Wargame: Inferno

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Pyro
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Wargame: Inferno

Postby Pyro » Tue 9 Sep 2014 02:04

What if the Cold War had turned into an inferno?

Introducing the Inferno WAB mod. The focus will be on the 1980 to 1990 time period, and on solid wargaming simulation.

The time 1980 to 1990 is chosen because there were many large changes to equipment and capability. From 1960s vintage MBTs with conventional armour, to the modern generation with special laminated, Chobham and explosive reactive armour; from binoculars to thermal imaging; from slide rules to computers.

The wargaming simulation has many goals:

    Differentiating between conventional and special armour
    Incorporating updated knowledge about armour protection and penetration
    More accurate correlation between scales of distance and scales of time
    A KO is now based upon a %age chance to kill - no more HPs!
    More realistic application of helicopter and air support
    More realistic deck creation, based upon historic battle groups
    More accurate speeds, armour, fuel and ammunition loads
    Allowing different nations to provide support to allies, especially air support
    Better indirect fire - more accurate, more devastating, more realistic to call

A work in progress. More to come...
Last edited by Pyro on Thu 11 Sep 2014 16:42, edited 2 times in total.

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Re: Wargame: Inferno

Postby Pyro » Tue 9 Sep 2014 02:05

A tentative list of the units that I intend to model. I would appreciate it if any mistakes could be pointed out, particularly in spelling or era.

British OOB
Spoiler : :
    CHALLENGER 1 Mk.3
    CHALLENGER 1 Mk.2
    CHALLENGER 1 Mk.1
    CHIEFTAIN Mk.11
    CHIEFTAIN Mk.10
    CHIEFTAIN Mk.9
    FV101 SCORPION
    FV721 FOX
    FV701 FERRET
    FV510 WARRIOR
    FV432
    FV432 with L37 (about 50% of FV432s)
    AT 105 SAXON
    FV103 SPARTAN
    FV120 SPARTAN MCT
    FV438 SWINGFIRE
    FV102 STRIKER
    FV107 SCIMITAR
    FV105 SULTAN
    FV432(M)
    FV433 ABBOTT
    M109A2
    M107
    M110A2
    MLRS
    TRACKED RAPIER
    RIFLE SLR + CG (SLR rifles, 66 mm LAW and 84 mm Carl Gustav)
    RIFLE SA 80 + CG (SA 80 rifles, 66 mm LAW and 84 mm Carl Gustav - 1985+)
    RIFLE SA 80 + LAW 80 (SA 80 rifles and 94 mm LAW 80 - 1988+)
    SF GPMG (two sustained fire GPMP in unit)
    ATGM MILAN 1 (103 mm warhead, two missiles in unit)
    ATGM MILAN 2 (115 mm warhead and MIRA thermal imaging, two missiles in unit - 1984+)
    LAAD BLOWPIPE (two missiles in unit)
    LAAD JAVELIN (two missiles in unit, 1984+)
    ALVIS STALWART
    VAUXHALL BEDFORD

    Helicopters and aircraft TBA, so far:
    GAZELLE
    SCOUT
    LYNX

    Not modelled - infantry reconnaissance teams, towed 105 mm light gun, towed FH70, ROVER WOMBAT (replaced by Milan except in Berlin and Hong Kong)

Sources:
(1) http://coldwargamer.blogspot.co.uk/2012/01/battle-group-in-1980s-part-3-equipment.html and several other related pages.
(2) UK modern TOE http://www.ordersofbattle.darkscape.net/site/toe/toe/uk/uk_toe.pdf
(3) NATO OOB 1989 http://www.scribd.com/doc/37695/NATO-Order-of-Battle-1989
Last edited by Pyro on Fri 12 Sep 2014 07:51, edited 5 times in total.

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Re: Wargame: Inferno

Postby Pyro » Tue 9 Sep 2014 02:05

More detail on some design decisions made.

Infantry units
Spoiler : :
Infantry HPs are changed to reflect the actual number of personnel in each unit, 1 HP = 1 person.

Smaller teams are set up with a crew of about 4 carrying 2 weapons (e.g., sustained fire GPMG, ATGW, AAW). This means in the game that if the unit is reduced to 1 HP (supposedly one person), two weapons can still be fired - it can't be helped, a limitation of the game system.
Last edited by Pyro on Tue 16 Sep 2014 02:54, edited 2 times in total.

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Game Scales

Postby Pyro » Tue 9 Sep 2014 02:12

I have uploaded a four page pdf that describes the relationship between two important scales “Map Scale” and “Speed Scale” and one derived variable “Fake Factor” in the Wargame: Airland Battle computer game.

The same relationships are highly likely to occur in other related games in the Wargame: franchise, such as Red Dragon.

Speed scale, fake factor and map scale are closely related by formula. The formula may be rearranged so that any two of the variables can determine the third.

This will be interest to anyone who wishes to modify the scales to provide a step closer to reality. It is also of interest to anyone wondering why the various distances and speeds are entered into the database using weird factors such as "74.285714", e.g., distance data in game units is equal to the real word distance multiplied by 74.285714. There is a logic behind the numbers which has been determined mathematically and checked by experiment.

https://anonfiles.com/file/ad6a15b07fb6075cd762802fbd1d6ba1

Update 9 Sep: revised step 7 formula. Added step 8 time conversion.
Update 10 Sep: finally cracked the significance of the constant in blue.

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Dennos
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Re: Wargame: Inferno

Postby Dennos » Thu 2 Oct 2014 00:16

Excellent ideas.

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Re: Wargame: Inferno

Postby captain biggles » Sun 19 Jul 2015 22:58

I'll be playing this when it comes out.
Britain doesn't need better SEAD - it has the Challenger 2 for that.
Spoiler : :
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Special thanks to kiheerSEDMAN for the sigs.

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General Mig
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Re: Wargame: Inferno

Postby General Mig » Mon 24 Aug 2015 17:29

how are you going to do the models?
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Pyro
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Re: Wargame: Inferno

Postby Pyro » Sat 5 Dec 2015 01:31

Isn't it odd - I haven't looked at this in about a year, then started a friend of mine played it and really liked it. So I started coding again. I come on-line and find that at least one person has also looked at this in the last month or so.

An update: I am able to make tanks kill each other based upon a probability to kill, not erosion of HPs as in the vanilla game. I can also use many steps of armour class, not just the twenty steps in the vanilla game. I can also set different armour levels on different parts of the tank and work out a random way to determine exactly where the tank is hit - for example, some of the later tanks have very strong armour, but have weaker armour on the lower hull, so if fired upon there is a chance that the weak spot will be hit. Also, I am able to have different chances to kill for HEAT warheads against special armour.

This takes a long time to code, but is very satisfying. More later.

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The W:AB Noob
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Re: Wargame: Inferno

Postby The W:AB Noob » Sat 5 Dec 2015 04:39

Pyro wrote:Isn't it odd - I haven't looked at this in about a year, then started a friend of mine played it and really liked it. So I started coding again. I come on-line and find that at least one person has also looked at this in the last month or so.

An update: I am able to make tanks kill each other based upon a probability to kill, not erosion of HPs as in the vanilla game. I can also use many steps of armour class, not just the twenty steps in the vanilla game. I can also set different armour levels on different parts of the tank and work out a random way to determine exactly where the tank is hit - for example, some of the later tanks have very strong armour, but have weaker armour on the lower hull, so if fired upon there is a chance that the weak spot will be hit. Also, I am able to have different chances to kill for HEAT warheads against special armour.

This takes a long time to code, but is very satisfying. More later.

Wait, what? How did you do that? You managed to edit the hardcode?
W:RD Sandbox Mod 5.0 RELEASED! Click -> Image

Pyro
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Re: Wargame: Inferno

Postby Pyro » Sat 5 Dec 2015 11:10

The W:AB Noob wrote:Wait, what? How did you do that? You managed to edit the hardcode?


No, just the regular changes to the ndf file.

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