Float Planes on BB, CA, CL?

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WEXF
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Float Planes on BB, CA, CL?

Post by WEXF »

JUst want to be sure I am understanding this aspect of the game.
On large ships with the capability of handling Float Planes, if the number of planes is in red I take that to mean that the capability is not there due to damage. Does this kind of damage get repaired as part of weapon repair or does it get done as part of the general ship repair.
I am clear on whether there are planes on the ship or not. Just asking about the status of the ability to handle them.
Thanks
Fred
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RangerJoe
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RE: Float Planes on BB, CA, CL?

Post by RangerJoe »

if you can post a picture, it is easier to reply.
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WEXF
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RE: Float Planes on BB, CA, CL?

Post by WEXF »

I tried to upload a picture but I couldn't get it done. I believe it is telling me that there is no capability to use float planes at this time by the red number. BTW I also think the number Red "0" on the main armament means that all the guns in that turret are gone. Am I right?
Fred

I tried again and got this loaded but not sure if it helps.
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Kull
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RE: Float Planes on BB, CA, CL?

Post by Kull »

Using an old American BB as an example, the text would say "Aircraft Capacity/Used", typically followed by 2/2. If the ship is too badly damaged to conduct flight ops, the "capacity" number (the first digit) displays in red. The second number is the one which tells you how many planes are aboard the ship. The first digit will shift from red to green when the damage has been reduced to the proper level (the manual should provide guidance here). It's not a weapon repair.
Alfred
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RE: Float Planes on BB, CA, CL?

Post by Alfred »

You don't have any aircraft embarked on the Oklahoma.

Alfred
WEXF
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RE: Float Planes on BB, CA, CL?

Post by WEXF »

I understand that there are no planes on board. I was just asking about the capability of the ship when the number was red and how it would change to reflect readiness. The answer above from Kull does the trick.
Thanks to all.
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BBfanboy
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RE: Float Planes on BB, CA, CL?

Post by BBfanboy »

ORIGINAL: WEXF

I understand that there are no planes on board. I was just asking about the capability of the ship when the number was red and how it would change to reflect readiness. The answer above from Kull does the trick.
Thanks to all.
About the gun turret showing a red 0, if it is under the weapon mount column, it is the turret that is destroyed. If it is under the Ammo column, it is just out of ammo.

EDIT: Since you are new to the game, I should mention that weapons/radar repair is handled differently from float and engineering damage. You do not get an estimate of the time to repair the destroyed device until the ship has spent a day undergoing repairs. At that point, the estimate of the weapon repair time is made (based on a port size/naval support check, followed by calculation of available repair points at the port and the points required to repair the weapon) . This means that a repair that appears to be quite manageable can balloon to a very long repair that will tie up repair resources for a long time. A BB gun turret would be one of the largest repair times. DO NOT put the BB in dockyard straight away unless it needs it urgently for floatation damage. If it is still seaworthy, consider sending it to the US mainland (by roundabout route, with escorts) or put it in pierside repair until you get the repair estimate for the weapon added to the total. At that point you can better decide where you want to repair it.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
WEXF
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RE: Float Planes on BB, CA, CL?

Post by WEXF »

I get it. The red 0 is in the weapon mount column so I understand it is the turret itself that is gone and will take a long time to repair.
From what I read there is a max limit of 300 weapon repair points for a shipyard like PH and that there are some other adjustments made based on what else is going on. I also have noticed that torpedo tubes tend to be the first weapons that are repaired. Can you choose where the weapons repair points are allocated?
I am planning exactly what you suggest. First get the flotation damage down to manageable level then head to CONUS for extended repair.
Right now, after 3 days in the yard, the estimate for Oklahoma is 222 days. Does that include the turret?
Thanks for all the help.
Fred
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rustysi
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RE: Float Planes on BB, CA, CL?

Post by rustysi »

ORIGINAL: WEXF

I get it. The red 0 is in the weapon mount column so I understand it is the turret itself that is gone and will take a long time to repair.
From what I read there is a max limit of 300 weapon repair points for a shipyard like PH and that there are some other adjustments made based on what else is going on. I also have noticed that torpedo tubes tend to be the first weapons that are repaired. Can you choose where the weapons repair points are allocated?
I am planning exactly what you suggest. First get the flotation damage down to manageable level then head to CONUS for extended repair.
Right now, after 3 days in the yard, the estimate for Oklahoma is 222 days. Does that include the turret?
Thanks for all the help.
Fred

You may need this as the turret repairs are handled differently.

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WEXF
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RE: Float Planes on BB, CA, CL?

Post by WEXF »

The guns in the turret are 14"/45 MK8 with effect of 1500. Since there are 3 in the turret, I take it to mean that there needs to be 4500 WRP to fix them.
Since PH is a level 94 shipyard it generates 1880 WRP (94x20). That tells me that PH is capable of making the repair. Is that correct?
If I had to replace a 16"/45 MK6 that needs 2700 WRP that job could not be done at PH. It would need to go to SF or Seattle. Correct?
How do you know how long it will take or is that just built in to the system?
Can you prioritize repairs to weapons?
I really appreciate the info.
Fred
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BBfanboy
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RE: Float Planes on BB, CA, CL?

Post by BBfanboy »

ORIGINAL: WEXF

The guns in the turret are 14"/45 MK8 with effect of 1500. Since there are 3 in the turret, I take it to mean that there needs to be 4500 WRP to fix them.
Since PH is a level 94 shipyard it generates 1880 WRP (94x20). That tells me that PH is capable of making the repair. Is that correct?
If I had to replace a 16"/45 MK6 that needs 2700 WRP that job could not be done at PH. It would need to go to SF or Seattle. Correct?
How do you know how long it will take or is that just built in to the system?
Can you prioritize repairs to weapons?
I really appreciate the info.
Fred
I don't think so. Guns don't get individually destroyed - the whole mount is destroyed, and the repair cost is the load cost of one gun, IIRC. Shouldn't PH SY be level 100? Yes, PH can make the repair, but that will use a tremendous amount of SY points when there will be dozens of other ships needing fast repairs in the SY. Much better to send the BB to the USA for repairs if it is seaworthy enough. You can repair all the system damage in pierside mode so that the ship has the best chance to handle any flooding while enroute to the continent. Sending a ship out with medium or greater float damage and over 30 Sys damage is bad joss.
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WEXF
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RE: Float Planes on BB, CA, CL?

Post by WEXF »

My bad, PH is 100. I am a bit unclear on your statement. If the repair is not to individual guns but to the entire turret what is the meaning of the numbers. Does a red 0 mean there is more or less damage than if it is a red 1 or red 2 or red 3?
I understand the difference in strategy. I am looking for the meaning of the different numbers.
Thanks
Fred

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BBfanboy
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RE: Float Planes on BB, CA, CL?

Post by BBfanboy »

Yeah, that can be confusing. The Num column tells you there are 0 guns operating in the weapons slot (the line the device is on is a slot). The Mount Column says there are supposed to be three guns per mount. Since there are none operable, the whole mount is knocked out. Oklahoma and her sister Nevada are unusual in having a triple gun mount on the lower level fore and aft, with the superfiring turrets on the upper level having two guns, both fore and aft.
The CAs Pensacola and Salt Lake City actually reverse that with a triple gunned upper turret fore and aft, and double gunned lower turrets fore and aft.

Now look at a BB like Pennsylvania or Arizona. Instead of having to show four weapon slots for the four main turrets, it can combine them because the number of guns is consistent in both turrets fore and both turrets aft. It should show 6 guns in the weapon slot Num column while still showing (3) for the mount, meaning three per mount and therefore two mounts forward and two mounts aft.

So back to the red 0 - as I mentioned before, individual guns are never knocked out - it is always the whole turret. The game deals in devices, and the weapons slot in Oklahoma's case shows only one device in the first slot - a turret of three guns. If that had been Arizona, there would be two devices in that same weapon slot, and it would show the number 3 to indicate that one of the two turrets was knocked out.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
WEXF
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RE: Float Planes on BB, CA, CL?

Post by WEXF »

Let me see if I have it. On Oklahoma the red 0 is telling me that the turret that originally had 3 guns has been knocked out and that there are no guns operating in the slot. When it has been repaired the slot will then show a white 3 indicating that a new turret is in place and operational. If the above is correct I should never see a red 3 or red 2 or red 1 or a white 1 or 2 in that slot. It will go from red 0 to white 3. Is that correct? Nothing in the info on the screen indicates anything about how long the repair will take. Correct?
Thanks for the help.
Fred
WEXF
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RE: Float Planes on BB, CA, CL?

Post by WEXF »

To further clarify- here is a picture of the Nevada. Looking only at the 5"/51MK7 lines and comparing them to the picture of the Oklahoma it, I think, is telling me that the red 4 means that there are 4 functioning turrets and 1 is gone and that the number will go from red 4 to white 5. The red 0 tells me that the one turret that was there is gone and that number will go from red 0 to white 1. Do I have it right?
Fred

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