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Developer Diary | Plane Designer

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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.
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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.
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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.
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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
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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.
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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?
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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:
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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:
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And then we restricted the number of bomb bays you can have on a plane:
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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:
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When you look at the Spitfire Mark I’s armament and wonder: but what if…more guns?
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Different Air Doctrines during world war 2 increased the effectivness of certain weapons. In the current state of the game doctrine only apply to missions and often there is no noticable difference between the spirit of air force command when it comes to mission efficiency.

Will there be a rebalancing on doctrine level that i.e. gives fast planes better bonuses when using Battlefield support, simulating the german air doctrine? Will doctrines buff individual moduels i.e. bombing sights / heaby bomb bays when using Strategic Destruction?
 
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if i may, i have always loved your dedication in your mod and your posts for hungary :)
Thank you!
But I have already left the development of the mod (I gave the development to someone else), and I will delete the HOIV game soon, because ........... I could go into detail for a long, but let's just say that I was disappointed in the game. (Making mods played a role in my decision, because of which I had to face the "anomalies" appearing in each new version quite often!);)
As for the proposal I wrote, @Archangel85 was the only one of the developers who indicated that he had seen/read it and marked it as usable. Despite the fact that I strongly criticized their work with Hungary (and other things).Since he is leaving the team, I no longer see the point of expanding the proposal with additional information, even though I have not yet included a lot of information in that proposal.:confused:
 
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The old Hoi team is dead. Long live the new Hoi team!

Was sad to see podcast leave the team but glad he was on a new super secret project. Sad that the same is not true for you Archangel85. Thank you so much for your hard work and goodluck to you in the future.
 
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Sorry if this has been already answered in this thread, but can you fit the patrol module for Maritime Patrols into naval bombers themselves? Essentially, the PBY Catalina: long ranged flying boat that can perform patrol, search and rescue, and enemy ship interdictions.
 
Now that there are Anti-Tank Cannons that are available to be mounted on planes, would that means divison will be able to pierce armor without having any AT? Basically letting the aircraft do the Hard-attack and piercing for them?
This was already a thing, cas damage ignores all defensive stats and goes straight for org/strength, but I don't think that planes are going to give infantry more piercing so they can deal with the armor
 
Sorry if this has been already answered in this thread, but can you fit the patrol module for Maritime Patrols into naval bombers themselves? Essentially, the PBY Catalina: long ranged flying boat that can perform patrol, search and rescue, and enemy ship interdictions.
Flying boats can carry offensive weapons yes
 
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Will subs be nerfed? One big advantage the subs had was that they could outrange any naval bombers but with the introduction of strategic bombers with radars and torpedoes, where will the subs hide? Will they be useless?
 
I have a thought regarding:
Floatplane: increased naval spotting (small airframes only)
Flying Boat: increased naval spotting (medium+large airframes)
The thought is that these modules should also provide a range increase, since the floatplane/flying boat is no longer tied to an airfield.

This seems (to me, anyway) an easy compromise between floaties providing no basing advantage (silly) and allowing them to base in ports or coastal provinces (hard to code and probably overpowered).
 
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Sorry I've not been able to follow the whole discussion, but can anyone tell me if we'll finally be able to make carrier-based jets?
Yes.

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.
 
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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.


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.
Ah, seems to have been a misunderstanding. I thought by produce you meant "produce in total", not "produce and have active at once." My bad
 
Thank you!
But I have already left the development of the mod (I gave the development to someone else), and I will delete the HOIV game soon, because ........... I could go into detail for a long, but let's just say that I was disappointed in the game. (Making mods played a role in my decision, because of which I had to face the "anomalies" appearing in each new version quite often!);)
As for the proposal I wrote, @Archangel85 was the only one of the developers who indicated that he had seen/read it and marked it as usable. Despite the fact that I strongly criticized their work with Hungary (and other things).Since he is leaving the team, I no longer see the point of expanding the proposal with additional information, even though I have not yet included a lot of information in that proposal.:confused:
awwwww i'm sorry to hear that, it is a little bit of a shame, could you please not delete your suggestion post tho? cause i find it really well made and amazing really :)
 
Wait, what? So now the "regular" naval strike mission will not work without a spotting fleet either?
Makes sense. Given how HoI4 has been designed, NAVs should be able to perform only CAS-like activities, i.e. deal damage to units only when there's an ongoing combat.

No idea why it took them 6 years to realise that.
 
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Ah, seems to have been a misunderstanding. I thought by produce you meant "produce in total", not "produce and have active at once." My bad
Hey no problem. Perhaps I should've been more clear.
 
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Does this mean the NAV planes will get a nerf?
 
Makes sense. Given how HoI4 has been designed, NAVs should be able to perform only CAS-like activities, i.e. deal damage to units only when there's an ongoing combat.

No idea why it took them 6 years to realise that.

No, it doesn't make sense at all. Making one mistake doesn't automatically justify expanding that mistake further. If your kitchen is one fire I doubt that you also lit the bedroom on fire just because of the current state of your kitchen.

Aircraft are not blind, they are fully capable of detecting their own targets, especially when the target is as big as a ship. In fact, aircraft are so good at detecting other ships, that some cruisers even mount a catapult aircraft. Since the earth is round you can see further away the higher up you are so it makes perfect sense.

If you want more consistency in the game design it would make a ton of more sense to allow close air support to also attack ground targets without an ongoing ground battle.
 
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No, it doesn't make sense at all. Making one mistake doesn't automatically justify expanding that mistake further. If your kitchen is one fire I doubt that you also lit the bedroom on fire just because of the current state of your kitchen.

Aircraft are not blind, they are fully capable of detecting their own targets, especially when the target is as big as a ship. In fact, aircraft are so good at detecting other ships, that some cruisers even mount a catapult aircraft. Since the earth is round you can see further away the higher up you are so it makes perfect sense.

If you want more consistency in the game design it would make a ton of more sense to allow close air support to also attack ground targets without an ongoing ground battle.
How do you suggest NAV's actually went about doing what you suggest? You can't exactly send out an entire flight of NAV's to randomly search for targets with no clue if there are even anyone around. Even if you spread them out then that means only the lone plane that got lucky would be the one able to actually attack.

Maritime surveillance mission could make sense being able to find ships, but there were still some limitations in that planes only had a vague idea of where they were so even if they found something so would it be difficult to coordinate a strike just by that.

As for ground striking units not in combat so would it only make sense against targets that are moving as stationary units can hide from air rather easily.
 
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