RE: Admiral's Edition Air War Thread (Full Version)

All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition



Message


Feinder -> RE: Admiral's Edition Air War Thread (4/9/2008 9:07:19 PM)

Regarding the previous posts on Kamis -

They were often sent out in small groups of 5 - 6 Kamis, plus 3 - 4 escorts, plus 1 "shepherd".  The shepherd was generally Betty or something with some endurance and a radio that would linger for a while.  The shepherd would either maintain contact on the edge of the enemy fleet or with some other plane shadowing the enemy fleet.  The shepherd keeps radio contact with the *escorts*, many of the Kami planes had the radio removed - no point wasting it (and weight). You might have three "high" escorts, and 1 flying with the Kamis, an escort w/ radio in touch with the shepherd and top cover.  The Kamis would lead off the radio-equipped escort and would use hand-signals with the Kamis (or they just follow).

Naturally, the shepherds & shadows were much hated and sought-after targets.  But they were also -very- hard to down, because they kept to about 20 miles out and high alt.  Chasing them off was one thing, but an actual intercept/kill were extremely rare.

-F-




m10bob -> RE: Admiral's Edition Air War Thread (4/11/2008 2:03:55 PM)

If fighter units will be able to be assigned to different altitudes within a single squadron, will this affect(increase) the ability to intercept those pesky enemy recon planes??




Flying Tiger -> RE: Admiral's Edition Air War Thread (4/16/2008 7:35:21 AM)

Can we please include a 'minimum AF size' rating for each AC type. I know i can calculate it by using the total bomb load plus x minus the square of unit cohesion plus instructor rating divided by cost of peanuts. But wouldnt it just be simpler to have a little number telling me 'minimum AF for max load = 6' or something!

now that should be simple!




m10bob -> RE: Admiral's Edition Air War Thread (4/17/2008 2:01:58 PM)


quote:

ORIGINAL: m10bob

If fighter units will be able to be assigned to different altitudes within a single squadron, will this affect(increase) the ability to intercept those pesky enemy recon planes??



Maybe this thread is no longer being monitored??[&:]




timtom -> RE: Admiral's Edition Air War Thread (4/17/2008 2:24:54 PM)

Sorry for the lack of responses lately guys, no disrespect intended - it's just that we've got our heads down for some serious grafting ATM.




m10bob -> RE: Admiral's Edition Air War Thread (4/17/2008 2:47:33 PM)


quote:

ORIGINAL: timtom

Sorry for the lack of responses lately guys, no disrespect intended - it's just that we've got our heads down for some serious grafting ATM.



No timtom...No excuses...We hold YOU personally accountable![:D]




Speedysteve -> RE: Admiral's Edition Air War Thread (4/19/2008 11:14:27 AM)

Hi guys,

Know you're busy so won't hold you toa 12 hour response like Pauk would do ([:'(]) but are there substantial changes planned to the 'all seeing Eye of Sauron' effect of search planes?

Thanks




pauk -> RE: Admiral's Edition Air War Thread (4/19/2008 11:43:11 AM)


Get lost, Speedy, you spoiled brat [:'(]




HMSWarspite -> RE: Admiral's Edition Air War Thread (4/19/2008 12:13:51 PM)

quote:

ORIGINAL: Speedy

Hi guys,

Know you're busy so won't hold you toa 12 hour response like Pauk would do ([:'(]) but are there substantial changes planned to the 'all seeing Eye of Sauron' effect of search planes?

Thanks


Yes, they are planning a new graphic: enemy bases that launch search planes will show a thin grey tower with 4 spires encasing a large glowing red eye. If you hover the mouse over one, the AI will probe your mind and attempt to determine your plans. If you are drunk or tired, it may take control of your mind. This is a new AI autovictory condition BTW...[:D]




treespider -> RE: Admiral's Edition Air War Thread (4/19/2008 1:18:49 PM)


quote:

ORIGINAL: HMSWarspite

quote:

ORIGINAL: Speedy

Hi guys,

Know you're busy so won't hold you toa 12 hour response like Pauk would do ([:'(]) but are there substantial changes planned to the 'all seeing Eye of Sauron' effect of search planes?

Thanks


Yes, they are planning a new graphic: enemy bases that launch search planes will show a thin grey tower with 4 spires encasing a large glowing red eye. If you hover the mouse over one, the AI will probe your mind and attempt to determine your plans. If you are drunk or tired, it may take control of your mind. This is a new AI autovictory condition BTW...[:D]




In actuality you are fairly close -- think assignable search vectors.




treespider -> RE: Admiral's Edition Air War Thread (4/19/2008 1:21:56 PM)


quote:

ORIGINAL: m10bob


quote:

ORIGINAL: m10bob

If fighter units will be able to be assigned to different altitudes within a single squadron, will this affect(increase) the ability to intercept those pesky enemy recon planes??



Maybe this thread is no longer being monitored??[&:]



IIRC a single unit cannot be assigned to CAP more than one altitude. However a single unit can be given more than one mission...ie a % on CAP, a % on LRCAP, and the remainder executing an actual Attack Mission.




rjopel -> RE: Admiral's Edition Air War Thread (4/19/2008 3:54:50 PM)

Search vectors and assinging multiple missions to one unit.


AWE INSPIRING.  [&o] I'm gonna be playing this game forever.

(Which is probably how long it will take to finish.)




bradfordkay -> RE: Admiral's Edition Air War Thread (4/20/2008 7:21:01 AM)

"In actuality you are fairly close -- think assignable search vectors."

[&o][&o][&o]




rockmedic109 -> RE: Admiral's Edition Air War Thread (4/20/2008 11:43:05 AM)

Assignable search vectors?????

OMG.

I am so stoked.  I need to set up a few online pinochle tourneys to keep my wife occupied once AE comes out.  That and set up a weekly delivery of roses to keep on her good side.




Speedysteve -> RE: Admiral's Edition Air War Thread (4/20/2008 1:41:26 PM)

Thanks Treespider. Any expansion on your comment?[;)]




Speedysteve -> RE: Admiral's Edition Air War Thread (4/20/2008 1:47:03 PM)


quote:

ORIGINAL: pauk


Get lost, Speedy, you spoiled brat [:'(]


Dumbass[:-][:'(]




pauk -> RE: Admiral's Edition Air War Thread (4/20/2008 3:52:02 PM)


quote:

ORIGINAL: Speedy


quote:

ORIGINAL: pauk


Get lost, Speedy, you spoiled brat [:'(]


Dumbass[:-][:'(]


In normal circumstances i would yell "ban him, ban him, personal insult", but somehow i do not think it is wise at the moment.[;)]

[sm=00000436.gif]




timtom -> RE: Admiral's Edition Air War Thread (4/21/2008 2:50:45 AM)

Gentlemen, please, keep your banter off this thread if you will.




Speedysteve -> RE: Admiral's Edition Air War Thread (4/21/2008 11:18:03 AM)

In that case the 'fun' side of Speedy will pass from AE forums.

So any expansion on how the search vectors will function?




Terminus -> RE: Admiral's Edition Air War Thread (4/21/2008 12:28:55 PM)

There's a separate screen where you can set the percentage of aircraft to search and the degrees you want them to search (for every air group). So you can, for instance, set 50% of your PBY's to search in the arc from 180 to 270 degrees on the compass.

Or any other combo.




goodboyladdie -> RE: Admiral's Edition Air War Thread (4/21/2008 12:35:00 PM)


quote:

ORIGINAL: rjopel

Search vectors and assinging multiple missions to one unit.


AWE INSPIRING.  [&o] I'm gonna be playing this game forever.

(Which is probably how long it will take to finish.)


With the level of detail we will have it will take forever to play!




herwin -> RE: Admiral's Edition Air War Thread (4/21/2008 12:59:59 PM)


quote:

ORIGINAL: Terminus

There's a separate screen where you can set the percentage of aircraft to search and the degrees you want them to search (for every air group). So you can, for instance, set 50% of your PBY's to search in the arc from 180 to 270 degrees on the compass.

Or any other combo.


Do you use the resulting search rate to generate detections?




John Lansford -> RE: Admiral's Edition Air War Thread (4/21/2008 2:02:14 PM)

Isn't this getting just a little too micromanaged?  What's next, getting to decide the exact ordinance loadout for each plane going out on patrol?




m10bob -> RE: Admiral's Edition Air War Thread (4/21/2008 2:10:14 PM)


quote:

ORIGINAL: John Lansford

Isn't this getting just a little too micromanaged?  What's next, getting to decide the exact ordinance loadout for each plane going out on patrol?


I wish this were the case..Assignable vectors and choice of ordinance loads was a feature of another Grigsby game in the early 90's..(Carrier Force?)..It also had the ability to "loiter" in an area if the planes did not locate the intended target on the first trip out. Different scale, but still a nice touch of chrome.




ny59giants -> RE: Admiral's Edition Air War Thread (4/21/2008 3:38:42 PM)

I actually like the idea of having 90 degree search vectors. I'm tired of having KB and/or a BB/CA TF appear out of the blue even though I have 2 PBY squadrons on naval search from a base. [:@]  In some instance, I don't need them covering the area behind them as that base to the rear could do it.

Great idea guys!! [&o]

IMO, once you set up your search vectors, I don't think you be chnaging the setting very often.




herwin -> RE: Admiral's Edition Air War Thread (4/21/2008 3:55:59 PM)


quote:

ORIGINAL: ny59giants

I actually like the idea of having 90 degree search vectors. I'm tired of having KB and/or a BB/CA TF appear out of the blue even though I have 2 PBY squadrons on naval search from a base. [:@]  In some instance, I don't need them covering the area behind them as that base to the rear could do it.

Great idea guys!! [&o]

IMO, once you set up your search vectors, I don't think you be chnaging the setting very often.


I agree, but the coverage should be definable for specific air units. For example, I would probably put some Seagulls on local ASW patrol at Oahu, a squadron or two of patrol bombers on 360 naval patrol over the islands, and the PBYs mostly on long-range search to the west and south with one squadron watching to the north.




Mike Solli -> RE: Admiral's Edition Air War Thread (4/21/2008 6:16:18 PM)


quote:

ORIGINAL: Terminus

There's a separate screen where you can set the percentage of aircraft to search and the degrees you want them to search (for every air group). So you can, for instance, set 50% of your PBY's to search in the arc from 180 to 270 degrees on the compass.

Or any other combo.


[X(] Wow!




John Lansford -> RE: Admiral's Edition Air War Thread (4/21/2008 7:19:26 PM)

So you could conceivably have a full squadron of 12 Catalinas search 360 degrees by assigning 8% of the squadron each a 30 degree search arc?  Similar to the IJN's search pattern that fateful day in June 1942, where one search plane turned too early and the other went off course, and since they were the only ones on those search arcs no one saw the US CV's until it was too late...




Apollo11 -> RE: Admiral's Edition Air War Thread (4/21/2008 7:48:33 PM)

Hi all,

quote:

ORIGINAL: Terminus

There's a separate screen where you can set the percentage of aircraft to search and the degrees you want them to search (for every air group). So you can, for instance, set 50% of your PBY's to search in the arc from 180 to 270 degrees on the compass.

Or any other combo.


Fantastic! [&o][&o][&o]


BTW, I made this post around 5 years ago: [:D]


quote:

Apollo11

Currently in UV (and in WitP) there is 360 deg (i.e. full circle) search pattern.

This effectively hampers and divides search effort and while the obvious and best solution is to have user defined search arcs (as I and many other UV people suggested many times).

I sincerely hope something like this will someday be available:

[img]http://free-zg.htnet.hr/Leonardo_Rogic/Images/UV_Leo's_Arcs_Proposal.gif[/img]



Leo "Apollo11"




Dili -> RE: Admiral's Edition Air War Thread (4/21/2008 8:47:51 PM)

That air zone search ability is great. I suppose the air search routines were improved since in Witp was too easy to find a ship, specialy submarines.




Page: <<   < prev  23 24 [25] 26 27   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.171875