search % and arc
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RE: search % and arc
I had a vague recollection that if the morning flight by the plane takes more than 4 hours, then the plane would be unavailable for the afternoon flight - but yesterday I couldn’t find a dev quote (nor one of yours). Is that what you’re hinting at ?ORIGINAL: Alfred
I just don't see what the problem is. Based on the limited data provided, everything seems to be in accordance with how this was explained by the devs in August 2011.
Hint #1, you are flying well beyond 12 hexes.
Hint #2, that is a low cruising speed. Not good when combined with hint #1.
Alfred
RE: search % and arc
ORIGINAL: Alfred
Tasked with range beyond 12 hexes, overall search density drops even within the first 12 hexes. With some plane models, even 12 hexes is really pushing it.
Alfred
How does this relate to ASW? Since range is automatically halved? Need I adjust that too?
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RE: search % and arc
When the % set does not equal an exact number of aircraft (like 60% of 12 aircraft =7.2 aircraft), the die roll is probably to decide if the fraction flies or not.ORIGINAL: dchunghk
Thank you all!
Sorry I am overwhelmed by the game (and not that bright) so please correct me if my take is wrong:
1) The extra arc (and possibly other artifacts like extra range) is due to dice rolls.
2) The dice rolls are "predictive" in that the appearance of extra arc depends on player's search % setting.
3) The extra arc (280 to 290 in my example) is not free in that it reduces search strength in the set arc (260 to 280).
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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RE: search % and arc
But does setting these search arcs even work? I'm also a novice, but I've noticed that after I've set them in TMW (from a fixed base, an airfield), all carefully arcing out towards Japan and the West only, then in the turn reports I regularly get told a Catalina has spotted this and that at Dutch Harbour, way off to the east. Suggesting that the arcs weren't even being taken into account?
RE: search % and arc
ORIGINAL: Phoenix100
But does setting these search arcs even work? I'm also a novice, but I've noticed that after I've set them in TMW (from a fixed base, an airfield), all carefully arcing out towards Japan and the West only, then in the turn reports I regularly get told a Catalina has spotted this and that at Dutch Harbour, way off to the east. Suggesting that the arcs weren't even being taken into account?
They will search all hexes in a 4 hex radius.
Are you sure that there are no other Catalina squadrons around? Especially around Dutch Harbor? (American spelling since it is an American base.
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I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


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RE: search % and arc
I have no Catalinas in Dutch Habor, RangerJoe. I moved them to Adak. (Habor because that's how it's spelled on the map...lol...on my chemkid map, at any rate..)
RE: search % and arc
ORIGINAL: Sardaukar
ORIGINAL: Alfred
Tasked with range beyond 12 hexes, overall search density drops even within the first 12 hexes. With some plane models, even 12 hexes is really pushing it.
Alfred
How does this relate to ASW? Since range is automatically halved? Need I adjust that too?
If I want to maximize the chance of aerial attacks on subs, and my pilots are good enough, yes you definitely can shorten the range and tighten the arc. I have gone to experimenting with a 2 hex search...to see if I can spot the 3-4 hex subs.
Alfred has mentioned in the past that the 4 hex autosearch probably works for ASW missions too. If I recall correctly, as least no developer has said the opposite.
RE: search % and arc
ORIGINAL: Ambassador
I had a vague recollection that if the morning flight by the plane takes more than 4 hours, then the plane would be unavailable for the afternoon flight - but yesterday I couldn’t find a dev quote (nor one of yours).
Also if a plane relocates a fair distance...
RE: search % and arc
ORIGINAL: Alfred
Tasked with range beyond 12 hexes, overall search density drops even within the first 12 hexes. With some plane models, even 12 hexes is really pushing it.
Alfred
Right, but what if I want just whatever search hits I can get? [;)]
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RE: search % and arc
ORIGINAL: Lowpe
ORIGINAL: Ambassador
I had a vague recollection that if the morning flight by the plane takes more than 4 hours, then the plane would be unavailable for the afternoon flight - but yesterday I couldn’t find a dev quote (nor one of yours).
Also if a plane relocates a fair distance...
Does the game actually take that into consideration? Ever since UV came out I have had a personal HR where if I transfer any squadron a distance greater than it can fly in four hours at cruise speed I stand it down for that day. Perhaps I don't need to do so as the game is doing it for me?
fair winds,
Brad
Brad
RE: search % and arc
Yes, I think that is right. You might get some CAP up after a short hop. Strikes are a different proposition.
"I am Alfred"
RE: search % and arc
I don’t know for sure, but I have noticed that if I move a NF unit (during the day) they don’t seem to fly their set night combat mission the next night.
Seems to me like they are very strict on taking their “crew rest” after being forced to fly the ferry flight during the day.
Now if I move them, I don’t expect them to fly their combat mission until the next night.
Seems to me like they are very strict on taking their “crew rest” after being forced to fly the ferry flight during the day.
Now if I move them, I don’t expect them to fly their combat mission until the next night.
Currently playing my first PBEM, no house rules Scenario 1 as IJ.
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AAR link (no SolInvictus): https://www.matrixgames.com/forums/tm.asp?m=4684655
RE: search % and arc
ORIGINAL: jdsrae
I don’t know for sure, but I have noticed that if I move a NF unit (during the day) they don’t seem to fly their set night combat mission the next night.
Seems to me like they are very strict on taking their “crew rest” after being forced to fly the ferry flight during the day.
Now if I move them, I don’t expect them to fly their combat mission until the next night.
I don't notice this "if you transfer a unit, they won't fly" thing you all are talking about.
Sometimes, a unit with high fatigue will not fly. Transferring a long distance can result in high fatigue. It's up to chance.
I've never had high fatigue straight up stop CAP from flying (night or day).
What will stop a unit from doing something on the upcoming night is if they were set to daytime operations, and you just switched them to nighttime operations. It takes a day for them to be able to fly at night - so make sure you set the day/night setting more than a day in advance. I think this also applies in the reverse.
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RE: search % and arc
I had a multigroup CAP not flying entirely the next day after a relatively short transfer with fatigue in the high 10s AFAIR. Had a tech support thread about it, with no definitive answer. Bombers don't fly routinely (but not certainly)ORIGINAL: Lokasenna
I've never had high fatigue straight up stop CAP from flying (night or day).
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RE: search % and arc
Hmmm... from the uncertain responses I think that I will keep following my personal HR.
fair winds,
Brad
Brad
RE: search % and arc
ORIGINAL: GetAssista
I had a multigroup CAP not flying entirely the next day after a relatively short transfer with fatigue in the high 10s AFAIR. Had a tech support thread about it, with no definitive answer. Bombers don't fly routinely (but not certainly)ORIGINAL: Lokasenna
I've never had high fatigue straight up stop CAP from flying (night or day).
... I fly in fighter groups and put them on CAP constantly, and it works every time.
:shrug:
RE: search % and arc
ORIGINAL: Lokasenna
ORIGINAL: GetAssista
I had a multigroup CAP not flying entirely the next day after a relatively short transfer with fatigue in the high 10s AFAIR. Had a tech support thread about it, with no definitive answer. Bombers don't fly routinely (but not certainly)ORIGINAL: Lokasenna
I've never had high fatigue straight up stop CAP from flying (night or day).
... I fly in fighter groups and put them on CAP constantly, and it works every time.
:shrug:
+1 for CAP.
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RE: search % and arc
But what’s the flight time of the relocating squadrons ? Fighters have a higher cruise speed, and usually shorter range, than Patrols or Bombers.ORIGINAL: Lowpe
ORIGINAL: Lokasenna
ORIGINAL: GetAssista
I had a multigroup CAP not flying entirely the next day after a relatively short transfer with fatigue in the high 10s AFAIR. Had a tech support thread about it, with no definitive answer. Bombers don't fly routinely (but not certainly)
... I fly in fighter groups and put them on CAP constantly, and it works every time.
:shrug:
+1 for CAP.
CAP is also a defensive mission, while Bombers fly offensive missions (doh).
RE: search % and arc
Edited based on Alfred's reponse:
Summary so far based on my read (please correct). Again thank you all!
Artifacts in search:
1) Artifacts like extra arc and range is due to dice rolls.
2) The dice rolls are "somewhat predictive" in that the appearance of these artifacts depends on player's setting.
3) Artifacts (e.g. extra arc 280 to 290 in pic) are not free in that they reduce search strength in the player-defined search area (e.g. player-defined arc 260 to 280).
Plane speed:
1) Cruise speed affects naval search. Specifically, anything more than a range of 12 significantly reduce search strength (should further reduce range if cruise speed is low).
2) Cruise speed also affects ASW. Even range is already half, smaller area increase search strengthen and attack chance.
3) Cruise speed do not affect whether planes fly mission after transfer. Planes do not fly after transfer with the exception of CAP as CAP is "just a level setting" 7.2.1.1 p.157
Further questions:
1) Does "base" range 4 + 360 search also work for ASW?
2) How much search occurs outside of player-defined search area?
Summary so far based on my read (please correct). Again thank you all!
Artifacts in search:
1) Artifacts like extra arc and range is due to dice rolls.
2) The dice rolls are "somewhat predictive" in that the appearance of these artifacts depends on player's setting.
3) Artifacts (e.g. extra arc 280 to 290 in pic) are not free in that they reduce search strength in the player-defined search area (e.g. player-defined arc 260 to 280).
Plane speed:
1) Cruise speed affects naval search. Specifically, anything more than a range of 12 significantly reduce search strength (should further reduce range if cruise speed is low).
2) Cruise speed also affects ASW. Even range is already half, smaller area increase search strengthen and attack chance.
3) Cruise speed do not affect whether planes fly mission after transfer. Planes do not fly after transfer with the exception of CAP as CAP is "just a level setting" 7.2.1.1 p.157
Further questions:
1) Does "base" range 4 + 360 search also work for ASW?
2) How much search occurs outside of player-defined search area?