search % and arc

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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Ian R
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RE: search % and arc

Post by Ian R »

2 - "somewhat predictable" as Alfred put it.
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Ambassador
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RE: search % and arc

Post by Ambassador »

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
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 ?
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Sardaukar
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RE: search % and arc

Post by 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?
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RE: search % and arc

Post by BBfanboy »

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).
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.
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Phoenix100
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RE: search % and arc

Post by 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?
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RE: search % and arc

Post by RangerJoe »

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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Phoenix100
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RE: search % and arc

Post by Phoenix100 »

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..)
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Lowpe
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RE: search % and arc

Post by Lowpe »

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.
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Lowpe
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RE: search % and arc

Post by 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...
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Lokasenna
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RE: search % and arc

Post by Lokasenna »

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

Post by bradfordkay »

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?
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Ian R
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RE: search % and arc

Post by Ian R »

Yes, I think that is right. You might get some CAP up after a short hop. Strikes are a different proposition.
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jdsrae
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RE: search % and arc

Post by 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.
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Lokasenna
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RE: search % and arc

Post by Lokasenna »

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.
GetAssista
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RE: search % and arc

Post by GetAssista »

ORIGINAL: Lokasenna
I've never had high fatigue straight up stop CAP from flying (night or day).
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)
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RE: search % and arc

Post by bradfordkay »

Hmmm... from the uncertain responses I think that I will keep following my personal HR.
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Lokasenna
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RE: search % and arc

Post by Lokasenna »

ORIGINAL: GetAssista
ORIGINAL: Lokasenna
I've never had high fatigue straight up stop CAP from flying (night or day).
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:
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Lowpe
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RE: search % and arc

Post by Lowpe »

ORIGINAL: Lokasenna

ORIGINAL: GetAssista
ORIGINAL: Lokasenna
I've never had high fatigue straight up stop CAP from flying (night or day).
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.
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RE: search % and arc

Post by Ambassador »

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.
But what’s the flight time of the relocating squadrons ? Fighters have a higher cruise speed, and usually shorter range, than Patrols or Bombers.

CAP is also a defensive mission, while Bombers fly offensive missions (doh).
dchunghk
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RE: search % and arc

Post by dchunghk »

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?
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