Server Online
Space Engineers WW2 Waterwars
Manual


These pages contain descriptions of the gameplay, scenario, units, industry, economy and much more.

Index;

1. Introduction
1.1 Space Engineers the game
1.2 How to join the current war

2. Gameplay
2.1 Spawn options
2.2 Support options
2.3 Ingame commands
2.4 Logistics
2.5 Equipment

3. Scenario - World war
3.1 Description
3.2 Cities and Resources
3.3 Capturing and beacon status
3.4 Building units
3.5 Spawning units
3.6 Realism
3.7 Modlist

Appendix A - Units


1. Introduction




This is a battle/combat game first and Space Engineers experience second.
The use of resources and logistics are mainly to motivate invested teamwork making the experience more intense.
This server runs in Survival mode so beware what you do.
Inifite ammo is on and lives are infinite as well for now.

Jetpacks are not allowed but we may apply them to teach, repair or recover to keep it fun for players.
The game saves every 30 minutes so builds are not to be lost..before destruction.
The faction block limit is to 500.000 with each city using about 15.000 blocks.
Building fortifications is adviced but keep in mind they impacts the performance so build smart.


Earth Campaign status Combat equipment


1.1 Space Engineers the game

Space Engineers (SE) is a customisable realistic simulation environment that is applied to a variety of technology ages from the 15th century upto 22th century themes.

The developer Keen describes it as follows : "We want to create games that are based on real science, real facts, real physics, and real emotions. No magic & fantasy allowed."

And for exactly that reason we decided to put up our ww2 themed gaming environment. Read more about Keen on https://www.keenswh.com/.


For shopping you can find it on the Steam store at:

https://store.steampowered.com/app/244850/Space_Engineers/



1.2 How to join the current war

You can join the current war by logging onto the server using the direct link
51.91.105.87:28015

Or use the combat link on the right side of the site menu.

Once ingame you can join either BLUE (United States) or GREEN (Europe) faction.
The faction choice will be used next time you login. Note that grids you spawned will be set to 'Me' as ownership and switching side will make them hostile to your current faction.
(Re)spawn using BACKSPACE and spawn to an allied location.
You can review the campaign map on the site or the ingame city list LCD's to see what cities are hostile and were the enemy is near an friendly city.

Once ingame find the nearest cargo box and gear up. Weapons, medikits, grenades, a welder and drill and more if you think you need it.
In the HQ building as well as the city spawn bunkers you will find buttonpanels to control the production of units and the spawning of units locally if possible. (Cities can only spawn land gear after one day after beeing captured).
As the cities are quite distant (except for London+Rotterdam) driving is often a challenge. Use planes for long range attacks or transport vehicles to the attack zone.

The goal is to disable all hostile defences at enemy cities and capture the beacon under the barraks when possible. (Captures are only possible when both teams are online).


2. Gameplay

Once you have selected your faction you can spawn in at locations owned by that faction or possible mobile spawns like large vessels.

If you are not sure what faction you prefer then review the recruiting posters at the neutral spawn on the Northpole or join the chat to find out more about the factions.

There is a variety of spawn options so check in with the latest news to find out where you are needed most.



2.1 Spawn options (how and where to re-spawn) [soon teleport]

As a new player you have only the neutral spawn.
Spawn there and join either the BLUE or GREEN faction.
Then respawn on any spawn of that faction.

Spawns may come and go but can be any of;
- Headquarters at the medical bay.
- Cities at the barraks (white building).
- On the spawnkits of HQ/Transport helicopters
- On the spawnkits of HQ/Transport APCs
- At Forward Bases (FOB's)
- On large vessels

At HQ and cities you often find a filled cargo box nearby with basic gear and medkits.
If gear is not available then it can be produced at an HQ.
From there it can be transported to its destination.


2.2 Support options

Once your are in the field you will find that HQ and city supplies are far away.
Lighting may strike you while you are stuck in a ditch in a dark cold desert.
Mortar fire may rain down while you run out of ammo and med kits.
This is where HQ Support provides you with as much as your faction can afford.

Using ingame commands you can call upon a range of support options for as much as
your faction can supply or your superiors will allow.
Use this support to setup or defend Cities, Foward Bases (FOB's), landing zones or whereever it is needed.



Support equipment always spawns in front of the players view direction at 3 to 10 meters distance. It spawns 1 to 3 meters above the players position so spawning uphill may cause it to spawn into the ground voxels with results as shown below;


Note that if this occurs the server may be busy for a while till it wiggles itself out of the voxels. This may cause enormous lag so be carefull.
Each command has different costs and resources it uses. These are deducated from HQ total when the command is given.


2.3 Ingame commands

The ingame commands are given by entering them in your local chat box.
Enter the dash (#) as first symbol for the mod to recoqnise a command.

Find below the currently available support equipment and commands to spawn it in.
Mind that only small stuff like sandbag walls or barbed wire is allowed near city beacons.
For the larger items you have to be 3km or more from an enemy city like near the FOB.

#sandbag
A small sandbag wall, can be pushed around. Spawns 3 meters in front with the hard side forwards.


#mine
A landmine sensitive to soldiers and vehicles. This mine spawns below ground as shown on the left in the picture.


#mines
A 20 wide line of mines 1 block spread starting 2 blocks in front and 10 to your left. The mines are burried in the ground so should not be visible.
Make sure there is nothing from 10 blocks to the left of you to 10 blocks to the right before you place. If the ground ahead is a downslope then walk downslope and turn around to place them as you look upslope.


#atpole
A anti tank pole with a mine placed at the end. Also usefull for shore defence against landing ships.


#atcross
An anti tank cross


#atcrosses
A row of 10 anti tank crosses placed 10 meter in front of the player.


#barbedwire / #wire
Barbed wire to slow down infantry.


#fobbunker
A small camouflaged bunker as spawnpoint of a Forward Base.
These can only be placed outside the 3km range of enemy beacons starting from day 3. Note that FOB bunkers are expensive.
The standard power supply lasts for 8 days and a small cargo with weaponary is available.

FOB Bunkers are special and expensive as they can immediatly spawn vehicles and fighter planes. These crafts spawn 20 meter behind the bunker so keep this area clear.

FOB Bunkers should be accompanied by other fortifications to keep it secure.


#bunker
A small camouflaged bunker with some supply


#mgbunker
A small bunker with an gatling MG gun. Can provide some air cover.


#tower
A small watch tower. Towers are most vulnerable to tipping over when placed on uneven ground.


#bigtower
a large watch tower


#tent
A infantry tent providing some cover.


#vehicletent
A vehicle tent providing camouflage for vehicles against airborne spotters.


#medicaltent
A medical tent providing some cover and medical supplies.


#crate
A supply crate with basic supplies.


#recover
To recover units spawned in you can leave the cockpit, aim at the cockpit and type #recover. This should despawn the main grid and return resources depending on how much of unit is returned.

#recover only works within 3km of a friendly beacon.


#raft
Type this to spawn a raft 10 meter in front. Usually applied when abandoning a sinking vessel.



Additional target dummies can be called upon, some beeing fierce and lethal.
The following target commands are available;
#airtarget
An balloon as air target to train on. Or just have a blast through them. These spawn 100m above the player and may drift any direction.





2.4 Logistics

Although HQ supplies cities with spawnable equipment it may not arive on time or may be to dangerous to spawn at the destination. In such cases manual logistics is your last resort. Load up materials or H2 fuel in trucks, vessels or planes. Or load up trucks with materials onto vessels. Any way to transport materials or equipment will come handy at one point.

For short ranges trucks and tows may be a quick solution to an ongoing shortage of firepower. Grab a jeep and hookup an ATG and within 10 minites no armor can reach your beacon without a fight.

Plan to invade a continent ? Maybe take something with a bit more space and risk sailing the ocean's to accomplish another phase of your plan. Attempt a proper loading configuration to balance the weight of thousands of tons of equipment. Navigate towards your destination by use of stars and landmarks. And take upon yourself to unload the material that brings your faction another battle closer to victory.

Note that flank logistics are often neccesary for safety as you travel to active regions but they can also be a surprise for the enemy. The larger the transport the more need for an escort. Plan your logistics accordingly. Nighttime is an advantage though daytime allows carefull loading and unloading.



2.5 Equipment

The set of tools needed on this server range from repair tools to Flare guns. Depending on the task(s) ahead you must assure these items are already in your posession or carried along in secure (safe) cargo crates.

Equipment can be found at lockers, cargo boxes, seat inventories and many more locations. Your spawnpoint should have a cargo box nearby.

Find below a list of the equipment refered to;




3. Scenario Bases

3.1 Description

The gamemode 'Bases' reflects a real world map scenario with deep ocean waters.
Play as either of two teams BLUE (US) and GREEN (EU).
Build weapons at the available (ORE) automated HQ industry.
Spawn and load up material at the airport or seaport.
Drive, fly or sail to either of 20 cities.

Siege, assault and clear the area to capture the beacon.
Stand within 10 meter to capture a beacon for your faction.
And now it really begins with defending your property.
Transport logistics, fortify, patrol and expand your terratory.

Each HQ or city spawn has a neaby cargo box with a weapon and medical kit.
Use them wisely, loss of cargo weapons means no way to defend untill its manually resupplied.

This scenario runs in Survival mode with infinite ammo.
Find a worldmap in the HQ building marking each city.


3.2 Cities and Resources



There are 20 marked cities located around the globe.
These have real names and realistic locations.
Each team has 9 cities and an HQ town supplying it with 3 types of resources;
- each city delivers 100 credits per hour to its ruling team.
- each city provides 1 conscript per hour (used in AI).
- each city provides per hour one of the below resources;
5000 kg timber
10000 kg steel
4 kg gold
2 kg rare ores
10 drums of oil


Credits : Is needed for each item spawn, soldier spawn and fortification object spawn (sandbagwalls, watchtowers, bunkers). Also usable on market.
Timber : Is needed mostly for transport vehicles (is cheap on market)
Steel ore: Is needed mostly for combat vehicles (can be supplemented with mined steel ore through market swaps)
Gold ore : Is needed in everything with electronics equipment (so not in jeeps/trucks). Can also be used to sell for credits on market.
Rare ore : Is needed in everything with weaponary (has high value on market)
Oil : Is needed for all vehicles to move (continuesly as oil can be changed (market swap) to hydrogen enginefuel)

So with more steel and gold you can expand naval forces faster. With wood you can expand air forces faster. With rare ore you can expand any armed craft faster.



The city resources are processed per (game)hour.
In other words if you have two cities with timber resource your HQ supply gains 10.000 kg per hour timber.
The ownerships at start of a match are shown below.

BLUE TEAM: 10 Total : 3 Timber, 2 Steel, 2 Gold, 1 Rare, 2 Oil
New York Timber (HQ/Industry/Seaport)
Cape horn Gold ore
Dakar Oil
London Steel ore
Los Angelos Steel ore
Miami Rare ore
Panama City Timber
Rio Grande Oil
Sydney Timber
Yukon Gold ore

GREEN TEAM: 10 Total: 3 Timber, 2 Steel, 2 Gold, 1 Rare, 2 Oil
Lissabon Timber HQ/Industry/Seaport
Rotterdam Steel ore
Cairo Oil
Diomede Oil (sea)
Moscow Steel ore
Rome Gold ore
Singapore Gold ore
St.Petersburg Rare ore
Sri Lanka Timber
Tokyo Timber



3.3 Capturing and beacon status

City beacons are the indicators of ownership.
They are indestructable and cannot be grinded down.
To capture a beacon stand within 10m from one and wait till the capture is completed by reaching 100%.

The proximity and capture status is shown on the beacon list at HQ by indicators in front of the beacon name;
C - for an ongoing capture
A - for a 1km Area warning
R - for a 5km Region warning
B - for a 10km Border warning
+ indicators are used to show the amount of enemy presence;
None means there is at least one enemy is in range.
+ means that there between 5-10 enemies in range.
++ means that there are more then 10 enemies in range.

The capture status is shown in the beacon and citylist by displaying a percentage behind the beacon name.

Every enemy in the area cancels out the capture progress of an enemy soldier.

Note that the duration of capture state impacts the city spawn options. Read more about this in the chapter 'Spawning units'.



3.4 Building units
To mimic a real weapon industry a production queue is available that requires sufficient resources before production starts.

Once a unit is produced it is added to the HQ supplylist. From there it can be spawned for use or transport.

Cost for the units is type specific and listed on the Cost LCD at HQs.

Lost or despawned equipment is not yet added back to supply list or resource stacks.
In case of shortage grind the equipment down or keep aside for use of spare parts when needed.

Note that a large item may hold up production of a small item.
In such case you can decide to build that first by inserting it in the front of the queue.
Ongoing building progress is not lost but continues after the inserted item has been completed.



3.5 Spawning units

HQ can spawn all available (already build) units and spawn them around the seaport;

- Infantry spawns at the spawn kit or medical station.
- Vehicles spawn behind the seaport on the grass.
- Aircraft typicly spawn at the end of the runway.
- Vessels spawn at the docks with the exception of the raft that spawns ON the coast aside the seaport ready to glide it into the water.


Cities can spawn infantry as soon as they are captured.

1 day after capture vehicles can be spawned.
2 days after capture aircraft can be spawned.
3 days after capture vessels can be spawned.


!WARNING:
Currently the spawn safeties are off to avoid having to spawn vehicles 50m in the air.
While we work on this problem do try to avoid spawning one item into the place of another item.
In short, dont park everywhere while spawning or spam vessels in dock. They will get wrecked.








3.6 Realism
The realism in SE comes from Keen and a few other mods.
SE physics


Terra mod

This is a recreation of Earth in Space Engineers. This planet was generated from real data to get geographic features as close from the real world, as it is possible ingame. As 70% of the surface of our planet is covered in water, and water mods have greatly improved over the last years, it has been designed with water mods in mind.

Water mod

The mod adds water that you can build boats with. There is audio, splashing, bubbles, waves, fish, and much better simulation performance compared to older water mods.

Fire Brigade mod

This mod adds fire to the world. Grids can now catch fire and as fire spreads across the grid it may ignite other grids as well. Impact by fire and explosions can cause blocks to catch fire as well. Fires can be extinguished but this usually requires teamwork so respond fast.

Day/Night
As time passes the natural light in the world becomes so low that you may find yourself lost as landmarks become unrecoqnisable.
Enemies may sneak up in darkness turning the most quiet nights into complete chaos. A Flare gun is availble to light up a field for 10 seconds allowing any suspicion of enemies to be removed from your mind.
Note that although nighttime is an enemy the first light of day may come with a barrage of fire as you are now visible to the enemy at longer range.

Rain
Rain will hinder your visibility.

Cold
Cold impacts your health. Without cold you will need to heat up using energy in your suit or a chamber or room to avoid the cold.

Storms
Storms can harm you as well as minimize visibility.


3.7 Modlist

While this is a bit of fun code the whole of it is only made possible by having access to the below Mega modders providing many many good things to SE.

Respects and salute o7 for/to;

- Terra Remake 2930070836 Duke of Lorraine
- Jakari water mod 3.0 2200451495 Jakari
- buy a spawn item 2224523475 Klime
* ww2wwaterwars testing mod 3242899824 MikeXS
- AWG WeaponCore Pack - [v205] 2045426012 AWG
- AWG convinient weapon pack 1455159191 AWG
- [cap] costy's aircraft pack 2758773086 Const
- Boat parts 2685161727 John Bee
- Randa's Thin Wings, Plane Parts & Control Surfaces 2612368868 John Bee
- Plane Parts (by Takeshi) 837058476 Takeshi
- Rodrin Naval Arsenal(Weaponcore) 2976102967 Ribera1945e
- SE Minimap radar (script) 1939217705 jTurp
- Jargon generator (Air traffic) (Mod) 2476397380 Patrick
- Jargon generator (Mod) 2470184482 Patrick
- Carrier Landing - Arrestor Cable and Tailhook 2219683817 Klime
- Randa's Train parts [BETA] 2858620442 John Bee
- Speed Limit 300 1188795804 Takeshi
- Ore Generator 2783385218 Stollie
- Bino mod 2777644246 Klime + Chipstix213
- Plane parts plus: propellor 1463667637 Takeshi
- Soldier 2080878602 Chipstix213
- Grapple hook (in development) 3280424480 D4RK3 54B3R+
- Character parachutes 2744018516 Alyssa
- Small Conveyor Passthru 2840848427 Aryemis



4. Scenario Normandy (N/A)








Appendix A1 - Combat units

A variety of land, air and sea crafts have been prepared for production with a click and spawning across the map at friendly spawns.

The below is not the final list but most likely includes the listed items. Note that a asteriks (*) behind the name means the ship has been (lightly) altered to add trim, power, connectors or other functional blocks.

Motor
Land - Motor

The boss on the corner. An armed motorbike with sidespan to secure your area.
Class: Land
Seats: 2
Cargo: 4200 lbs
Weight: 25000 kg
Weapons: Machine gun
Speed : *****
Armor :
Firepower: *
Fueleff.: *****
By: The_Extruder *
Jeep
Land - Willy T Jeep

The legendary Willy T jeep. A versatile airlift able assault patrol and utility vehicle.
Class: Land
Seats: 3
Cargo: 3250 lbs
Weight: 8800 kg
Weapons: Machine gun
Speed : *****
Armor :
Firepower: *
Fueleff.: *****
By: theairshipguy
Jeep
Land - Willy T H2 Jeep

Improved Willy T Hw jeep. The improved all terrain jeep with bigger wheels.
Class: Land
Seats: 2
Cargo: 5375 lbs
Weight: 16000 kg
Weapons: Machine gun
Speed : *****
Armor :
Firepower: *
Fueleff.: *****
By: klingon00
Kubelwagen
Land - Kessel/Kubelwagen

Rolling sleek and low. A desert camo jeep as patrol and utility vehicle.
Class: Land
Seats: 2
Cargo: 4300 lbs
Weight: 10000 kg
Weapons: None
Speed : *****
Armor :
Firepower: *
Fueleff.: *****
By: Juno
Staff car
Land - W31 type G4 Staff Car

Classic Mercedes officers transport. This German transport driven by Mercedes engine makes travell a joy.
Class: Land
Seats: 4
Cargo: 4350 lbs
Weight: 16000 kg
Weapons: None
Speed : *****
Armor :
Firepower: *
Fueleff.: *****
By: theairshipguy
JeepMG
Land - JeepMG

Armed fast assault jeep. With its rapid fire MG gun this vehicle is first on the scene.
Class: Land
Seats: 2
Cargo: 5375 lbs
Weight: 16000 kg
Weapons: Machine gun
Speed : *****
Armor :
Firepower: *
Fueleff.: *****
By: theairshipguy *
JeepMG
Land - JeepMG H2

Armed fast H2 assault jeep. With its rapid fire MG gun this vehicle is first on the scene.
Class: Land
Seats: 2
Cargo: 5375 lbs
Weight: 16000 kg
Weapons: Machine gun
Speed : *****
Armor :
Firepower: *
Fueleff.: *****
By: klingon00 *
JeepMortar
Land - Jeep Mortar
Rapid support jeep. Fitted with a mortar for rapid Area support fire.
Class: Land
Seats: 2
Cargo: 3000 lbs
Weight: 13000 kg
Weapons: Mortar
Speed : *****
Armor :
Firepower: **
Fueleff.: *****
Producer: klingon00 *
JeepRocket
Land - Jeep Rocket
UV-24 Icarus rocket jeep. Fitted with a rocket for rapid Area support fire.
Class: Land
Seats: 2
Cargo: 2600 lbs
Weight: 9800 kg
Weapons: Rocket
Speed : *****
Armor : *
Firepower: ***
Fueleff.: *****
Producer: MysticLynJam
TruckCargo
Land - Cargo truck
An IFM approved 8 wheel truck. With large cargo and light armor this is the backbone of logistics.
Class: Land
Seats: 2
Cargo: 15800 lbs
Weight: 19000 kg
Weapons: None
Speed: ****
Armor: *
Firepower:
Fueleff.: ****
Producer: IFM *
TruckFuel
Land - Fuel truck
An IFM approved 8 wheel fuel truck. With 3 seperate fuel tanks and light armor it keeps the army moving.
Class: Land
Seats: 2
Cargo: 2000 lbs + 45000 L
Weight: 22000 kg
Weapons: None
Speed: ****
Armor: *
Firepower:
Fueleff.: ****
Producer: IFM *
Crane
/> Crane, Land - Ùtility Crane

Keen approved mobile crane. The defacto standerd for lifting crafts for repairs.
Class: Land
Seats: 1
Cargo: 1000 lbs
Weight: 18000 kg
Weapons: Canon
Speed: **
Armor: *
Firepower:
Fueleff.: *** +
Producer: + KEEN + NL}
ATG
Land - Anti Tank Gun
The hidden killer of tanks. This mobile AT gun is your deterance against hostile armor.
Class: Land
Seats: 1
Cargo: 1000 lbs
Weight: 6800 kg
Weapons: Canon
Speed: *
Armor:
Firepower: ****
Fueleff.: *****
Producer: Nomad
Artillery
Land - Mobile artillery
A towable artillery gun. The long range mortar gun allows regional barrages upto 12km.
Class: Land
Seats: 2
Cargo: 2000 lbs
Weight: 10000 kg
Weapons: Mortar tube
Speed: *
Armor:
Firepower: ****
Fueleff.: *****
Producer: Khijn
TruckAA
Land - mobile Anti Air
Self propelled Anti Air. With its sleak profile and camo it delivers excellent defence.
Class: Land
Seats: 2
Cargo: 2150 lbs
Weight: 55000 kg
Weapons: Quad autocanon
Speed: ***
Armor: **
Firepower: ***
Fueleff.: ****
Producer: The anaphylactic bee keeper
APC
Land - APC support
Armed infantry support vehicle. This APC is fast and agile allowing for rapid support.
Class: Land
Seats: 1
Cargo: 1210 lbs
Weight: 68000 kg
Weapons: Assault canon
Speed: ***
Armor: ****
Firepower: ***
Fueleff.: ***
Producer: 幽暝
M113 APC
Land - M113 support APC
Armed infantry support vehicle. With seats for 12 infantry and a gatling gun for surpression.
Class: Land
Seats: 1
Passengers: 12
Cargo: 1500 lbs
Weight: 74000 kg
Weapons: MG
Speed: ***
Armor: ****
Firepower: ***
Fueleff.: ***
Producer: Malacanth *
Sherman2
Land - M4A4 Sherman 2 tank
American M4A4 medium tank. Packed with a punch this tank provides heavy surpression ability.
Class: Land
Seats: 3
Cargo: 6800 lbs
Weight: 80000 kg
Weapons: 2 MG, Assault canon
Speed: **
Armor: *****
Firepower: ****
Fueleff.: **
Producer: WW2W
>
Stonewall76
Land - SMR M4 Stonewall 76 tank
American M4A1(76) heavy tank. With its new 76mm tankcanon the socalled 76 is a beast in the field.
Class: Land
Seats: 3
Cargo: 6800 lbs
Weight: 80000 kg
Weapons: 2 MG, 76mm canon
Speed: **
Armor: *****
Firepower: ****
Fueleff.: **
Producer: Duke of Lorraine
Stonewallmed
Land - SMR M4 Stonewall tank
American M4A1 medium tank. This upgunned tank has the power to control the battlefield.
Class: Land
Seats: 3
Cargo: 6800 lbs
Weight: 80000 kg
Weapons: Assault canon
Speed: ***
Armor: ****
Firepower: ***
Fueleff.: **
Producer: Duke of Lorraine
Tank7545
Land - 75/45 M43 gun
Italian selfpropelled field gun This mobile field gun can can support and destroy tanks.
Class: Land
Seats: 2
Cargo: 1560 lbs
Weight: 24000 kg
Weapons: 75mm gun
Speed: ***
Armor: ****
Firepower: ****
Fueleff.: **
Producer:
Tank10525
Land - 105/25 M43 tank
Italian rank II tank destroyer. With a battle ratio of 3.0 the Semovente tank is a fierce opponent.
Class: Land
Seats: 2
Cargo: 1560 lbs
Weight: 24000 kg
Weapons: 105mm
Speed: **
Armor: *****
Firepower: ****
Fueleff.: **
Producer:
Panzerkampfwagen VIII
Land - Panzerkampfwagen VIII
The Maus superheavy battletank. The heaviest tank ever build fitted with duo canon.
Class: Land
Seats: 2
Passengers: 8
Cargo: 6800 lbs
Weight: 428000 kg
Weapons: 105mm
Speed: *
Armor: *****
Firepower: *****
Fueleff.: *
Producer: prexray13
Leopold
Land - Krutt K5 Leopold
The Krupp K5 is a heavy railway gun. Ranging a massive 30km with AP, HE, Shell and airburst.
Class: Land
Seats: 1
Cargo: 1000 lbs
Weight: 47000 kg
Weapons: Artillery Canon
Speed: **
Armor:
Firepower: *****
Fueleff.: **
Producer: WW2W






Balloon
Land - Balloon
When you are not in a rush. Public balloon with room for 3. Perfect views and cheap travell.
Class: Air
Seats: 1
Passengers: 2
Cargo: ?? lbs
Weight: ?? kg
Weapons: None
Speed: *
Armor:
Firepower:
Fueleff.: ***
Producer:
PatrolPlane
Air - PatrolPlane
Our eyes across the globe. A low weight small plane excellent for patrolling.
Class: Air
Seats: 1
Cargo: 2237 lbs
Weight: 39000 kg
Weapons: None
Speed: ****
Armor:
Firepower:
Fueleff.: *****
Producer:
ParaPlane
Air - C47 ParaPlane
Currahee, for glory and country. The fastest way to send your mates to death behind the lines.
Class: Air
Seats: 1
Passengers: 40
Cargo: 2237 lbs
Weight: 39000 kg
Weapons:
Speed: ****
Armor: *
Firepower:
Fueleff.: ****
Producer: OuchInYaEyes *
Cargoplane
Air - AC130 Naval Cargo plane
Moving armies across the globe. With its huge payload bay this plane can move mountains.
Class: Air
Seats: 1
Passengers: 2
Cargo: 80000 lbs
Weight: 97000 kg
Weapons:
Speed: ****
Armor: *
Firepower:
Fueleff.: *
Producer: OuchInYaEyes *
Transportplane
Air - AC130 Transport plane
Moving vehicles across the globe. With its huge payload bay this plane fits multiple jeeps.
Class: Air
Seats: 1
Passengers: 12
Cargo: 32000 lbs
Weight: 92000 kg
Weapons:
Speed: ****
Armor: *
Firepower:
Fueleff.: *
Producer: OuchInYaEyes *
BomberZero
Air - Mitsubishi A6M Zero+bombs
A medium long range bomber. This low wing monoplane is armed with a 1000lbs slow release bomb.
Class: Air
Seats: 1
Cargo: 2237 lbs
Weight: 39000 kg
Weapons: 2 MG, 2 Rocket
1000 lbs, 2x 250 lbs
Speed: *****
Armor: *
Firepower: *****
Fueleff.: *****
Producer: Mr Unicorn
FighterZero
Air - Mitsubishi A6M Zero
A lethal long range fighter. This low wing monoplane is excellent to intercept air traffic.
Class: Air
Seats: 1
Cargo: 2237 lbs
Weight: 39000 kg
Weapons: 2 MG, 2 Rocket
1000 lbs, 2x 250 lbs
Speed: *****
Armor: *
Firepower: *****
Fueleff.: *****
Producer: Mr Unicorn
Fighter Bf109
Air - BF 109 Fighter
A stirdy though slow fighter. The BF109 with its V12 engine and lethal canons may catch you.
Class: Air
Seats: 1
Cargo: 2237 lbs
Weight: 39000 kg
Weapons: 2 MG, 2 Rocket
1000 lbs, 2x 250 lbs
Speed: *****
Armor: *
Firepower: *****
Fueleff.: *****
Producer: Mr Unicorn
Bomber Spitfire
Air - Supermarine Spitfire. Powerfull medium bomber The most adaptable air fighter loaded with small 250lbs bombs.
Class: Air
Seats: 1
Cargo: 4958 lbs + 1080 L
Weight: 48000 kg
Weapons: 6 MG, 1000 lbs, 2x 250 lbs
Speed: *****
Armor: **
Firepower: *****
Fueleff.: ****
Producer: Hacker3k
Fighter Spitfire
Air - Supermarine Spitfire
Powerfull short range interceptor. The most adaptable air fighter for a variety of combat tasks.
Class: Air
Seats: 1
Cargo: ?? lbs + ?? L
Weight: ?? kg
Weapons: ??
Speed: *****
Armor: **
Firepower: ****
Fueleff.: ****
Producer: ??
Helicopter
Air - Bell UH-1 helicopter
Multipurpose utility helicopter. Nicknamed Huey this craft provides rapid insertion and support options.
Class: Air
Seats: 2
Passengers: 6
Cargo: 3150 lbs
Weight: 50000 kg
Weapons: 2 MG, 2 Rocket
Speed: ***
Armor: ***
Firepower: ****
Fueleff.: ****
Producer: ANICORP
TransportHeli
Air - Bell Transport heli
Multipurpose utility helicopter. Adapted for transport it includes extended cargo and passenger room.
Class: Air
Seats: 2
Passengers: 6
Cargo: 7500 lbs
Weight: 48000 kg
Weapons: None
Speed: ***
Armor: ***
Firepower:
Fueleff.: ****
Producer: ANICORP *
Sikorsky
Air - Sikorsky transport heli
Vehicle transport helicopter. The Sikorsky helicopter provides heavy lifting ability.
Class: Air
Seats: 2
Cargo: 3300 lbs + 1230 L
Weight: 49000 kg
Weapons: None
Speed: ***
Armor: **
Firepower:
Fueleff.: **
Producer: WW2W
Bomber
Air - B-25 Mitchell bomber
A rugged versatile heavy bomber. Armed to the teeth these planes bring destruction to a new level.
Class: Air
Seats: 5
Cargo: 9050 lbs
Weight: 176000 kg
Weapons: 12 Warhead bombs
Speed: ****
Armor: **
Firepower:
Fueleff.: **
Producer:
HeavyBomber
Air - B-29 Heavy bomber
The Flying Fortress with 3x payload. Armed to the teeth these planes bring destruction to a new level.
Class: Air
Seats: 2
Cargo: 4500 lbs
Weight: 429000 kg
Weapons: 15 Warhead bombs,
8 Autocanon
Speed: ***
Armor: **
Firepower: *****
Fueleff.: *
Producer: prexray13
Siege zeppelin
Air - Siege zeppelin
. Cloud of thunder. A quiet bohemeth in the air able to carpet bomb anywhere.
Class: Air
Seats: 5
Cargo: ?? lbs
Weight: ?? kg
Weapons: 160 bombs
+ 9 AA
Speed: **
Armor: *
Firepower: *****
Fueleff.: ***
Producer: theairshipguy






Raft
Sea - Bay scout raft
Fishing and resque raft. This small raft allows for quick access and rescue at sea.
Class: Sea
Seats: 5
Cargo: 4064 lbs
Weight: 12000 kg
Weapons: None
Speed: ****
Armor:
Firepower:
Fueleff.: ****
Producer: Subwoofer
TransportInf
Sea - Landing Craft Infantry
Brittish LCI personel carrier This socalled Higgins boat assures your men to reach the shores.
Class: Sea
Seats: 9
Passengers: 50
Cargo: 13000 lbs
Weight: 70000 kg
Weapons: 2 MG
Speed: ***
Armor: ***
Firepower: ***
Fueleff.: ****
Producer: WW2W
TransportVeh
Sea - Landing Craft Utility
American LCU vehicle carrier Due to the small size these transports can delivery heavy material onto shores.
Class: Sea
Seats: 5
Passengers: 50
Cargo: 40000 lbs + 1500 L
Weight: 222000 kg
Weapons: 2 MG
Speed: ***
Armor: ***
Firepower:
Fueleff.: ****
Producer: WW2W
Fairmile
Sea - Cosby class Fairmile
Canadian Fairmile Type B This is the smallest warship but its speed and agility is unmatched.
Class: Sea
Seats: 11
Passengers: 40
Cargo: 38320 lbs
Weight: 234000 kg
Weapons: 2 MG, 4 rocket
Speed: *****
Armor: ***
Firepower: ****
Fueleff.: ****
Producer: WW2W
Transport
Sea - LST Large transport vessel
A massive transport vessel. Its highly specialized design allows for beach loading and unloading.
Class: Sea
Seats: 40
Passengers: 1000
Cargo: 2.5M lbs + 10M L
Weight: 3.5M kg
Weapons: 10 MG, Assault canon
Speed: *
Armor: ***
Firepower: ***
Fueleff.: **
Producer: WW2W
Submarine
Sea - Seawolf class Submarine
Silent underwater killers With a crushdepth of 500m this vessel can pass any blockade.
Class: Sea
Seats: 10
Passengers: 1000
Cargo: 21000 lbs
Weight: 680000 kg
Weapons: Torpedo, Assault canon
Speed: ***
Armor: **
Firepower: ****
Fueleff.: ***
Producer: WW2W
Holt Destroyer
Sea - IFM Holt Destroyer
The lion of the sea. The IFM approved destroyer has an large range and variety of weaponary.
Class: Sea
Seats: 8
Passengers: 100
Cargo: 220000 lbs
Weight: 800000 kg
Weapons: 3 MG, 3 Artillery, 2 Quad AA,
Weapons: Torpedos, Depth charges
Speed: ****
Armor: ****
Firepower: ****
Fueleff.: ***
Producer: IFM *
Morden Destroyer
Sea - Morden class Destroyer
King of the ocean. Although slow and limited these are loaded with fire power.
Class: Sea
Seats: 4
Passengers: 250
Cargo: 110000 lbs
Weight: 2M kg
Weapons: 4MG, 9 Artillery,
Weapons: 12 Canon, 4 AA, Missiles Speed: ***
Armor: ****
Firepower: ****
Fueleff.: **
Producer: Luvstruckmango *
Heavy Destroyer
Sea - Morden Heavy Destroyer
The shield at sea. Build for taking a punch but able to deliver barrages.
Class: Sea
Seats: 4
Passengers: 250
Cargo: 110000 lbs
Weight: 2M kg
Weapons: 12 Artillery, 8 AA,
Weapons: 4 Canons
Speed: **
Armor: ****
Firepower: ****
Fueleff.: **
Producer: Luvstruckmango *
Siege Destroyer
Sea - Morden Siege Destroyer
Thor's hammer. From ranges to far to detect these vessels lay waste to all.
Class: Sea
Seats: 4
Passengers: 250
Cargo: 110000 lbs
Weight: 2M kg
Weapons: 4 MG, 6 Artillery,
Weapons: 12 AA. 4 Canons, Missiles Speed: **
Armor: ****
Firepower: ****
Fueleff.: **
Producer: Luvstruckmango *
Battleship
Sea - Iowa class Battleship
A naval behemoth of terror. This massive warship can level cities to the ground.
Class: Sea
Seats: 24
Passengers: 100
Cargo: 1.2M lbs
Weight: 5M kg
Weapons: 4 MG, 18 Artillery, 4 Gunbattery
Speed: ***
Armor: **
Firepower: **
Fueleff.: **
Producer: Luvstruckmango *
Carrier
Sea - US CV05 Carrier
A floating city of warfare. The naval carrier provides air support anywhere on the globe.
Class: Sea
Seats: 100
Passsengers: 5000
Cargo: 4M lbs + 2M L
Weight: 12M kg
Weapons: 12 MG, 7 AA, 9 Canons
Speed: **
Armor: **
Firepower: **
Fueleff.: **
Producer: WW2W









Appendix III - Mods used



Appendix IV - Credits list


Credits to the modders:

Duke of Lorraine, Jakari,
Klime, AWG, Digi, Const,
John Bee, Takeshi,
Ribera1945e, jTurp, Patrick
Stollie, Chipstix213, DEeMON,
NorthyPark, TheSlaveOne,
Valikai, MikeXS
Many thanks to Keen, all
coders, testers, modelers
and of course the troops
from Discord o7



Credits to the moddelers:

JohnyRico, Useless, Samerrie,
estonia123,rolle63, Vomsay,
The Zat, Infamous, jOnOnymOus,
pyromaniac1989, Hellratz,
gnvenus, klinon00, Pakeha,
Hacker3k, Nomad, ANICORP,
The anaphylactic bee keeper,
幽暝, Duke of Lorraine,
Mr Unicorn, Khijn, Subwoofer,
Luvstruckmango, OuchInYaEyes,
Theairshipguy, The_Extruder,
Malacanth, Prexray13,
Commander Rotal, Scout 83



Credits to the WW2W team:

MikeXS admin,modder,modeller
SpaceAce admin,modeller
TheAirShipGuy admin,modeller
Prexray13 admin,moddeler