AE Air Issues and Air OOB Issues [OUTDATED]

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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TheElf
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RE: Japanese Aircraft Research and Production

Post by TheElf »

ORIGINAL: Yakface

ORIGINAL: TheElf


No. No more details to give out. If you want to ask a specific question a bout a detail you are interested in I can make an attempt.

OK I suppose I'm asking whether it's true that the bloodiness of the air-combat is going to be reduced and if so, by what method (reduced chance of aircraft finding each other, reduced chance of hitting, reduced chance of a hit destroying etc)

The reason I'm concerned me is best given in an example:

A) if you take an example of say 20 fighters escorting 60 bombers to bomb a base opposed by 40 fighters on CAP. Lets say this results in the 20 escorts going down with 20 bombers vs 20 destroyed fighters from the CAP. The bombers destroy 20 aircraft on the ground. 40 airframes lost on each side so lets call it a wash (going to ignore pilots as an unnecessary complication for example purposes)

B) Now lets say A2A casualties are reduced by 50%......results are now 10 escorts and 10 bombers destroyed vs 10 fighters on CAP, but still 20 on the ground - a win for the attacker. The balance of the game has been shifted towards the bomber simply becuase the part of the routine where the CAP does it's work has been marginalised. In fact it is worse.....becuase 25% more bombers got through, casualties on the ground will be 25.

Just keen to keep the sruggle for air superiority even between the side on the attack and the defence as it largely determines the pace of the war . Obviously the examples are simplistic, but if the A2A routuine is monkeyed with without adjusting the outcomes of the second part of the mission (base/port/ground attack/naval), you will inevitably shift the balance......and IMO not for the better.

Cannot speak to this yet as we are still testing Air Combat. Sorry.
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Kereguelen
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RE: Japanese Aircraft Research and Production

Post by Kereguelen »

ORIGINAL: Yakface

OK I suppose I'm asking whether it's true that the bloodiness of the air-combat is going to be reduced and if so, by what method (reduced chance of aircraft finding each other, reduced chance of hitting, reduced chance of a hit destroying etc)

The reason I'm concerned me is best given in an example:

A) if you take an example of say 20 fighters escorting 60 bombers to bomb a base opposed by 40 fighters on CAP. Lets say this results in the 20 escorts going down with 20 bombers vs 20 destroyed fighters from the CAP. The bombers destroy 20 aircraft on the ground. 40 airframes lost on each side so lets call it a wash (going to ignore pilots as an unnecessary complication for example purposes)

B) Now lets say A2A casualties are reduced by 50%......results are now 10 escorts and 10 bombers destroyed vs 10 fighters on CAP, but still 20 on the ground - a win for the attacker. The balance of the game has been shifted towards the bomber simply becuase the part of the routine where the CAP does it's work has been marginalised. In fact it is worse.....becuase 25% more bombers got through, casualties on the ground will be 25.

Just keen to keep the sruggle for air superiority even between the side on the attack and the defence as it largely determines the pace of the war . Obviously the examples are simplistic, but if the A2A routuine is monkeyed with without adjusting the outcomes of the second part of the mission (base/port/ground attack/naval), you will inevitably shift the balance......and IMO not for the better.

You'll see more flak in the game. Thus A2A results are not the only factor here (25% more bombers getting through does not automatically mean 25% more planes destroyed on the ground). But everything is still in the testing stage.
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RE: Japanese Aircraft Research and Production

Post by Andy Mac »

As K said attacking at low level or even medium level is going to be painfull against prepared targets.
 
By seperating a lot of AA from base forces (different amounts in different nations) and reducing the amount in stock that were fortress bound and giving a historic ORBAT you end up with a lot of low level AAMG's, a lot of 20mm - 40mm type weapons and a lot of heavy AA.
 
All of which is deployable and is dangerous.
 
By seperating it from a lot of base forces early war flak traps like Singapore are less likely but by mid 42 all sides will have dedicated AA units in numbers
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Feinder
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RE: Admiral's Edition Air War Thread

Post by Feinder »

Some questions:


1. Will different aircraft type have a bonus depending on the type of target?

For example the great squawk about 4e bombers vs. shipping. So maybe use something like…
a. 2e bombers using bombs on NavAtk = +0 accuracy
b. Dive-bombers using bombs on NavAtk = +10% accuracy
c. Torpedo bombers using bombs on NavAtk = +5% accuracy
d. Fighter bombers using bombs on NavAtk = -5% accuracy
e. Fighters using bombs on NavAtk = -10% accuracy
e. 4e bombers using bombs on NavAtk = -20% accuracy
Similar tables could be created depending on the plane type an mission, to simulate the suitability of the aircraft to the mission.



2. Will there be anything done to simplify the altitude model? Frankly, I think it’s something that you have very little control of (as a defender) that that has a disproportionate affect on combat. For examples:
a. You never really know what altitude to set you CAP at given the range of 100’ to 36,000’.
b. Transports can drop their paras at 24,000’ to minimize flak (also impossible for defending CAP to guess the incoming altitude). Except for the fact that they generally only flew at about 2,000’ for para drops because the name of the game is to get on the ground quickly. Maybe force –all- para drops to always go at 2k or some static altitude.
c. Kamis or LBA flying at 33,000’ to avoid CAP and flak.
d. Dive-bombers/Fighters attack at 2k, but you have no idea what altitude to set you CAP at to intercept bombers at their original altitude..
e. Torpedo bombers attack at 200’, but you have no idea what altitude to set your CAP at to intercept bombers at their original altitude.
f. If you set your CAP at 16k (an average altitude), you are often out of luck because next turn the bombers come in at 24k or 6k.
Therefore, would it be possible to have certain missions NOT dependent on altitude? Example missions not altitude dependent – CAP, LRCAP, Transport, Recon, Sweep.

3. Will the ASW mission finally have a purpose? Halving it’s range really kills it. Maybe eliminate it all together?

-F-
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bradfordkay
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RE: Admiral's Edition Air War Thread

Post by bradfordkay »

In my PBEM vs Chez, the combat reports almost never  report the altitude of the aircraft involved in combat. Is this because we have in-game  combat reports turned off or is this normal in PBEM games?
 
 
Either way, will this be rectified in AE? It would be nice to know at what altitude air combat is occurring, so that I can improve my performance.
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witpqs
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RE: Japanese Aircraft Research and Production

Post by witpqs »

Yakface, I will point out a dissenting view - I want the result to be realistic for whatever the combat in question is. If they wind up being balanced, fine, if unbalanced, fine. I presume that in real life few such encounters would actually be balanced. Just IMO.
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witpqs
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RE: Admiral's Edition Air War Thread

Post by witpqs »

ORIGINAL: Feinder

Some questions:

1. Will different aircraft type have a bonus depending on the type of target?

For example the great squawk about 4e bombers vs. shipping. So maybe use something like…
a. 2e bombers using bombs on NavAtk = +0 accuracy
b. Dive-bombers using bombs on NavAtk = +10% accuracy
Torpedo bombers using bombs on NavAtk = +5% accuracy
d. Fighter bombers using bombs on NavAtk = -5% accuracy
e. Fighters using bombs on NavAtk = -10% accuracy
e. 4e bombers using bombs on NavAtk = -20% accuracy
Similar tables could be created depending on the plane type an mission, to simulate the suitability of the aircraft to the mission.

Great idea - how about having a field for individual planes instead of a table for plane types? That way aircraft that has superier targeting equipment (bomb sights and whatever else they had) could get specific ratings?


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Yakface
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RE: Japanese Aircraft Research and Production

Post by Yakface »

ORIGINAL: witpqs

Yakface, I will point out a dissenting view - I want the result to be realistic for whatever the combat in question is. If they wind up being balanced, fine, if unbalanced, fine. I presume that in real life few such encounters would actually be balanced. Just IMO.

Not sure that we are in fact disagreeing. You see I already think the amount of damage done to airfields by boming is on the high side, in the same way that A2A is bloody. But in the absence of definitive evidence one way or the other, I'd favour maintaining the balance of the game as it is.
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TheElf
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RE: Admiral's Edition Air War Thread

Post by TheElf »


ORIGINAL: Feinder

Some questions:

1. Will different aircraft type have a bonus depending on the type of target?

For example the great squawk about 4e bombers vs. shipping. So maybe use something like…
a. 2e bombers using bombs on NavAtk = +0 accuracy
b. Dive-bombers using bombs on NavAtk = +10% accuracy
c. Torpedo bombers using bombs on NavAtk = +5% accuracy
d. Fighter bombers using bombs on NavAtk = -5% accuracy
e. Fighters using bombs on NavAtk = -10% accuracy
e. 4e bombers using bombs on NavAtk = -20% accuracy
Similar tables could be created depending on the plane type an mission, to simulate the suitability of the aircraft to the mission.

We did not touch air to ground accuracy. This is SAIEW.

2. Will there be anything done to simplify the altitude model? Frankly, I think it’s something that you have very little control of (as a defender) that that has a disproportionate affect on combat. For examples:
This is true in the absence of RADAR. With RADAR CAP will strive to climb to a position of advantage. Airborne CAP will already be aloft (the size of which will depend on your settings) and scrambled CAP will measure Time to climb to an optimum altitude against a Time to Target once a raid is detected. The better the Early Warning the better the performance of CAP
a. You never really know what altitude to set you CAP at given the range of 100’ to 36,000’.
See above. Based on the performance of you CAP aircraft I would pick it's band with the best MVR rating. Above that you are chancing an encounter with an enemy that outperforms you.
Better hope you meet with an altitude advantage.

b. Transports can drop their paras at 24,000’ to minimize flak (also impossible for defending CAP to guess the incoming altitude). Except for the fact that they generally only flew at about 2,000’ for para drops because the name of the game is to get on the ground quickly. Maybe force –all- para drops to always go at 2k or some static altitude.
Interesting idea...

c. Kamis or LBA flying at 33,000’ to avoid CAP and flak.
They won't avoid the Flak they have to fly through during their attack. LBA will be ineffective.
d. Dive-bombers/Fighters attack at 2k, but you have no idea what altitude to set you CAP at to intercept bombers at their original altitude..
Technichally DBs onlr release at 2k'. Their attack starts at their ingress altitude. I would set your CAP to it's best altitude based on it performance, and hope your RADAR helps.

e. Torpedo bombers attack at 200’, but you have no idea what altitude to set your CAP at to intercept bombers at their original altitude.
TBs are still triggered by the 5k' altitude or lower. Set you CAP around 5-6k'. Hope your RADAR helps.

f. If you set your CAP at 16k (an average altitude), you are often out of luck because next turn the bombers come in at 24k or 6k.
Therefore, would it be possible to have certain missions NOT dependent on altitude? Example missions not altitude dependent – CAP, LRCAP, Transport, Recon, Sweep.
This would obviate our entire Altitude system. The idea was to remaove a fair bit of abstraction, and inject some reality. CAP will still benefit from multiple CAPs at different altitudes and of course that RADAR thinga-ma-bob. If you are nervous about a ceratin altitude being uncovered get more CAP[;)]

3. Will the ASW mission finally have a purpose? Halving it’s range really kills it. Maybe eliminate it all together?
ASW is pretty effective right now, though we are still in test. The naval search routine which includes ASW has been tweaked a bit and will likely be more realistic.

-F-

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Feinder
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RE: Admiral's Edition Air War Thread

Post by Feinder »

So you're saying if a hex has radar (and I presume some roll involved), that your altitude setting for CAP doesn't really matter?

That's interesting.
 
Please to confirm.
 
-F-
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spence
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RE: Admiral's Edition Air War Thread

Post by spence »

quote:

b. Transports can drop their paras at 24,000’ to minimize flak (also impossible for defending CAP to guess the incoming altitude). Except for the fact that they generally only flew at about 2,000’ for para drops because the name of the game is to get on the ground quickly. Maybe force –all- para drops to always go at 2k or some static altitude.
Interesting idea...

From that altitude the RL probability of an effective force landing in the drop hex is zero. From that altitude, at least 99% of the time those pesky Nipponese paras should self-destruct without even an opportunity to attack if the game is to reflect reality.
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RE: Japanese Aircraft Research and Production

Post by spence »

quote:

ORIGINAL: spence
Fair enough. What justification is there for assigning USN CVE air group pilots experience levels in the 30's and 40's when the standard USN pilot experience is 60-70?



Historically none. In the game? Because it hurts the Allies and helps Japan.

This then is the answer?
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RE: Admiral's Edition Air War Thread

Post by TheElf »

ORIGINAL: Feinder

So you're saying if a hex has radar (and I presume some roll involved), that your altitude setting for CAP doesn't really matter?

That's interesting.

Please to confirm.

-F-
No, it still matters because your Airborne CAP will be patrolling at that altitude, and depending on the detection of the raid and it's altitude your ground CAP may not have enough time to scramble and climb if the raid is high enough or the detection was poor. So a smart altitude selection will still be relevant to keep your standing patrol in position.
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RE: Japanese Aircraft Research and Production

Post by timtom »

ORIGINAL: spence
quote:

ORIGINAL: spence
Fair enough. What justification is there for assigning USN CVE air group pilots experience levels in the 30's and 40's when the standard USN pilot experience is 60-70?

Historically none. In the game? Because it hurts the Allies and helps Japan.

This then is the answer?
ORIGINAL: timtom
Please direct questions pertaining the OOB of carrier- and other shipbased aviation to the Navy Team. I won't repeat this. For at least the next 24 hours.

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RE: Japanese Aircraft Research and Production

Post by timtom »

ORIGINAL: TheElf
ORIGINAL: Gary Childress
ORIGINAL: TheElf


The dutch problem is being addressed. I thought Thomas answered this a while back...

Does this mean that dates for upgrading aircraft for Dutch and UK are being debated/looked at or will they be the same?

Thanks. [&o]

EDIT: Sorry Ian, if the latter was directed at me, I skimmed through most of the thread but didn't see anything mentioned about upgrade dates for Dutch and UK.
I'm afraid I'll have to defer to Thomas...

He may not have refered to dates...

Sorry, guys, for taking my sweet time to answer, not that it's any good: The best I can do at this junction is to say that we're looking at different options regarding this issue.
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RE: Japanese Aircraft Research and Production

Post by Knavey »

Elf...did you say Aircraft ASW is working correctly right now?
 
I might agree that Naval Search ASW works, but the ASW button has resulted in Zippo for me even though I have 3 subs parked 1 hex outside of Thursday Island.  over 100 bombers on ASW did nothing to them for over a week (except maybe to spot them).
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Feinder
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RE: Japanese Aircraft Research and Production

Post by Feinder »

Well, Elf, I'll just have to respectfully disagree with regarding the effectiveness of CAP and altitude selection.  THe problem with WitP is that it is "unknowable" to the defender and that results are even minor variations in altitude can have significant affect (or reduction) of losses.  Setting your cap at 16k vs. 20k can make a big difference in stopping enemy planes coming in at 16k.  And all an attacker has to do is bounce back-n-forth between 16-24-8k, and the defensive CAP is entirely reactionary, it's ability to stop attackers can be strongly reduced by just buming the alt around.  Furhtermore, if you want to intercept those torpedo bombers, CAP does NOT intercept them at 200', you must be set to whatever their inbound altitude is, but nobody ever bothers to check their altimeter and report back even what alt they were inbound at (same for dive-bombers).  Your CAP does NOT enage at 200' or 2000', it egnages at teh 28k or whatever inbound alt is (but again, it's unknowable, so you end up chasing the wind most of the time).
 
That's disappointing.
 
-F-
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RE: Japanese Aircraft Research and Production

Post by TheElf »

ORIGINAL: Feinder

Well, Elf, I'll just have to respectfully disagree with regarding the effectiveness of CAP and altitude selection. THe problem with WitP is that it is "unknowable" to the defender and that results are even minor variations in altitude can have significant affect (or reduction) of losses. Setting your cap at 16k vs. 20k can make a big difference in stopping enemy planes coming in at 16k. And all an attacker has to do is bounce back-n-forth between 16-24-8k, and the defensive CAP is entirely reactionary, it's ability to stop attackers can be strongly reduced by just buming the alt around. Furhtermore, if you want to intercept those torpedo bombers, CAP does NOT intercept them at 200', you must be set to whatever their inbound altitude is, but nobody ever bothers to check their altimeter and report back even what alt they were inbound at (same for dive-bombers). Your CAP does NOT enage at 200' or 2000', it egnages at teh 28k or whatever inbound alt is (but again, it's unknowable, so you end up chasing the wind most of the time).

That's disappointing.

-F-
How is overloading the CAP in the game very different from the way it was IRL. What you are describing is what would happen to a single CAP responsible for a 60nm hexagonal area apporached at multiple altitudes from different Axis' of attack.

Even with GCI it would be a tall order to be in position to respond to all comers. I'm not sure your expectations for the performance of CAP are fair.

That said we are talking about apples and Oranges. you are talking from experience with WitP. I am speaking from the design of the CAP routine in AE.
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TheElf
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RE: Japanese Aircraft Research and Production

Post by TheElf »


ORIGINAL: Knavey
Elf...did you say Aircraft ASW is working correctly right now?
That is a fairly nebulous question. Define correctly.
I might agree that Naval Search ASW works, but the ASW button has resulted in Zippo for me even though I have 3 subs parked 1 hex outside of Thursday Island. over 100 bombers on ASW did nothing to them for over a week (except maybe to spot them).
I can't speak to the effectiveness of ASW in WitP. All I can tell you is we have addressed the search function of AE.

It also seems you are assuming that detection is 99% of destruction. Have you considered the possible EXP of those two sub captains? Or perhaps the EXP of you Air units? Are they B-17 units or are they units that specialized in ASW? What has the weather been like? How successful should a plane not equipped w/ depth charges be at hitting a sub that is underwater and not visible even though it was previuously spotted?

I don't know the specifics of your case but from my experience with the code there are more factors involved than just detection.
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resconq
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Aviation Support

Post by resconq »

Will 250 still be the magic number whereby if a base has 250 or more aviation support squads, you can theoretically base an unlimited number of aircraft there?  That always seemed gamey to me.
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