Air HQ (Full Version)

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ericv -> Air HQ (7/7/2018 5:43:54 PM)

Hi,

Perhaps it has been answered dozens of times.


quote:

Air Headquarters -


Helps by allowing more aircraft to fly and allows more air units to be based at a base with this type of HQ, coordinating aircraft replacement/upgrades and supporting more groups at a base.
Air Group stacking at a base is improved by Air HQ. The best Air HQ of the same command as the base which is within range can add its command radius to the number of groups that can be administrated, or if not in the same command, the nearest HQ will add ½ its command radius to the number of groups. Important note: for this to work, the base and the Air HQ must be attached to the same command.
Level bombers not located within an air HQ’s Command Radius will have their number of planes flying reduced by 25% for Offensive Missions.
Air HQ have aviation support squads, so they can provide support to air groups
Most Air HQ have either support or motorized support squads, so they help reduce fatigue and disruption for units in the same hex.
All other air strike Missions by units outside an air HQ’s command radius will have the flying planes reduced by 10%.
Not sure if any of the leader qualities matter...


My question that came up was the following:

Does a smaller air HQ like II Fighter command have the same benefits for airgroups and airfields as its bigger parent HQ, fifth Airforce? I know it has less support. But are there any other differences? The command radius is supposed to be the same according to the unit info.

Oe would expect these large airforces to be better in some aspects. But that's just pure imagination on my part.

I am sorry, this must have been asked and answered dozens of times.

thanks for any help or pointers to where this has been explained

Eric




Rusty1961 -> RE: Air HQ (7/7/2018 7:13:33 PM)

Look at the "Command Radius". Smaller HQs have smaller CRs.

Said CRs increase the number of allowable air unit on a base and increase the bases "stacking" if they are within the CR. There is a little more to this, such as what base is under which HQ though.




Dili -> RE: Air HQ (7/7/2018 7:13:43 PM)

I don't think the size of the HQ as any bearing in its capacity.




BBfanboy -> RE: Air HQ (7/7/2018 8:56:07 PM)

quote:

ORIGINAL: Rusty1961

Look at the "Command Radius". Smaller HQs have smaller CRs.

Said CRs increase the number of allowable air unit on a base and increase the bases "stacking" if they are within the CR. There is a little more to this, such as what base is under which HQ though.

I just looked at Fifth USAAF HQ and VII USAAF Bomber Command HQ. Both have command radius of 5 which means (depending on base size I think) an increase of 5 in the number of units that can be administered at the base, if the base is under the HQ. But the USAAF HQ has more Air Support squads than the Bomber Command HQ. This could be changed in mods.




geofflambert -> RE: Air HQ (7/7/2018 9:27:07 PM)

I don't know this for a fact, but I think the presence within an air HQ's CR affects the efficiency of training squadrons. That would be important to know since training air crews is about a third of this game (from the Japanese perspective). I think it also impacts upgrades and receiving replacements.




ericv -> RE: Air HQ (7/9/2018 12:45:58 PM)

quote:

ORIGINAL: BBfanboy

quote:

ORIGINAL: Rusty1961

Look at the "Command Radius". Smaller HQs have smaller CRs.

Said CRs increase the number of allowable air unit on a base and increase the bases "stacking" if they are within the CR. There is a little more to this, such as what base is under which HQ though.

I just looked at Fifth USAAF HQ and VII USAAF Bomber Command HQ. Both have command radius of 5 which means (depending on base size I think) an increase of 5 in the number of units that can be administered at the base, if the base is under the HQ. But the USAAF HQ has more Air Support squads than the Bomber Command HQ. This could be changed in mods.


Thanks for the explanations. I fiddled around a bit in the editor and saw that there are 3 types of allied air HQ's: 53, 54 and 55. The first '5' denotes air HQ, the second number denotes the command radius. In fact for all HQ types: the last number always denotes the command radius.
ie. A type 109 HQ is a 9 command radius Command HQ. etc.

After fiddling about a bit, I came to a rather surprising conclusion.

I shipped South Pacific HQ (a type 109 HQ) to Ndeni, removed all subordinate air HQS (Airsopac etc.) from its command. and made sure that there were no HQ's who's command radius included Ndeni. The neares Air HQ was in Noumea.
If I now switch the base of Ndeni to South Pacific HQ, then South Pacific gives 5 extra airgroup capacity to all airfields with SOPAC as their HQ within a 9 hex radius of Ndeni without any Air HQ present within 19 hexes.

The same goes in Australia. When Southwest Pacific is based in Brisbane. Nothing happens as long as it is under Australia Command. Switching it to SWPAC HQ, will give all airfields with SWPAC as HQ, in a 9 hex radius 5 extra airgroup capacity, again without the need of any air HQ.


Furthermore.
II Fighter Command, Airsopac and AirFMFpac are based at Noumea. No matter what configuration, Noumea will get just 1 extra aigroup if any or all of these HQ's are under the same command as the base, with the parent HQ 'South Pacific' being at a distance of 19 hexes approximately.

I am sure there is a lot more to find out and I am even more sure I am missing a lot, but the preliminary conclusion I drew was that it is the type 109 general command HQ that is mostly responsible for the increase in the maximum number of airgroups at a base.
Up to 17 for a lvl 8 Airfield.






rustysi -> RE: Air HQ (7/9/2018 9:20:13 PM)


quote:

ORIGINAL: geofflambert

I don't know this for a fact, but I think the presence within an air HQ's CR affects the efficiency of training squadrons. That would be important to know since training air crews is about a third of this game (from the Japanese perspective). I think it also impacts upgrades and receiving replacements.


First I've ever heard of this, and I believe it to be untrue.




geofflambert -> RE: Air HQ (7/9/2018 10:28:29 PM)

I myself am not sure, but I've been having persistent problems training squadrons (of mostly float planes) at Oita. I tried replacing all the squadron commanders with better ones. You can see the air base size is not shabby and the aviation support is more than adequate, yet for some squadrons, no training whatsoever occurs, though they are on 100% train, with an altitude of 5000 ft ordered and a range of zero. I've moved some of those squadrons out hoping for better results elsewhere.

Edit: No training whatsoever occurs with some squadrons, but not all.

[image]local://upfiles/37002/443768BB955E4DB49A8852A9A7E44959.jpg[/image]




geofflambert -> RE: Air HQ (7/9/2018 10:32:12 PM)

Now I've also moved the First Air Army from Tokyo to Osaka (just now) and Hiroshima falls within its command radius. Hiroshima is another place I haven't been getting adequate training results from. We'll see if this seems to make a difference.



[image]local://upfiles/37002/6C4D3BC731DA47008EBFB85120FFD15B.jpg[/image]




rustysi -> RE: Air HQ (7/11/2018 5:28:06 PM)

How many planes in each group? Some have proposed this may affect training, others say no. Myself I say maybe at the higher end of training yes, but with raw pilots it doesn't seem to matter how quickly they train, planes or no. Don't think airbase size or availability of air support devices make a difference WRT training. Any screen shots of groups? Not sure how, but it may help. Might suggest putting in a pilot or two of higher experience as I think training is gained on unit experience. IOW if pilot is lower than unit average gain point, if not no. Sure there are other factors involved in that as well. You know how this game works, its never just one thing. Above are just thoughts, as I've really not experienced what you're going through, but will continue to try and help if I can think of anything.




rustysi -> RE: Air HQ (7/11/2018 5:34:28 PM)

I know with training groups its hard to have too many groups at the base, but could you possibly have that situation? IOW amongst how many groups are those 42 aircraft divided?




RangerJoe -> RE: Air HQ (7/13/2018 3:44:07 AM)

The number of planes may not be important for the skill training part since there were/are simulators but if you don't actually have a plane to fly, how are you going to gain experience? Put your arms out and make engine noises?




rms1pa -> RE: Air HQ (7/13/2018 4:01:08 AM)

there are many aircraft, pilots, and ships not visible in game.

these are how units can transfer from east coast to capetown,air fragments without pilots can transfer and other invisible movement of all kinds of things.

the game is at the bleeding edge of playability and the developers had to make decisions.

rms/pa




RangerJoe -> RE: Air HQ (7/13/2018 4:17:40 AM)

To transfer off-map, they simply used the ships in that area - unless you want to have a rule that you have to use your own ships. Don't forget to add escorts to protect from commerce raiders and U-boats.

There were ferry pilots available as well as extra pilots not assigned.




Yaab -> RE: Air HQ (7/29/2018 6:34:33 AM)


quote:

ORIGINAL: geofflambert

I don't know this for a fact, but I think the presence within an air HQ's CR affects the efficiency of training squadrons. That would be important to know since training air crews is about a third of this game (from the Japanese perspective). I think it also impacts upgrades and receiving replacements.


Never heard that CR of air HQ can influence training. I just train my squadrons at bases with biggest available airfields and air HQ present. Sometimes you have to make compromises re airfield size when an air HQ is a static one. If so, squadrons train at a slower rate, but they still train.




BBfanboy -> RE: Air HQ (7/29/2018 2:21:01 PM)


quote:

ORIGINAL: rustysi

How many planes in each group? Some have proposed this may affect training, others say no. Myself I say maybe at the higher end of training yes, but with raw pilots it doesn't seem to matter how quickly they train, planes or no. Don't think airbase size or availability of air support devices make a difference WRT training. Any screen shots of groups? Not sure how, but it may help. Might suggest putting in a pilot or two of higher experience as I think training is gained on unit experience. IOW if pilot is lower than unit average gain point, if not no. Sure there are other factors involved in that as well. You know how this game works, its never just one thing. Above are just thoughts, as I've really not experienced what you're going through, but will continue to try and help if I can think of anything.


On the squadron screen next to the name of the Squadron is yellow hypertext that toggles between "Manual" and "Automatic".
I have always thought that must have something to do with management of pilots, including training and rotation out once they reach 80 in a skill or experience.
Does anyone know what that toggle really does? I could not find anything on it in the manual.

Second thought on the FP pilots not training problem - I don't know the service rating of Japanese FPs, but at 100% training there could be a lot of them down for repairs?




Chris21wen -> RE: Air HQ (7/29/2018 3:01:17 PM)

Determines where replacement pilots come from. Set it to auto and you get a second option (on the left)that determines the pilots level of experience.




rustysi -> RE: Air HQ (7/30/2018 7:29:52 PM)

quote:

On the squadron screen next to the name of the Squadron is yellow hypertext that toggles between "Manual" and "Automatic".


quote:

Does anyone know what that toggle really does?


I did see this explained somewhere, maybe in the addendum. I'll see if I can find it later. I do know that I always leave it to 'manual', but that's me.

quote:

I don't know the service rating of Japanese FPs, but at 100% training there could be a lot of them down for repairs?


Most single engine are SR1. I set them at 100% training, range zero and have no problems with aircraft down for repairs. TBH this will work for the four engine jobbers as well.





Chris21wen -> RE: Air HQ (7/30/2018 9:55:38 PM)


quote:

ORIGINAL: BBfanboy

Second thought on the FP pilots not training problem - I don't know the service rating of Japanese FPs, but at 100% training there could be a lot of them down for repairs?


I play both side and have found 100% training, range zero in any base works for every type of a/c in the game. Put the range above zero then you will get damaged a/c.




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