Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Questions Air

 
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] >> Gary Grigsby's War in the East Series >> The War Room >> Questions Air Page: [1]
Login
Message << Older Topic   Newer Topic >>
Questions Air - 1/31/2011 8:21:16 PM   
Jacekim

 

Posts: 41
Joined: 1/25/2011
Status: offline
How can I get my airgroups NOT to attack/help the ground tropps? It wears them out

Is there a way to rest an airgroup to lower fatigue and get damaged air crafts repaired? Without putting them into the reserve?

How fast do the aircrafts get repaired/ crews rested?

Sometimes, when I manualy, set up air attacks I leave enough groups for a second attack but when I try copy the attack there are no airgroups even though I left out some,why?

Red in one answer that the GE Airlanding Div is meant to be landed on captured airfields, is it even possible to capture one???

Thanks for the answers , in advance

Regards

Mike
Post #: 1
RE: Questions Air - 1/31/2011 10:23:49 PM   
Mynok


Posts: 12108
Joined: 11/30/2002
Status: offline

Air doctrine screen has a Ground Support On/Off switch.

_____________________________

"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown

(in reply to Jacekim)
Post #: 2
RE: Questions Air - 1/31/2011 11:01:03 PM   
randallw

 

Posts: 2057
Joined: 9/2/2010
Status: offline
You can also set the ground support doctrine number to 0.

(in reply to Mynok)
Post #: 3
RE: Questions Air - 2/1/2011 5:31:45 AM   
rolypoly


Posts: 105
Joined: 2/7/2007
Status: offline
Could someone explain to me how the precentage figures work in the air doctrine screen? I mean, 300% is the maximum so what figure I should use to commit only half of my operational air force to fly missions.
And bunch of other hints & tips are welcome regarding the doctrine & aviation stuff in the game.



(in reply to randallw)
Post #: 4
RE: Questions Air - 2/1/2011 9:40:40 AM   
BletchleyGeek


Posts: 4713
Joined: 11/26/2009
From: Living in the fair city of Melbourne, Australia
Status: offline
Hi,

we were discussing the same thing on the AAR I'm doing about the GC 41-45 PBEM game against my dear nemesis sitito: http://www.puntadelanza.net/Foro/phpBB3/viewtopic.php?p=223949#p223949

Since that's in Spanish let me put it into context and translate it for you.

As the game has progressed I - as the Soviet - have seen that the amount of support the Luftwaffe was providing to my opponent spearheads was diminishing at an alarming rate. I say "alarming" because I couldn't really tie that to my employment of the VVS: I just massed it to support the troops which I was using to block German advance. Especially if I paid attention to the air losses. We're now at Turn 15, and the Luftwaffe has lost over 1,800 airframes, with about 1,000 losses accounting for "operational losses", 400 due to AAA action and 400 due to air combat.

My AAR readers and myself were a bit mystified about this: I wasn't really expecting such an attrition of the Luftwaffe at an early stage. I gave some thought to the matter and took a look on how losses have evolved and I gave the following explanation for such a brutal attrition.

My analysis reads in English as follows:
quote:

ORIGINAL: Bletchley_Geek
On my answer to Eduhausser I've been discussing several hypothesis:
1. During the first 8 turns of the campaign my opponent intensively used and almost exclusively hasty attacks. This generated a very high number of attacks per turn, which were dutifully supported by the Luftwaffe in the role of air artillery. My hypothesis is that such an accelerated pace of operations saturated and finally broke Luftwaffe ground support and logistics.
2. Maybe, as Eduhausser notes, he modified Air Doctrine to maximize air support, which interacted in a perverse way with 1.
3. The mass concentration of the VVS on his axis of advance exposed the Luftwaffe to a greater attrition, either due to air combat, planes which were damaged and fatigue.
4. Because of 1, 2 and 3 it's very likely that most of his airbases were full with planes under repair. Due to the pace of advance he has achieved so far, he's been moving his airbases every two turns or so, without first moving the squadrons to the National Reserve. If I recall it correctly, there's a chance that planes under repair are abandoned when the airbase moves.


The GS off switch was made available on 1.02 official (I think).

Would be glad to have comments from other Axis players and WiTE testers. Are we missing anything on the picture?

_____________________________


(in reply to rolypoly)
Post #: 5
RE: Questions Air - 2/1/2011 10:22:32 AM   
karonagames


Posts: 4712
Joined: 7/10/2006
From: The Duchy of Cornwall, nr England
Status: offline
For much of the testing process Axis air attrition was too low, and they were often going in into the 1942 campaign season with 1000 more planes than they had historically. Changes were made late in the process, and it looks like the overall loss numbers are in line, but Stuka losses do look very high.

The air model is being reviewed, as is the air doctrine screen to hopefully make it clearer as to what the numbers mean.

_____________________________

It's only a Game


(in reply to BletchleyGeek)
Post #: 6
RE: Questions Air - 2/1/2011 11:19:11 AM   
BletchleyGeek


Posts: 4713
Joined: 11/26/2009
From: Living in the fair city of Melbourne, Australia
Status: offline
quote:

ORIGINAL: BigAnorak
For much of the testing process Axis air attrition was too low, and they were often going in into the 1942 campaign season with 1000 more planes than they had historically. Changes were made late in the process, and it looks like the overall loss numbers are in line, but Stuka losses do look very high.

The air model is being reviewed, as is the air doctrine screen to hopefully make it clearer as to what the numbers mean.


Nice to hear that. It looks to me that operational losses are a bit out of whack, even if the four points I describe hold. Or if they're all true, and it's balanced, then it's a bit unforgiving for the Axis player. Perhaps air units with high fatigue and many planes under repair - yet another setting for the Air Doctrine screen? - should be automatically moved to the National Reserve during pre-turn logistic phase.

Soviets, with their historically accurate yet incredible production, can basically forgo air attrition or at least it feels like they can.


_____________________________


(in reply to karonagames)
Post #: 7
RE: Questions Air - 2/1/2011 11:21:32 AM   
karonagames


Posts: 4712
Joined: 7/10/2006
From: The Duchy of Cornwall, nr England
Status: offline
quote:

can basically forgo air attrition or at least it feels like they can.


Their operational losses were increased even more that the Axis were - historically 50% of Soviet air losses were operational/training related.

_____________________________

It's only a Game


(in reply to BletchleyGeek)
Post #: 8
RE: Questions Air - 2/1/2011 11:24:04 AM   
BletchleyGeek


Posts: 4713
Joined: 11/26/2009
From: Living in the fair city of Melbourne, Australia
Status: offline
quote:

ORIGINAL: BigAnorak
quote:

can basically forgo air attrition or at least it feels like they can.

Their operational losses were increased even more that the Axis were - historically 50% of Soviet air losses were operational/training related.


Will take that into account. I said "forgoing" when I meant "micromanaging air forces OOB not being extremely important". I've been so busy on the ground with my games that I have payed little attention to the VVS beyond replenishing "empty" airbases.

_____________________________


(in reply to karonagames)
Post #: 9
RE: Questions Air - 2/1/2011 11:49:41 AM   
karonagames


Posts: 4712
Joined: 7/10/2006
From: The Duchy of Cornwall, nr England
Status: offline
Same here. I've never really micromanaged the air power in any of my games

_____________________________

It's only a Game


(in reply to BletchleyGeek)
Post #: 10
RE: Questions Air - 2/1/2011 12:26:17 PM   
gradenko2k

 

Posts: 935
Joined: 12/27/2010
Status: offline
quote:

Could someone explain to me how the precentage figures work in the air doctrine screen? I mean, 300% is the maximum so what figure I should use to commit only half of my operational air force to fly missions.


To address this question directly:
The Percent Required to Fly (PRTF) setting determines if any given air unit is going to fly or not. If a 150 plane unit only has 75 ready planes, and your PRTF is set to 60%, they won't go.

Setting this higher than 100% will generally mean that your air force will not fly any missions.

The individual mission settings determines how many planes will be flown by a unit (provided its PRTF makes it eligible for the mission). If a 150 plane unit has 100 ready planes, and your PRTF is set to 60%, then the plane unit will go. If your individual mission setting is set to 40%, then 40 out of the 100 ready planes will fly the mission.

Setting this to a high percentage will obviously mean getting more planes in the air, but your air units will also be worn out quicker, since more planes might be shot down, more planes might become operational losses, and planes will incur more fatigue from flying so many sorties. I believe the game is capable of modeling a 100 plane unit only flying each plane once if you order 2 missions at a 50% mission setting.

(in reply to karonagames)
Post #: 11
RE: Questions Air - 2/1/2011 3:30:52 PM   
rolypoly


Posts: 105
Joined: 2/7/2007
Status: offline

quote:

ORIGINAL: gradenko_2000

quote:

Could someone explain to me how the precentage figures work in the air doctrine screen? I mean, 300% is the maximum so what figure I should use to commit only half of my operational air force to fly missions.


To address this question directly:
The Percent Required to Fly (PRTF) setting determines if any given air unit is going to fly or not. If a 150 plane unit only has 75 ready planes, and your PRTF is set to 60%, they won't go.

Setting this higher than 100% will generally mean that your air force will not fly any missions.

The individual mission settings determines how many planes will be flown by a unit (provided its PRTF makes it eligible for the mission). If a 150 plane unit has 100 ready planes, and your PRTF is set to 60%, then the plane unit will go. If your individual mission setting is set to 40%, then 40 out of the 100 ready planes will fly the mission.

Setting this to a high percentage will obviously mean getting more planes in the air, but your air units will also be worn out quicker, since more planes might be shot down, more planes might become operational losses, and planes will incur more fatigue from flying so many sorties. I believe the game is capable of modeling a 100 plane unit only flying each plane once if you order 2 missions at a 50% mission setting.




Thanks for this one! Cleared that one out

(in reply to gradenko2k)
Post #: 12
RE: Questions Air - 2/1/2011 5:35:53 PM   
Jacekim

 

Posts: 41
Joined: 1/25/2011
Status: offline
Air doctrine screen has a Ground Support On/Off switch.
??

Where is this switch?

(in reply to Jacekim)
Post #: 13
RE: Questions Air - 2/1/2011 5:39:01 PM   
gradenko2k

 

Posts: 935
Joined: 12/27/2010
Status: offline
quote:

Air doctrine screen has a Ground Support On/Off switch.
??

Where is this switch?

Pressing 'X' on the keyboard will toggle Ground Support on and off. Useful if you want to make attacks without involving your planes, then turning it on for a more crucial attack.

(in reply to Jacekim)
Post #: 14
RE: Questions Air - 2/1/2011 5:39:53 PM   
Mynok


Posts: 12108
Joined: 11/30/2002
Status: offline
At the bottom.

EDIT: One caveat: I am playing with 1.03 beta patch. It is possible this is a new feature.

_____________________________

"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown

(in reply to Jacekim)
Post #: 15
RE: Questions Air - 2/1/2011 5:42:49 PM   
2ndACR


Posts: 5665
Joined: 8/31/2003
From: Irving,Tx
Status: offline
If the most current version, yes. Think it was there in the previous Beta patch.

(in reply to Mynok)
Post #: 16
RE: Questions Air - 2/1/2011 8:57:04 PM   
rolypoly


Posts: 105
Joined: 2/7/2007
Status: offline

quote:

ORIGINAL: gradenko_2000

quote:

Air doctrine screen has a Ground Support On/Off switch.
??

Where is this switch?

Pressing 'X' on the keyboard will toggle Ground Support on and off. Useful if you want to make attacks without involving your planes, then turning it on for a more crucial attack.



where can I see if this one is turned on or off? I hear the click, but after a few clicks, Im not sure at all is it on or off

(in reply to gradenko2k)
Post #: 17
RE: Questions Air - 2/1/2011 9:09:42 PM   
cookie monster


Posts: 1693
Joined: 5/22/2005
From: Birmingham,England
Status: offline
In F1 mode there's a big MOVE icon

Its next to it

GS ON/OFF

Is in the latest beta anyway

Also in air doctrine screen hotkey D

(in reply to rolypoly)
Post #: 18
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> The War Room >> Questions Air Page: [1]
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

1.656