US Carriers (Full Version)

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Zubnik -> US Carriers (11/23/2019 6:09:28 PM)

Can US Carriers operate from Australian bases?




btd64 -> RE: US Carriers (11/23/2019 6:19:55 PM)

The short answer, YES. But be careful about which CV's you operate from OZ. Hint, look at the repair shipyards....GP




HansBolter -> RE: US Carriers (11/23/2019 7:02:58 PM)

Any Allied ship can operate from (meaning set that port as Home port) any Allied port except non-Russian ships cannot set Russian home country ports as home ports.

Allied ships can operate from non-home country Russian controlled ports.

As General Patton alludes to operating and being able to repair damage are two separate things.




Zubnik -> RE: US Carriers (11/23/2019 8:32:12 PM)

TY




Ian R -> RE: US Carriers (11/23/2019 11:44:48 PM)

Later in the war you can send an AFDB to Sydney with a 55k capacity. At that point you can fix everything there, including the Lexingtons and BBs, and all system/float damage. Major engine damage can still be problematical, requiring a trip to the West Coast or Capetown.




jdsrae -> RE: US Carriers (11/24/2019 12:45:31 AM)

I’m not across how the modding works, but if there is a way for mods to make the Sydney repair shipyard automatically increase in size in March 1945 that would allow for this to be modelled:
https://www.navyhistory.org.au/captain-cook-graving-dock/
Using an AFDB is a good way to achieve most of these capabilities in practice.

From memory of random bits I’ve read on it, the RN Pacific Fleet had priority for the relatively limited major repair capabilities available in Sydney.
Even the repairs that HMAS Australia needed got bumped down the queue.




BBfanboy -> RE: US Carriers (11/24/2019 3:33:29 AM)

You could use the editor to increase the shipyard capacity to whatever it should be but make all the increase "damaged" which would equal "not yet built". Then just set a rule that you will not repair any of the damaged capacity until the appropriate time (either starting repair in March 1945 or, if that is when it came on-line in real life, start one day earlier for each point of repairs. You would need to build the supplies at Sydney by 1000 tons X the increase in capacity.

Changing the configuration of Sydney base in the editor would in effect make a new scenario. You would need to decide what scenario number you want to assign it and save it in that slot. Any ongoing game you have will not be able to use that mod - I'm pretty sure you would have to start over.




PaxMondo -> RE: US Carriers (11/24/2019 10:03:29 AM)


quote:

ORIGINAL: BBfanboy

You could use the editor to increase the shipyard capacity to whatever it should be but make all the increase "damaged" which would equal "not yet built". Then just set a rule that you will not repair any of the damaged capacity until the appropriate time (either starting repair in March 1945 or, if that is when it came on-line in real life, start one day earlier for each point of repairs. You would need to build the supplies at Sydney by 1000 tons X the increase in capacity.

Changing the configuration of Sydney base in the editor would in effect make a new scenario. You would need to decide what scenario number you want to assign it and save it in that slot. Any ongoing game you have will not be able to use that mod - I'm pretty sure you would have to start over.

Yep.




fcooke -> RE: US Carriers (11/24/2019 12:06:38 PM)

I'm going to feel like an idiot here, because I've been playing the game since it came out, and did read the manual way back then, but what is the impact of what home port is assigned?




jagsdomain -> RE: US Carriers (11/24/2019 12:08:08 PM)

OZ is very frustrating because the ship yards can't seem to handle anything




fcooke -> RE: US Carriers (11/24/2019 2:03:50 PM)

You can place anything CA or smaller there and get fixed.




BillBrown -> RE: US Carriers (11/24/2019 2:07:55 PM)

Sydney is a size 30 repair shipyard. All but the largest ships can repair there.
Most BBs can not, but the Essex CVs and the Yorktowns CVs can.




BBfanboy -> RE: US Carriers (11/24/2019 2:17:26 PM)


quote:

ORIGINAL: BillBrown

Sydney is a size 30 repair shipyard. All but the largest ships can repair there.
Most BBs can not, but the Essex CVs and the Yorktowns CVs can.


To make explicit what btd64 said, the Lexington and Saratoga are 36000 tons so they cannot be placed in Sydney drydock to repair major flotation damage over 5 points.

They can, however, undergo upgrades where the required shipyard size is less than 31 and the upgrade does not cause over 5 points of flotation damage. Once the upgrade starts, the ship can be moved to pierside repair.




Zubnik -> RE: US Carriers (11/24/2019 6:21:12 PM)

Ok, so why are my OPS not replenishing? Now that I checked, none of my carrier TF's are replenishing the 1000 points at the beginning of the day? Help please!!!!!




BillBrown -> RE: US Carriers (11/24/2019 6:27:33 PM)

We will need a lot more information. Screen shots and explanation will help.




Alfred -> RE: US Carriers (11/24/2019 6:55:23 PM)


quote:

ORIGINAL: Zubnik

Ok, so why are my OPS not replenishing? Now that I checked, none of my carrier TF's are replenishing the 1000 points at the beginning of the day? Help please!!!!!


They are regaining their 1000 OPS, you just are not reading the screen properly. Reread s.6.2.14 of the manual.

1. Ships gain 1000 OPS each 12 hours. They are not accumulated, you will never have more than 1000 OPS

2. You are only shown the amount of OPS which have been used by the ship. If the screen shows no OPS then the ship hasn't used up any and it still has 1000 available.

3. The receipt of OPS for ships has absolutely nothing to do with the size or nationality or location of the homeport. Their arrival is automatic.

4. Nor is the expenditure of ship OPS related to the nationality or location of the homeport.

Alfred




Zubnik -> RE: US Carriers (11/24/2019 7:05:51 PM)

Cool, read that wrong, so as long as OPS is <1000 (or zero in my case) and MS is > 0, my carrier task force should fly CAP and launch offensive missions, correct, because mine are not, why?




btd64 -> RE: US Carriers (11/24/2019 7:23:20 PM)

As Bill said above, Provide a screenshot of the Air unit screen....GP




HansBolter -> RE: US Carriers (11/24/2019 8:41:48 PM)

As Alfred has pointed out what you are thinking of is not what the game mechanics calls OPS or Operations Points.

Operations Points are used for fueling, replenishing ordnance, moving and attacking.

If your TF refuels and replenishes at a base it will use Ops points and your maximum movement for the turn will be reduced, having used up a portion of the available 1,000 Ops points for that phase.
You can see this clearly when manually ordering a TF to refuel/replenish.

What you are thinking of that allows or disallows your carrier borne aircraft to fly missions is the Missions Capability of the TF. This value is used up as you fly missions and represents the TF on board supply of avgas and ordnance. See the circled heading and value on the attached screenshot.

This can only be replenished by visiting a port of sufficient size and with sufficient supply to be able to replenish the TF, or from AE's and/or AKE's loaded with supply and present at a port. In 1945, for Americans only, it can be done underway at sea from AE's in a replenishment TF.



[image]local://upfiles/21458/F60EA51018FA4912BDA2BFA072FF8505.jpg[/image]




HansBolter -> RE: US Carriers (11/24/2019 8:56:40 PM)

There are several other factors that will prevent flight operations on a carrier.

One is damage. IIRC combined System and Float damage over 50 prevents flight operations.

The second is over stacking. More than 15% plane capacity over stacking prevents flight operations. See circled data in screen shot. If number to right of slash is red, flight ops are prevented.

The third is also stacking related. Flight ops are curtailed if more than 5 squadrons are deployed on a carrier.

The fourth is placing non-carrier capable planes aboard. Many new players don't realize that the first production run of Corsairs, F4U-1s are not carrier capable. You have to wait for the F4U-1As to get carrier capable Corsairs.

Completely forgot to include the fifth and most frequent reason for planes not flying: Weather.


[image]local://upfiles/21458/BB943D0CC6A54CC69C291C45B0CE0C30.jpg[/image]




inqistor -> RE: US Carriers (11/25/2019 12:07:49 AM)


quote:

ORIGINAL: Zubnik

Cool, read that wrong, so as long as OPS is <1000 (or zero in my case) and MS is > 0, my carrier task force should fly CAP and launch offensive missions, correct, because mine are not, why?

Not quite. IIRC every sortie uses 1 OPS, so you need some spare, but only rearming tends to use anything nearby 1000.
Weather might prevent your air operations, or terrible morale of your air groups. Or wrong orders. Or lack of fuel for ships.




inqistor -> RE: US Carriers (11/25/2019 12:14:27 AM)


quote:

ORIGINAL: fcooke

I'm going to feel like an idiot here, because I've been playing the game since it came out, and did read the manual way back then, but what is the impact of what home port is assigned?

TF will try to return to Home Port, when mission is fulfilled, or aborted. That can be really painful, when some damaged ships get split.
It can also abort your mission prematurely, if AI recalculate, that your TF would not have enough fuel for return trip to remote Home Port.

Generally, you should set Home Port to nearest Base, so if one of your ship gets torpedoed, it will disband in the same turn. That would help fighting fire, and flotation damage.




rockmedic109 -> RE: US Carriers (11/25/2019 12:35:48 AM)

I think coastal hexes also cut flight ops by 50%. I think CVEs are exempt.




witpqs -> RE: US Carriers (11/25/2019 1:16:00 AM)


quote:

ORIGINAL: inqistor


quote:

ORIGINAL: fcooke

I'm going to feel like an idiot here, because I've been playing the game since it came out, and did read the manual way back then, but what is the impact of what home port is assigned?

TF will try to return to Home Port, when mission is fulfilled, or aborted. That can be really painful, when some damaged ships get split.
It can also abort your mission prematurely, if AI recalculate, that your TF would not have enough fuel for return trip to remote Home Port.

Generally, you should set Home Port to nearest Base, so if one of your ship gets torpedoed, it will disband in the same turn. That would help fighting fire, and flotation damage.

+1

Home port is something to be careful with when a TF heads into danger. Think about making be a port in a favorable direction from where the action is taking place, that is to say favorable for retirement to that port. If your TF "retires" in a direction which you know to be toward greater danger that can really screw up your plans.




Zubnik -> RE: US Carriers (11/25/2019 4:25:28 AM)

Thanks everyone, it was aircraft capacity that was the problem!!!!!




fcooke -> RE: US Carriers (11/25/2019 9:54:59 AM)

Thanks guys. I tend to learn something new every day, it just came extra early today.




HansBolter -> RE: US Carriers (11/25/2019 11:09:27 AM)

quote:

ORIGINAL: rockmedic109

I think coastal hexes also cut flight ops by 50%. I think CVEs are exempt.



Originally it WAS all coastal hexes, but was changed to be only port hexes.

And yes, CVEs are exempt.




Trugrit -> RE: US Carriers (11/25/2019 11:10:15 AM)


quote:

ORIGINAL: rockmedic109

I think coastal hexes also cut flight ops by 50%. I think CVEs are exempt.

No,

Base hexes cut CV's and CVL's flight ops by 50%.
They operate normally in coastal hexes.

CVE's can operate normally in base hexes and coastal hexes.

witpqs says "friendly" base hexes cut CV's and CVL's flight ops.
http://www.matrixgames.com/forums/fb.asp?m=3825294

I'm not sure about that so I never run flight ops when I'm in a base hex.

As this thread has pointed out carrier operations are complex in this game.






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