Sub patrol zones (Full Version)

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tverse -> Sub patrol zones (1/15/2019 8:28:58 PM)

Will sub that is in a patrol zone leave the patrol when it is low on fuel? And if it does, once it refuels will it return to that patrol zone? I am referring to human operated sub patrols.




dasboot1960 -> RE: Sub patrol zones (1/15/2019 8:35:27 PM)

I believe that the answer to both of these questions is yes. (I'm out on a limb here, but I am fairly sure at least the first answer is yes)




btd64 -> RE: Sub patrol zones (1/15/2019 8:57:41 PM)

If you set up the patrol then yes, they'll return to base to replenish. They will disband if they have damage to get it fixed....GP




kbfchicago -> RE: Sub patrol zones (1/15/2019 10:27:03 PM)

If you set the control to "computer control" on the task force after you designate the patrol zone it will return to port when replenishment is needed and then return to the previously set patrol area. If you leave the TF on "human control" (I believe...) it will patrol until you go and tell it to return to port or it runs out of fuel. I seldom use human control at this point so memory is foggy...

This is not to be confused with "computer controlled sub operations" set for all subs via the "game options", which few people use.

A danger here is your subs can accumulate fairly significant damage and high detection rates when left on "computer control", check in on them periodically, watch the combat reports, and pay close attention to those in high engagement areas. Failure to do so will likely raise your boats casualty rates.


Kevin




BBfanboy -> RE: Sub patrol zones (1/15/2019 10:30:16 PM)


quote:

ORIGINAL: kbfchicago

If you set the control to "computer control" on the task force after you designate the patrol zone it will return to port when replenishment is needed and then return to the previously set patrol area. If you leave the TF on "human control" (I believe...) it will patrol until you go and tell it to return to port or it runs out of fuel. I seldom use human control at this point so memory is foggy...

This is not to be confused with "computer controlled sub operations" set for all subs via the "game options", which few people use.

A danger here is your subs can accumulate fairly significant damage and high detection rates when left on "computer control", check in on them periodically, watch the combat reports, and pay close attention to those in high engagement areas. Failure to do so will likely raise your boats casualty rates.


Kevin

Under "Human Control" and on Patrol, the sub will still automatically RTB to replenish fuel or torpedoes or both.




btd64 -> RE: Sub patrol zones (1/15/2019 10:55:44 PM)


quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: kbfchicago

If you set the control to "computer control" on the task force after you designate the patrol zone it will return to port when replenishment is needed and then return to the previously set patrol area. If you leave the TF on "human control" (I believe...) it will patrol until you go and tell it to return to port or it runs out of fuel. I seldom use human control at this point so memory is foggy...

This is not to be confused with "computer controlled sub operations" set for all subs via the "game options", which few people use.

A danger here is your subs can accumulate fairly significant damage and high detection rates when left on "computer control", check in on them periodically, watch the combat reports, and pay close attention to those in high engagement areas. Failure to do so will likely raise your boats casualty rates.


Kevin

Under "Human Control" and on Patrol, the sub will still automatically RTB to replenish fuel or torpedoes or both.


Never use computer controlled sub patrols....GP




tverse -> RE: Sub patrol zones (1/15/2019 11:37:03 PM)

Thanks for insight. I assume then once refueled and rearmed they will return to previously set patrol area.




geofflambert -> RE: Sub patrol zones (1/16/2019 1:29:59 AM)

Human control always. The sub TF will try to return to port to replenish in a timely fashion, but sometimes waits too long, and subs cannot replenish at sea so if you don't have a friendly port that is closer, you may have a sub that is adrift at sea with little you can do about it. I don't let the AI do anything I can do myself, you need to keep an eye on your subs out there.




bradfordkay -> RE: Sub patrol zones (1/16/2019 3:09:21 AM)


quote:

ORIGINAL: geofflambert

Human control always. The sub TF will try to return to port to replenish in a timely fashion, but sometimes waits too long, and subs cannot replenish at sea so if you don't have a friendly port that is closer, you may have a sub that is adrift at sea with little you can do about it. I don't let the AI do anything I can do myself, you need to keep an eye on your subs out there.



I have run into this as well. Once in a while the AI miscalculates (or the sub encounters enemy ASW activity that causes it to burn more fuel) and it ends up without enough fuel to make it to base. Therefore about once a week or so I check my TF list for sub patrol TFs getting low on fuel and order ones I consider in possible danger to RTB.




boldrobot -> RE: Sub patrol zones (1/16/2019 4:26:02 AM)

Related question about patrol zones. Say I set hexes A, B, and C as the boundaries of the patrol zone. What exactly does the sub's patrol pattern look like (or really any patrolling ship)? Is it:

1. A --> B --> C --> A --> B --> C --> A, etc.

2. A --> B --> C --> B --> A --> B --> C, etc.

3. patrol within the area bounded by A, B, and C

My understanding is #1 but I'm not sure.




Alfred -> RE: Sub patrol zones (1/16/2019 5:39:14 AM)


quote:

ORIGINAL: boldrobot

Related question about patrol zones. Say I set hexes A, B, and C as the boundaries of the patrol zone. What exactly does the sub's patrol pattern look like (or really any patrolling ship)? Is it:

1. A --> B --> C --> A --> B --> C --> A, etc.

2. A --> B --> C --> B --> A --> B --> C, etc.

3. patrol within the area bounded by A, B, and C

My understanding is #1 but I'm not sure.


Correct. It is #1.

Technically you are not setting a "Patrol Zone". Instead you are really setting waypoints, thus first go to hex A, then hex B, then hex C. However unlike the standard waypoint order which is not repetitive as the vessel is still travelling towards a different determined destination, when done via the set patrol zone menu where no determined destination is set, it becomes a repetitive loop.

The repetitive loop will only be interrupted temporarily when either damage reaches 10% in a single area or rearming/refuelling is required. At that point the vessel leaves its "patrol zone" to return to its home port to rearm/refuel and then automatically resumes its "patrol". If the RTB is due to damage the task force is automatically disbanded at its home port in order to undertake the necessary repairs.

The closest to a real patrol zone is when the order is given to patrol around the target hex. The result is still not a true patrol zone but rather a computer generated set of waypoints determined on the basis of the target hex and enemy dispositions.

Alfred




Kull -> RE: Sub patrol zones (1/16/2019 2:34:05 PM)


quote:

ORIGINAL: Alfred


quote:

ORIGINAL: boldrobot

Related question about patrol zones. Say I set hexes A, B, and C as the boundaries of the patrol zone. What exactly does the sub's patrol pattern look like (or really any patrolling ship)? Is it:

1. A --> B --> C --> A --> B --> C --> A, etc.

2. A --> B --> C --> B --> A --> B --> C, etc.

3. patrol within the area bounded by A, B, and C

My understanding is #1 but I'm not sure.


The closest to a real patrol zone is when the order is given to patrol around the target hex.

Alfred


Just be sure not to select a land hex as the "patrol around point", or you'll only get 2, not 3 locations. That includes islands and coastal hexes. F/E, if you told a sub at Pearl to "patrol around" Truk, the result would be hexes at Boundary1 and Boundary2, but not Boundary3.

I've also found that "patrol around" is the quickest way to set up a player-configured zone. Boundary1 will always be the first hex you click, and from there it's easy to either accept or edit the other 2 locations. The whole process is roughly 5X faster than setting the zone manually (by clicking each boundary point in turn)




Lowpe -> RE: Sub patrol zones (1/16/2019 4:17:08 PM)


quote:

ORIGINAL: Alfred

The closest to a real patrol zone is when the order is given to patrol around the target hex. The result is still not a true patrol zone but rather a computer generated set of waypoints determined on the basis of the target hex and enemy dispositions.

Alfred


Interesting...but does the patrol zones change frequently or never once selected?




Elessar2 -> RE: Sub patrol zones (1/16/2019 7:11:54 PM)


quote:

ORIGINAL: geofflambert

Human control always. The sub TF will try to return to port to replenish in a timely fashion, but sometimes waits too long, and subs cannot replenish at sea so if you don't have a friendly port that is closer, you may have a sub that is adrift at sea with little you can do about it. I don't let the AI do anything I can do myself, you need to keep an eye on your subs out there.


Hmm. So milk cows*/sub tenders can't do anything if they meet out in the open ocean, contingent on the above variable?

*Are these in fact modeled for this game?




m10bob -> RE: Sub patrol zones (1/17/2019 1:27:25 PM)


quote:

ORIGINAL: Elessar2


quote:

ORIGINAL: geofflambert

Human control always. The sub TF will try to return to port to replenish in a timely fashion, but sometimes waits too long, and subs cannot replenish at sea so if you don't have a friendly port that is closer, you may have a sub that is adrift at sea with little you can do about it. I don't let the AI do anything I can do myself, you need to keep an eye on your subs out there.


Hmm. So milk cows*/sub tenders can't do anything if they meet out in the open ocean, contingent on the above variable?

*Are these in fact modeled for this game?



Nope...No "milch cows" in WITP




rustysi -> RE: Sub patrol zones (1/17/2019 7:39:03 PM)

quote:

Will sub that is in a patrol zone leave the patrol when it is low on fuel? And if it does, once it refuels will it return to that patrol zone?


Short and sweet, yes.




wegman58 -> RE: Sub patrol zones (1/18/2019 1:40:02 PM)

And if they have some damage they will go back out without repairing. Something to watch for.




NigelKentarus -> RE: Sub patrol zones (1/18/2019 2:30:25 PM)

A little OT, but has anyone ever been able to get Submarine Tracker to work?




Kull -> RE: Sub patrol zones (1/18/2019 9:17:55 PM)


quote:

ORIGINAL: wegman58

And if they have some damage they will go back out without repairing. Something to watch for.


So long as it's non-major damage, yes, the patrols will cycle ad infinitum. Which I see as a feature, actually. Conversely, even a single point of major damage ends the patrol.




Chuckycheese -> RE: Sub patrol zones (1/18/2019 11:51:57 PM)

a




BBfanboy -> RE: Sub patrol zones (1/19/2019 1:45:50 AM)


quote:

ORIGINAL: Chuckycheese

a

b?




rustysi -> RE: Sub patrol zones (1/20/2019 6:44:00 PM)


quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: Chuckycheese

a

b?



OK, c.[:D]




Edward75 -> RE: Sub patrol zones (1/25/2019 5:40:50 AM)

Is there any difference, if you set submarine in Remain on station and set Patrol zone in hex?




btd64 -> RE: Sub patrol zones (1/25/2019 10:03:07 AM)


quote:

ORIGINAL: Edward75

Is there any difference, if you set submarine in Remain on station and set Patrol zone in hex?


Yes, patrol zones will allow for automatic replenishment and remain on station won't....GP




Edward75 -> RE: Sub patrol zones (1/25/2019 10:26:19 AM)

I mean. Is there any difference in attack or detection of enemy for submarine?




bradfordkay -> RE: Sub patrol zones (1/25/2019 3:56:59 PM)

Be careful about "patrol around hex" settings in areas with high ASW activity. The legs on each section of the patrol zone are so short that your sub will rarely lower its detection level, making it more vulnerable to attack and less likely to get off one of its own attacks. I prefer to set fairly long legged patrol zones along known shipping routes, thus bringing the sub into and out of high ASW patrol areas and keeping its detection level down.




rustysi -> RE: Sub patrol zones (1/25/2019 5:39:58 PM)

quote:

Is there any difference, if you set submarine in Remain on station and set Patrol zone in hex?


Absolutely. IIRC 'remain on station' will do just that and not attack. They will respond if attacked. Don't know why, but that's how I remember it. Vessels set to 'patrol' will engage.




HansBolter -> RE: Sub patrol zones (1/25/2019 5:45:02 PM)

quote:

ORIGINAL: rustysi

quote:

Is there any difference, if you set submarine in Remain on station and set Patrol zone in hex?


Absolutely. IIRC 'remain on station' will do just that and not attack. They will respond if attacked. Don't know why, but that's how I remember it. Vessels set to 'patrol' will engage.



Remain on Station also overrides reaction and cancels it out.
Subs patrolling will react out of their patrol pattern to chase after a target.
Subs set to remain on station will never react.

Patrolling a one hex 'pattern' is always better than remaining on station or just sitting in place with no orders.


All of my 'port maintenance' ASW and Coastal Minewsweeping TFs get one hex patrol patterns set at the port they are maintaining.




rustysi -> RE: Sub patrol zones (1/25/2019 5:48:16 PM)

Thanks for the add Hans.




BBfanboy -> RE: Sub patrol zones (1/25/2019 8:10:12 PM)


quote:

ORIGINAL: bradfordkay

Be careful about "patrol around hex" settings in areas with high ASW activity. The legs on each section of the patrol zone are so short that your sub will rarely lower its detection level, making it more vulnerable to attack and less likely to get off one of its own attacks. I prefer to set fairly long legged patrol zones along known shipping routes, thus bringing the sub into and out of high ASW patrol areas and keeping its detection level down.

I think this depends on where exactly you click. If you wanted to set a patrol around Marcus Island and click on the island, you should get a patrol with the island itself at one corner of the three waypoint hexes. If you click one hex away from Marcus, you get a fairly tight patrol zone around Marcus. But if you click at about 4 or 5 hexes from Marcus, you should get a PZ with much longer legs. Been a while since I used that feature but that is how I recall it.




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