


Release
Version 2.0
This
package contains the following items:
A 14
Mission Historically Researched RAAF 75 squadron Campaign
A 14
mission reversed Campaign played from the Japanese side
Complete
with Custom Briefing Screens and Original Documentation
And . . .
Three
improved aircraft:
G3M2
"Nell" AI version
In addition . . .
A new
custom CFS2 P-40E Panel
Custom
P-40E Gauge Cluster
P-40E fuel
tank weapon library
Scenery
files with nine Multiplayer-ready airfields for
Table of
Contents
Background
The
Early History of 75 Squadron RAAF
Historical
Background on the Southwest Pacific Theater – Papua and New Guinea
Territories
The
Map – where the action takes place
The
Kittyhawk Ia – P-40E
Schuftie
and her Sister – The Virtual Model
The P-40E/Kittyhawk Flight Dynamics
Flying the P-40E in "Free Flight"
The G3M2 Nell
The Campaign and the Missions
The
Missions and the Campaign screens
The Scenery
Port Moresby and Dobodura
Airfields
Other Things You Should Know
"A
Lot to Fight for" – a few
words about the memoirs of John F. Jackson
List of known issues
remaining
A few important words about CFS2 settings . . .
Installation Notes or “What have we done to your computer?
Is it possible to use the work here as a
basis for any new work?
A
Very Special Acknowledgement!
75 Squadron was for
The history of 75 Squadron RAAF is
one of magnificence, bravery and honor, with many pilots risking - and
sometimes sacrificing their lives for their country. They flew with a numerical
disadvantage against first-rate enemy pilots as those in the
Shortly after some US P-40E were
available in Australia, in February 1942, 75 Squadron was formed in nine
days at Townsville, Australia, furnished with some experienced pilots
taken from the North Africa front, as well as newly trained pilots. On
March 19th, Squadron Leader John F. Jackson was appointed as the Commanding
Officer of 75.
On March 19th, 17 Kittyhawks left Townsville, via the RAAF base at
The Squadron experienced intensive
fighting from that day through May 3rd, when the extreme attrition
on their equipment and the fatigue of the survivor pilots called for a
well deserved rest in a rear area. At that time US 8th PG was taking their turn
at combat in
75 Squadron ended its
After Port Moresby, 75 was deployed
for a deserved rest and rebuilding to a rear area near Townsville, Australia
only to return to New Guinea to fight again in their aging Kittyhawks
at Milne Bay in August of 1942. The next
year, they were back to Milne Bay with improved P-40N or Kittyhawk IV aircraft
where they would support an offensive by Australian ground forces and
participate in the repulse of the landing there by the Japanese.
In order to enrich your knowledge
about those historic facts, you may read the "overview" and
"background" text screens in each mission, as well as pursuing the
links below:
Warbirds
Browse in the menu for the General
Squadron Information -
75 Sqn. RAAF
Browse also to the RAAF Aircraft
section for information on the P-40 and Schuftie P-40E colors.
There you will also see a color plate
of “Cleopatra” with its distinctive white tail, one of the
Kittyhawk IVs that participated in the
Today's 75 site:
This link will take you to a great P-40
site:
Here is a great site for the entire
Hawk family with quite a few additional good links listed. It is part of RAM an on-line
and once there; go here:
“Click” on the scrolled
menu items on the left.
Here is a site including information
furnished by the Curtiss-Wright Historical
Association. There are fine detailed
photos of the restoration of a Tomahawk.
Warbirds.org - Virtual Air Museum
And for those of you who wish to
study color schemes used by the RCAF also as adopted from the RAF:
And for those of you who wish to
view some very considerable research on the RNZAF actions in the theater,
including photographs of the planes flown and a biography of leading
Commonwealth ace in theater, Geoffrey Fisken:
Peter's Royal New Zealand
Air Force Pacific WW II Home Page
The following link is not to be
missed!
The site is called Australia@War
and it has been carefully and extensively crafted by a fellow so modest that
one must search very hard to find his name, though he shows us pictures of his
back yard and teaches us all we need to know about Aussie (Ozzie) slang! He is Peter Dunn and he is into genealogy as
well as World War II history.
Here you will find many B&W
photos taken during the period. There is
a section on 75 Squadron that originally inspired the WARBIRDS 75 Sqn. Site to take on the identity of 75. There is copious information on virtually all
the RAAF fighter and bomber squadrons that participated in WW II. There are pictures of many locations where
aerodromes were located and there are some very poignant stories of courage and
tragedy. 1,336 military aircraft crashes
in Australian territory are documented as well as every known attack on the
Australian mainland (of which there were many) by the Japanese air forces
during the war.
As told in one such story, a 23
year-old 75 Sqn. pilot named
Flying Officer Montague David Ellerton (568), was
killed on 27th or
This story was especially tragic as
the
In January of 2001, Ellerton’s nephew stumbled upon the above website and
read the account of the loss of his uncle.
Of course he was familiar with the story, but not the location of his
uncle’s death. As it happens, he
was struck by an eerie coincidence.
Quite by accident, he had visited the very spot in a 4-wheel drive
vehicle in 1999 and came upon the wreck of the very Kittyhawk on the beach, not
knowing at the time that this was the plane flown by his late uncle David!
He has since returned to the site
and salvaged what he could of the aircraft for posterity.
There are quite a number of image captures
of maps used during this period by the RAAF.
Don’t miss this site!
Historical Background on the Southwest Pacific Theater –
Papua and
The following narrative is included
to provide a deeper context for the campaign and to give the reader a glimpse
at the events that occurred after the action of this campaign. It is not meant to be exhaustive. An historian or avid history buff may be
offended by the sins of omission.
However, the authors do provide a bibliography and we certainly mean to
encourage you to go explore this subject in greater depth.
The action of the 75 defense of Port
Moresby really marked the beginning of a long struggle between the Allied
forces newly organized under the command of General Douglas MacArthur
– fresh from his then-recent defeat in the Philippines – and the
firmly entrenched and dominant forces of the Imperial Japanese Navy and Army
based not only in New Britain, but also along the northern and western
stretches of New Guinea itself. Eventually,
there were strongholds not only at Lae but also at Salamaua,
Buna, and Hollandia and later at Wewak.
Ultimately, it took more than two
years for the Allies to dislodge the Japanese and the common enemy for both
sides was the jungle itself. In the
fighting that ensued, the terrain dictated that much of the fighting was small
arms combat supported by air actions.
The U.S. army experienced its highest rate of casualty due to
neuropsychiatric disorders, nearly 44 men per 1,000 under arms. In New Guinea, ambush and sudden death were
commonplace. In the Southwest Pacific,
small arms claimed 32% of Americans killed in action versus 17% by artillery
fire. This is in contrast with the
numbers for the war as a whole where overall rates were 19.7% for small arms
fire and 57.5% for artillery fire.
The Allied air forces were under the
command of Major General George C. Kenney and the Fifth Air Force. The struggle for control of the air resulted
in the loss of 1,374 Allied aircraft between September of 1942 (after the
action of our subject project) and September of 1944. During this time period, approximately 4,100
American airmen and more than 2,000 Australian airmen were either killed or
listed as missing in action. There were
over 24,000 battle casualties and over 70% of these (17,107) were
Australian. Malaria casualties alone
numbered 70,000.
During this same period, over
110,000 Japanese soldiers and airmen lost their lives to fighting, disease and
starvation.
So why such a big disparity in the numbers?
It is the conclusion reached by
author Edward J. Drea, that the Allies and especially
General MacArthur and General Kenney, General Walter
Krueger and Admiral Arthur Carpender and Admiral
Daniel Barbey collectively realized a fundamental
truth. The terrain of New Guinea was so
hostile to ground warfare that a new strategy had to be discovered. As it turns out, MacArthur
developed a risky but effective tactic of bypass. His subordinates developed and honed the
rapid amphibious assault, but not frontally - rather in a series of flanking
actions.
Of course it helped that the
Japanese left a trunk behind with their ciphers available to the Allies and
many of the strengths and weaknesses of the Japanese forces were known in
advance!
And then the Japanese upper command
hung onto a stubborn belief that a ground war could be fought in New
Guinea. There were a number of
ill-conceived campaigns to attack allied positions by cutting their way through
the unforgiving terrain. They nearly
succeeded a couple of times. But
“nearly” wasn’t good enough.
In one action – in an attack at the Australian base at Wau, they were turned around by the last minute arrival of
C-47 transports with men jumping out weapons blazing while the props were still
turning!
Many Japanese troops were lost in
the jungle to disease and starvation after their retreat from coastal positions
having been driven out by Allied amphibious action and close air support.
Most of the foregoing was learned by
reading:
War in the Pacific Pearl Harbor to Tokyo Bay, Edited
by Bernard C. Nalty; Technical Advisor Russ A.
Pritchard
From the above source, on the
topography:
"The high mountain peaks and
deep gorges, covered with thick jungle vegetation make passage overland by
large units nearly impossible. The lee of the mountainous spine around the Port
Moresby area is wet from January to April, but otherwise dry. On the windward
side, scene of most of the ground fighting from 1942-1945 rainfall falls as
high as 150. 200 or even 300 inches per year. As one veteran recalled, "It
rains daily for nine months, and then the monsoon starts.""
The enemy included malaria, dengue
fever, dysentery and a host of other diseases. "Men ate their rations with
one hand using the other to flick away clouds of black flies that swarmed to
the food."
Eastern New Guinea, New Britain New
Ireland and the surrounding archipelago were all Australian protectorates, the
western half of New Guinea being a Dutch protectorate.
It was in January of 1942 that the
Japanese kicked off their plan of conquest by capturing Rabaul in New Britain.
They killed about 300 of the Australian defenders and imprisoned the balance of
the original 1,200 in this nominal force under cruel conditions. At this time,
the Japanese put into affect the "FS" operation aimed at isolating
Australia by capturing Port Moresby and establishing forward bases in the
Solomons. The earliest part of this operation was to set up a base at Lae and Salamaua.
There was an unopposed 3,000 man
amphibious landing at Lae on March 8th, the Australians having seen this coming
and having withdrawn to Wau in the Bulolo valley.
100 aircraft from Lexington and
Yorktown caught the Japanese by surprise and sunk 11 transports and killed or
wounded about 400.
At this time, however, the Allies
had no significant troop concentrations in this area and very little in the way
of equipment as well. What was there was spread very thin.
The Australians had just recalled
their 6th and 7th Divisions from North Africa and the U.S. sent the 41st and
32nd Infantry to Australia.
This month of March was the same
month that MacArthur fled the Philippines, vowing to
return. This was the beginning of the
period of the campaign we call: “In Defence of Australia – 1942.”


Schuftie and her Sister – The Virtual Model
Some
reflections by
Comments added April of 2002 on the occasion of the release of
version two.
It’s hard to know really where
to begin?
I realize up front, that if I were
to relate the entire tale about the process of how I learned to build Schuftie
and her sister I might be mistaken for your Auntie Gertie!
We all know an Auntie Gertie. Auntie Gertie is that family member who gathers the family around
for a visit or a reunion. Once presented
with a respectful, captive audience, she begins to show you slides or videos of
her recent trip to Disneyworld, less interesting because she was unaccompanied
by small children. Her monotone is hard
to listen-to and you know you want to leave. You are polite and the weather is
ominous, but you look outside longingly at you car anyway. Only then you realize the left front tire
went flat after you arrived and you are stuck there for the duration.
I don’t have a captive
audience so, mercifully, I will present a few highlights and low points of the
creation process and I will share a few observations and recommendations
arising out of my experience from the prospective of a modeler who has finally
completed the project after some trial and tribulation.
Hopefully, I will save a little
grief for the would be first-time modeler reading this paper and I’ll
elicit a knowing chuckle or two from the more experienced.
Let’s start near the endpoint
of the process.
Prognosis is still very Good!
Since the release of
IDoA-42, there have been a lot of very fine models developed for CFS2 and new
tools as well. As I write this
paragraph, we are about six months away from the introduction of CFS3 and the
return to mid and late-war Europe.
To be sure, there remain many issues
to be resolved, but the most revolutionary recent development for the virtual
modeler has been the introduction of the multi-resolution merged MDL or LOD
(level of detail) model feature of Abacus Flight Simulator Design Studio Pro.
Of course, now we have
gmax for FS2002 and for CFS3, but a gentleman named
Chris File and some other enterprising folks have made it possible to make a gmax-designed model backwardly compatible with CFS2.
Schuftie and her
sister are still FSDS models, though I am very likely to bring them into gmax at some point.
In the meantime, Mike Crosthwaite has helped breath some life into FSDS
by allowing for animations not otherwise provided for by the venerable Aircraft
Animator. As a result of SDLEdit, these models now have rolling wheels, bouncing
drag link suspension parts and two-plane, twist and fold landing gear.
To have differential
timing of the gear and visible AI and multiplayer props and gear, a native CFS2
mdl model structure must be used. It has been possible to do this with manual
SCASM coding, but that approach isn’t for me.
As I write this, Louis
Sinclair may be as little as two to three months away from introducing FSDS
2.0. This promises to offer the modeler
native CFS2 mdl files with built-in animation
coding. If Louis is successful, then
there will be one more FSDS version of this Kittyhawk as well as some other
hawks that I have in the works.
I have written a tutorial on this subject of the Multi-Resolution Model so I will
not go into any great detail here. If
you are interested, you can obtain the article on the Abacus web site at:
Look for the News section and then
go to the FSDS 1.6b page.
If you would like the tutorial and
the test application and test files that accompanied it, you may get the entire
package at:
http://www.chapshq.com/aircraft/Mult-Res_PackInstall.EXE
The purpose of this feature is to
allow the modeler to combine a highly detailed model with a number of
successively simpler models. The simpler
models are displayed when the object appears progressively smaller. You see the details in the up close view and
you get great frame rates because most visible objects are smaller and utilize
the simpler models.
So now we can have high detail and
good frame rates as well!
But high frame rates and good detail
isn’t everything, is it?
We would also like to enjoy greater
functionality and even more “eye candy.”
As I write this, Microsoft is
contemplating the release of a second installment of the CFS2 SDK or Software
Developers Kit. In addition, a number of
creative “third party” developers are working to unravel further
mysteries of the new sections of the air files that contain the elements of the
flight dynamics as well as the newer virtual model structure code contained
within the MDL files. And work is being
done with the Damage Profiles as well.
As we know now, the
second CFS2 SDK did not materialize. Not
generally known or appreciated as yet though, MS is now preparing to help the
third-party designer community for the world of CFS3 by furnishing an aircraft
SDK “in the box” with CFS3.
There is a much new technology in the next generation Combat Flight
Simulator, so we will need all the help we can get.
And as if all this were not enough,
some folks, most notably a fellow from Italy named Nibbio,
are doing some fine work with the special effect “fx”
files used in CFS2. There’s more
startup smoke, more gun smoke, contrails, ships wakes, bow waves, oil slicks
among other things.
Those of you who have not been
around long enough to remember the early days following the initial release of
CFS European Theater can not fully appreciate just how much can be done and is
going to be done to enhance this Microsoft game we share by the freeware,
shareware, payware and commercial developers in the
months ahead of us.
And then what? CFS3 of course!
Flashback!
So how did a texture artist and
virtual aircraft tinkerer and package assembler come
to produce a model such as Schuftie anyway?
This is the part of the article
where you discover that your Aunt Gertie has locked
you in the living room. You may skip the
next section and I shan’t be offended because I shall never know!
Here we go!
Sometime in April of 2000, I was
approached by Jorge Alsina to work on a freeware project with him at the
invitation of the Microsoft SIMS team.
We were to be given alpha copies of the game. He was going to write the new campaign and I
was going to paint one or two aircraft.
This would be a couple of weeks work at the most, right?
Excuse me while laugh hysterically
for a while!
HAHAHAHAHAHAHAHAHA!
We were going to select a project
for which stock aircraft would be used and repainted. Right?
Wrong! Microsoft asked that we do an RAAF
campaign. Jorge did a little preliminary
research and came to the conclusion that such a task could not be undertaken
without a Kittyhawk. If we were to stick
to the period of 1941 or 1942, that could only mean a Kittyhawk Ia or P-40E. In
fact, anything other than a USN campaign would require some variant of P-40.
“Hello Mr. Microsoft. Just send us a P-40E and we will
comply.” “We might just have
a P-40 lying around for you guys. Do
some research and get started and we’ll get back to you.”
A few weeks later, it appears that
any possible P-40 from Microsoft has evaporated and yet the requirement for an
RAAF campaign remains!
Well . . . ?
I did buy FSDS Pro as did Jorge -
and Jorge did build a couple of models with AF99. Secretly I had always wanted to build a
model, but the learning curve held my ambition at bay.
Jorge and I discussed our options
and we decided that we would pursue a plan “A” and a Plan
“B.” I would begin what
would become an incredibly complex and trying odyssey that would ultimately
result in the Schuftie now on your hard disk drive. But we would not risk the failure of this
inexperienced modeler. Jorge would simultaneously
begin the construction of “Pistoff,” A
USAAF P-40E scratch-built with AF99 destined to be repainted as an RAAF
aircraft, should I never complete my task.
At this point in the time-line, a
number of highly detailed models have been produced with FSDS Pro for
FS2000. Among these are models of a
Corsair and a P-47D by Roger Dial and a DC3/RD4 by Roy Chaffin and Jan Visser.
Could I deliberately seek to build
an aircraft that is less detailed than these beautiful-to-look-at aircraft that
have come before? Of course not!
I did not know it at the time, but I
was destined for much pain and much joy and many “days” when I
would come home from work early, sit down at the computer - and look up at the
clock when I was too tired to work any longer to discover that it was about
03:30 local time. I had a steady diet of
this. Progress was painfully slow. If I knew I was destined to build a 16,400
polygon model and then to become horrified that the frame rates would be about
7 fps in CFS2, I am not sure that I would have continued. But having gotten that far, a couple
of months after commencing the project, how could I turn back?
For weeks, I struggled with
simplifying the model, hoping that with each reduction of 500 polygons, that
somehow I would get a magical increase in frame rate. But there was to be no magic. Nine (9) fps and then eleven (11) fps, but
this was with only one aircraft flying.
Put three or four of these beasts in the air and the game would become
Aunt Gertie’s slide show!
Argghhhh!
Meanwhile, Jorge produced a very
fine AF99 model of the Kittyhawk Ia to guard against
the total failure that was appearing more and more likely. To say that I had a number of sleepless
nights over this would not be an exaggeration. We were running out of time to
redo the model and we were running out of time for me to repaint the AF99
“Pistoff.” Thankfully the introduction of CFS2 was
delayed and even more thankfully from my point of view, there were many other
issues besides my trials and tribulations that would have prevented – and
did actually prevent – the timely release of the project.
I had to scrap Schuftie and start
over from scratch. Meanwhile I told
Jorge that I was reworking the original.
Very few points remained of the original aircraft by the time I arrived at
the 5600 polygon final master model you see today.
Time to “cut to the chase.”
I did build the model at least twice
from scratch. I do now think that it
will never be necessary again to rebuild any new model or structures with all
the experience gained.
This model has been
rebuilt a number of times now since the release of the first version of
IDoA-42.
If you are a would-be modeler
reading this document, I have a few simple suggestions for you.
Target about 4,000 to 4.500 polygons
as your ultimate size. Do not go above
6,000 polygons for any reason.
How do you target in this
manner? Resist the temptation to develop
a 32-sided fuselage. Instead, try 18 to
22 sided structures.
Today I am quite happy that we did
not release the project on time for it would have resulted in failure!
Two things occurred in the month of
November that made a huge difference:
·
Louis
Sinclair figured out how to design a multi-resolution model or level-of-detail
model capability into Design Studio Pro
·
I
read a SCASM tutorial written by Pentti Kurkinen and this inspired me to figure out how to design
an active 3D virtual cockpit.
Meanwhile, Jorge figured out a
number of workarounds in the Mission Builder and used the time to produce
fourteen superb missions for our campaign.
And we succeeded in meeting most of
the goals we set for ourselves eight long months ago.
The rest is, as they say, history!
Large structure improvements
1. Slight reshape of fuselage.
2. Separated leading edges of
wing and horizontal stabilizer and applied smoothing.
3. Added working animated
landing light assembly for the port wing.
4. Rebuilt canopy assembly,
adjusting vertical height and reconstructed appearance to be virtually identical
to "E" model canopy.
5. Adjusted fit and finish of
mating surfaces of canopy and fixed support structures such that they are now
air tight!
6. Widened the bullet-proof
glass area, corrected flaws in the upper support to provide a realistic, smooth
appearance from inside the VC.
7. Pilot seat redesigned and
re-textured.
8. Improved and repositioned
Pilot.
9. Long-wire antenna now
visible in the master model only.
10. Improved
"circularity" of the propeller disks.
11. Added detail and texturing
to the landing gear structures, including hydraulic lines and lg. door detail.
12. Redesigned flap assembly
and details, increasing fidelity to the original.
Cockpit Details
1. Extensive texture map
reworking inside the virtual cockpit. Leather map case has been added, fixed
and movable canopy surfaces previously untextured are
now textured.
2. Canopy opening crank
assembly redesigned and now animated to simulate opening the canopy with the
crank handle.
3. The stick is now animated
inside and outside to conform to aileron movement and suggestive of elevator
movement.
4. From outside the aircraft,
pilot's hand and arm assembly coordinated movement with the stick.
5. Animated goggles,
parachute, May West and harness appearance.
6. Working rudder pedals
installed. (Pilot head movement retained.)
7. Pilot's legs and feet have
coordinated movement with rudder pedals.
8. Visual flap controls now
function.
9. Visual landing gear
controls now function.
10. Added non-functioning visual
linkage between throttle quadrant (throttle-mixture-prop) and engine
compartment as in the real thing.
11. Added a highly detailed
sub-panel beneath the lower panels that represents the guns arming panel,
windscreen defogger and engine primer controls.
Added labels.
12. Added visual
(non-functioning) engine starter foot switch.
13. Redesigned DVC gauge
display such that the gauges now function from outside the aircraft looking in
as well as from within the DVC. No frame-rate reduction!
14. Developed and constructed
new canopy internal-only structures to eliminate "keyhole effect" and
"fat" or "larger-than-life" canopy detail appearance.
15. Animated reflector site
assembly. Shroud appears and reflector bulb functions when engine is running
only.
Animations other than cockpit - includes use of SDLEdit
1. Dual-plane twist and fold
landing gear.
2. Rolling wheels.
3. Landing gear drag link
simulated compression upon runway bounce.
The U.S. 52 Gallon Drop Tank is a
joint effort of Bruce Thorson and Joe Amodea.
Joe produced the visual model and Bruce created the weapons library
“bgl” files and damage profile.
Originally introduced as a
standalone add-on in February of 2001, this weapons load-out object can be
applied to other appropriate aircraft, once in your library. If you have it installed already, you may
over-write or skip the relevant section of the installation routine.
There is a highly detailed
instruction “sheet” that may be opened with Notepad, entitled US_52_DT.txt
located in the SCENEDB\weapons folder of your Combat Flight Simulator 2
installation. Everything you need to
know is contained in that one file.
Contact information for Bruce and Joe is contained there as well.
This second version was fully revamped taking
the original release as a start point. Stall characteristics were mostly
improved, as climb rate, take-off run, stability, balance, landing gear and
scrape points etc..
Nell FD parameters were also corrected and
generally improved. Now there are infrequent crashes between formation
elements.
In the first version, Jorge designed the Flight
Dynamics in the early phase of the project, taking as model the AF99
"Pistoff" P-40.
Later, it was adapted to Schuftie by
adjusting appropriate scrape and landing gear points. The CFS2 air
file was made “from scratch” using AirEd
and taking in all the knowledge that was possible from the 714th Squadron flight dynamics forum
Three renowned flight dynamics experts
participated in the first version, with advice and even contributing with some
data sections, in different phases of the project. Ron Freimuth helped with some early consultations. Then at beta testing, Gregory Pierson
participated - and finally Bruce Thorson, who was with Jorge at the post-beta
part of the project, and to whom we owe thanks for a more realistic final
version.
95% of the data entered in the flight dynamics
file has been gathered from several technical sources, including America's
Hundred Thousand and the Pilot Manual for the Curtiss
P-40 Warhawk. Some other sources mentioned below in Bibliography have
provided additional data for engine and aircraft.
Speed, climb rate, cruise values, stall, and
other performance characteristics have been modeled with the
P-40E performance charts values.
However, turn performance has been slightly
improved over the real P-40, to make play balance more suitable for CFS2
artificial intelligence.
While the flight dynamics may not please
everyone, it has been carefully designed for play-balance within Combat Flight
Simulator 2.