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Air Operations - 2/18/2009 11:03:27 PM   
Japan


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There is something with WITP Air Operations who is a bit off, and I wounder if it is fixed in AE.. or it maby is a sulution for WITP 2 instead.


Why can one not Send an Air Strike from point A to attack targets at point B and then land at Point C.

It could be ie. a Fighter Escrot flying from point A, but who does not have enugth range to get to and from target, so they need to land at an airbase closer to the target before making the return flight. ??

Is the Game Engine preventing this, or can it be done in AE ??

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RE: Air Operations - 2/19/2009 12:54:13 AM   
Mistmatz

 

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Just rebase your squadron and perform the mission from the new base the same day.

Probably not close to what happened in real life when squadrons were rebased. In real life I'd expect a couple of days delay before they become active again, so this is a free benefit of the program IMHO.

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RE: Air Operations - 2/19/2009 1:25:52 AM   
Yamato hugger

 

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quote:

ORIGINAL: Japan

There is something with WITP Air Operations who is a bit off, and I wounder if it is fixed in AE.. or it maby is a sulution for WITP 2 instead.


Why can one not Send an Air Strike from point A to attack targets at point B and then land at Point C.

It could be ie. a Fighter Escrot flying from point A, but who does not have enugth range to get to and from target, so they need to land at an airbase closer to the target before making the return flight. ??

Is the Game Engine preventing this, or can it be done in AE ??


Thats the way the engine was designed. No, AE didnt change it. It didnt happen in the PTO often enough to justify it.

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RE: Air Operations - 2/19/2009 4:27:57 AM   
bradfordkay

 

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quote:

ORIGINAL: Mistmatz

Just rebase your squadron and perform the mission from the new base the same day.

Probably not close to what happened in real life when squadrons were rebased. In real life I'd expect a couple of days delay before they become active again, so this is a free benefit of the program IMHO.



You are close with your suggestion here.

There were cases where bombers were brought forward in order to attack a base just out of their range on the same day that they came forward. This was regularly done with B24s flying out of the Iron Range airbases in northern Australia (Coen on the CHS map), staging through Port Moresby.

My method is to allow air units which transfer a distance that can be covered in up to four hours at cruise speed (pre-dawn launch, land at new base at dawn, proceed on mission) to be issued regular orders. Any transferring farther than that must stand down.

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RE: Air Operations - 2/19/2009 9:47:51 AM   
JeffroK


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This was a tactic used regularly, especially in the early days of the war.

The was a PC game which managed to cover this (Carrier Strike by SSG???????)

I would imagine it would be impossible to add to AE, but surely possible for WITP CCLVII.



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RE: Air Operations - 2/19/2009 11:04:27 PM   
Barb


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Actually Staging throug Port Moresby can be done just as it was done.
Day(turn) 1: evening - planes land at Port Moresby after flying for few hours from Australia. Refueled, armed, prepared. Crews fed and send to sleep. (Just what you do with Transfer to base)
Day(turn) 2: morning - pilots fed again, briefing and leaving for mission in the early morning. Return the same morning.
Day(turn) 2: evening - as clouds appeared ovee Owen Stanleys, almost no missions were flown against northern side of NG. Repairing planes.
Day(turn) 2: evening - planes and crews fly back to australia (transfer back to australia).

There is only nuissance in game: Damaged planes are not flying back (make sense when half of the wing is shot up, but make no sense with few holes in the fuselage).



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RE: Air Operations - 2/19/2009 11:16:24 PM   
bradfordkay

 

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quote:

ORIGINAL: Barb

Actually Staging throug Port Moresby can be done just as it was done.
Day(turn) 1: evening - planes land at Port Moresby after flying for few hours from Australia. Refueled, armed, prepared. Crews fed and send to sleep. (Just what you do with Transfer to base)
Day(turn) 2: morning - pilots fed again, briefing and leaving for mission in the early morning. Return the same morning.
Day(turn) 2: evening - as clouds appeared ovee Owen Stanleys, almost no missions were flown against northern side of NG. Repairing planes.
Day(turn) 2: evening - planes and crews fly back to australia (transfer back to australia).

There is only nuissance in game: Damaged planes are not flying back (make sense when half of the wing is shot up, but make no sense with few holes in the fuselage).





Ummmm.... in WITP you cannot issue orders to launch a mission from a forward base and relocate the air unit back to a rear base in the same turn (unless it has the range to make the mission from the rear base in the first place, which ends the need for the shuttle attack!).

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RE: Air Operations - 2/19/2009 11:21:26 PM   
Barb


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Issuing orders is somewhere in the evening in WITP. Transfer unit to forward base and give attack orders. play turn. unit will perform mission in AM/PM phases. another order issuing - it is the same day they fly their missions - transfer them back.

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RE: Air Operations - 2/19/2009 11:24:43 PM   
bradfordkay

 

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Okay... I got you now... 

Pretty much what I had said earlier, except that I limit how far they can transfer before launching a mission...


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Post #: 9
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