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why do not planes take off from an aircraft carrier?

 
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why do not planes take off from an aircraft carrier? - 10/19/2020 2:24:35 PM   
koneeb88


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Why planes are not going to anything mission? Fatigue is fine, pilots are there, planes are not being repaired, the weather is fine, there is enough radius. The planes climb only on the CAP mission when attacked by a Japanese aircraft carrier. It starts kind of like in the middle of a scenarios. Scenarios is operation Buccaneer.
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RE: why do not planes take off from an aircraft carrier? - 10/19/2020 2:44:36 PM   
koneeb88


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May be ended is aviation fuel for planes? But I can't see where it is displayed

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RE: why do not planes take off from an aircraft carrier? - 10/19/2020 3:12:15 PM   
BBfanboy


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quote:

ORIGINAL: koneeb88

Why planes are not going to anything mission? Fatigue is fine, pilots are there, planes are not being repaired, the weather is fine, there is enough radius. The planes climb only on the CAP mission when attacked by a Japanese aircraft carrier. It starts kind of like in the middle of a scenarios. Scenarios is operation Buccaneer.

What mission have you set? What range have you set? What are you trying to attack?
Is the carrier overstacked with aircraft (more than 115% capacity or five units)?
The sorties you have is at the bottom right of the ship screen for the CV, just above the torpedo count. Sorties = avgas plus bombs.

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RE: why do not planes take off from an aircraft carrier? - 10/19/2020 3:14:53 PM   
Alfred

 

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There are many reasons why your aircraft are not launching a strike.

1. The Air Combat Task Force doesn't any sorties left. The TF screen, upper left in line which says Carrier aircraft, lists the number of aircraft carried and the MS number shows how many sorties are left. Also clicking on each individual carrier screen provides the number of available sorties for that carrier.

2. You have too many aircraft embarked.

3. The range set for the air units is not sufficient to reach the enemy.

4. There are insufficient fighters set to escort the bombers.

5. What you see on the map is not necessarily what the TF leader sees. The TF leader may not have sufficient detection on the enemy to alert him to the presence of the enemy.

6. You have not properly set the air units.

7. The carriers are too damaged to launch offensive strikes.

8. The weather at either the launching or target hex is not as good as you think it is.


These are just the most common factors which might be in play.

Alfred

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RE: why do not planes take off from an aircraft carrier? - 10/19/2020 10:54:26 PM   
BBfanboy


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Koneeb88 - always pay attention to Alfred and bookmark his posts - he is our resident expert on the game mechanisms and his advice is concise and accurate.

For future questions, it will help if you can post screenshots. You need to have at least 10 posts on the forum before you are allowed to do that. Ask if you don't know how.

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RE: why do not planes take off from an aircraft carrier? - 10/20/2020 5:09:57 AM   
rustysi


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quote:

For future questions, it will help if you can post screenshots.


+1

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RE: why do not planes take off from an aircraft carrier? - 10/20/2020 11:19:33 AM   
koneeb88


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quote:

ORIGINAL: Alfred

There are many reasons why your aircraft are not launching a strike.

1. The Air Combat Task Force doesn't any sorties left. The TF screen, upper left in line which says Carrier aircraft, lists the number of aircraft carried and the MS number shows how many sorties are left. Also clicking on each individual carrier screen provides the number of available sorties for that carrier.


Thanks, planes didn’t fly because sorties ended. By what types of ships can sorties be replenished at sea?

I still have such a question. Will there be any benefit from the fact that the bombardment TF will constantly fire at the base where your troops are fighting? The ships entering the amphibious TF seem to be constantly bombardment the base, and a separate bombing group immediately goes into surface combat and floats away. I am trying to figure out how to make TF bomb longer and will it be profit?

< Message edited by koneeb88 -- 10/20/2020 11:35:28 AM >

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RE: why do not planes take off from an aircraft carrier? - 10/20/2020 1:16:15 PM   
Ian R

 

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In 1945, a USN replenishment TF including AE ships loaded with supplies, can replenish carrier air sorties at sea.

Other than that, you need to move the carrier TF to a port of sufficient size with sufficient supply. The size of the port has a rearming level which can can be boosted by having naval support present*, and additionally having AE or AKE ships with sufficient capacity - loaded with supply - can provide rearms independent of the port size. Thus a size one anchorage will do, if you are replenishing from an anchored replenishment TF with supplied AE or AKE with sufficient capacity.

* There is an appendix to the manual detailing precise rearming requirements.

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RE: why do not planes take off from an aircraft carrier? - 10/20/2020 1:26:18 PM   
Ian R

 

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AS to your second question, you will need to tell it to remain on station, and then reset it to bombard every turn. However, unless you hold the base (with a sufficient size port) or manage to rearm from anchored AE's there, you will need to rotate TFs to replenish stocks.

I am not sure if you are familiar with the history of the Okinawa campaign. The US seized an offshore anchorage and parked their fleet train in the lagoon to provide replenishment support 'overnight'. Granted this was after 3 years of 'makee-learnee' development of amphibious doctrine & practice, but the game has been well crafted to simulate the real world conditions that dictated that methodology.

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RE: why do not planes take off from an aircraft carrier? - 10/20/2020 9:09:30 PM   
koneeb88


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quote:

ORIGINAL: Ian R

AS to your second question, you will need to tell it to remain on station, and then reset it to bombard every turn.

Thats what I've been doing, but it's terribly inconvenient. If constant bombardment is what you SHOULD do, isn't there a better way? Air groups don't have to reset the order to bomb the base every turn.

< Message edited by koneeb88 -- 10/21/2020 8:22:08 AM >

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RE: why do not planes take off from an aircraft carrier? - 10/21/2020 3:11:44 PM   
Ian R

 

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Unfortunately no, it requires a manual reset.

Alternative coding on this would likely see surface action TFs withdrawing to replenish ammo at inconvenient moments - during the night phase, before you could do anything about it.

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RE: why do not planes take off from an aircraft carrier? - 10/21/2020 7:01:26 PM   
BBfanboy


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quote:

ORIGINAL: koneeb88

quote:

ORIGINAL: Ian R

AS to your second question, you will need to tell it to remain on station, and then reset it to bombard every turn.

Thats what I've been doing, but it's terribly inconvenient. If constant bombardment is what you SHOULD do, isn't there a better way? Air groups don't have to reset the order to bomb the base every turn.

The only way to get constant bombardment is to have enough Bombardment TFs to cover the period of time that it takes to return to the reload base and back to the target. Note that BBs take up a lot of operations points reloading their ammo. You need roughly two AKEs for each BB to keep up with a one-day turnaround. Ops points can be a limitation from the port, the AE or AKE, or the BB itself.

It is useful to use lighter Bombardment TFs to fill in while BBs are rearming - they help maintain the MDL on the target and keep up the disruption and fatigue of the defenders. In case you don't know:

Fatigue (lack of sleep and nervous anxiety) leads to -
Disruption ( enough men missing from the squad to make it less effective) leads to -
Disablement (enough men missing from the squad to make it combat ineffective) leads to-
Destruction (enough men killed to make the squad no longer capable of being renewed with reinforcements) leads to -
Unit destruction or dispersal (enough devices lost to result in dissolution of the unit)

If you are able to keep constant pressure on an enemy LCU you will see that progression (except the fatigue and disablement which is present but not reported).

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

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RE: why do not planes take off from an aircraft carrier? - 10/21/2020 10:37:11 PM   
GetAssista

 

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quote:

ORIGINAL: koneeb88
Thats what I've been doing, but it's terribly inconvenient. If constant bombardment is what you SHOULD do, isn't there a better way? Air groups don't have to reset the order to bomb the base every turn.

Constant bombardment is only a thing in AI games. Human player will come for your ships sooner rather than later, with CVs or Pts or subs, or attacking a reloading hub and burning your AKEs. So no, there is really not need for CS Bombardment option.


quote:

ORIGINAL: BBfanboy
The only way to get constant bombardment is to have enough Bombardment TFs to cover the period of time that it takes to return to the reload base and back to the target. Note that BBs take up a lot of operations points reloading their ammo. You need roughly two AKEs for each BB to keep up with a one-day turnaround. Ops points can be a limitation from the port, the AE or AKE, or the BB itself.

It is useful to use lighter Bombardment TFs to fill in while BBs are rearming - they help maintain the MDL on the target and keep up the disruption and fatigue of the defenders. In case you don't know:

Fatigue (lack of sleep and nervous anxiety) leads to -
Disruption ( enough men missing from the squad to make it less effective) leads to -
Disablement (enough men missing from the squad to make it combat ineffective) leads to-
Destruction (enough men killed to make the squad no longer capable of being renewed with reinforcements) leads to -
Unit destruction or dispersal (enough devices lost to result in dissolution of the unit)

If you are able to keep constant pressure on an enemy LCU you will see that progression (except the fatigue and disablement which is present but not reported).

I do daily bombardments in AI games a lot. Talking weeks and months of daily BB bombardments sometimes, that's the only way you can capture SF. So I have a lot of experience here. It's not as hard to set daily BB runs as you imagine. Reloading happens at the end of turn, and usually enough action points are left to reload BB main guns even from a small port and 1:1 AKE. Major factor is distance to target - 7 or 8 hexes can make you miss a daily run now and then. The other major factor is BB refueling. Since you have to keep bombarding force at Full refuel for them to readily reload their guns, you can miss the turns when BBs decide to replenish their bunkers. Refueling takes more action points compared to reloading. Hence it is beneficial to have zero fuel at reloading port so that BBs not bother with refueling at all.

With respect to fatugue - in game it does not work like you wrote. First, bombardment hits mostly base-stationed units (AA, ENG, HQ, ART) and only starts targeting the main defensive force (INF) when there is few of the former left. The accumulation of disruption is unreliable, in larger bases LCUs recover their disruption very quickly, and again, INF is relatively unscathed in the first place. But still, hitting the base at the day of the attack is beneficial cause base-stationed units contribute to the adjusted AV, and sustained bombardments will gradually whittle down both base-stationed units and supplies, not to mention prevent fort building.

All of this is strictly AI games and borderline abusing the AI, cause the latter is hapless vs sustained BB bombardments.

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