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RE: Japanese ASW Efforts

 
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RE: Japanese ASW Efforts - 10/1/2017 9:17:07 AM   
Zecke


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From: Hitoeton
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i remenber some games at WITP everyturn 2 or 3 allied sub torping and firing with 80% of efectiviness; so..1800 turns of the campaing.. means 1500 ships torpedoeing each campaing...(sorry..but i need to exercise my english)

(in reply to adarbrauner)
Post #: 31
RE: Japanese ASW Efforts - 11/7/2017 3:20:46 PM   
Zecke


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From: Hitoeton
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another ASW for the japan deadly

https://www.ultraimg.com/image/YaUK

American SUB..sinks

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Post #: 32
RE: Japanese ASW Efforts - 11/7/2017 4:55:28 PM   
AW1Steve


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From: Mordor Illlinois
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quote:

ORIGINAL: adarbrauner


quote:

ORIGINAL: crsutton


quote:

ORIGINAL: tigercub

ok touching ASW planes better to fly 100 or 1,000 feet...for years i have been flying 1k to 2k ta 3k.


Nobody has ever been able to confirm the best altitude. Which means that there probably is not one. I vary from 5,000 to 1,000 feet. Don't pay attention other than that.


1,2,3 k isn't that bad..


Sincerely, I think that over 6000 feet, to be grossly large, there should not be any probability to detect a surfaced not gigantic submarine in moderately bad weather-rough seas; I think I've been generous with the height.

AWSteve may chime and say something about.

In the game I find ASW works best at no higher than 1k. But it really only works later in the game , once a high ASW rating has been achieved by the aircrews. I recommend NOT using the ASW , rather the Naval Search and fly that at 5k or 6k. Use your planes to get the DL of the sub up, then vector surface ASW forces in for the kill. In asw perseverance is the key to success , or as we used to say in P-3's , a high re-visit time. The longer an MPA aircraft sits on the target, the more sure the datum. Unfortunately in ww2 we were talking short "on top" times , and until late in the war (with the invention of homing torpedoes and sono-bouys) a lack of effectiveness. If you catch a sub on the surface you can kill it. If not, the likelihood of a kill sinks with the sub.

Now in real life , everything depends on the water. In the Caribbean I've spotted a sunken landing craft (at 160 feet) from 3000 feet (and it looked so shallow I suggested that we go snorkeling on it (that was before the navigator told me that it was at 160' , not the 15' it appeared to be). In the north Atlantic a sub disappears as soon as it's underwater. In the Mediterranean I once saw a sub at 60' (basically periscope depth) from close to 5k. But to see one deeper we had to go down to 2k or below. Obviously the game has no oceanography factor. (Except depth). Water clarity , temperature or salinity play no factor.

So to recap, my advice is skip the ASW setting , Naval Search works for the average plane (unless of course you've highly trained the crew in ASW). Naval search seems to work fine at 5k. Good Hunting!

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Post #: 33
RE: Japanese ASW Efforts - 11/7/2017 4:58:31 PM   
AW1Steve


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quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: MakeeLearn



Those guys' facial expressions are like "What kind of rubbish is written here? Seriously?"


As for ASW, an additional tip to all the good ones above is try to confine your routes to shallow water when possible. And be less predictable exiting major bases.
Airpower works great in antisub role for Japan. All those Sallies and Anns. You just have to invest time and resources to training and keep significant bomber numbers away frontlines

I'm sure the actors are thinking "This book has absolutely no resemblance to the script!". Edward Beach (the Author) was asked "so they bought your book?" He was so annoyed at what they did to his story he replied "They bought my Title!".

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Post #: 34
RE: Japanese ASW Efforts - 11/7/2017 6:18:15 PM   
Rising-Sun


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quote:

ORIGINAL: Xargun


quote:

ORIGINAL: ny59giants

I need info on how best to conduct Japanese ASW efforts in early '43. My merchant fleet is the only place I'm getting hurt as 43 rolls along.
Need help!?!


1. I'm no ASW expert but usually do fairly well in my games. I stick to the shallows as much as possible so even the escorts with crappy Depth Charges can get hits.

2. Get float planes patrolling your choke points.

3. Make sure all convoys have at least 1 escort. Subs won't surface for attacks if there is a warship with the convoy. Otherwise they will surface and definitely kill a ship.

4. Be prepared to leave damaged ships behind if they will slow down the convoy. Send them to the closest port and send 1 escort if you can spare it. if not, then the merchie travels alone.

5. Try to avoid stopping in hexes where subs may be. Even if you have to use partial movement to avoid them. Also stick to base hexes as much as possible - even dot bases. This seems to work well for me.

6. If your opponent is brave enough to send his subs into base hexes, mine them. A good mine hit on a sub is usually a dead sub.



Better make that two escorts, otherwise if one get hit either sunk or cripple, you could ended up losing your convoy. Depending on the size of convoy. For transporting fuel/oils, make that twice as much if possible.


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Post #: 35
RE: Japanese ASW Efforts - 11/7/2017 7:38:51 PM   
Rusty1961

 

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quote:

ORIGINAL: MakeeLearn

quote:

CVE only docked at size 3 ports flying ASW.



Why? Why not sailing in the convoy?






It was sad to see Gable in this movie. It you watch closely he has a bit of a tremmor, like he was suffering from Parkinson's. Good movie though.

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Post #: 36
RE: Japanese ASW Efforts - 11/7/2017 8:41:00 PM   
Ian R

 

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quote:

ORIGINAL: AW1Steve


Naval Search works for the average plane (unless of course you've highly trained the crew in ASW


I agree this works well in the (stock) game. Its easier to leave the aircraft on naval search, because they hardly ever hit any subs anyway, and send a group of small ASW vessels to sit on them when you find them near a port. Another point is that simply putting escorts with your cargo TFs means the subs will come to them.

I also have reason to believe that no matter how you try to mod aircraft weapons, they still hardly ever get a sinking hit.

Some mods (e.g. mine) have some tweaks to late war aircraft (allied in my case) that you'd think might make the ASW mission better. My Privateers have good radar, and "ASW" weapons including FIDO, etc. The ASW weapons are modeled as more accurate versions of GP bombs, because they have to be modeled as GP bombs so that they work within the parameters of the game's systems. So these are also restricted to ASW missions (using the device filters) and can't be loaded for city bombing etc.

According to the ops reports in my testing, my ASW guys were regularly hitting IJN subs late war, but a lot of it is no doubt FOW misinformation. I opened up the IJ turn at one point and had a look at the sunk list - leaving aside many Ha boat* losses recorded as foundered, hit obstruction, marine or operational casualty, the losses seemed to be about 65% depth charges (which I think includes some boats forced to surface and then finished off with gunfire), about 30+% aerial bombs, and maybe 5% to other things including other subs' torpedoes, and in only 2 cases surface gunfire.

Judging by the location information most of the bomb losses were from port attacks. There were quite a few 500lb GP bomb hits said to cause at sea sinkings, but I think some of these were trying to limp away from places like Truk, Manilla, and Takao after the port was heavily bombed.

Not one reported sinking from a FIDO hit , Squid or Hedgehog. However, my "600lb ASW bomb", which is actually an aircraft delivered depth charge and only carried by patrol types on ASW loadout, bagged a half dozen boats at sea. Or maybe not - they may have been caught repairing afterwards by a port strike.

My conclusion was that even with the tweaked stuff I put in, patrolling aircraft still get very few hits causing sinkings. There is a possibility they are getting hits that sufficiently damage subs to send them home for repairs, but no easy way to extract that information.


Edit: * One Ha boat was reported as "abandoned" at Adelaide. Never ever knew it was there.


< Message edited by Ian R -- 11/7/2017 8:43:12 PM >


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RE: Japanese ASW Efforts - 11/7/2017 11:55:39 PM   
BBfanboy


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quote:

ORIGINAL: Ian R

quote:

ORIGINAL: AW1Steve


Naval Search works for the average plane (unless of course you've highly trained the crew in ASW


I agree this works well in the (stock) game. Its easier to leave the aircraft on naval search, because they hardly ever hit any subs anyway, and send a group of small ASW vessels to sit on them when you find them near a port. Another point is that simply putting escorts with your cargo TFs means the subs will come to them.

I also have reason to believe that no matter how you try to mod aircraft weapons, they still hardly ever get a sinking hit.

Some mods (e.g. mine) have some tweaks to late war aircraft (allied in my case) that you'd think might make the ASW mission better. My Privateers have good radar, and "ASW" weapons including FIDO, etc. The ASW weapons are modeled as more accurate versions of GP bombs, because they have to be modeled as GP bombs so that they work within the parameters of the game's systems. So these are also restricted to ASW missions (using the device filters) and can't be loaded for city bombing etc.

According to the ops reports in my testing, my ASW guys were regularly hitting IJN subs late war, but a lot of it is no doubt FOW misinformation. I opened up the IJ turn at one point and had a look at the sunk list - leaving aside many Ha boat* losses recorded as foundered, hit obstruction, marine or operational casualty, the losses seemed to be about 65% depth charges (which I think includes some boats forced to surface and then finished off with gunfire), about 30+% aerial bombs, and maybe 5% to other things including other subs' torpedoes, and in only 2 cases surface gunfire.

Judging by the location information most of the bomb losses were from port attacks. There were quite a few 500lb GP bomb hits said to cause at sea sinkings, but I think some of these were trying to limp away from places like Truk, Manilla, and Takao after the port was heavily bombed.

Not one reported sinking from a FIDO hit , Squid or Hedgehog. However, my "600lb ASW bomb", which is actually an aircraft delivered depth charge and only carried by patrol types on ASW loadout, bagged a half dozen boats at sea. Or maybe not - they may have been caught repairing afterwards by a port strike.

My conclusion was that even with the tweaked stuff I put in, patrolling aircraft still get very few hits causing sinkings. There is a possibility they are getting hits that sufficiently damage subs to send them home for repairs, but no easy way to extract that information.


Edit: * One Ha boat was reported as "abandoned" at Adelaide. Never ever knew it was there.


I saw a TV doc about the FIDO once and it was apparently used successfully on a U-boat. It never mentioned the FIDO being used in the Pacific.

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Post #: 38
RE: Japanese ASW Efforts - 11/8/2017 1:31:51 AM   
spence

 

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According to Wiki 6 IJN subs were sunk by FIDO and IIRC about half that suffered hits from FIDO but survived. Originally it was deployed first to the Atlantic in 1943 to counter the U-boats but FIDO was sent to the Pacific in small numbers fairly soon after its deployment in the Atlantic.

< Message edited by spence -- 11/8/2017 1:37:24 AM >

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Post #: 39
RE: Japanese ASW Efforts - 11/8/2017 2:45:58 AM   
geofflambert


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quote:

ORIGINAL: Rusty1961


quote:

ORIGINAL: MakeeLearn

quote:

CVE only docked at size 3 ports flying ASW.



Why? Why not sailing in the convoy?






It was sad to see Gable in this movie. It you watch closely he has a bit of a tremmor, like he was suffering from Parkinson's. Good movie though.


Why was it sad to see him? Was it sad to see K. Hepburn in Golden Pond? I understand Michael J. Fox is doing much better now thanks to modern medicine. Will it be OK to see him?

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Post #: 40
RE: Japanese ASW Efforts - 11/8/2017 2:46:59 AM   
geofflambert


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I adore Burt Lancaster, by the way. What a fantastic actor!

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Post #: 41
RE: Japanese ASW Efforts - 11/8/2017 1:18:26 PM   
adarbrauner

 

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quote:

ORIGINAL: Ian R

quote:

ORIGINAL: AW1Steve


Naval Search works for the average plane (unless of course you've highly trained the crew in ASW


I agree this works well in the (stock) game. Its easier to leave the aircraft on naval search, because they hardly ever hit any subs anyway, and send a group of small ASW vessels to sit on them when you find them near a port. Another point is that simply putting escorts with your cargo TFs means the subs will come to them.

I also have reason to believe that no matter how you try to mod aircraft weapons, they still hardly ever get a sinking hit.

Some mods (e.g. mine) have some tweaks to late war aircraft (allied in my case) that you'd think might make the ASW mission better. My Privateers have good radar, and "ASW" weapons including FIDO, etc. The ASW weapons are modeled as more accurate versions of GP bombs, because they have to be modeled as GP bombs so that they work within the parameters of the game's systems. So these are also restricted to ASW missions (using the device filters) and can't be loaded for city bombing etc.

According to the ops reports in my testing, my ASW guys were regularly hitting IJN subs late war, but a lot of it is no doubt FOW misinformation. I opened up the IJ turn at one point and had a look at the sunk list - leaving aside many Ha boat* losses recorded as foundered, hit obstruction, marine or operational casualty, the losses seemed to be about 65% depth charges (which I think includes some boats forced to surface and then finished off with gunfire), about 30+% aerial bombs, and maybe 5% to other things including other subs' torpedoes, and in only 2 cases surface gunfire.

Judging by the location information most of the bomb losses were from port attacks. There were quite a few 500lb GP bomb hits said to cause at sea sinkings, but I think some of these were trying to limp away from places like Truk, Manilla, and Takao after the port was heavily bombed.

Not one reported sinking from a FIDO hit , Squid or Hedgehog. However, my "600lb ASW bomb", which is actually an aircraft delivered depth charge and only carried by patrol types on ASW loadout, bagged a half dozen boats at sea. Or maybe not - they may have been caught repairing afterwards by a port strike.

My conclusion was that even with the tweaked stuff I put in, patrolling aircraft still get very few hits causing sinkings. There is a possibility they are getting hits that sufficiently damage subs to send them home for repairs, but no easy way to extract that information.


Edit: * One Ha boat was reported as "abandoned" at Adelaide. Never ever knew it was there.




This is very interesting, Ian

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Post #: 42
RE: Japanese ASW Efforts - 11/8/2017 2:43:11 PM   
witpqs


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A side note relevant to some of this: In the combat reports a submerged submarine can take one or more "hits". Nothing more specific than that, so if you look for Hedgehog hits or something they will never show up AFAIK. Also, the way the combat routines abstract things it is possible that all the various ASW weapons a ship has might be reported simply as 'depth charges' in the combat animations. Just keep in mind that many messages are fully hard-coded. Only some things get data filled in from the scenario files, like ship names or whatever. With all the variability in AE sometimes it is hard to know for sure which is which without a programmer telling us so.

< Message edited by witpqs -- 11/8/2017 7:11:16 PM >


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Post #: 43
RE: Japanese ASW Efforts - 11/8/2017 3:55:38 PM   
adarbrauner

 

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What Witpqs is suggesting, Ian, is that your modified antisub mission ordnance could have been more effective than what apparent from the reports etc.

In any case, I'm very impressed by your device, and I'd probably be willing to import your mod package.

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Post #: 44
RE: Japanese ASW Efforts - 11/9/2017 7:45:59 AM   
Ian R

 

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Adarbrauner, there are actually a couple of allied 600lb bomb devices in stock - in slots #1876 and #1889. So when I say "my 600lb ASW bomb" its actually a mod of the GP bomb in #1876. As I don't know the specifics of how the exe resolves GP bombs striking submarines, it seemed safest not to muck about with the penetration, effect, and so forth. So the new device is simply a 600lb GP bomb with the accuracy increased 16.67% (because its a weapon designed to not need to actually hit its target).

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Post #: 45
RE: Japanese ASW Efforts - 11/9/2017 11:51:52 AM   
adarbrauner

 

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quote:

ORIGINAL: Ian R

(because its a weapon designed to not need to actually hit its target).


? Explain ?

"With accuracy increased by 16.67 %"

Why by only 16.67 %?

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Post #: 46
RE: Japanese ASW Efforts - 11/9/2017 12:25:55 PM   
Ian R

 

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Depth charges are supposed to damage a subs hull by blast effect - because the chances of a full on hit were fairly miniscule (but improved by Hedgehog or Squid ahead throwers with multi warheads).

16.67% (from 24 for the standard 600lb GP bomb to 28 for the ASW only version) because I don't know what the precise combat algorithm is and didn't want to break the modelling by going too far. I also put in a universal allied 435lb air delivered depth charge (Mk VII aircraft depth charge), again modeled as a more accurate (435lb) GP bomb.

FIDO is modeled as a sort of (very) enhanced accuracy bomb but with massive penetration & blast effect.

Either JWE or the Elf explained a long time ago that daily turn sequence structure does NOT have an ASW weapons phase at the stage where patrol aircraft prosecute submarine targets. That was I think an artefact not only from vanilla WITP, but possibly from the original Pacwar dos game. So, putting a weapon categorised as "ASW" on an aircraft is like putting an ashtray on a motorbike.

For all I know, accuracy may have little importance in the algorithm, blast effect may be more important. The 'powers that be' have stated quite often, that they will not release these details. Nor will they give us a save game editor - even for AI only games, nearly a decade after release, so we can sandbox these things more esily. [/rant].

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RE: Japanese ASW Efforts - 11/9/2017 1:57:39 PM   
witpqs


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quote:

Either JWE or the Elf explained a long time ago that daily turn sequence structure does NOT have an ASW weapons phase at the stage where patrol aircraft prosecute submarine targets. That was I think an artefact not only from vanilla WITP, but possibly from the original Pacwar dos game. So, putting a weapon categorised as "ASW" on an aircraft is like putting an ashtray on a motorbike.

I've been reading this thread but in and out (meaning not every post in detail), so I might have missed you saying you are already doing this.

A weapon categorized as "ASW" is one thing, but the detailed aircraft configuration codes they made available allow you to specify certain weapons for certain missions. Are you using that configuration to put your (I'll call it) ASW intended bomb on planes when they fly the ASW mission?

I remember JWE & Co. backing away from making load-outs with the mission specific codes because they felt that opinions varied too much and I imagine such usage did during the war too, so arriving at a baseline might have never achieved anything close to consensus.

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Post #: 48
RE: Japanese ASW Efforts - 11/9/2017 2:17:35 PM   
BBfanboy


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quote:

ORIGINAL: witpqs

quote:

Either JWE or the Elf explained a long time ago that daily turn sequence structure does NOT have an ASW weapons phase at the stage where patrol aircraft prosecute submarine targets. That was I think an artefact not only from vanilla WITP, but possibly from the original Pacwar dos game. So, putting a weapon categorised as "ASW" on an aircraft is like putting an ashtray on a motorbike.

I've been reading this thread but in and out (meaning not every post in detail), so I might have missed you saying you are already doing this.

A weapon categorized as "ASW" is one thing, but the detailed aircraft configuration codes they made available allow you to specify certain weapons for certain missions. Are you using that configuration to put your (I'll call it) ASW intended bomb on planes when they fly the ASW mission?

I remember JWE & Co. backing away from making load-outs with the mission specific codes because they felt that opinions varied too much and I imagine such usage did during the war too, so arriving at a baseline might have never achieved anything close to consensus.

On a more esoteric level, the Aircraft Info screen does not have enough room to show a variety of loadouts for a variety of missions. It seems to show only a normal and reduced loadout of bombs and MGs. Putting ASW weapons and rockets in the generic "bombs" category would allow for much simpler algorithm programming for air attacks. The designers were under time constraints and trying to keep the number of parameters under control.

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RE: Japanese ASW Efforts - 11/9/2017 3:10:12 PM   
witpqs


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quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: witpqs

quote:

Either JWE or the Elf explained a long time ago that daily turn sequence structure does NOT have an ASW weapons phase at the stage where patrol aircraft prosecute submarine targets. That was I think an artefact not only from vanilla WITP, but possibly from the original Pacwar dos game. So, putting a weapon categorised as "ASW" on an aircraft is like putting an ashtray on a motorbike.

I've been reading this thread but in and out (meaning not every post in detail), so I might have missed you saying you are already doing this.

A weapon categorized as "ASW" is one thing, but the detailed aircraft configuration codes they made available allow you to specify certain weapons for certain missions. Are you using that configuration to put your (I'll call it) ASW intended bomb on planes when they fly the ASW mission?

I remember JWE & Co. backing away from making load-outs with the mission specific codes because they felt that opinions varied too much and I imagine such usage did during the war too, so arriving at a baseline might have never achieved anything close to consensus.

On a more esoteric level, the Aircraft Info screen does not have enough room to show a variety of loadouts for a variety of missions. It seems to show only a normal and reduced loadout of bombs and MGs. Putting ASW weapons and rockets in the generic "bombs" category would allow for much simpler algorithm programming for air attacks. The designers were under time constraints and trying to keep the number of parameters under control.

BB: Are you talking about the in-game display?

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Post #: 50
RE: Japanese ASW Efforts - 11/9/2017 4:04:24 PM   
witpqs


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quote:

ORIGINAL: witpqs

quote:

Either JWE or the Elf explained a long time ago that daily turn sequence structure does NOT have an ASW weapons phase at the stage where patrol aircraft prosecute submarine targets. That was I think an artefact not only from vanilla WITP, but possibly from the original Pacwar dos game. So, putting a weapon categorised as "ASW" on an aircraft is like putting an ashtray on a motorbike.

I've been reading this thread but in and out (meaning not every post in detail), so I might have missed you saying you are already doing this.

A weapon categorized as "ASW" is one thing, but the detailed aircraft configuration codes they made available allow you to specify certain weapons for certain missions. Are you using that configuration to put your (I'll call it) ASW intended bomb on planes when they fly the ASW mission?

I remember JWE & Co. backing away from making load-outs with the mission specific codes because they felt that opinions varied too much and I imagine such usage did during the war too, so arriving at a baseline might have never achieved anything close to consensus.

Another thread reminded me that what I called here "configuration codes" is called "filters". When I wrote the above I didn't recall the term they had used.

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Post #: 51
RE: Japanese ASW Efforts - 11/9/2017 4:23:27 PM   
Ian R

 

Posts: 3420
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From: Cammeraygal Country
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quote:

ORIGINAL: witpqs

quote:

Either JWE or the Elf explained a long time ago that daily turn sequence structure does NOT have an ASW weapons phase at the stage where patrol aircraft prosecute submarine targets. That was I think an artefact not only from vanilla WITP, but possibly from the original Pacwar dos game. So, putting a weapon categorised as "ASW" on an aircraft is like putting an ashtray on a motorbike.

I've been reading this thread but in and out (meaning not every post in detail), so I might have missed you saying you are already doing this.

A weapon categorized as "ASW" is one thing, but the detailed aircraft configuration codes they made available allow you to specify certain weapons for certain missions. Are you using that configuration to put your (I'll call it) ASW intended bomb on planes when they fly the ASW mission?

I remember JWE & Co. backing away from making load-outs with the mission specific codes because they felt that opinions varied too much and I imagine such usage did during the war too, so arriving at a baseline might have never achieved anything close to consensus.


Yes.

My "Aircraft ASW weapons" are just modeled as GP bombs with more accuracy, so they fit the coding as described by JWE.

And I have used the aircraft device filters to limit them to ASW missions. For example, I gave the Privateer a useful loadout on ASW missions, but for everything else, I limited it to 4 x 500lb bombs, so as to encourage realistic usage.

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Post #: 52
RE: Japanese ASW Efforts - 11/9/2017 4:29:01 PM   
btd64


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RHS has both dedicated aircraft and bombloads for ASW missions. I haven't paid to much attension to those attacks, but I will in a future turn....GP

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Post #: 53
RE: Japanese ASW Efforts - 11/9/2017 4:35:25 PM   
Ian R

 

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Happy to say that Sid and I discussed this, and thank him for his comments.

I didn't want the Privateers carrying out JDAM strikes on IJ industry. So the filters are set that they (and Liberator GRVs, etc) only carry these enhanced accuracy weapons on ASW missions.

For the reasons set about above, the anecdotal evidence is it makes very little difference to "ASW" results anyway.

_____________________________

"I am Alfred"

(in reply to btd64)
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