Hello there.
I have recently been experimenting ways to improve air combat of the game to more realistic, slower pace. Many mods that have attempted to improve it still have not ultimately managed to fix the 'zergrushing' that plagues the system.
However, recent experiments done personally have made interesting note: reducing and adjusting air attack value can have dramatic effects to combat pace and attrition rate itself.
In unmodded HoI2, Improved Fighter air attack is 12 and Advanced Fighter is 15. Everybody knows also how the combat works ingame, and E.G. putting your forces airbourne in Operation Overlord when playing as germany means ultimate destruction in three hours. After adjusting it down to 9 and 10 respectively, let's see some results. For interceptors, the modified values were 8 and 9 correspondingly. Mind you, I only used self-made modifications with SKIF and GIP installed.
I used Operation Overlord scenario as testbed, since Allied air force outnumbers you quite well. I only changed two german fighter units to Advanced fighter type for another test reason. After I started the scenario I rebased every fighter unit in Paris and gave Galland command and waiting for organisation to build abit more.
http://img208.imageshack.us/img208/3869/kuva1ven.jpg
Now on June 6th, 0100 hours I gave air superiority day patrols for the unit around Paris. Around 0800 hours the engaged with sole Interceptor unit
http://img208.imageshack.us/img208/8747/kuva2b.jpg
http://img208.imageshack.us/img208/6177/kuva3b.jpg
Ultimately losses mounted up to 30% of paper strenght for the interceptor squadron (unfortunately I forgot to take screenshot as the combat ended at that point) and noticable organisation loss.
For the rest of day it was quiet around Paris, until June 7th 1944 1000 hours:
http://img208.imageshack.us/img208/3038/kuva4b.jpg
http://img208.imageshack.us/img208/6126/kuva5b.jpg
Luftwaffe losses were 2-3% per each squadron roughly, while allies lost between 4-12% (roughly), thanks to base proximity and superior Bf 109 pilots
No other real engagements were seen around Paris that day, and June 8th 1944, 1300 hours:
http://img95.imageshack.us/img95/5141/kuva6b.jpg
http://img140.imageshack.us/img140/6189/kuva7b.jpg
Three times greater opposition merely caused 30-50% losses while infilicting minimal in return, roughly 2-3% to several allied squadrons and had to be grounded due attrition and lack of organisation.
The units went airbourne with 104 organisation and had strenght of 83% per squadron and ended up in this:
http://img140.imageshack.us/img140/2261/kuva8.jpg
Conclusion:
By modifying air attack value down and tweaking accordingly to other planes (air defence and attack for bombers, escorts etc), it is possible to modify air combat to far more realistic pace and setting in terms of casualties and potentially reduce the zergrushing mega-stack-of-death nature of air combat in game itself and in several mods, making it possible to actually have also air force spread around diffrent regions accordingly. Considering that they were to patrol the skies for three days before facing numerical superiority that forced squadrons to be grounded, it is quite major improvement from unmodded ultimate destruction that would have occured the first hour it encountered noticable numerical superiority.
I have replicated this test ten times, even though only took any pictures or documents about it from the 3rd test, as results were fairly identical (including test where all advanced fighters were improved fighters instead) and several times on Göttedämnerung scenario while playing as Germany. Rarely over 30% casualties were caused in a single battle unless there was 3-5x greater air opposition against you, close to equal or only minor diffrence (3vs5 for instance) causes average 3-12% casualties per engagement.
Intersetingly, similiar effects also works with naval units that modifying down naval attack values will somewhat prolong battles and spread damage far more gradually among fleets (unless it is 2-4 ships vs 14+ ships) rather than instantaneous effect of sleeping with the fishes.
I hope that someone would find this experiment useful.
I have recently been experimenting ways to improve air combat of the game to more realistic, slower pace. Many mods that have attempted to improve it still have not ultimately managed to fix the 'zergrushing' that plagues the system.
However, recent experiments done personally have made interesting note: reducing and adjusting air attack value can have dramatic effects to combat pace and attrition rate itself.
In unmodded HoI2, Improved Fighter air attack is 12 and Advanced Fighter is 15. Everybody knows also how the combat works ingame, and E.G. putting your forces airbourne in Operation Overlord when playing as germany means ultimate destruction in three hours. After adjusting it down to 9 and 10 respectively, let's see some results. For interceptors, the modified values were 8 and 9 correspondingly. Mind you, I only used self-made modifications with SKIF and GIP installed.
I used Operation Overlord scenario as testbed, since Allied air force outnumbers you quite well. I only changed two german fighter units to Advanced fighter type for another test reason. After I started the scenario I rebased every fighter unit in Paris and gave Galland command and waiting for organisation to build abit more.
http://img208.imageshack.us/img208/3869/kuva1ven.jpg
Now on June 6th, 0100 hours I gave air superiority day patrols for the unit around Paris. Around 0800 hours the engaged with sole Interceptor unit
http://img208.imageshack.us/img208/8747/kuva2b.jpg
http://img208.imageshack.us/img208/6177/kuva3b.jpg
Ultimately losses mounted up to 30% of paper strenght for the interceptor squadron (unfortunately I forgot to take screenshot as the combat ended at that point) and noticable organisation loss.
For the rest of day it was quiet around Paris, until June 7th 1944 1000 hours:
http://img208.imageshack.us/img208/3038/kuva4b.jpg
http://img208.imageshack.us/img208/6126/kuva5b.jpg
Luftwaffe losses were 2-3% per each squadron roughly, while allies lost between 4-12% (roughly), thanks to base proximity and superior Bf 109 pilots
No other real engagements were seen around Paris that day, and June 8th 1944, 1300 hours:
http://img95.imageshack.us/img95/5141/kuva6b.jpg
http://img140.imageshack.us/img140/6189/kuva7b.jpg
Three times greater opposition merely caused 30-50% losses while infilicting minimal in return, roughly 2-3% to several allied squadrons and had to be grounded due attrition and lack of organisation.
The units went airbourne with 104 organisation and had strenght of 83% per squadron and ended up in this:
http://img140.imageshack.us/img140/2261/kuva8.jpg
Conclusion:
By modifying air attack value down and tweaking accordingly to other planes (air defence and attack for bombers, escorts etc), it is possible to modify air combat to far more realistic pace and setting in terms of casualties and potentially reduce the zergrushing mega-stack-of-death nature of air combat in game itself and in several mods, making it possible to actually have also air force spread around diffrent regions accordingly. Considering that they were to patrol the skies for three days before facing numerical superiority that forced squadrons to be grounded, it is quite major improvement from unmodded ultimate destruction that would have occured the first hour it encountered noticable numerical superiority.
I have replicated this test ten times, even though only took any pictures or documents about it from the 3rd test, as results were fairly identical (including test where all advanced fighters were improved fighters instead) and several times on Göttedämnerung scenario while playing as Germany. Rarely over 30% casualties were caused in a single battle unless there was 3-5x greater air opposition against you, close to equal or only minor diffrence (3vs5 for instance) causes average 3-12% casualties per engagement.
Intersetingly, similiar effects also works with naval units that modifying down naval attack values will somewhat prolong battles and spread damage far more gradually among fleets (unless it is 2-4 ships vs 14+ ships) rather than instantaneous effect of sleeping with the fishes.
I hope that someone would find this experiment useful.