Designer. There are effectively only three types of slots: Engines, Weapons, and Special modules.

Engine modules are perhaps the most straightforward of them. Unlike tanks, where this slot dictates what type of engine the tank uses and a separate stat determines what its speed is, engine modules in the plane designer determine the number and power of the engines mounted on the aircraft. These engine modules produce a new stat called Thrust, while all other modules have another new stat called Weight. These two stats are effectively the limiting factor of what and how many modules you can put on the plane. A design is only legal if Weight does not exceed Thrust (some people might point out that the only planes with a Thrust/Weight ratio of 1 or better in reality are modern, high-performance fighter jets, but these people will be summarily ignored).

Any excess Thrust is converted into extra speed, which is intended to provide a reason not to fill every module slot.

One thing to note here is that jet engines (and rocket engines, for that matter) are part of these engine slots, which means that they are available for all types of planes. This, by necessity, means that Jet Fighters and other jet-powered airplanes are no longer their own unit type - they are now simply fighters with jet engines. Jet fighters will therefore reinforce regular fighter wings, and also that you can now effectively make jet carrier planes, jet CAS, jet heavy fighters etc.with the plane designer.
Or Rocket Naval Bombers, one supposes, if you really hate your pilots on a personal level.
image5.jpg

Weapon modules are also fairly self-explanatory. But beyond providing offensive stats like Air Attack, weapon modules fulfill two other major functions. The first is that the weapons define what type of plane a design ends up being. For this the designer has a Primary Weapon Slot. The module in this slot defines the role of the final design, i.e. Fighter, CAS, Naval Bomber etc.

This is relevant because the weapon modules also unlock what missions a design has available. That means that the strict separation of mission by type of aircraft will be gone. You can now create fighters that can provide ground support, or Strategic Bombers that can do naval strikes, depending on the modules you put on the plane. There are, of course, some restrictions - strat bombers can never mount the modules necessary to unlock air superiority missions, for example.

We still wanted to give you an easy way to classify your designs on a high level and it also makes it a lot easier to tell the AI what a design actually is and how it should be used. Without accounting for doctrines, there are no stat differences between, say, a fighter that has a set of 4 Heavy MGs in the Primary Weapon Slot and bombs in a secondary weapon slot, and a CAS that has the bombs in the primary weapon slot and the MGs in the secondary slot - but one goes into Fighter Airwings and the other goes into CAS Airwings.
CAS planes have a large variety of weapons available to them to attack ground targets.
image6.jpg

There is a full list of weapons, the missions they unlock, and what they classify a plane as if mounted in the primary weapon slot, below (stats omitted because balancing is still ongoing):

ModuleMissions UnlockedType
2x Light MGAir Superiority, InterceptFighter, Heavy Fighter
4x Light MGAir Superiority, InterceptFighter, Heavy Fighter
2x Heavy MGAir Superiority, InterceptFighter, Heavy Fighter
4x Heavy MGAir Superiority, InterceptFighter, Heavy Fighter
Cannon IAir Superiority, InterceptFighter, Heavy Fighter
2x Cannon IAir Superiority, InterceptFighter, Heavy Fighter
Cannon IIAir Superiority, InterceptFighter, Heavy Fighter
2x Cannon IIAir Superiority, InterceptFighter, Heavy Fighter
Rocket RailsClose Air Support, Logistics StrikeCAS
Bomb LocksClose Air Support, Naval Strike, Port StrikeCAS
Small Bomb BayClose Air Support, Logistics Strike, Port StrikeCAS
Tank Buster IClose Air Support, Logistics StrikeCAS
Tank Buster IIClose Air Support, Logistics StrikeCAS
Torpedo MountingNaval Strike, Port StrikeNaval Bomber/Maritime Patrol Plane
Guided Anti-Ship MissileNaval Strike, Port StrikeNaval Bomber/Maritime Patrol Plane
Fixed Explosive ChargeKamikaze StrikesSuicide Craft
Medium Bomb BayClose Air Support, Logistics Strike, Strategic BombingTactical Bomber
Large Bomb BayStrategic Bombing, Port StrikeStrategic Bomber

While some of these weapons are unlocked in the (reworked) Air Tech Tree, some of them are also found outside of it, in a similar manner as the tank weapons are found in various trees. I will note that the total number of techs in the Air tech tree has actually decreased.
A view of the Air Tech tree. It has a total of 28 techs, compared to the old tree’s 38 techs.
image9.jpg

One notable aspect is that a lot of these modules provide different stats only for specific missions. For true multi-role planes to make sense, we wanted to make sure that building a design with a mixed set of missions didn’t make the plane useless in some of them. Hanging bombs off a plane should make it less agile and slower, but a fighter that was able to do CAS missions shouldn’t be useless in air superiority missions. Thus, the weight and agility penalties only apply to the fighter if it is actually on a CAS mission, not if it is on an air superiority mission.

Modifiers only apply to certain missions. Here, the bombs the Stuka carries make it less agile, but the dive brakes give it better air defense
image4.jpg

Finally, we have the so-called “Special” module slots. These are effectively a catch-all term of various different items, a list of which you can find below:​

Armor Plate: Increased Air Defense, reduced range
Self-Sealing Fuel Tanks: increased Air Defense, costs Rubber
Drop Tanks: increased range (small airframes only)
Extra Fuel Tanks: increased range, reduced air defense
Dive Brakes: increased air defense, increased naval strike hit chance
Radio Navigation I: reduced night penalty, increased strat attack
Radio Navigation II: reduced night penalty, increased strat attack
Air/Ground Radar: reduced night penalty, increased strat attack, increased naval detection
Air/Ground Radar II: reduced night penalty, increased strat attack, increased naval detection
Air/Air Radar: reduced night penalty when on intercept mission
Air/Air Radar II: reduced night penalty when on intercept mission
Floatplane: increased naval spotting (small airframes only)
Flying Boat: increased naval spotting (medium+large airframes)
LMG Defensive Turret: increased Air attack, reduced agility
2x LMG Defensive Turret: increased Air attack, reduced agility
HMG Defense Turret: increased Air attack, reduced agility
2x HMG Defense Turret: increased Air attack, reduced agility
Cannon Defense Turret: increased Air attack, reduced agility
2x Cannon Defense Turret: increased Air attack, reduced agility
Recon Camera: unlocks recon mission (LaR only)
Demining Coil: unlocks demining mission (MtG only)
Bomb sights I: increased strat attack
Bomb Sights II: increased strat attack
Non-Strategic Materials: reduced Aluminum cost, reduced air defense

Special Modules are primarily intended to help optimize planes for various missions or give them different niches.

The eagle-eyed amongst you have already spotted that planes now have a surface and sub detection stat. Up until now, planes that were active in a sea zone always provided a flat bonus to the spotting speed of any navies active in the seazone. This will now change, with planes having dedicated spotting stats that determine how well they do with helping the navies spot. There are modules, like the Air-Ground Radar and the Flying Boat hull, which give bonuses to naval spotting.

Vanilla planes have those stats already baked in, with some being better than others - carrier planes are better than their land-based counterparts, naval bombers are better than fighters etc.

To further support this, we are adding two more things: Maritime Patrol Planes as a dedicated unit type and a special Naval Patrol mission for planes with the right modules.

Maritime Patrol Planes are built on the Large Airframe, giving them exceptional range. They are able to mount the whole array of naval bomber weapons, but naval strike is really not intended to be their primary role. Maritime Patrol Planes are meant to help with spotting raiders in the deep ocean, where smaller planes with shorter ranges struggle to provide much mission efficiency.
You can run naval patrol missions with many different types of planes.
image2.png

Finally, let’s talk a bit about art! While we already have a large amount of historical art for various plane types, we also wanted to give you more options to visually distinguish your designs, even if it is just to find the plane design more easily in the production menu. For the tank designer, we split up the existing art and recombined it into various combinations to quickly generate a large number of assets. We realized early on that this wouldn’t work for the plane designer. So instead, we decided to fill in some gaps in the existing art as well as add some art for a number of prototypes that flew but were historically passed over for mass-production.
Here is a partial list of new plane icons coming in BBA. Which one’s your favorite?
image1.jpg

We also decided that we wanted to add more 3d art. Much like the tank designer, you can select these assets when you design the plane. We are adding about 80 new 3d models for planes to the DLC, but more on that in the future!
Here is just a teaser of some of the new assets coming in the DLC:
image7.jpg

That is about it for this week. We hope that you will enjoy playing with the Plane Designer as much as we enjoyed making it. To end this DevDiary on a personal note: The Plane Designer will be my final contribution to Hearts of Iron 4. After close to 6 years on the project, all the way from the early days on Together for Victory, the time has come for me to leave the company and move on to greener pastures. It has certainly been an eventful and productive couple of years, and there are many things that I am very proud of (and a few that I regret - like adding Austria-Hungary as a joke and then finding out that people love monarchism). Working on the Hearts of Iron series has always been a dream for me, since the day I launched Hearts of Iron 1, almost 20 years ago now. Few people can say that they had an impact on a piece of entertainment that has had a similar impact on themselves. But the thing I am most proud of is the team we have built. Hearts of Iron is in very good hands, and there are years of content still to be released. I’m looking forward to it - but, once again, as a player.​

Weird designs that QA came up with:
This single plane outguns an entire tank platoon, unfortunately it can’t ever turn:
image11.jpg


And then we restricted the number of bomb bays you can have on a plane:
image3.jpg

6 engines, 8 cannons, 4 cannons in turrets, and a production cost 50% higher than a strategic bomber. Needless to say, this combo is no longer possible:
image10.jpg


When you look at the Spitfire Mark I’s armament and wonder: but what if…more guns?
image8.jpg


 
Last edited by a moderator:
  • 117Like
  • 77Love
  • 6
  • 5
  • 3
  • 2Haha
Reactions:
Are you able to change plane types on a CV? For example equipping torpedoes instead of bombs, instead of being able to include everything on one plane? Thinking Battle of Midway where the Japanese Navy equipped their planes with wrong type of armament and it cost them the battle.
 
  • 3
  • 1Like
  • 1
Reactions:
…strat bombers can never mount the modules necessary to unlock air superiority missions…
Does this bring a definitive end to my dream of the most inefficient and extravagant fighter airforce in the world?
My disappointment is immeasurable and my day is ruined.
 
  • 1
  • 1Haha
Reactions:
Nice, i love it. I'd be really great if we could save designs and carry them over between games tho. That would really help; the tank, ship and now plane designer take up a lot of time, which i'm fine with, but it's a bit exhausting having to do everything a new. Being able to access pre-designed templates would be such a massive time saver
 
  • 4
  • 2Like
Reactions:
I mean, outside of the Typhoon and Tempest are there any other examples of this? Typhoon being designed prior to this and Tempest basically being an improved continuation of the same basic design. Not doubting you, but those two are the only examples I can think of right now outside of lend-lease aircraft employed as FB's. I suppose maybe the Fairey Firefly counts too for the FAA.
1659555440172.png

A Hurricane with rockets.
 
  • 5Like
Reactions:
Small planes also come in a carrier-capable variant of the airframe.​
Hello,

Does this mean that there is two airframes available for each small plane tech ? Not a module like a tailhook when you get aricraft carriers ? So you can't create a naval version from a land base aircraft by adding specific hardware but you have to redesign the whole plane ?
 
  • 3
Reactions:
Did I call it, or did I call it? On a more serious note, will we be able to choose what materials are used to make the plane? Perhaps if we lack aluminum and steel, we could create one made of wood that's mostly invisible to radar?
 
Considering that the USA built 18k B-24 liberators alone, I’m not sure why you see 1k+ bombers as an insane amount. Hell, there were multiple individual raids during the war that had 1k plus bombers in them.
Sure, but how many of them were deployed at once; and how many would be necessary to knock out a region's industry for a bit? The idea that you need to choke the air full with strategic bombers to seriously damage industry is insane. Most of the time most the larger Allied Raids, were the massed up their bombers, had upwards of 500-700 for both the US and UK each. Furthermore, while there were raids that had 1k+ bombers involved, these were rare and occured later in the war. After checking some numbers, most raids had a max 500-700 bombers for massed strikes with lower numbers being able to still produce results.

My main concern here is that despite the air designer being a thing, we will still need to exceed realistic, or even plausible, numbers of bombers to deployed to a region to see semi-historical results.

Roleplaying historical as the US is basically impossible. Its industry is so nerfed compared to reality that even at total mob with max building slots it would be hard to reach the actual historical total of anything besides maybe infantry without focusing mainly on it. I mean by 1945 the US had upwards of 20 carriers and upwards of 20 battleships.
I know this. I try and get the US's industry as "close" to "reality" as I can. Vanilla is forced, for gameplay reasons, to neuter the US's Industrial capacity a bit to allow a Germany player the ability to actual have a chance to win.
 
  • 4
Reactions:
Did I call it, or did I call it? On a more serious note, will we be able to choose what materials are used to make the plane? Perhaps if we lack aluminum and steel, we could create one made of wood that's mostly invisible to radar?
I am assuming that's what non-strategic materials will mean, instead of Aluminum, they will use wood.
Now, it would be nice if they got some bonus against radar detection in exchange for a lower air defense.
 
  • 3
Reactions:
Could you add a condition to see if airframes (and tank chassis) are valid? - meaning they are at least somewhat functional? at the moment, it is all too common to see empty tank chassis with empty values rolling around in tank divisions because a country's focus granted them free tanks without first making sure there was an existing design.

the most common example of this is Turkey's focus to buy Italian tanks. If they purchase inter-war tanks, only empty chassis are sent because Italy is missing the Fiat 3000 design. Or when the Baltics take their focus to buy German tanks, the may receive hundreds of empty chassis if Germany is in a civil war.
Oddly enough, I think the Chinese focus that gives you either Soviet or German tanks has zero issues like this. I think it's because regardless of the state of either country it will spawn 100 predetermined tank designs.

So an easy fix for these focuses could be to just spawn the tanks out of thin air with a predetermined design, rather than sending them from one country's stockpile to the other's.
 
  • 3
  • 1Like
Reactions:
I think that the decision to not include transport planes is a mistake. Paratroopers are already not used very often due to the extreme limitations placed upon their range, as air transports can barely reach anywhere. When they are used, they're only used for quick raids, as trying to support a whole front with air transportation is nearly impossible due to mission efficiency. When people were using transports to cheese the supply system, they would only do it within completely occupied territory because you couldnt reach anything else with them. If transports aren't going to be directly incorporated into the designer, they at least need upgrades to allow them to actually be used because right now they're only used for niche strategies which is hardly a good use of that whole part of the game. Right now they are being underutilized which seems like a huge missed opportunity from a design standpoint especially when you're finally getting around to fix and update the way airwarfare works.
 
  • 5
  • 5
  • 2Like
Reactions:
Japan (and a couple of other countries with similar focuses) are granted a design template for their historical designs.
Would adding the Il-2 design from a Soviet focus be considered similar to how the Soviets have a focus for the T-34 and IS-2?

Perhaps it could be added via the focus "increased aircraft production" or "ground support" in the Soviet tree.
 
@Archangel85 Thanks for sharing and contributing to our HOI addiction. Frankly, I was not excited about a Plane Designer when it was first inferred awhile ago. I will have to say that the longer amount of time to ponder the idea and experiences in tweaking the Tank Designer makes me think the PDX team has come up with a really strong product. I can now say I'm looking forward to it.

Based on the peak you've given us, I'm going to proclaim the Med Airframe as the new Meta! :p
 
I am not really happy about this, because this way Hungary will certainly not be reworked normally in a later version. :confused:
Somehow I guessed that there was no need to overdo the information gathering for my suggestion regarding Hungary. By the way, the creation of the Monarchy is not a joke, since at that time Hungary had the greatest support for a Habsburg restoration. And there was a significant difference between the engine types, because inline engines performed better in high-altitude flights compared to radial engines. But it doesn't really play a role in the game.
I wish you the best of luck for greener fields!
if i may, i have always loved your dedication in your mod and your posts for hungary :)
 
Will there be a "combined arms" bonus for using both dive bombers and torpedo bombers in naval battles? For example, during the battle of Midway the torpedo bombers didn't sink any carriers, but they did distract the zeros and because, torpedo bombers and dive bombers attack at such different heights, the zeros were not able to intercept the dive bombers before they destroyed three Japanese carriers. Also, Level bombers aren't very useful for destroying ships at sea, but during Midway they forced the Japanese carriers to engage in evasive actions which prevented them from launching a strike on the American carriers when they wanted to. Would that be represented in game?
 
  • 2Like
  • 1
Reactions:
Will BBA fix some of the issues with ranges?

Example: I had transports and paratroopers stationed in Germany in the airport East of the Netherlands. I could select provinces in England for the troopers to drop in, but when I gave the order, the paratroopers wouldn't drop. I checked to see that the transports didn't have the air transport mission. I checked weather and air superiority. All were good.

It turned out that the range for transports to fly missions over Southern England was too far for the transports to reach (ie. the zone was out of range and not selectable), yet it let me select the provinces to drop in without issue. This shouldn't happen because it leads to a bad experience.

As it happens I was able to revert to a save prior to declaring war and moved the troopers and transports to the airport near the Belgian border where they could both reach Southern England.

How does the game engine handle paradrops? Is it similar to how the Europa board game handled them?

Transports would take off and could be turned back by interception or diverted which reduced BINGO range.
If upon arrival to the drop point if the weather wasn't suitable they'd abort or do risky drops.
If they diverted too many times that BINGO was hit prior to arriving at the drop zone, they abort and turn back.
The further away the drop zone is, the easier it is for the mission to be aborted and the longer it takes to drop there.