Wargame: Airland Dragon

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Sireyn
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Re: Wargame: Airland Dragon

Postby Sireyn » Sat 22 Feb 2020 21:31

FrangibleCover wrote:One for you, since we did the research but obviously couldn't use it: The Ford Aerospace entry to the AAWS-M programme that eventually produced Javelin was called Topkick, you can have a look for your own stuff on it (Russian Wikipedia is strangely good on it) but the bottom line is similar capabilities to Javelin except overflight top attack so the AP is similar to RBS-56 and SALH so you have the barest chance against it once it's fired. Easier to balance and a more realistic option for a rushed into service prototype than the real FGM-148.


Thanks for mentioning it. I noted it in case I want to use it.

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Sireyn
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Re: Wargame: Airland Dragon

Postby Sireyn » Sun 3 May 2020 17:20

New version with some significant changes and many community suggestions. Not a comprehensive list.

- Radar SAM and AAA weapons given new icon indicating they are radar
Image

- Damage tables adjusted : Units will use the most efficient AP weapon against targets. Gun launched ATGMs are used when target is beyond main gun range or main gun AP is insufficient. Autocannons are used first as long as they can cause damage.

- Fixed a series of errors that would cause certain unit effects to not play

(All) FOBs can no longer be directly targeted, but still take damage
(All) Supply truck explosions reduced to match regular units
(All) Artillery minimum dispersion increased by 33%. Maximum unchanged.
(All) AP scaling reduced by half to +1 per 455m
(All) Infantry AT rockets' range reduced by one step
(All) Command cars and heavy lift supply helicopters removed from armored and mechanized decks
(All) AGM-65 Maverick variants AP standardized to 30
(All) M16A1 and M16A2 distinguished from each other: A2 given battle rifle range and unique icon
(All) MP5SD renamed MP5A3 (still suppressed)
(All) Units equipped with M72A4 LAW, intro date increased to 1993
(All) Units equipped with Carl Gustav M3, intro date increased to 1991
(All) Units equipped with Eryx, intro date increased to 1994
(All) Redeye and Hamlet accuracy increased by 5% to 40%
(All) BTR-60/70 variants' price reduced from 15 to 10
(All) 14.5mm cannon ground range reduced from 1400m to 1225m
(All) 14.5mm cannon AP removed but HE now has some AP capability. Full damage to 2 armor, partial to 4, and marginal damage to 6 armor
(All) Small sized unarmored trucks had their stealth increased by one step
(All) HAWK and Chaparral variants' armor removed
(All) HAWK PIP II and better given a non-radar mode
(All) Sniper weapons differentiated from DMRs in range, accuracy, and rate of fire
(All) New icons for M16A2, M203, and AG 90
(All) New icon for British-Dutch Corps
(All) AKS-74U and related variants' range reduced to 455m
(All) PT-76 armor reduced to 1/1/1/1
(All) BMP-1 variants standardized to SP-3 with no autoloader and PG-15VS or VS1 ammo
(All) BMP-1 and BMP-2 variants armor standardized to a base of 3/2/1/1; Uparmored versions to 3/3/1/1
(All) M197 Vulcan on AH-1 Cobras had their AP removed and rates of fire standardized to 650 or 750 rd/min with 15 round bursts
(All) M320 on AH-64 Apaches had their AP removed, rate of fire increased, and time between bursts reduced to match AH-1 variants

(USA) AH-1J Cobra cannon corrected to M197 Vulcan and restricted to Marine decks
(USA) OH-58D Kiowa rocket HE increased to 3 with M229 warhead
(USA) UH-60 Blackhawk rearmed with M240 instead of Minigun
(USA) A-10A missile count reduced to 4, ECM increased to 30%, cannon fires in 100-round bursts, and won't evac unless out of cannon ammo
(USA) F/A-18A rearmed with 6x500kg iron bombs
(USA) A-6A Intruder renamed A-6E Intruder and ECM increased to 30%
(USA) AV-8A rerolled to AV-8B Harrier II [NA], 1989, 40% ECM, 76xM151 Hydras, 2xAIM-9M
(USA) AV-8C rearmed with 6xMk20 Rockeyes and 2xAIM-9L
(USA) F-16A rerolled to short range ASF with 6x AIM-9L
(USA) F/A-18C Block 29 changed to Block 36; ECM increased to 50%
(USA) F/A-18C Block 36 changed to Block 29; ECM decreased to 40%
(USA) Added A-7D Corsair II for USAF; 2x AIM-9J, 8x Mk 82 Snakeye, 2x Mk 77 Napalm
(USA) F-111F Aardvark renamed F-111D Aardvark
(USA) Added F-111F Aardvark with 2x GBU-24 Paveway III
(USA) F-4G Wild Weasel rearmed with 2x Shrike, 1x Standard, 1x AGM-65B Maverick; removed AIM-7s
(USA) F-4G Advanced Wild Weasel rearmed with 2xAGM-45 Shrike, 2xAGM-88 HARM, and 2xAIM-7F
(USA) Delta Force rearmed with Car-15, M203, and M21 and intro date changed to 1980
(USA) Navy SEALs rearmed with CAR-15, M203, and Stoner 63
(USA) Added Riflemen with M16A1, M47 Dragon, M16A1 Automatic Rifle; 1975
(USA) Light Riflemen rearmed with M72A3 LAW
(USA) US Airborne rearmed with M67 recoilless rifle
(USA) Rangers rearmed with M67 recoilless rifle
(USA) M163 VADS given its radar
(USA) Bradleys equipped with M919 increased to 5 AP
(USA) M109 converted to M109A1 with increased range
(USA) Stinger RMP on Bradley Linebacker range increased to 2660/2275
(USA) SMAW range reduced to 525m
(USA) F-16CJ exchanged two of its AIM-9 for AIM-120
(USA) Added CH-46D Sea Knight logistics helicopter
(USA) Added AH-1T SeaCobra IP recon with 2xAIM-9M and 38xM229 FFAR
(USA) AH-1W Supercobra rearmed with 14xM229 Hydra and 8xAGM-114A Hellfire
(USA) M48 Chaparral and M727 HAWK variants' speed standardized to 60km/h on road and 50km/h off road
(USA) M48A1 Chaparral rearmed with MIM-72E; reduced noise when firing, increased accuracy, and air detection increased to Very Good
(USA) M48A3 Chaparral reduced noise when firing, increased accuracy, and air detection increased to Very Good
(UK) Fusiliers rearmed with Carl Gustav M2
(UK) Paratroopers rearmed with M72A3 LAW
(UK) L6 WOMBAT AP reduced to 12
(UK) Rarden autocannon increased to 3 hitrolls per 6 round burst instead of 2
(UK) Tracked Rapier renamed Tracked Rapier FSB1 and armed with Rapier Mk.1 missiles
(UK) Tracked Rapier FSA renamed Tracked Rapier FSB2 and armed with Rapier Mk.1E missiles
(UK) M110 converted to M110A1
(UK) FV601 Saladin replaced with FV102 Striker SWIG armed with SACLOS Swingfire
(France) Added AMX-VTT PC command unit
(Canada) Highlanders removed
(Canada) Recce's C15 LRSW replaced with Parker-Hale M82
(West Germany) Sonderwagon III removed
(West Germany) F-4F Peace Rhine rearmed with 4xAGM-65B and 2xAIM-9L
(West Germany) F-4F turn radius reduced to 350
(Sweden) RBS 56 AP reduced to 22
(Israel) F-4E Kurnass price increased to 150 and AIM-7 load reduced to 3
(Israel) F-15I Ra'am price increased to 160
(Israel) AH-1G Tzefa B cannon corrected to twin M134 miniguns
(Israel) B300 range reduced to 350m and AP reduced to 18
(Israel) Drakon armor removed and rearmed with MIM-72A; Range and accuracy reduced, HE reduced to 5, and aim time increased to 3 seconds
(South Korea) K1A1 AP increased to 24 (M829A2)
(South Korea) K263 armor corrected to 2/2/1/0
(South Korea) F-86F converted to F-5E Tiger II and rearmed with 38xM151 FFAR and 2xAIM-9J; turn radius reduced to 350
(South Korea) KF-5E Kegong-Ho rearmed with 4xAIM-9P-4 and 4xCBU-24; turn radius reduced to 350
(South Korea) F-4D Peace Spectator rearmed with 18xMk82 and 4xAIM-9J
(South Korea) Added F-4E Peace Pheasant I as ASF; 4xAIM-7E and 4x AIM-9J
(South Korea) F-4E Peace Pheasant II rearmed with 2xAGM-65B and 2xAIM-7F
(Netherlands) M109A5 NL converted into M109A1
(Denmark) EOTS I-HAWK removed
(Norway) NASAMS radar tag removed


(USSR) Added PT-76K command tank
(USSR) Added T-80BK command tank
(USSR) Sapery rearmed with RPO Rys instead of flamethrower
(USSR) Sapery '90 ammo load increased to 8
(USSR) RPO Shmel rate of fire increased to 20/rpm
(USSR) BMP-1D side armor increased to 3
(USSR) Mi-28A intro date changed to 1992
(USSR) 9M311 and 9M311M missiles on Tunguskas HE reduced to 6
(East Germany) KPz T-72S removed
(China) PGZ-88 removed
(China) PGZ-80 front and side armor increased to 2
(China) Added ZZZ-59D command tank
(North Korea) Type 80 SPAAG front and side armor increased to 2
(North Korea) Kh-66 on Mig-21PFM and Mig-21 Bis range increased to 3150m

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Sireyn
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Re: Wargame: Airland Dragon

Postby Sireyn » Tue 2 Jun 2020 00:35

Updated for latest Wargame patch. Small number of changes included.

(All) Airborne merged into Motorized for NATO decks
(USA) AH-6C converted to OH-6A with two M134 miniguns
(USA) UH-1N Twin Huey rearmed with M60D
(USA) CH-46E Sea Knight rearmed with M2 Browning
(USA) CH-47C Chinook rearmed with M60D
(USA) MH-60L DAP M134 miniguns replaced with GAU-19/A 12.7mm cannons
(Canada) CH-118 removed
(Norway) Bell 204 removed

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Re: Wargame: Airland Dragon

Postby Sireyn » Thu 11 Jun 2020 06:23

Updated for latest Wargame patch, 510117427.
Updated again to fix broken text for certain game installations.

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Re: Wargame: Airland Dragon

Postby raptor910 » Fri 12 Jun 2020 23:15

Any chance of a campaign mod? Perhaps a European scenario, even if using the Korean map. I could assist with making a plausible scenario based on historical orders of battle.

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Re: Wargame: Airland Dragon

Postby xenotype » Sun 21 Jun 2020 06:53

Have a very frequent crash with your mod, but trying to make sure it isn't any custom textures causing it.

Few other comments-

1. why no 1AP HEAT for AV8b NA? PGU 20 DU rounds were in very common use around desert storm and could easily penetrate 1-2 AV vehicles.
2. getting rid of miniguns on most blufor helicopters is a significant nerf, and inconsistent with the visual models for these. They were all capable of carrying miniguns even if this wasn't the most common armament- the game does not accurately model the effects of mounted GPMGs. You didn't adjust the prices for these after nerfing the armaments so many are quite expensive for what they bring.
3. The models for the AH1 series are completely messed up- many are missing the M197 like the supercobra. I'm sure there is a reason for this but unfortunately the seacobra models are hideous even with custom textures.
4. I don't know if you've rebalanced napalm but it really should be highly effective against infantry

Everything else in the mod is pretty much perfect- except unfortunately unplayable for me on the current patch. Was working fine before the recent WG updates occurred. I think your mod is far ahead of the 1991 mod- the rebalance to individual period tank AP shells, and recent infantry RR and AT range rebalance are amazing and what I've always wanted from the original game, and the mod ends up being far more fair to NK and other minor nations due to giving them unique advantages. Many small details in your mod are more historically accurate than 1991 mod (example dragon ATGM, etc).

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Sireyn
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Re: Wargame: Airland Dragon

Postby Sireyn » Mon 22 Jun 2020 19:06

raptor910 wrote:Any chance of a campaign mod? Perhaps a European scenario, even if using the Korean map. I could assist with making a plausible scenario based on historical orders of battle.


I have thought about converting Busan Pocket into a Scandinavia campaign, similar to ALB, but I haven't found the time or inclination. I find the other campaigns to be interesting enough to keep. At this point, I would tweak the existing campaigns, but a total conversion is too much work.

What are you ideas? If you wanted to create a polished campaign, it may be possible to merge it into the mod.


xenotype wrote:Have a very frequent crash with your mod, but trying to make sure it isn't any custom textures causing it.

Few other comments-

1. why no 1AP HEAT for AV8b NA? PGU 20 DU rounds were in very common use around desert storm and could easily penetrate 1-2 AV vehicles.
2. getting rid of miniguns on most blufor helicopters is a significant nerf, and inconsistent with the visual models for these. They were all capable of carrying miniguns even if this wasn't the most common armament- the game does not accurately model the effects of mounted GPMGs. You didn't adjust the prices for these after nerfing the armaments so many are quite expensive for what they bring.
3. The models for the AH1 series are completely messed up- many are missing the M197 like the supercobra. I'm sure there is a reason for this but unfortunately the seacobra models are hideous even with custom textures.
4. I don't know if you've rebalanced napalm but it really should be highly effective against infantry

Everything else in the mod is pretty much perfect- except unfortunately unplayable for me on the current patch. Was working fine before the recent WG updates occurred. I think your mod is far ahead of the 1991 mod- the rebalance to individual period tank AP shells, and recent infantry RR and AT range rebalance are amazing and what I've always wanted from the original game, and the mod ends up being far more fair to NK and other minor nations due to giving them unique advantages. Many small details in your mod are more historically accurate than 1991 mod (example dragon ATGM, etc).


When does the crash occur? I'll be happy to try to work out the problem with you.

1. In the current damage tables, HEAT always does at least 1 damage, making it overly effective against heavy armor. I am considering the best way to alter the tables to not interfere with other gameplay behaviors.

2. I wanted to best represent what the helicopters would carry, despite the small weapon model (it does bother me a little). The price balance is debatable. I find transport helicopters to be extremely cheap and too often used as meat shields after they land their troops, so I didn't feel compelled to drop the prices. If you see some inconsistency or have your own views, I'll be happy to hear it.

3. I am unable to change parts of models and I'm aware of the problems. If I swap the AH-1J model to the AH-1T with the M197, it has the TOW launchers instead of the rocket pods. Using another nation's model means sharing the texture. I changed the Supercobra because the mounts don't allow for rocket pods and I've never seen evidence that the top rail mounts exist. Wargame doesn't have any suitable models.
Spoiler : :
Image

All Marine AH-1s had twin engines and M197 Vulcans. The recon versions are equipped for the armed-escort role and the helo tab is the anti-armor role. The AH-1Ts with TOW were overweight and barely suitable for that mission. I chose loadouts that fit the doctrine and then the best-fit models.
Spoiler : :
Image
Image


4. I haven't touched napalm at all. I find it to be very effective. In the game there is an initial HE damage followed by a damage over time to units sitting in the fire.

Thank you for the compliments and your interest. A lot of time, research, and collaboration with others has went into the mod.

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