first turn

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steverodgers801
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first turn

Post by steverodgers801 »

I have run the first turn iron man as the Japanese 5 times and not once has there been a torpedo launch. why is the game not using the torpedo's. all kates are set as port attack using torpedo's
steverodgers801
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RE: first turn

Post by steverodgers801 »

note now almost 10 turns not a single torpedo
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geofflambert
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RE: first turn

Post by geofflambert »

If port attacks were done (in the game anyway) with torpedoes submarines would be doing it all the time. This is not a tech support problem, move it to the main forum. Ports can be way too shallow for dropping torpedoes unless you're trying to blow up mud.

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geofflambert
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RE: first turn

Post by geofflambert »

Port attacks are done with bombs. You will damage infrastructure as well as get hits on docked ships and disbanded ships. Ground attack skills are required and you might be wise, at least early on, not to train your torpedo bomber crews to do ground attacks, they have too many other things to learn. You can in some cases order a naval attack using torpedoes that targets the port, but if you order a port attack with torpedoes it either won't happen or they'll go in with bombs.

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BBfanboy
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RE: first turn

Post by BBfanboy »

ORIGINAL: geofflambert

If port attacks were done (in the game anyway) with torpedoes submarines would be doing it all the time. This is not a tech support problem, move it to the main forum. Ports can be way too shallow for dropping torpedoes unless you're trying to blow up mud.

He has mentioned that this is the first turn, so the Kates can Port Attack with torps (first turn only).

My suspicion is that KB is too far away from PH for the Kates to carry torps.

Screenshots of a Kate Squadron and the Map showing TF locations would help.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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geofflambert
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RE: first turn

Post by geofflambert »

Are you interpreting this as ten first turns? "note now almost 10 turns not a single torpedo"

steverodgers801
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RE: first turn

Post by steverodgers801 »

its the exact position that is set at the start of the game for the auto attack. Ive had torpedo attacks from this position before
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Kull
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RE: first turn

Post by Kull »

ORIGINAL: steverodgers801

its the exact position that is set at the start of the game for the auto attack. Ive had torpedo attacks from this position before

I'm inferring that you aren't using the "pure" historical start, yes? In my experience, any modification to the historical start (such as shifting the Akagi Zeros from strafe to escort) will eliminate the ability of the Kates to use torpedoes (in the PH attack, that is).
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BBfanboy
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RE: first turn

Post by BBfanboy »

ORIGINAL: geofflambert

Are you interpreting this as ten first turns? "note now almost 10 turns not a single torpedo"
I took this as meaning replaying the first turn 10 times. Would not be wise for KB to hang around PH for 10 days trying to attack the basis.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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Kull
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RE: first turn

Post by Kull »

7.2.1.7 of the manual (pg. 162) states that a "small number" of planes can use torpedoes during a Port Attack, but obviously that's far different from the historical PH strike. There seems to be special code for the PH surprise attack (probably driven by the "yes/no" toggle), so you have to choose that option.

The workaround would be to create a new scenario in which the aircraft have different missions (presumably shifting the Shokaku/Zuikaku Kates from airfield to port) and see if the historical start code will still do it's thing.
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BBfanboy
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RE: first turn

Post by BBfanboy »

ORIGINAL: Kull

7.2.1.7 of the manual (pg. 162) states that a "small number" of planes can use torpedoes during a Port Attack, but obviously that's far different from the historical PH strike. There seems to be special code for the PH surprise attack (probably driven by the "yes/no" toggle), so you have to choose that option.

The workaround would be to create a new scenario in which the aircraft have different missions (presumably shifting the Shokaku/Zuikaku Kates from airfield to port) and see if the historical start code will still do it's thing.
Right - make torpedoes a valid weapon for Vals and try again! [:D]
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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