US Carriers

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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Zubnik
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US Carriers

Post by Zubnik »

Can US Carriers operate from Australian bases?
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btd64
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RE: US Carriers

Post by btd64 »

The short answer, YES. But be careful about which CV's you operate from OZ. Hint, look at the repair shipyards....GP
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HansBolter
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RE: US Carriers

Post by HansBolter »

Any Allied ship can operate from (meaning set that port as Home port) any Allied port except non-Russian ships cannot set Russian home country ports as home ports.

Allied ships can operate from non-home country Russian controlled ports.

As General Patton alludes to operating and being able to repair damage are two separate things.
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Zubnik
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RE: US Carriers

Post by Zubnik »

TY
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RE: US Carriers

Post by Ian R »

Later in the war you can send an AFDB to Sydney with a 55k capacity. At that point you can fix everything there, including the Lexingtons and BBs, and all system/float damage. Major engine damage can still be problematical, requiring a trip to the West Coast or Capetown.
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jdsrae
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RE: US Carriers

Post by jdsrae »

I’m not across how the modding works, but if there is a way for mods to make the Sydney repair shipyard automatically increase in size in March 1945 that would allow for this to be modelled:
https://www.navyhistory.org.au/captain- ... ving-dock/
Using an AFDB is a good way to achieve most of these capabilities in practice.

From memory of random bits I’ve read on it, the RN Pacific Fleet had priority for the relatively limited major repair capabilities available in Sydney.
Even the repairs that HMAS Australia needed got bumped down the queue.
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BBfanboy
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RE: US Carriers

Post by BBfanboy »

You could use the editor to increase the shipyard capacity to whatever it should be but make all the increase "damaged" which would equal "not yet built". Then just set a rule that you will not repair any of the damaged capacity until the appropriate time (either starting repair in March 1945 or, if that is when it came on-line in real life, start one day earlier for each point of repairs. You would need to build the supplies at Sydney by 1000 tons X the increase in capacity.

Changing the configuration of Sydney base in the editor would in effect make a new scenario. You would need to decide what scenario number you want to assign it and save it in that slot. Any ongoing game you have will not be able to use that mod - I'm pretty sure you would have to start over.
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RE: US Carriers

Post by PaxMondo »

ORIGINAL: BBfanboy

You could use the editor to increase the shipyard capacity to whatever it should be but make all the increase "damaged" which would equal "not yet built". Then just set a rule that you will not repair any of the damaged capacity until the appropriate time (either starting repair in March 1945 or, if that is when it came on-line in real life, start one day earlier for each point of repairs. You would need to build the supplies at Sydney by 1000 tons X the increase in capacity.

Changing the configuration of Sydney base in the editor would in effect make a new scenario. You would need to decide what scenario number you want to assign it and save it in that slot. Any ongoing game you have will not be able to use that mod - I'm pretty sure you would have to start over.
Yep.
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fcooke
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RE: US Carriers

Post by fcooke »

I'm going to feel like an idiot here, because I've been playing the game since it came out, and did read the manual way back then, but what is the impact of what home port is assigned?
jagsdomain
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RE: US Carriers

Post by jagsdomain »

OZ is very frustrating because the ship yards can't seem to handle anything
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RE: US Carriers

Post by fcooke »

You can place anything CA or smaller there and get fixed.
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BillBrown
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RE: US Carriers

Post by BillBrown »

Sydney is a size 30 repair shipyard. All but the largest ships can repair there.
Most BBs can not, but the Essex CVs and the Yorktowns CVs can.
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RE: US Carriers

Post by BBfanboy »

ORIGINAL: BillBrown

Sydney is a size 30 repair shipyard. All but the largest ships can repair there.
Most BBs can not, but the Essex CVs and the Yorktowns CVs can.

To make explicit what btd64 said, the Lexington and Saratoga are 36000 tons so they cannot be placed in Sydney drydock to repair major flotation damage over 5 points.

They can, however, undergo upgrades where the required shipyard size is less than 31 and the upgrade does not cause over 5 points of flotation damage. Once the upgrade starts, the ship can be moved to pierside repair.
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Zubnik
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RE: US Carriers

Post by Zubnik »

Ok, so why are my OPS not replenishing? Now that I checked, none of my carrier TF's are replenishing the 1000 points at the beginning of the day? Help please!!!!!
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BillBrown
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RE: US Carriers

Post by BillBrown »

We will need a lot more information. Screen shots and explanation will help.
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RE: US Carriers

Post by Alfred »

ORIGINAL: Zubnik

Ok, so why are my OPS not replenishing? Now that I checked, none of my carrier TF's are replenishing the 1000 points at the beginning of the day? Help please!!!!!

They are regaining their 1000 OPS, you just are not reading the screen properly. Reread s.6.2.14 of the manual.

1. Ships gain 1000 OPS each 12 hours. They are not accumulated, you will never have more than 1000 OPS

2. You are only shown the amount of OPS which have been used by the ship. If the screen shows no OPS then the ship hasn't used up any and it still has 1000 available.

3. The receipt of OPS for ships has absolutely nothing to do with the size or nationality or location of the homeport. Their arrival is automatic.

4. Nor is the expenditure of ship OPS related to the nationality or location of the homeport.

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Zubnik
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RE: US Carriers

Post by Zubnik »

Cool, read that wrong, so as long as OPS is <1000 (or zero in my case) and MS is > 0, my carrier task force should fly CAP and launch offensive missions, correct, because mine are not, why?
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btd64
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RE: US Carriers

Post by btd64 »

As Bill said above, Provide a screenshot of the Air unit screen....GP
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HansBolter
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RE: US Carriers

Post by HansBolter »

As Alfred has pointed out what you are thinking of is not what the game mechanics calls OPS or Operations Points.

Operations Points are used for fueling, replenishing ordnance, moving and attacking.

If your TF refuels and replenishes at a base it will use Ops points and your maximum movement for the turn will be reduced, having used up a portion of the available 1,000 Ops points for that phase.
You can see this clearly when manually ordering a TF to refuel/replenish.

What you are thinking of that allows or disallows your carrier borne aircraft to fly missions is the Missions Capability of the TF. This value is used up as you fly missions and represents the TF on board supply of avgas and ordnance. See the circled heading and value on the attached screenshot.

This can only be replenished by visiting a port of sufficient size and with sufficient supply to be able to replenish the TF, or from AE's and/or AKE's loaded with supply and present at a port. In 1945, for Americans only, it can be done underway at sea from AE's in a replenishment TF.



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HansBolter
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RE: US Carriers

Post by HansBolter »

There are several other factors that will prevent flight operations on a carrier.

One is damage. IIRC combined System and Float damage over 50 prevents flight operations.

The second is over stacking. More than 15% plane capacity over stacking prevents flight operations. See circled data in screen shot. If number to right of slash is red, flight ops are prevented.

The third is also stacking related. Flight ops are curtailed if more than 5 squadrons are deployed on a carrier.

The fourth is placing non-carrier capable planes aboard. Many new players don't realize that the first production run of Corsairs, F4U-1s are not carrier capable. You have to wait for the F4U-1As to get carrier capable Corsairs.

Completely forgot to include the fifth and most frequent reason for planes not flying: Weather.


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