Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Aircraft Fragments

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: Aircraft Fragments Page: <<   < prev  11 12 [13] 14 15   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Aircraft Fragments - 12/15/2007 10:32:04 PM   
wworld7


Posts: 1727
Joined: 2/25/2003
From: The Nutmeg State
Status: offline

quote:

ORIGINAL: Captain Cruft

CV capable is not determined by slot anymore, it is a flag in the database. So you can apply it to as many aircraft as you like.


Stupid silly question: Does this mean you could have a CV capable B-17 & B-24's flying off CVE's?

_____________________________

Flipper

(in reply to Captain Cruft)
Post #: 361
RE: Aircraft Fragments - 12/15/2007 11:09:47 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Sometimes when we're watching a movie my wife will ask me "can they do that?" And I'll reply "It's a movie, they can do whatever they want!"

(in reply to wworld7)
Post #: 362
RE: Aircraft Fragments - 12/15/2007 11:35:56 PM   
Captain Cruft


Posts: 3652
Joined: 3/17/2004
From: England
Status: offline
quote:

ORIGINAL: flipperwasirish
quote:

ORIGINAL: Captain Cruft

CV capable is not determined by slot anymore, it is a flag in the database. So you can apply it to as many aircraft as you like.


Stupid silly question: Does this mean you could have a CV capable B-17 & B-24's flying off CVE's?


Yes if the scenario designer is silly, but then you could do that now using the hard-wired slots.

(in reply to wworld7)
Post #: 363
RE: Aircraft Fragments - 12/16/2007 1:21:00 AM   
wworld7


Posts: 1727
Joined: 2/25/2003
From: The Nutmeg State
Status: offline

quote:

ORIGINAL: Captain Cruft

quote:

ORIGINAL: flipperwasirish
quote:

ORIGINAL: Captain Cruft

CV capable is not determined by slot anymore, it is a flag in the database. So you can apply it to as many aircraft as you like.


Stupid silly question: Does this mean you could have a CV capable B-17 & B-24's flying off CVE's?


Yes if the scenario designer is silly, but then you could do that now using the hard-wired slots.



I am sure somebody will drink too much (if there is such a thing?) and create fire-bombing B-29 Task forces...

_____________________________

Flipper

(in reply to Captain Cruft)
Post #: 364
RE: Aircraft Fragments - 12/16/2007 6:01:25 AM   
bradfordkay

 

Posts: 8683
Joined: 3/24/2002
From: Olympia, WA
Status: offline
It is certainly part of what impresses me about the crew that has been putting together WITP:AE. They're taking a great wargame and polishing it into a beautiful sheen. It's going to be harder and harder to wait until Origins next summer...

_____________________________

fair winds,
Brad

(in reply to Brady)
Post #: 365
RE: Admiral's Edition Air War Thread - 12/16/2007 11:32:52 AM   
pauk


Posts: 4162
Joined: 10/21/2001
From: Zagreb,Croatia
Status: offline

quote:

ORIGINAL: TheElf
OTS. Kamikazes have not been touched. Read some AAR's later in the war, they work. One thing we did that may help is alter AAA so that during attacks only AAA in the quadrant being approached may fire.


No, they don't work. Only if you set Zekes on max altitude, above Hellcats ceiling...

I guess you tried to say that kamis not been touched, but with new A2A combat routine some of them will FINALLY get trough?


_____________________________


(in reply to TheElf)
Post #: 366
RE: Admiral's Edition Air War Thread - 12/16/2007 1:38:57 PM   
tabpub


Posts: 1019
Joined: 8/10/2003
From: The Greater Chicagoland Area
Status: offline

quote:

ORIGINAL: pauk


quote:

ORIGINAL: TheElf
OTS. Kamikazes have not been touched. Read some AAR's later in the war, they work. One thing we did that may help is alter AAA so that during attacks only AAA in the quadrant being approached may fire.


No, they don't work. Only if you set Zekes on max altitude, above Hellcats ceiling...

I guess you tried to say that kamis not been touched, but with new A2A combat routine some of them will FINALLY get trough?


Never say never; I have been hit by the bloody things, Herbie has been able to sneak some in. An LRcap is an iffy proposition, as weather can mess it up on occasion.
I just have to ask, do any of you (I haven't played IJ) tried a high/low split on the attacking groups? Works for me on conventional bombing runs most of the time it seems. Perhaps the altitude settings in AE will also help in this regard.

_____________________________

Sing to the tune of "Man on the Flying Trapeze"
..Oh! We fly o'er the treetops with inches to spare,
There's smoke in the cockpit and gray in my hair.
The tracers look fine as a strafin' we go.
But, brother, we're TOO God damn low...

(in reply to pauk)
Post #: 367
RE: Admiral's Edition Air War Thread - 12/16/2007 1:41:56 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Kamikazes WORK in stock WitP; I don't give a ***'s *** what Pauk says.

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to tabpub)
Post #: 368
RE: Admiral's Edition Air War Thread - 12/16/2007 1:52:23 PM   
pauk


Posts: 4162
Joined: 10/21/2001
From: Zagreb,Croatia
Status: offline

quote:

ORIGINAL: tabpub

Never say never; I have been hit by the bloody things, Herbie has been able to sneak some in. An LRcap is an iffy proposition, as weather can mess it up on occasion.
I just have to ask, do any of you (I haven't played IJ) tried a high/low split on the attacking groups? Works for me on conventional bombing runs most of the time it seems. Perhaps the altitude settings in AE will also help in this regard.


Hi Tabpub, yes, i always do everything i can do to maximise effect of the air attack.

I think you might be right with altitude settings. Perhaps that will help (and new changed A2A routine).





_____________________________


(in reply to tabpub)
Post #: 369
RE: Admiral's Edition Air War Thread - 12/16/2007 2:02:55 PM   
pauk


Posts: 4162
Joined: 10/21/2001
From: Zagreb,Croatia
Status: offline

quote:

ORIGINAL: Terminus

Kamikazes WORK in stock WitP; I don't give a ***'s *** what Pauk says.



Your employees will be delighted with your correspodention skills. You are just arrogant lyer. For the last time i will say you - leave me alone and please do not comment my posts, anymore.

_____________________________


(in reply to Terminus)
Post #: 370
RE: Admiral's Edition Air War Thread - 12/16/2007 2:29:59 PM   
TheElf


Posts: 3870
Joined: 5/14/2003
From: Pax River, MD
Status: offline

quote:

ORIGINAL: pauk


quote:

ORIGINAL: Terminus

Kamikazes WORK in stock WitP; I don't give a ***'s *** what Pauk says.



Your employees will be delighted with your correspodention skills. You are just arrogant lyer. For the last time i will say you - leave me alone and please do not comment my posts, anymore.

Kamikaze's do in fact work in stock. But to be clear, we did not touch the routine itself as it was clear the typical trouble with Kamikaze's was with the UBER CAP. THIS is where we devoted a lot of time and energy. The end result is a more refined and dynamic system that is not a wall of fighters.

We ahve not had a chance to test this however since the usual limitation of getting to late war scenarios that are representative of a typical game are still there. The only way to currently test this properly is to build a comprehensive scenario that starts in 45' or to play a game all the way through.

given that there will be several patches BEFORE any player is likely to play to 45' we are prioritizing this lower until we can get to it.

_____________________________

IN PERPETUUM SINGULARIS SEDES



(in reply to pauk)
Post #: 371
RE: Admiral's Edition Air War Thread - 12/16/2007 3:09:23 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline

quote:

ORIGINAL: pauk


quote:

ORIGINAL: Terminus

Kamikazes WORK in stock WitP; I don't give a ***'s *** what Pauk says.



Your employees will be delighted with your correspodention skills. You are just arrogant lyer. For the last time i will say you - leave me alone and please do not comment my posts, anymore.


Alright, I suggest both of you go read the sticky post I put out front. You are both across the line. Offensive language will not be tolerated, whether disguised or not, and personal attacks will not be tolerated, and we have all of that here.



_____________________________

AE Project Lead
New Game Project Lead

(in reply to pauk)
Post #: 372
RE: Admiral's Edition Air War Thread - 12/16/2007 4:07:39 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline
quote:



ORIGINAL: paul

No, they don't work. Only if you set Zekes on max altitude, above Hellcats ceiling...

I guess you tried to say that kamis not been touched, but with new A2A combat routine some of them will FINALLY get trough?



So back to the issue.

Do Kamis (or Okhas) "work" in stock ?? Well, I think this depends on your definition of "work".

After being told for months (or was it years) that Ohkas never worked, that exhaustive testing had been done which proved that Okha never, ever made an attack/hit, and went and tried it myself. And holy cow, the very first time I tried it, they attacked and hit. And I posted this. I tried it several more times and sometimes they attacked/hit and sometimes not. But after far less than "exhastive" testing, they attacked/hit greater than zero times. Does this mean Okha are perfect? No.

In fact we went and looked at the code and found an issue, which has been fixed in 1.8.0.7 and in AE. This did not prevent them from attacking, actually it allowed small attacks to happen when they should not have, but it decreased the number of Okha that got thrown away in small useless attacks. The details are the if the "fly/no-fly" decision resulted in 0 planes selected to fly, and if you had an Okha flight - then a bug allowed one Okha flight to fly anyway, even though it should not have. This resulted in like 4 Okha flying, which would pretty much always fail against any kind of CAP or flak. We have fixed this bug. In my case, when I first saw it work, in my first test, I had 11 flying, so I passed the "fly" check and got more than one flight. But subsequent testing revealed strange behavior and eventually MichaelM and I nailed this one. One may not agree with HOW the Okha work, the reliance on the EXP of the Bomber crew, but, given the evidence we have at this point, I don't think it makes much sense to say that Okha do not "work".

So, what about Kamis? Both NikMod and WITP-AE have attempted to address the "Uber CAP" issue, though in different ways. Nik changed the data, because he couldn't change the code. We have taken the code change approach because we could. But both solutions reduce the bloodiness of a2a combat and allow more "leakers" to get through the CAP. This may result in Kamis getting through without having to use the altitude trick.
I think Termi's point though was that the code allows Kamis to fly and to strike and damage ships. Pauk was saying, that "effectively" Kamis don't work because they can't get through the CAP. But actually both seem to be correct - I say seem - because I haven't done any testing in this area myself. But given the evidence I've seen, Kamis "work" they just can't get through the Uber CAP. So, from my perspective, this is really just another symptom of the "Uber CAP" problem, which we are definitely trying to solve. It was in our top 4 issues (and all of the top four issues were air combat related IIRC).

But we need to test to determine if WITP-AE has sufficiently fixed Uber CAP to allow the right amount of Kamis to leak through to provide a historical feel. We don't know that yet. We're still finishing up the Air OOB and can't start full integration testing until we do. But stay tuned, and stay cool!



_____________________________

AE Project Lead
New Game Project Lead

(in reply to pauk)
Post #: 373
RE: Admiral's Edition Air War Thread - 12/16/2007 4:49:15 PM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline
If the CAP is fixed, then Kamis should work against shiping.

The only last question would be if you have found and fixed the Kamis attacking airfields bug. I am pretty sure that PzB has had that problem all along in a stock game.

_____________________________


(in reply to jwilkerson)
Post #: 374
RE: Admiral's Edition Air War Thread - 12/16/2007 5:04:43 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline

quote:

ORIGINAL: Nomad

If the CAP is fixed, then Kamis should work against shiping.

The only last question would be if you have found and fixed the Kamis attacking airfields bug. I am pretty sure that PzB has had that problem all along in a stock game.


Yes, this is fixed in both 1.8.0.7 and in AE.


_____________________________

AE Project Lead
New Game Project Lead

(in reply to Nomad)
Post #: 375
RE: Admiral's Edition Air War Thread - 12/16/2007 5:36:58 PM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline

quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: Nomad

If the CAP is fixed, then Kamis should work against shiping.

The only last question would be if you have found and fixed the Kamis attacking airfields bug. I am pretty sure that PzB has had that problem all along in a stock game.


Yes, this is fixed in both 1.8.0.7 and in AE.



Yes.

_____________________________


(in reply to jwilkerson)
Post #: 376
RE: Admiral's Edition Air War Thread - 12/16/2007 5:53:01 PM   
Brady


Posts: 10701
Joined: 10/25/2002
From: Oregon,USA
Status: offline
Can Kamakazis and Oahka's make Night atacks in game, and can these be trigerd by Night time Naval air search sorties?

Ki-115?

< Message edited by Brady -- 12/16/2007 6:14:05 PM >


_____________________________





Beta Team Member for:

WPO
PC
CF
AE
WiTE

Obi-wan Kenobi said it best: A lot of the reality we perceive depend on our point of view

(in reply to Nomad)
Post #: 377
RE: Admiral's Edition Air War Thread - 12/16/2007 6:03:08 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Please note for technicla reasons PZB and I were unable to upgrade ton 1.8.7 so thats why followers of our AAR still see this bug

(in reply to Brady)
Post #: 378
RE: Admiral's Edition Air War Thread - 12/16/2007 6:12:45 PM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline
I think John and I couldn't even upgrade to 1.6 - I think you guys finally got it to.

_____________________________


(in reply to Andy Mac)
Post #: 379
RE: Admiral's Edition Air War Thread - 12/16/2007 6:13:37 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline

quote:

ORIGINAL: Andy Mac

Please note for technicla reasons PZB and I were unable to upgrade ton 1.8.7 so thats why followers of our AAR still see this bug


(I note Andy is now using Brady's spell checker! )

One of the technical[sic] reasons being that 1.8.0.7 hasn't been released yet. This is actually the "Next" regular WITP patch .. which we expect will be released right around the same time as WITP-AE.



_____________________________

AE Project Lead
New Game Project Lead

(in reply to Andy Mac)
Post #: 380
RE: Admiral's Edition Air War Thread - 12/16/2007 11:44:55 PM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
From: Reading, England
Status: offline
Any insights as to what caued Kami's to attack bases rather than ships?

_____________________________

WitE 2 Tester
WitE Tester
BTR/BoB Tester

(in reply to jwilkerson)
Post #: 381
RE: Admiral's Edition Air War Thread - 12/17/2007 4:20:58 AM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline

quote:

ORIGINAL: Speedy

Any insights as to what caued Kami's to attack bases rather than ships?


Invalid code statement!


_____________________________

AE Project Lead
New Game Project Lead

(in reply to Speedysteve)
Post #: 382
RE: Admiral's Edition Air War Thread - 12/17/2007 6:28:36 AM   
Sonny II

 

Posts: 2878
Joined: 1/12/2007
Status: offline

quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: Speedy

Any insights as to what caued Kami's to attack bases rather than ships?


Invalid code statement!




Such insight! No wonder you're the leader!

(in reply to jwilkerson)
Post #: 383
RE: Admiral's Edition Air War Thread - 12/17/2007 4:50:29 PM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
From: Reading, England
Status: offline


_____________________________

WitE 2 Tester
WitE Tester
BTR/BoB Tester

(in reply to Sonny II)
Post #: 384
RE: Admiral's Edition Air War Thread - 12/17/2007 8:23:44 PM   
pauk


Posts: 4162
Joined: 10/21/2001
From: Zagreb,Croatia
Status: offline

Thanks to Elf and Joe for explanations.

Anyway, I made my decision and will not buy AE for known reasons. Now i'm going out of this thread and will not polute it anymore.

_____________________________


(in reply to Speedysteve)
Post #: 385
RE: Admiral's Edition Air War Thread - 12/17/2007 8:54:43 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline

quote:

ORIGINAL: pauk


Thanks to Elf and Joe for explanations.

Anyway, I made my decision and will not buy AE for known reasons. Now i'm going out of this thread and will not polute it anymore.



Hey Pauk - you can have any opinions and make any decisions you want - but you can't polute WITP threads - just not possible - by definition - for you are Pauk!!




_____________________________

AE Project Lead
New Game Project Lead

(in reply to pauk)
Post #: 386
RE: Admiral's Edition Air War Thread - 12/17/2007 9:19:21 PM   
NormS3


Posts: 521
Joined: 12/10/2007
From: Wild and Wonderful WV, just don't drink the water
Status: offline
Thanks for all the info so far guys.  At least I have you all giving info to keep me from going completely crazy.  Couple more questions.
Will Napalm be available for late war use?
How about chemical bombs/weapons?
More Rockets?

Thanks again for everything that you all have done.

(in reply to jwilkerson)
Post #: 387
RE: Admiral's Edition Air War Thread - 12/17/2007 10:29:33 PM   
Mark VII


Posts: 1838
Joined: 8/11/2003
From: Brentwood,TN
Status: offline
Yea, will there be napalm? I love the smell of napalm in the morning.

quote:

ORIGINAL: Norm3

Thanks for all the info so far guys.  At least I have you all giving info to keep me from going completely crazy.  Couple more questions.
Will Napalm be available for late war use?
How about chemical bombs/weapons?
More Rockets?

Thanks again for everything that you all have done.



_____________________________


(in reply to NormS3)
Post #: 388
RE: Admiral's Edition Air War Thread - 12/18/2007 3:21:45 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
quote:

ORIGINAL: pauk


quote:

ORIGINAL: TheElf
OTS. Kamikazes have not been touched. Read some AAR's later in the war, they work. One thing we did that may help is alter AAA so that during attacks only AAA in the quadrant being approached may fire.


No, they don't work. Only if you set Zekes on max altitude, above Hellcats ceiling...

I guess you tried to say that kamis not been touched, but with new A2A combat routine some of them will FINALLY get trough?



They also do not work in the sense AI sets EVERY AIR UNIT to kamakaze late in 1944 (starting in Aug, by November every air unit will convert to this form; a new unit converts in one day). It means Japan has NO fighters for CAP or Escort, no transports, no recon, no land bombers ... the list goes on and on. It means Japanese resistence collapses.
That part of kamakazes could be addressed - and IMHO it should be - or any game with AI controlling Japan is going to die in late 1944 - with unreasonable Allied victories.

Only a minority of units should ever convert. Not all units would do that - or should do that - and certainly nothing like most ever did.

< Message edited by el cid again -- 12/18/2007 3:23:40 AM >

(in reply to pauk)
Post #: 389
RE: Admiral's Edition Air War Thread - 12/18/2007 3:27:53 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline

quote:

ORIGINAL: pad152

Blimps

What are they really good for?

What will they do in the game?

Does Japan get them?



IRL blimps are a USN West Coast defensive ASW creature. They operated from special (gigantic) facilities - at Tillimook Oregon - in Los Angelus - and in San Francisco. They could - but did not - operate from ships at sea. They were armed uniformly with a nose .50 cal and 2 depth charges. They could - and at least one was - be shot down by an enemy submarine! They are good assets for patrol because they stay in the air a long time - up to two days - and cover a great distance with the advantage of air observation - from an altitude that makes spotting subs possible (up high it ain't). They eventually were fitted with sonabouys, MAD and radar as well.

They are difficult in WITP I because (a) aircraft are limited to 24 hours; (2) a shortage of aircraft slots; (3) there is no way to put "sonar" on them. I cheated - and created a 'simulated blimp' - one type (K type) - but they really are misnamed PCs - so they can stay at sea two days - have sonar - etc. It will be better to have "real" blimps in AE.

(in reply to pad152)
Post #: 390
Page:   <<   < prev  11 12 [13] 14 15   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: Aircraft Fragments Page: <<   < prev  11 12 [13] 14 15   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.531