Cap not Engaging - 1000 mile scenario (Full Version)

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Hagleboz -> Cap not Engaging - 1000 mile scenario (8/24/2009 10:14:50 PM)

I'm playing the Alaska scenario as the Japanese and so far I'm almost a month in and my cap has never engaged any of the almost daily raids coming into to Attu. On every bombing raid my planes scramble into the air, form a rather nice group of aircraft and proceed to do absolutely nothing to the small groups of Liberators, incoming or outgoing. First I moved Oscars in, no luck. Then I moved them out and replaced them with zeros, same result. Most raids com in around 16,000 feet. I've set cap equal, slightly higher and much higher, same results. I've set cap from 20 to 80%, same results. Even when pilots are still in the air after scrambling from a prior raid they do nothing to the next. Thought weather was affecting cap but then had a string of clear days, same result. Pilot fatigue is low. My planes have literally never fired a single shot, what is the deal!?! [:@]




Mynok -> RE: Cap not Engaging - 1000 mile scenario (8/24/2009 10:26:12 PM)


Post some combat reports. We need to see what is happening during the air combat.




jjax -> RE: Cap not Engaging - 1000 mile scenario (8/24/2009 10:37:26 PM)

I am playing the same scenario as allies and have seen CAP engage. I think the Martian is right, you need to post some reports.




Hanzberger -> RE: Cap not Engaging - 1000 mile scenario (8/25/2009 11:26:42 AM)

You probably got one of the games that didn't have the "made in China" sticker. [:D]

Seriously though, I have no idea. But I will be curious to hear.




Swenslim -> RE: Cap not Engaging - 1000 mile scenario (8/25/2009 11:53:01 AM)

I have same problems. My Zero and Oscars do not engage attaking bombers !




Chad Harrison -> RE: Cap not Engaging - 1000 mile scenario (8/25/2009 2:43:11 PM)

I am playing as the Japanese in this scenio (PBEM), and my CAP engages just fine. Granted, sometimes they dont but I assume that that is more because they were too far away, couldnt climb fast enough, or chickened out because they were outnumbered 100 to 1.

4 Oscars against heavy bombers, medium bombers with escort - yeah, I wouldnt engage either.




Speedysteve -> RE: Cap not Engaging - 1000 mile scenario (8/25/2009 2:57:52 PM)

Funny you should mention this I was just spitting feathers on our latest turn!! As it's a 'training' game i'll post the CR....some Hellcat jocks just received my right boot up their passage!

Morning Air attack on TF, near Kiska Island at 158,51

Weather in hex: Light cloud

Raid detected at 160 NM, estimated altitude 17,000 feet.
Estimated time to target is 56 minutes

Japanese aircraft
     A6M2 Zero x 15
     G4M1 Betty x 10



Allied aircraft
     F4F-3P Wildcat x 2
     F6F-3 Hellcat x 16


Japanese aircraft losses
     G4M1 Betty: 1 destroyed, 6 damaged


Allied Ships
     CVE Nassau, Torpedo hits 1,  on fire,  heavy damage
     BB Pennsylvania, Torpedo hits 3,  heavy damage



Aircraft Attacking:
      9 x G4M1 Betty launching torpedoes at 200 feet
              Naval Attack:  1 x 18in Type 91 Torpedo

CAP engaged:
1/VC-21 with F6F-3 Hellcat (0 airborne, 0 on standby, 0 scrambling)
     0 plane(s) not yet engaged, 4 being recalled, 5 out of immediate contact.
     Group patrol altitude is 15000
     Time for all group planes to reach interception is 42 minutes
Det/VMO-155 with F4F-3P Wildcat (0 airborne, 0 on standby, 0 scrambling)
     0 plane(s) not yet engaged, 2 being recalled, 0 out of immediate contact.
     Group patrol altitude is 10000
     Time for all group planes to reach interception is 10 minutes
2/VC-21 with F6F-3 Hellcat (0 airborne, 0 on standby, 0 scrambling)
     0 plane(s) not yet engaged, 7 being recalled, 0 out of immediate contact.
     Group patrol altitude is 20000
     Time for all group planes to reach interception is 11 minutes




Chad Harrison -> RE: Cap not Engaging - 1000 mile scenario (8/26/2009 5:10:54 AM)

[evil laugh] Muha ha ha ha ah! [/evil laugh]

Hey, thats the trade off for how many of my subs missing their shots? And even a Jap dud torpedo? [:D]

I have yet to be able to really get a handle on it, but the details on the bottom of the combate report shed some light. 11 of your Hellcats were heading home to refuel, and 5 were in another area. So my strike showed up at the perfect time: between shifts. Atleast thats hows I read the report, it may mean something entirely different in reality.

So . . . did they sink [;)]




Sheytan -> RE: Cap not Engaging - 1000 mile scenario (8/26/2009 8:12:43 AM)

Same, and im not a novice at this game. I can set cap just fine in the Guadalcanal scenario, and with the campaign, in fact it appears the air routine is bugged somehow in the 1000 mile scenario.

I have more then the number of planes appearing to cap, a 36 plane group did nothing but add sections of 4 planes in increments, to altitude, and reached 44, this the inital 36 zero group that I moved to Attu.

The 18 plane float section did the same, I tried to adjust altitude, percentage on cap, restricting to hex only, etc. Something is borked.

Seriously...you all did test this scenario right? Again, all it does is stack sections in reaction to the incoming attack...and then the attack proceeds without interdiction, even when notified the attack was spotted by radar, and no, there was no escort in a number of these attacks...again you all DID actually test these scenarios right?[8|]

While im at it...the mini sub/carrier routine appears borked as well, I should be able to attach the mini, transport, and detach to employ correct? Assuming this IS correct that isnt working either, I loaded a sub, got one hex from the target, and it didnt let me do anything with it, no option to detach, whereas in the Guadalcanal scenario I note you have a list of things you can do on the right side of the screen, like detach correct? So instead I attempt to enter the hex, and both strike a mine [;)]. Appears borked as well.

I recall seeing someone else post as say they detach one hex out and move in as well, again it dosnt appear you can do this in the 1000 mile scenario.

Conclusion, it appears this scenario isnt reading some of the code in the overall game.


quote:

ORIGINAL: Hagleboz

I'm playing the Alaska scenario as the Japanese and so far I'm almost a month in and my cap has never engaged any of the almost daily raids coming into to Attu. On every bombing raid my planes scramble into the air, form a rather nice group of aircraft and proceed to do absolutely nothing to the small groups of Liberators, incoming or outgoing. First I moved Oscars in, no luck. Then I moved them out and replaced them with zeros, same result. Most raids com in around 16,000 feet. I've set cap equal, slightly higher and much higher, same results. I've set cap from 20 to 80%, same results. Even when pilots are still in the air after scrambling from a prior raid they do nothing to the next. Thought weather was affecting cap but then had a string of clear days, same result. Pilot fatigue is low. My planes have literally never fired a single shot, what is the deal!?! [:@]





Speedysteve -> RE: Cap not Engaging - 1000 mile scenario (8/26/2009 9:39:52 AM)


quote:

ORIGINAL: Chad Harrison

[evil laugh] Muha ha ha ha ah! [/evil laugh]

Hey, thats the trade off for how many of my subs missing their shots? And even a Jap dud torpedo? [:D]

I have yet to be able to really get a handle on it, but the details on the bottom of the combate report shed some light. 11 of your Hellcats were heading home to refuel, and 5 were in another area. So my strike showed up at the perfect time: between shifts. Atleast thats hows I read the report, it may mean something entirely different in reality.

So . . . did they sink [;)]


Nope neither of them sunk. Both will be back in action in Tokyo Bay within the week[8D]




Chad Harrison -> RE: Cap not Engaging - 1000 mile scenario (8/26/2009 1:30:43 PM)

Thats FOW for ya. Oh well, I felt good to finally watch atleast some of my torpedos actually hit *and* detonate.

Geez, I feel like the Allies [:D]




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