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Air to Air bug

 
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Air to Air bug - 7/28/2002 1:41:43 AM   
bhdhtx

 

Posts: 16
Joined: 7/9/2002
From: DFW
Status: offline
I played a scenario last night and ended up in a major carrier war with the japs. The problem is though when the first battle starts it says my planes are facing 80 zeroes and when the combat animation comes on it is correct. But when the 2nd strike attacks the carriers i saw before the animation comes on that I am facing 47 zeroes but when the animation comes on it still has the original 80 zeroes and seems like it is truly attacking with 80 zeroes again. Is this a bug in the combat animation sequence or was the comp wrong with the numbers before that?

Also i still question some of the air to air results. I am sorry but when 86 zeroes and 49 vals meet a CAP of 10Wilcats I cannot even fathom seeing that only one zero and 3 Vals are shot down and only 2 wilcats get shot down as well. I dont wanna hear that the 86 zeroes are spread out too thin and only only a couple found the wilcats. Most of the airplanes were lost due to air engagement. What about the great Turkey shoot? That could never happen in this game. Plus the flak in this game is killer, forget having CAP you can shoot down most of the planed with AA.

Anyways, this game is still a good game and I appreciate tat there are people committed to building games like this. Just thought you might want some feedback.
Post #: 1
- 7/28/2002 4:05:19 AM   
Spooky


Posts: 816
Joined: 4/1/2002
From: Froggy Land
Status: offline
1° Don't forget the FOW ... that's all :) Everything you will see in these animation screens is more or less accurate ... but rather less than more ;)

2° Losses in Air to Air Combats between fighters were never very important in a single combat ... except if there is a huge difference in airplanes performances or pilots experience ... and it is not the case in 1942 ... but it was in 1944 during the so-called Great Turkey Shoot (huge US advantage in planes performances AND pilots experiences)

So there results are quite logical ...

BTW, if you don't use CAP over your CV TF, I think you are going to have a lot of success in PBEM games ... :)

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(in reply to bhdhtx)
Post #: 2
- 7/28/2002 1:57:10 PM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline
I've noticed that after a few rounds of air to air, CAP info box says one thing (lesser number of interceptors as formations breakdown etc) but actual combat display says another (the # of CAP a/c not shot down) as you say bhdhtx. I was wondering about this as well, but when the combat round is over, the casualty rate represents results based on the original CAP info box notification.

I like the air combat simulation alot in UV for the most part. I think UV gets carried away with uncoordinated strikes, however. UV seems to make it nearly impossible to coordinate multiple CV strikes, even when originating in same hex with a good leader on a clear day. These pilots must get lost on the way to the corner store, or the pilots are into the Ol' Grandad/Warm Sake before the mission.

I also think that CAP is sometimes too powerful with respect to it's ability to be everywhere at once in full strength. For example, I'll use the above stated situation and end up with a series of uncoordinated strikes attacking a hex with CV TFs. EACH strike is intercepted by all the CAP. IMHO, an UCed strike should not suffer this badly, only an element or two of it. This happenned at Midway....an UCed strike by the three US carriers meant that the TBDs went in a little early and were shredded but the SBDs came in a little later UNMOLESTED and won the day. In UV, all a/c are intercepted regardless, CAP appearing to be in two or more places at once. In smaller battles, this is not such a big deal, but when six USN CVs engage the IJN super CV 3 TF Death Star, the results become spectacular because one get's SOOOO many UCed strikes. Entire airgroups are lost down to the last plane!:eek: :)

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(in reply to bhdhtx)
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