Pilot Training Groups

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obvert
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RE: Pilot Training Groups

Post by obvert »

ORIGINAL: Alfred

obvert,

There are also pilot penalties.

Yes, in some circumstances it is worth it, and not in others.

Alfred

I have heard this but not seen big effects from it in game. Only with extended use at low levels, daily. I suspect you mean increases in fatigue and decreases in morale?
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
Alfred
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RE: Pilot Training Groups

Post by Alfred »

ORIGINAL: obvert

ORIGINAL: Alfred

obvert,

There are also pilot penalties.

Yes, in some circumstances it is worth it, and not in others.

Alfred

I have heard this but not seen big effects from it in game. Only with extended use at low levels, daily. I suspect you mean increases in fatigue and decreases in morale?

Read post #39 from TheElf in this thread.

tm.asp?m=2556647&mpage=2&key=attack%2Cbombers&#2557988

Alfred
CaseLogic
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RE: Pilot Training Groups

Post by CaseLogic »

ORIGINAL: wneumann


4) Specialize your pilot training squadrons for specific skills and keep them training in that skill. A fighter training squadron set for Air skill training (Escort mission) should be kept training in that skill – in this example, pilots that become fully trained in the Air skill should be transferred out of the air unit and replaced with new pilots untrained in the Air skill. Once a training squadron is set to train pilots in a particular skill, avoid changing the type of skill set for the squadron unless there’s an absolute need to do so (which should not be often) – changes of this kind will often disrupt your pilot training organization.

I'm sorry, but where is this documented?
I tried searching, but couldn't come up with anything.
My squadrons all train a pilot from start to finish, i.e. a fighter squadron trains air skill to 70, then I switch the training mission to ground attack at 100' to train up strafe. This seems to work just fine.
Right now (spring 43) I have a few frontline squadrons in quiet areas traning lowNav because all pilots are already at 70/70/70 Air/Def/Strafe.

The only mechanics I can think of is that the specialized squadron method ensures that past the initial slog you'll have a higher mean xp in your training squadrons, and that might impact training speed. You also ensure that you don't have pilots sitting at 70 "waiting" for the stragglers to finish before switching the mission. A good portion of them will get quite a few points up from 70 is so doing though, so I feel it's justified. It feels good pulling a 0 missions replacement into a squadron at 73-75 air skill.

Are there other mechanics apart from this that means you should have specialized training squadrons?
I don't really think I'll change my method anyway (The added micro of pulling specific pilots into the "secondary" training squadrons would be a chore), but knowing is always nice.
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wneumann
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RE: Pilot Training Groups

Post by wneumann »

Double post, see below.
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wneumann
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RE: Pilot Training Groups

Post by wneumann »

Any level bomber can skip bomb. The difference is that only Attack Bombers do not suffer the altitude penalties when skip bombing whereas other Level Bombers do. Also AB are equipped to suppress enemy flak.
Thanks Alfred. The B-25 variants I used worked for skip bombing - in my experience it appeared the specific plane type used for skip bombing could be relevant in effectiveness of a skip bombing mission, though I had no specific reference to confirm or deny this or providing any details as to how skip bombing worked. The conclusions I reached were based pretty much on personal experience and my estimates from it.
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obvert
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RE: Pilot Training Groups

Post by obvert »

ORIGINAL: Alfred

ORIGINAL: obvert

ORIGINAL: Alfred

obvert,

There are also pilot penalties.

Yes, in some circumstances it is worth it, and not in others.

Alfred

I have heard this but not seen big effects from it in game. Only with extended use at low levels, daily. I suspect you mean increases in fatigue and decreases in morale?

Read post #39 from TheElf in this thread.

tm.asp?m=2556647&mpage=2&key=attack%2Cbombers�

Alfred

As usual, these comments leave me with more questions. Explanations by developers seem to always be slightly cryptic and missing key elements, but I'm sure it's because so much so 'given' in the expert mind. I have to remember this teaching photography daily. Explain the givens.

So ...

1. This is different for different plane types, right? I know he's explaining attack bombers, which are 2E, but for 1E 'low naval' is not <6k. It's 1k and below, right? My Kates/Jills use naval bombing skill at 2k. Same for FP, 1E LB.

4. Do FB suppress flak when they strafe?

5. He says here 'Non-attack Level Bombers' gain fatigue. Does that mean the planes or the pilots?

6. Isn't this true of all bombers with low morale and high fatigue?

7. isn't accuracy still increased for LB flying low naval, and the penalties are the reduced bombing load and fatigue (whatever it is that's being fatigued)?

Lots of players have decided to fly 2E using low naval, so there must be an advantage over flying them at 7k and up, right? And why is this 7k and not 6k if 6k is naval bombing not low naval bombing?

Also, this link it two years old. Has anything been updated to change this stuff yet again in the betas?
The Elf

Attack bomber functions as:

1. Altitude set <6000, attack altitude is "low level". >6k' they are treated as normal LB at altitude selected.

2. AB flights are split up into pairs (or two pairs against land targets) if low level (doctrinal)

3. Due to the order of combat, the pair bomb target at 100 and then strafe at 100.

4. Strafing by AB adds to flak suppression. Higher SKILL_STRAFE value (70+) increases suppression more.

5. Non-attack Level Bombers bombing at <1000 gain a higher fatigue from the firing Flak.

6. Bombing accuracy for non-attack LB attacking at <6000 with low morale or high disruption is lowered.

7. Bombing accuracy of LB against TF at <7000 is reduced. AB accuracy is increased <6000.

@ Mike Sholl
8. No experience/skill minimum to execute an attack by non-AB planes but the attack impacted as mentioned above.
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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richlove
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RE: Pilot Training Groups

Post by richlove »

ORIGINAL: CaseLogic

ORIGINAL: wneumann


4) Specialize your pilot training squadrons for specific skills and keep them training in that skill. A fighter training squadron set for Air skill training (Escort mission) should be kept training in that skill – in this example, pilots that become fully trained in the Air skill should be transferred out of the air unit and replaced with new pilots untrained in the Air skill. Once a training squadron is set to train pilots in a particular skill, avoid changing the type of skill set for the squadron unless there’s an absolute need to do so (which should not be often) – changes of this kind will often disrupt your pilot training organization.

I'm sorry, but where is this documented?
I tried searching, but couldn't come up with anything.
My squadrons all train a pilot from start to finish, i.e. a fighter squadron trains air skill to 70, then I switch the training mission to ground attack at 100' to train up strafe. This seems to work just fine.
Right now (spring 43) I have a few frontline squadrons in quiet areas traning lowNav because all pilots are already at 70/70/70 Air/Def/Strafe.

The only mechanics I can think of is that the specialized squadron method ensures that past the initial slog you'll have a higher mean xp in your training squadrons, and that might impact training speed. You also ensure that you don't have pilots sitting at 70 "waiting" for the stragglers to finish before switching the mission. A good portion of them will get quite a few points up from 70 is so doing though, so I feel it's justified. It feels good pulling a 0 missions replacement into a squadron at 73-75 air skill.

Are there other mechanics apart from this that means you should have specialized training squadrons?
I don't really think I'll change my method anyway (The added micro of pulling specific pilots into the "secondary" training squadrons would be a chore), but knowing is always nice.

CaseLogic, welcome to the forums.

I think wneumann's point about disruption reflects on the player's mental map of their training program, not the effect on the pilots in-game. The appeal to me of having a dedicated program is that it don't really need to think all that often:

Every 'x' days, for each training group:
- send to reserve pilots that satisfy exit criteria
- grab new pilots that satisfy exit criteria

No need to think about whether to switch to another skill, and you can know at a glance the size of your training program. Once you set it up, all you have to consider is whether the size of that program for skill 'x' in nationality 'y' is the correct size for anticipated future needs, and add and remove groups accordingly. I find it easier; YMMV. And since I mentioned it, here's a (partial) picture of my current program:


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richlove
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RE: Pilot Training Groups

Post by richlove »

Since I devoted the time to make this, I figured I'd share it. This is how I'm going to structure my training tracks going forward. Thanks to those here that answered my questions.



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margeorg
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RE: Pilot Training Groups

Post by margeorg »

OK,

as I´m looking at this diagram, a classic question pops up again: Escort training at 10k altitude? In other threads it was postulated that escort training should happen at maximum altitude and range 0. So what is correct now?

@Richlove: Which taskplanner is this?
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Martin
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richlove
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RE: Pilot Training Groups

Post by richlove »

I've never heard about using max altitude for escort training. What threads? All of my training is done at range 0, which keeps fatigue down.

margeorg - it's Omnioutliner (Mac and iOS only). I love it for this game. If you're a PC person, OneNote is very similar.
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castor troy
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RE: Pilot Training Groups

Post by castor troy »

ORIGINAL: margeorg

OK,

as I´m looking at this diagram, a classic question pops up again: Escort training at 10k altitude? In other threads it was postulated that escort training should happen at maximum altitude and range 0. So what is correct now?

@Richlove: Which taskplanner is this?


the altitude doesn't matter at all but the range does. If you set them to range 0 they will accumulate less fatigue. Easily tested, just use two equal squadrons, keep one at 0 range and the other at max range. Now
depending on the max range you might quickly notice that the 0 range squadron stays in the average fat range around 6 or 7 while the max range squadron jumps up to 20 fat or so, depending on the max range. And no,
the max range squadron isn't gaining more skill.
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RE: Pilot Training Groups

Post by witpqs »

ORIGINAL: castor troy
ORIGINAL: margeorg

OK,

as I´m looking at this diagram, a classic question pops up again: Escort training at 10k altitude? In other threads it was postulated that escort training should happen at maximum altitude and range 0. So what is correct now?

@Richlove: Which taskplanner is this?


the altitude doesn't matter at all but the range does. If you set them to range 0 they will accumulate less fatigue. Easily tested, just use two equal squadrons, keep one at 0 range and the other at max range. Now
depending on the max range you might quickly notice that the 0 range squadron stays in the average fat range around 6 or 7 while the max range squadron jumps up to 20 fat or so, depending on the max range. And no,
the max range squadron isn't gaining more skill.
If I forget and put a group in training at a high altitude, let's say 30,000 ft just for example, I have noticed fatigue accumulates faster. I think I've seen an effect for even 20,000 ft but it is much less.

Yes, always set the range to 0 if practical. Another tactic is to have more pilots than planes. While a squadron Training at 100% with range 0 will usually accumulate very little fatigue, a squadron CAP at 100%, even with range 0, will often accumulate up to 28 to 30% fatigue if the #planes = #pilots. One solution to that is to have, say, 30 pilots for 25 planes.
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obvert
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RE: Pilot Training Groups

Post by obvert »

ORIGINAL: richlove

Since I devoted the time to make this, I figured I'd share it. This is how I'm going to structure my training tracks going forward. Thanks to those here that answered my questions.

Interesting diagram.

Here is one for the IJ side, with very a very approximate time scale. Mainly just to give an idea of the relative, not the absolute time for training in various areas.

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JocMeister
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RE: Pilot Training Groups

Post by JocMeister »

Out of curiosity. Do many people "dual train" their pilots? The only pilots I dual train are Naval strike pilots who gets NavB or NavT together with NavS. All my other pilots are "singel skill".
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LoBaron
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RE: Pilot Training Groups

Post by LoBaron »

ORIGINAL: JocMeister

Out of curiosity. Do many people "dual train" their pilots? The only pilots I dual train are Naval strike pilots who gets NavB or NavT together with NavS. All my other pilots are "singel skill".

Depends a bit on what you mean with 'dual train'.

For fighter pilots, dual train is a must against an experienced opponent, although in this case 'dual train' mostly means using a secondary training round to max out def skill.

For all other flavors of pilots it depends on your style of play, but the nice sideffect of dual/multitrained pilots is higher avg exp right from training, and higher def skill.

Exp and def are skills which both improve chances of successful RTB, so are mandatory IMHO for pilot as well as airframe preservation.

For LBA heavies I often use recon skill as a secondary btw., but I in genaral vary a lot depending on specific requirements. Single skill pilots I use in emergency situations only, if nothing else is available.
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RE: Pilot Training Groups

Post by Hanzberger »

ORIGINAL: obvert

ORIGINAL: richlove

Since I devoted the time to make this, I figured I'd share it. This is how I'm going to structure my training tracks going forward. Thanks to those here that answered my questions.

Interesting diagram.

Here is one for the IJ side, with very a very approximate time scale. Mainly just to give an idea of the relative, not the absolute time for training in various areas.

Image
This image has been downloaded one time~! Thanks Obvert.
Playing Scen 2 vs Ai currently

Japan AC wire chart here
tm.asp?m=2769286&mpage=1&key=?
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wneumann
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RE: Pilot Training Groups

Post by wneumann »

I've never heard about using max altitude for escort training.
I'm not sure the altitude used really matters for the most part. For escort training, any altitude above 1000' should work. Pilots will train for strafing when altitude of their squadron is set to 100'. For bombing, I've used 1000" for low level training, any altitude higher than that to train for high level attack.
rms1pa
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RE: Pilot Training Groups

Post by rms1pa »

wowsers,

i am begining to think the USAAF method of "learn or die" is looking more attractive.

rms/pa
there is a technical term for those who confuse the opinions of an author's characters for the opinions of the author.
the term is IDIOT.
pthighs
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RE: Pilot Training Groups

Post by pthighs »

OneNote was mentioned higher up in the thread, so you should konw that MS just announced a free version of OneNote for download.

I can't post links at the moment but you can download it at onenote.com
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Gaspote
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RE: Pilot Training Groups

Post by Gaspote »

Do exp really matter for transport ? It make a difference to have pilot level 70 or 50 ? In general terms it should reduce ops loss but I'm not sure about this.

As japanese, does 70 def skill make a difference too because it's really hard to reach.

Although I'm using strafe training first because pilot gain exp in air skill while on CAP. So I usually set them first to 60-65 strafe, then I change to air training, the really good pilot will then reach 70 def at 65-70 air skill so I send them in CAP group so they increase exp and air skill to 70+ in the same time.


For naval bomber, I use the best to bomb in China so they increase exp to 70 instead oh if 60, althougt mean if they sink a ships they won't have more increase in NavT or NavB skill. Does it's a good idea ?
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