Raining Death

V1 Rockets

 

Historical Notes:

            The Germans began developing reaction-propulsion for eventual military use soon after WWI because the Treaty of Versailles forbade Germany to develop certain classes of standard engines.  This proved fortuitous to the Germans, giving them a head start in the development of jet aircraft. 

               

The V1 rocket carried a 3/4 ton warhead, and was capable of flying at up to 400 mph, although they rarely achieved their top speed.  It could operate at up to 10,000 ft, but was more often sighted at 2000 to 3000.  Navigation was controlled with the use of three gyros (one master to maintain a straight course, and two secondary to dampen oscillations) and a magnetic compass.  The rocket was designed to run out of fuel and fall from the sky when it reached its target.

               

A copy of the V1 was actually produced with the warhead removed and space created in the fuselage to accommodate a pilot.  The test pilot chosen for the mission was a woman by the name of Hanna Reich.  Hence one of the first jet pilots of all time was actually a woman.  Unfortunately she was severely injured in one of the flights.

 

It is possible that had the Germans still had V1s in great number at the time of the Normandy invasion, the war would have turned out quite differently.

 

Design Notes:

            The mission contains three files:

. Raining Death Readme

. V1_Cinema  (Cinema file)

. V1attack (Mission file)

 

To run the mission first copy all of these files to your mission directory (ex. c:\Program Files\Jane’s Combat Simulations\WWII Fighters\Data\Missions) then start WWII Fighters, go to the single mission section, scroll down to “Custom missions”.  Then simply select V1attack from the menu.

 

            This mission deviates from reality in several points.  First and foremost V1 rockets were actually very inaccurate.  Only about one in four ever reached its target.  I felt it would be more exciting if the rockets used in the mission were more accurate, thereby increasing the tension.  Also by this period in the war, there were very few V1s left.  RAF and USAF planes were very diligent at taking out the launching sites whenever they were constructed.  For the purpose of the mission, the Germans were able to stockpile large quantities of V1s away from the front.  These would have been the perfect weapons to start the offensive with, as the bad weather would not hinder their flight, and would only assist in their avoidance of detection.

 

                I found the only way to make the survival of your airbases, as a requirement of success was to make the survival of the squadrons of bombers at each base as the requirement instead.  This effectively means the base by extension.   I’d like to find a way to make the survival of a building or vehicle a requirement of success. 

 

                The mission is designed to be random and scalable.  There are several fighter squadrons that are activated by the "Random" trigger.  You can change the difficulty of the mission by changing the percentage of likelihood for each trigger in the mission editor.  The Triggers that control the Random aircraft are:

 

Trigger 9

Trigger 10

Trigger 14

Trigger 15

Trigger 19

Trigger 20

 

You can edit them either in the mission builder, or in a text editor by changing the number after the random function.  By doing this you can make the mission more or less difficult on average.  Of course there will always be times when the odds are right, and you are free of almost all enemy presence, and then there will be times when you are swamped by wave after wave of enemy fighters.  I think that is part of the fun.

 

If you wait at the base until you receive clearance then you will be treated to some interesting views.

 

* Since the last release of this mission I’ve changed the names of the pilots from the standard “Wing 2” etc. to regular first names.  This I feel adds a more dramatic and urgent sense to the mission.  You will also receive individualized messages after each of your wingmen are shot down.  Again the purpose was to add more off a sense of loss to your mission when you lose a wingman.  To add further to this, I recommend opening the V1attack.mis file in a text editor and changing the names of the pilots to your own name, and the names of your friends.   The section you change will look like this:

.Entity

        .TypeName SPITFIRE

        .TagIdentifier 1441

        .IsPlayer

        .PlaneWayPoints 2

        .Callsign  Eirik

        .MPCallsign  Leader

        .FuelPercent           100.000000

        .Skill        ACE

        .PositionX 113120.00

        .PositionY 135.73

        .PositionZ 117890.00

        .Yaw -90.00247

        .Pitch 13.27650

        .Roll 0.00000

        .Speed 0.000

        .Side = Allied

        .WeaponLoadOut  SPIT_AUX_FUEL

.EndEntity

 You would then change the call sign from Eirik, to your own name.  If you change the names for your wingmen then you will also want to change the names in the Trigger messages as well.  

*Other fixes include the addition of more aircraft, both friendly and enemy, triggered by random triggers.  This allows a more dynamic enviornment.   The mission should play differently every time. 

 

Tactics: (These are just my ideas.  If you want to figure your own best way, then please don't read this section, or at least don't pay attention to it.)

 

            Speed is of the essence when trying to take out V1s.  Fly head on towards the V1, but about 3000 ft higher (usually 5000 to 6000 ft is sufficient).  When you approach to within 3000 ft of the V1 invert and dive into the same path as the V1.  This should give you a distinct speed advantage.  If you find that you are going to pass the rocket, then trade some of your forward speed for altitude.  This will allow you to regain the speed again once the rocket passes you.

                Try to conserve ammo.  Usually a few shots is all that is necessary to send a V1 off target.  They have no pilot, so they won't try to evade you, or even recover after being damaged.  Wait until you are right on top of it, or you will certainly run out of ammo.

                If you notice your wingman is targeting the same rocket, then leave it, and find a new one.  There are plenty to go around.  Try to avoid getting caught up in a drawn out dogfight with enemy fighters.  Your primary mission is to take out the V1s.  Once the fighters show up that responsibility will be almost entirely yours.  Your wingmen will almost certainly be drawn into a fight.

                One tactic that the British pilots would try during WW2, was to fly up beside the aircraft, and then nudge it with their wing.  Apparently if they could nudge it hard enough, then the rocket would spin out of control into the ground.  I haven’t quite managed to do this yet.  If you succeed please let me know.

 

This mission took me about 16 hours to make and finally get working right.  I hope you enjoy it.  Please email me any suggestions or comments you have.  I’m especially interested in hearing from people who have found other ways to do things.  I try to drop by Combat-net pretty often. If you see me, please say hello.

erude@niji.or.jp

 

Eirik Ballangrud (Ivarb)

 

 

Links for more information on the aircraft involved:  I used all of these in preparation of this mission.

 

V1 Resources

 

http://www.zenza.se/vw/v_main.html

 

http://www.valourandhorror.com/DB/PHOTO/home.htm

 

http://www.accessweb.com/users/mconstab/v1.htm

 

http://www18.pair.com/tvam/html/itd/itkb4.htm

 

Spitfire Resources

 

http://www.airspacemag.com/ASM/Web/Special/Ethell/pirep2.html

 

http://www.spitfiresociety.demon.co.uk/mypages/intro.htm

 

http://www.deltaweb.co.uk/spitfire/