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How to build training your group. I read in the manual that you can build a training air group?

 
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How to build training your group. I read in the manual ... - 3/10/2015 11:13:29 PM   
colt6900

 

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I read in the manual that you can build a training air group, I assume this means simply setting the group to 100% training?
Or is there some way to build a group from scratch solely for training?
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RE: How to build training your group. I read in the man... - 3/11/2015 12:47:41 AM   
Numdydar

 

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Any squadron can be a 'training group' and be anywhere on the map (as long as you can afford the supplies). You just set the range to 0 and training level to 100% and now you have a 'training group'

Most people use squadron with crappy planes, like Nates for Japan, to use as training groups. Nor do you really want them where supplies are hard to come by. As Japan, usually over half, if not more, of my squadrons are training pilots.

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RE: How to build training your group. I read in the man... - 3/11/2015 1:12:06 AM   
alimentary

 

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16.3 in the manual seems to suggest that the player can designate squadrons as "training groups". This is not correct. Only the scenario designer can do so.

You can safely ignore the designation and, as Numdydar suggests, simply give your regular squadrons training mission, 100%, range 0.


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RE: How to build training your group. I read in the man... - 3/11/2015 8:28:15 AM   
oaltinyay

 

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Is there an established set of figures how training level rises given X amount of days of 100% training ?

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RE: How to build training your group. I read in the man... - 3/11/2015 12:07:44 PM   
jmalter

 

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I doubt there's a regular standard for airgroup training increases, as training is subject to game-engine random factors. There are some generally-accepted moves to maximize training increases:
- Maximize # of pilots in the group, set to 100% Training
- Set alt to 5k', range to 0. (Set alt to 1k' for training LowB/LowN, or 100' for training Strafe)
- If PP are available, buy a better airgroup commander w/ better Leadership & Inspiration values (2ndarily, a Fighter group leader will need good Air & Aggression skills, if you plan to move the group to the front line).

As groups train up, you only need to ensure that their fatigue remains low. I prefer that pilots in any group have similar Experience ratings, for both training & operational groups.

Groups w/ mostly new pilots don't need to be filled out w/ airframes, they train well w/ just a fraction of their total allowable airframe complement. Once the get up to better speed, say 50 Exp / 60 Skill, you need to give them more aircraft.

< Message edited by jmalter -- 3/11/2015 1:11:01 PM >

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RE: How to build training your group. I read in the man... - 3/11/2015 1:16:42 PM   
blueatoll


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I seem to recall that having pilots coming out of TrainComm also accelerate experience gain. If that's a myth, I've got about 200 very experienced fighter pilots about to move back to the front line.

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RE: How to build training your group. I read in the man... - 3/11/2015 1:56:27 PM   
crsutton


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Training groups were in the original version of the game but have since been removed. The manual has never been updated and is quite out of date, though there is a project underway to update it now. Any group can be a training group. Just keep it out of the way and dump new pilots into it. Set it to train at 100% and go at it..

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RE: How to build training your group. I read in the man... - 3/15/2015 12:02:16 PM   
Mike Solli


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quote:

ORIGINAL: oaltinyay

Is there an established set of figures how training level rises given X amount of days of 100% training ?


There's nothing set, but my rule of thumb is ~3 months from untrained lackeys to ~50 experience and ~70 skill. It'll obviously be longer if you train in more than one skill, such as NavB & NavT for a carrier torpedo bomber pilot.

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RE: How to build training your group. I read in the man... - 3/15/2015 2:32:00 PM   
Anthropoid


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How many different plane types does one need to use? 1 LB, 1 DB, 1 F, 1 PA, or more than that?

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RE: How to build training your group. I read in the man... - 3/15/2015 11:39:08 PM   
crsutton


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Most types can be used for a multitude of training. For the Allies the critical shortage is training aircraft that can train torpedo bomber pilots. You just do not have any. You can use PBYs to train for naval torpedo attack. The problem is that PBYs are also in short supply in 1942. Naval fighters pilots are hard to train as well because you do not have any spare squadrons for quite a while. Use kingfishers set to sweep to train Navy pilots in air combat.



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RE: How to build training your group. I read in the man... - 3/16/2015 1:09:46 AM   
Anthropoid


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So let me get this straight:

1. Pilots that are in the Reserve pool (not attached to a group) do not train?

2. Pilots that are in a group gain ability both through training and normal operations (though obviously with the risk of getting KIA or WIA if doing an actual mission).

A. Does this include pilots added to the "Reserve" for the group? Meaning, pilots that are assigned in the Reserve row for a group (which seems to max out at about 4 for most groups) train along with the rest in the group, right?

B. I read that you can have very few airframes relative to the number of pilots in the group and still enjoy an efficient rate of training when set to Training 70 or 80% and 2ndary mission "General Training?" Right? You don't need like a 1:1 or even a 5:1 ratio of airframes to pilots for them to train up?

C. And . . . Ohhh, I was going to ask how you distinguish pilots' skill relative to the different forms of aviation, cause all I had seen were the summary pages in the Reserve window, etc., that list "Exp Mrl Fat" only. Now I see when I open up the PILOT window from a units window I can see all these different skill categories. Nice!

3. Seems the manual doesn't really explain all those abbreviations for Pilot skill categories. Is that info available somewhere you think?

4. So basically whenever the manual makes references to a special "Training Pool" that is nonsense cause it wasn't actually put into the game, and stuff like the following can be ignored?

quote:

That experience is in turn influenced by the amount of time the player allows
trainee pilots to spend in training and the number and quality of the instructors dedicated to
pilot training by the player.
Manual p. 309

So far in my AI game, what I did was to set every single air group (land and naval) to Train 80% 2ndary General Training, Altitude 6000, Range 0. I also stuff all my air groups chock full of as many pilots (and reserve pilots) as they would hold, and I believe I have my total Reserve (non-group reserve) down to like 135 pilots. After that I went through and did the 1st turn move on as many of them as possible and also set the ones I really wanted to be on CAP to those missions.

5. If my assumption that pilots do not train while they are not in a group is correct, then this would seem to be the way to go; is that not correct?

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RE: How to build training your group. I read in the man... - 3/16/2015 3:30:11 AM   
Alfred

 

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quote:

ORIGINAL: Anthropoid

So let me get this straight:

1. Pilots that are in the Reserve pool (not attached to a group) do not train?

Correct. Pilots only train if on the active roster in an air unit.

2. Pilots that are in a group gain ability both through training and normal operations (though obviously with the risk of getting KIA or WIA if doing an actual mission).

Again only if on the active roster.

A. Does this include pilots added to the "Reserve" for the group? Meaning, pilots that are assigned in the Reserve row for a group (which seems to max out at about 4 for most groups) train along with the rest in the group, right?

There is no "maxing" out at 4. An air unit can have manually added up to 1/3 additional pilots more than the equipment TOE. Hence an American 25 plane fighter unit can have up to 33 pilots. Returning pilots can bump this number above but that is outside a player's control. Again, if not on active roster, no training for that individual pilot. Nor are pilots allocated a dedicated airframe. No pilot is assigned to any airframes which are in the air unit's reserve.


B. I read that you can have very few airframes relative to the number of pilots in the group and still enjoy an efficient rate of training when set to Training 70 or 80% and 2ndary mission "General Training?" Right? You don't need like a 1:1 or even a 5:1 ratio of airframes to pilots for them to train up?

There are many myths peddled on the forum about how AE works. Pilot training is one of the most misinformed areas of all and even though I consistently correct these urban myths, there seems to be no heed taken of my corrections; after all what would I know about this game when I don't agree with pet fantasies.

Once again I will correct some common fallacies which are regularly peddled out.


  • There is no need for even a single airframe in an air unit for pilot training to occur.
  • Setting the unit range to zero is of no real benefit. What matters is to not set the range beyond the normal range and this is only to minimise training losses.
  • There is no malus associated with having a high fatigue level for pilots in a unit set to 100% training in rear areas.


C. And . . . Ohhh, I was going to ask how you distinguish pilots' skill relative to the different forms of aviation, cause all I had seen were the summary pages in the Reserve window, etc., that list "Exp Mrl Fat" only. Now I see when I open up the PILOT window from a units window I can see all these different skill categories. Nice!

3. Seems the manual doesn't really explain all those abbreviations for Pilot skill categories. Is that info available somewhere you think?

Don't know what you mean. The skill abbreviations are very self explanatory and their impact is raised throughout the manual at relevant points eg chapter 10 for recon missions, A2A and Def skill is addressed in s.7.4.2. There is no single consolidated part of the manual which discusses pilot skills. You have to read through the entire manual or search the forum.

4. So basically whenever the manual makes references to a special "Training Pool" that is nonsense cause it wasn't actually put into the game, and stuff like the following can be ignored?

quote:

That experience is in turn influenced by the amount of time the player allows
trainee pilots to spend in training and the number and quality of the instructors dedicated to
pilot training by the player.
Manual p. 309

You are not being precise in your terminology and that always leads to errors. In any case, it isn't nonsense because even though there were no dedicated training groups created for any of the official scenarios, a scenario designer has the option to include dedicated training groups in their custom built scenario.

So far in my AI game, what I did was to set every single air group (land and naval) to Train 80% 2ndary General Training, Altitude 6000, Range 0. I also stuff all my air groups chock full of as many pilots (and reserve pilots) as they would hold, and I believe I have my total Reserve (non-group reserve) down to like 135 pilots. After that I went through and did the 1st turn move on as many of them as possible and also set the ones I really wanted to be on CAP to those missions.

Don't understand the bit I have placed in underlined bold. It is not possible to train in two skills simultaneously. If set to "general training" the computer auto picks daily where the training improvement gets allocated but that is entirely out of a player's control and in most instances sub optimal. Plenty of threads which discuss pilot training, just be wary of accepting at face value comments from many. Lo Baron is one poster on air matters you can have a very high degree of confidence in.

5. If my assumption that pilots do not train while they are not in a group is correct, then this would seem to be the way to go; is that not correct?


Alfred

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RE: How to build training your group. I read in the man... - 3/16/2015 3:37:15 AM   
Anthropoid


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Thank ya Alfred.

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The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
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RE: How to build training your group. I read in the man... - 3/16/2015 2:48:34 PM   
Anthropoid


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You know having got past the first ~20 hours of "Arg. Too much information; this hurt brain" phase of getting into this game, I'm feeling more and more inclined to play my turns, study the details, and gain deeper insights into it. Even reading the entire Manual in full seems appealing!

That said, I'm curious of something that I think some of you guys with years of experience in this game, as well as in its code might have insights into. Two questions really:

1. Given the way the game works, how viable would a mod that expanded on the period and extended the game into later historical periods (and probably with some alternate history elements along the lines of War Plan Orange)?

2. What is the future of this 'style' of game? Apart from the Supreme Ruler series, which isn't exactly the same, I'm not aware of many games that provide such exquisitely detailed representations of historical warfare. Are there groups of AE modders or developers thinking of the 'next generation' of this type of game?

_____________________________

The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ328&feature=autoplay&list=AL94UKMTqg-9CocLGbd6tpbuQRxyF4FGNr&playnext=3

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RE: How to build training your group. I read in the man... - 3/16/2015 4:09:41 PM   
Lowpe


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You can see what a dedicated training group looks like if you open up Downfall scenario as Japan I believe.

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RE: How to build training your group. I read in the man... - 3/18/2015 10:24:22 PM   
rustysi


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quote:

as well as in its code


AFAIK all who are privy to the code have a NDA.

quote:

1. Given the way the game works, how viable would a mod that expanded on the period and extended the game into later historical periods (and probably with some alternate history elements along the lines of War Plan Orange)?


Doubt it would work well, if at all.

quote:

2. What is the future of this 'style' of game? Apart from the Supreme Ruler series, which isn't exactly the same, I'm not aware of many games that provide such exquisitely detailed representations of historical warfare. Are there groups of AE modders or developers thinking of the 'next generation' of this type of game?


This has been discussed here, and the basic answer is it ain't gonna happen. Matrix has no plans to do it again. WYSIWYG. Its a large investment for what is basically a niche market. Of course if you or others you know can code...

Yes there are modders here doing things and there is 'non-official' support, but that's it. BTW be greatful for those who still put there time in to tweak the game and make it even better. I know I am.


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RE: How to build training your group. I read in the man... - 3/19/2015 7:12:19 PM   
Oberst_Klink

 

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quote:

ORIGINAL: jmalter

I doubt there's a regular standard for airgroup training increases, as training is subject to game-engine random factors. There are some generally-accepted moves to maximize training increases:
- Maximize # of pilots in the group, set to 100% Training
- Set alt to 5k', range to 0. (Set alt to 1k' for training LowB/LowN, or 100' for training Strafe)
- If PP are available, buy a better airgroup commander w/ better Leadership & Inspiration values (2ndarily, a Fighter group leader will need good Air & Aggression skills, if you plan to move the group to the front line).

As groups train up, you only need to ensure that their fatigue remains low. I prefer that pilots in any group have similar Experience ratings, for both training & operational groups.

Groups w/ mostly new pilots don't need to be filled out w/ airframes, they train well w/ just a fraction of their total allowable airframe complement. Once the get up to better speed, say 50 Exp / 60 Skill, you need to give them more aircraft.

Here's the leader matrix that somebody once created - https://www.dropbox.com/s/xtngtf081kkrpe8/leadersmatrix.pdf?dl=0

It should also clarify leaders and their effects on training, etc. for A/C missions/groups.

Klink, Oberst

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