Carrying torpedoes
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Carrying torpedoes
So have a GM4 bomber unit at the same base as its unit HQ. The base has +20000 supplies, and is a level 4 base. The HQ has 100 torpedoes but the GM4 unit cant choose torpedoes, well it can but the text is red. So what is the problem?
Re: Carrying torpedoes
The picture doesn't show me where the problem is.
Seek peace but keep your gun handy.
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“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
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“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


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Re: Carrying torpedoes
What type of strike mission have you set the Bettys for? If it's anything outside of naval attack, naval search, or training the torpedo text will always be in red no matter how many torpedoes or supplies you have at the base. (This is why posting a picture helps.)Gratch1111 wrote: ↑Thu May 02, 2024 9:06 pm So have a GM4 bomber unit at the same base as its unit HQ. The base has +20000 supplies, and is a level 4 base. The HQ has 100 torpedoes but the GM4 unit cant choose torpedoes, well it can but the text is red. So what is the problem?
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Re: Carrying torpedoes
I know about the picture, but since, at least I, cant just paste a picture into the question box, I forget how to do it the more complex way so I try to skip that solution, sorry.
Thanks for the answer, the mission was wrong
K
Thanks for the answer, the mission was wrong
K
Re: Carrying torpedoes
To take a screen picture, press the "Windows" key and hold it while pressing the "prt sc" key. Then open a program like Paint 3D and paste the picture there. Crop and edit as needed, then save the picture. Then just move the picture into your open post or go down to the "attachments" and add the picture there by using the "Add files" button.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


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Re: Carrying torpedoes
Land base torpedo supply can only be provided by HQs in the same hex but you have to turn on torpedo supply. It is a separate function to supply. See hereGratch1111 wrote: ↑Thu May 02, 2024 9:06 pm So have a GM4 bomber unit at the same base as its unit HQ. The base has +20000 supplies, and is a level 4 base. The HQ has 100 torpedoes but the GM4 unit cant choose torpedoes, well it can but the text is red. So what is the problem?
https://www.matrixgames.com/forums/view ... 3&t=396274 page 17, Land Based Torpedo Support (7.2.1.10.2.2) for details.
Re: Carrying torpedoes
i think you are mistaken about the Air HQ having to be in the same hex. I equipped the HQ at Clark Field with torps and it provided them to the PBYs at Clark the same turn, and on the next turn it also provided them to the PBYs at Manila. I think they can be provided to any squadron within HQ range but there may be a delay to transport them (behind the scenes).
The problem for the OP could be whether the target is in range of the bomber if it is equipped with torps. But the way he described it (can't choose torps) makes me think that is not the problem. Perhaps he has chosen a Port Strike?
The problem for the OP could be whether the target is in range of the bomber if it is equipped with torps. But the way he described it (can't choose torps) makes me think that is not the problem. Perhaps he has chosen a Port Strike?
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: Carrying torpedoes
Gratch stated he found the reason for the problem already in response to the third post.
Re: Carrying torpedoes
Ah! I didn't know what he meant by that - now it makes sense. Really hard to torpedo a truck - only Hollywood movie producers managed to do that.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: Carrying torpedoes
What I believe what you are referring to was done by a pink submarine.BBfanboy wrote: ↑Fri May 03, 2024 4:20 pmAh! I didn't know what he meant by that - now it makes sense. Really hard to torpedo a truck - only Hollywood movie producers managed to do that.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


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Re: Carrying torpedoes
Yum! not what happened when I tested it? I'll do it again.BBfanboy wrote: ↑Fri May 03, 2024 6:28 am i think you are mistaken about the Air HQ having to be in the same hex. I equipped the HQ at Clark Field with torps and it provided them to the PBYs at Clark the same turn, and on the next turn it also provided them to the PBYs at Manila. I think they can be provided to any squadron within HQ range but there may be a delay to transport them (behind the scenes).
The problem for the OP could be whether the target is in range of the bomber if it is equipped with torps. But the way he described it (can't choose torps) makes me think that is not the problem. Perhaps he has chosen a Port Strike?
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Re: Carrying torpedoes
Didn't take long to find out you are correct. Took me longer to find out why I was wrong. Tested some mor plus found my old test result (remarkedly) and it's the Command HQs that seem to be restricted in range and NOT the Air HQ. However, I can no longer get the Command HQ to provide torpedos auromatically without adding torp ordnance to their weaponary. Can someone else check to see if it's me or game please?Chris21wen wrote: ↑Sat May 04, 2024 6:44 amYum! not what happened when I tested it? I'll do it again.BBfanboy wrote: ↑Fri May 03, 2024 6:28 am i think you are mistaken about the Air HQ having to be in the same hex. I equipped the HQ at Clark Field with torps and it provided them to the PBYs at Clark the same turn, and on the next turn it also provided them to the PBYs at Manila. I think they can be provided to any squadron within HQ range but there may be a delay to transport them (behind the scenes).
The problem for the OP could be whether the target is in range of the bomber if it is equipped with torps. But the way he described it (can't choose torps) makes me think that is not the problem. Perhaps he has chosen a Port Strike?
Re: Carrying torpedoes
There is no way to add torps to any Command HQ in my Scenario 1/1126a game version. When the game first came out it was the Command HQs that provided torps automatically, but there were too few of that HQ type so in a major update the Air HQs were given the power to supply torps but they must first draw them from supply. They can be set to automatically draw more torps from supply if you leave their "Replacements" switch ON. They will replace usage as long as supply is sufficient. What I haven't figured out is how to reduce the max torp holdings once you have brought in a given amount - e.g. you had lots of TBs to supply for a while so the Air HQ was set to hold 60 torps, replacements enabled. But the war moved on and so did most of the TBs so you only need to hold 20 torps - but you can't lower the 60 max figure.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: Carrying torpedoes
You can go back and change the maximum for the air HQ.BBfanboy wrote: ↑Sat May 04, 2024 2:57 pm There is no way to add torps to any Command HQ in my Scenario 1/1126a game version. When the game first came out it was the Command HQs that provided torps automatically, but there were too few of that HQ type so in a major update the Air HQs were given the power to supply torps but they must first draw them from supply. They can be set to automatically draw more torps from supply if you leave their "Replacements" switch ON. They will replace usage as long as supply is sufficient. What I haven't figured out is how to reduce the max torp holdings once you have brought in a given amount - e.g. you had lots of TBs to supply for a while so the Air HQ was set to hold 60 torps, replacements enabled. But the war moved on and so did most of the TBs so you only need to hold 20 torps - but you can't lower the 60 max figure.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: Carrying torpedoes
I tried but can't subtract any from the max. Are you running version 1127Beta?
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: Carrying torpedoes
I have done it on 1126b as well as the 1127 Beta (Beta as well) so it should work.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


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Re: Carrying torpedoes
Yes I remember but couldn't remember what version. I've been testing 26b. As to reducing you can't other than using them. Alway seems on over sight too me. Entering a minus number (-20) would appear to be the obvious answer and not difficult to program. I have since found out that any ground unit can be given the 'torpedo ordnance' device and hence can supply supply torps. The range however is their own hex. Air HQ are exempt form this and their ramge is up to command range.BBfanboy wrote: ↑Sat May 04, 2024 2:57 pm There is no way to add torps to any Command HQ in my Scenario 1/1126a game version. When the game first came out it was the Command HQs that provided torps automatically, but there were too few of that HQ type so in a major update the Air HQs were given the power to supply torps but they must first draw them from supply. They can be set to automatically draw more torps from supply if you leave their "Replacements" switch ON. They will replace usage as long as supply is sufficient. What I haven't figured out is how to reduce the max torp holdings once you have brought in a given amount - e.g. you had lots of TBs to supply for a while so the Air HQ was set to hold 60 torps, replacements enabled. But the war moved on and so did most of the TBs so you only need to hold 20 torps - but you can't lower the 60 max figure.
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Re: Carrying torpedoes
Through the TOE but not through the unit 'get torpedo' button. Through the TOE stops the automatic resupply.RangerJoe wrote: ↑Sat May 04, 2024 3:12 pmYou can go back and change the maximum for the air HQ.BBfanboy wrote: ↑Sat May 04, 2024 2:57 pm There is no way to add torps to any Command HQ in my Scenario 1/1126a game version. When the game first came out it was the Command HQs that provided torps automatically, but there were too few of that HQ type so in a major update the Air HQs were given the power to supply torps but they must first draw them from supply. They can be set to automatically draw more torps from supply if you leave their "Replacements" switch ON. They will replace usage as long as supply is sufficient. What I haven't figured out is how to reduce the max torp holdings once you have brought in a given amount - e.g. you had lots of TBs to supply for a while so the Air HQ was set to hold 60 torps, replacements enabled. But the war moved on and so did most of the TBs so you only need to hold 20 torps - but you can't lower the 60 max figure.