Aircraft Modding Notes

NOTES: These are notes I've gathered through my own study of the WITP:AE modding forum, the documentation that came with the game, and judicious study of the statistics in the game against real world weapon statistics.

Artwork

Japanese Plane Tops Face RIGHT

Allied Plane Tops Face LEFT

Statistics/Specifications

Max Speed: Maximum Speed in Miles per hour (MPH)
Cru Speed: Cruise Speed in Miles per Hour (MPH)
Endurance: Maximum amount of time the aircrat can spend airborne in minutes.

Manouver: How agile the aircraft is.

Examples

B-29: 2 Manouver
B-32:
3 Manouver
B-17: 5-9 Manouver (lower the heavier the model)
B-26: 6 Manouver
B-24:
7 Manouver
B-25:
10-12 Manouver
C-46: 9 Manouver
C-47: 13 Manouver
C-54: 8 Manouver
A-26: 11 Manouver
A-20: 14-15 Manouver
F7F: 16 Manouver
F6F: 17-19 Manouver
F4U: 18-21 Manouver
F8F: 23 Manouver

Manouver Band: How much performance falls off with increasing altitude: Examples of band falloff are given below.

P-51B

Manouver: 18 (Base)
---Low (<10K): 18 (no change)
---Medium (10-15k): 18 (no change)
---M-High (16-20k): 18 (no change)
---High (21-30K): 17 (-1)
---V-High (31+K): 13 (-5)

P-51D

Manouver: 16 (Base)
---Low (<10K): 16 (no change)
---Medium (10-15k): 16 (no change)
---M-High (16-20k): 16 (no change)
---High (21-30K): 14 (-2)
---V-High (31+K): 11 (-5)

P-51H:

Manouver: 23 (Base)
---Low (<10K): 23 (no change)
---Medium (10-15k): 23 (no change)
---M-High (16-20k): 23 (no change)
---High (21-30K): 20 (-3)
---V-High (31+K): 15 (-8)

P-47D-2:

Manouver: 13 (Base)
---Low (<10K): 13 (no change)
---Medium (10-15k): 13 (no change)
---M-High (16-20k): 13 (no change)
---High (21-30K): 13 (no change)
---V-High (31+K): 11 (-2)

Durability

B-17D: 65 Durability
B-17E:
68 Durability
B-17F:
68 Durability
B-17G:
69 Durability
A-26: 42 Durability
B-25:
42 Durability
B-26:
42 Durability
B-29:
70 Durability
C-46: 40 Durability
C-47:
32 Durability
C-54:
51 Durability

Range Max: Ferry Range in nautical miles.

Range Ext: Extended Combat Range in Nautical Miles. Essentially the pilot leans out his engine and uses a few fuel tricks to go a bit further. -- Game divides this by 2 to get combat radius in the game engine.

Range Normal: Combat Range in Nautical Miles with average power and average pilot. -- Game divides this by 2 to get combat radius in the game engine.

EXAMPLE: You've found data indicating a TBM-3 Avenger had a combat radius of 430 nautical miles with a torpedo. To enter it into the game correctly, you multiply it by 2. Thus, you enter 860 nautical miles in the editor.

Aircraft Weapon Setup

Torpedoes are hardcoded to swap with 4 x 500 lb bombs as alternates.

Ordnance coded as “external” will swap for drop tanks which are also coded as “external”; the same will happen with center-line ordnance.

You can define two bombs as "external" and one as "center-line" while defining two DT's as "external" and none as "center-line".

In this case the two "external" bombs would be replaced with two DTs, leaving the centerline bomb.

To override the above and allow an aircraft to carry a full suite of ordnance and DT's, tag the "DT ordnance" field.

There's no provision for differing ranges with “Clean” aircraft, and those “Dirtied” up with external ordnance. If you have two range figures, one for clean, and one with external ordnance, average the two.