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Ships overloaded with aicraft

 
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Ships overloaded with aicraft - 12/22/2009 12:38:04 AM   
dicand

 

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When playing the Jap AI its carriers stops being a menace after a while. They patrol but launch no aircraft.
When peeking in AI against AI mode I discover that the carriers are heavily overloaded. Despite the fact that there are only the original groups aboard and that they have a normal amount of planes the carrier itself states that there is something like 200 planes aboard! And thus no flights!
The human carriers tend to try and do the same. If you have some pilots in reserve and some reserve aircaft aboard they soon become active and you have more aircraft aboard than the carrier can handle!
To be able to have reserves onboard seems logical since the carriers require large ports and they have to travel long distances.
Can anyone figure out a remedy or what might go wrong?
[image][/image]




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< Message edited by dicand -- 12/22/2009 12:39:11 AM >
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RE: Ships overloaded with aicraft - 12/22/2009 2:44:28 AM   
dazoline II


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How did you get the ship assigned to a city?

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RE: Ships overloaded with aicraft - 12/22/2009 4:09:35 AM   
WaltE1965

 

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Was there by chance any carriers near it that sank on its last patrol? It might have dumped them on your only remaining carrier if there where no land bases or other carriers in the area to divert to. It should IMHO force them to ditch in the ocean with loss of the plane itself and possible loss of thr flight crewmember and or crewmembers ( at some level to be determined at random LOL ) or at least allow the diverted a/c to land, crew to depart the a/c and then toss the a/c over the side to make room for the next diverted plane to land, which did also happen IRL, before you reach saturation like that. Way before the total you are showing in that screen shot.

< Message edited by WaltE1965 -- 12/24/2009 4:24:48 AM >

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RE: Ships overloaded with aicraft - 12/22/2009 7:29:41 AM   
dicand

 

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Thank you for taking an interest! First: I have no idea, the carriers belong to the AI side and yes the AI has lost many carriers. Not so hard since it overloads them like this. The idea of survivors landing on other carriers is good and accurate but the AI should head straight to port to sort out the overload afterwards?
The patrols the AI sets seems only to take the status of damage as a parameter when continuing/going on patrol , not if the carrier is actually functioning!

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RE: Ships overloaded with aicraft - 12/22/2009 7:32:09 AM   
michaelm75au


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Post a save.
The a/c totals don't add up to 200+

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RE: Ships overloaded with aicraft - 12/24/2009 4:02:35 AM   
WaltE1965

 

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I had an issue similar to this before when an aircraft was not carrier capable ( example: the F2G1 Corsair, aka The Super Corsair with the nick named "Corncob" 4360 radial engine ). I managed to get them on my fleet carrier, but they really played hell with the A/C total Counts. Put 10 on a carrier and it counted them as about 18 times that many. It only showed the Squadron with 10 planes, but it put me way, way over the limit the carrier could actually handle ( example: count was 90/172 with only 10 F2G1's onboard ) and it was the only squadron on the carrier.

< Message edited by WaltE1965 -- 12/24/2009 4:15:40 AM >

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RE: Ships overloaded with aicraft - 12/24/2009 7:02:16 AM   
michaelm75au


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Non-carrier capable planes count differently to indicate that they aren't designed for carriers.
This is a compromise but the best I can do with the current design.

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