LRCap-.....no idea how to get it to work

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Alfred
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RE: LRCap-.....no idea how to get it to work

Post by Alfred »

ORIGINAL: SoliInvictus202
ORIGINAL: Sardaukar

I don't think drop tanks really matter, because LRCAP max. range is normal clean range. Thus it does not matter if you carry them or not, you can only LRCAP up to 7 hexes with A6M2.
.

ok...that explains yesterday's debacle...but still not the one before...as this was only (just checked) 6 hexes away from Kendari....so...this should have worked then...

anyway - thanks for all the answers.....

I've gone over your posts in this thread and other than a reference made in your post #8, I failed to see any details about your apparent failure to LRCAP a TF at 6 hexes range. Could you provide some specific details (including screenshots) of the failure so that we can try to find the reason for the failure.[:)]

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SoliInvictus202
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RE: LRCap-.....no idea how to get it to work

Post by SoliInvictus202 »

if you say so.....thanks for the tips all -
however as posted above I've had the most recent experience that not even a LRCap within 7 hexes does it's job...
well...it's the way it is....


thanks again for your help....
Alfred
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RE: LRCap-.....no idea how to get it to work

Post by Alfred »

ORIGINAL: SoliInvictus202

if you say so.....thanks for the tips all -
however as posted above I've had the most recent experience that not even a LRCap within 7 hexes does it's job...
well...it's the way it is....


thanks again for your help....

But without any details on this <7 hexes failure, we can't establish the reason for the failure which in truth is probably quite different from the failure to LRCAP TFs at Koepang and Denpassar.

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SoliInvictus202
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RE: LRCap-.....no idea how to get it to work

Post by SoliInvictus202 »


But without any details on this <7 hexes failure, we can't establish the reason for the failure which in truth is probably quite different from the failure to LRCAP TFs at Koepang and Denpassar.

Alfred

as mentioned in the first post - it's was a TF enroute to Koepang....protected by that 44 zero unit (screenshot) - and it was sunk half way between Koepang and Kendari....

never mind though - it's the way it is...

now knowing that LRCap works differently my entire war plan is faulty as I expected to be able to protect all my operations to Koepang and Denpassar (which would have in turn taken over that duty for the next step) out of Kendari and Makassar - an assumption where I Was obviously wrong and thus the entire warplan will not work :D

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rtrapasso
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RE: LRCap-.....no idea how to get it to work

Post by rtrapasso »

ORIGINAL: Sardaukar

I don't think drop tanks really matter, because LRCAP max. range is normal clean range. Thus it does not matter if you carry them or not, you can only LRCAP up to 7 hexes with A6M2.
i agree that drop tanks SHOULDN'T matter, but perhaps there is a glitch so in fact something unfortunate happens if you use them... and being it is a glitch, perhaps it might be affecting only certain aircraft?

Only one way to know - test it! [8D]

If a turn is sent to a dev, perhaps he can rerun it with and without drop tanks to see if it makes a difference.
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SoliInvictus202
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RE: LRCap-.....no idea how to get it to work

Post by SoliInvictus202 »

ORIGINAL: rtrapasso

ORIGINAL: Sardaukar

I don't think drop tanks really matter, because LRCAP max. range is normal clean range. Thus it does not matter if you carry them or not, you can only LRCAP up to 7 hexes with A6M2.
i agree that drop tanks SHOULDN'T matter, but perhaps there is a glitch so in fact something unfortunate happens if you use them... and being it is a glitch, perhaps it might be affecting only certain aircraft?

Only one way to know - test it! [8D]

If a turn is sent to a dev, perhaps he can rerun it with and without drop tanks to see if it makes a difference.

as soon as I get such a situation again I will do exactly that!
thanks for the suggestion!
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rtrapasso
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RE: LRCap-.....no idea how to get it to work

Post by rtrapasso »

ORIGINAL: SoliInvictus202

ORIGINAL: rtrapasso

ORIGINAL: Sardaukar

I don't think drop tanks really matter, because LRCAP max. range is normal clean range. Thus it does not matter if you carry them or not, you can only LRCAP up to 7 hexes with A6M2.
i agree that drop tanks SHOULDN'T matter, but perhaps there is a glitch so in fact something unfortunate happens if you use them... and being it is a glitch, perhaps it might be affecting only certain aircraft?

Only one way to know - test it! [8D]

If a turn is sent to a dev, perhaps he can rerun it with and without drop tanks to see if it makes a difference.

as soon as I get such a situation again I will do exactly that!
thanks for the suggestion!
No saved turns? [&:]
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SoliInvictus202
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RE: LRCap-.....no idea how to get it to work

Post by SoliInvictus202 »

not the one from 5 days ago usually....but maybe I get lucky - I'll look....
the ones closer only involve LRCap which was obviously never going to work, as I understood it wrongly...
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Herrbear
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RE: LRCap-.....no idea how to get it to work

Post by Herrbear »

IIRC wasn't LRCAP originally set to a max range of 5? Did this get changed in AE?
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rtrapasso
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RE: LRCap-.....no idea how to get it to work

Post by rtrapasso »

ORIGINAL: Herrbear

IIRC wasn't LRCAP originally set to a max range of 5? Did this get changed in AE?
Well, the hexes are different size, so all the ranges are different...
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RE: LRCap-.....no idea how to get it to work

Post by erstad »

ORIGINAL: SoliInvictus202

not the one from 5 days ago usually....but maybe I get lucky - I'll look....
the ones closer only involve LRCap which was obviously never going to work, as I understood it wrongly...

What about your incoming mail from your opponent? Would you have the turn there?

BTW, I would have said I have had LRCAP work with drop tanks (inside normal range with drop tanks), although I can't absolutely swear to that.
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oldman45
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RE: LRCap-.....no idea how to get it to work

Post by oldman45 »

I had good luck setting my fighters to sweep, then making them 100% LRcap and assigning a target. They become tired pretty quick so it only is good for a couple of days but at least I have a few fighters up.
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rtrapasso
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RE: LRCap-.....no idea how to get it to work

Post by rtrapasso »

BTW, I would have said I have had LRCAP work with drop tanks (inside normal range with drop tanks), although I can't absolutely swear to that.

Odds are that it WILL work, but best to rule out a weird glitch...

i've seen glitches show up that occurred on one person's computer (mine) but not the devs... i finally traced the problem down to a screensaver i was running... [X(] [:D]
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Tanaka
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RE: LRCap-.....no idea how to get it to work

Post by Tanaka »

Trying to figure out LRCAP and this thread has me confused. In my current PBEM I am LRCAP with drop tanks over Kendari from Menado with Zeroes and they appear in the cap. If I am correct that is 9 hexes which is over the 7 hex normal range described above. Did something change with a patch?

Also can you LRCAP over any hex? An enemy base or any land unit in hex with no base? I saw in another thread it said you can only fly LRCAP over your own bases? I tried to LRCAP my own base next to an enemy base but no cap happens over the enemy base. So is it better to LRCAP the enemy base when that is the hex you want to protect your troops or does that not work as per below?

https://www.matrixgames.com/forums/tm.asp?m=2537158
ORIGINAL: LoBaron

Putting LRCAP over enemy base wont work, except for planes that TARGET the base (you can intercept transport planes for example that try
to deliver supply there).

Also, why would you want to LRCAP a base when you can CAP your own? On LRCAP your pilot would be gone if he is shot down, over your own
base he has a chance of survival.
Obviousely you can LRACP your own bases, this is often useful when you want to concentrate defense but want to have the majority of your fighters
on safe bases out of range.

You could sweep the enemy base instead of bombing it. Thats very dangerous in the face of AAA though, but it can be brutal if the opponent overstacks.
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RangerJoe
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RE: LRCap-.....no idea how to get it to work

Post by RangerJoe »

You can LRCAP land units and naval TFs that are not at a base hex, if that is what you are wondering.
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RE: LRCap-.....no idea how to get it to work

Post by RangerJoe »

Just remember that the farther away the LRCAP is from the originating base, the more time and fuel it takes to travel there and back. Also, if I remember correctly, any distance traveled greater than two hexes away from the originating base increases the chance of OPs losses.
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RE: LRCap-.....no idea how to get it to work

Post by btd64 »

Plus fatigue and moral suffers. Also the farther away the lrcap from the base, the fewer aircraft will be on station....GP
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RE: LRCap-.....no idea how to get it to work

Post by HansBolter »

ORIGINAL: rtrapasso

ORIGINAL: Sardaukar

I don't think drop tanks really matter, because LRCAP max. range is normal clean range. Thus it does not matter if you carry them or not, you can only LRCAP up to 7 hexes with A6M2.
i agree that drop tanks SHOULDN'T matter, but perhaps there is a glitch so in fact something unfortunate happens if you use them... and being it is a glitch, perhaps it might be affecting only certain aircraft?

Only one way to know - test it! [8D]

If a turn is sent to a dev, perhaps he can rerun it with and without drop tanks to see if it makes a difference.

Perhaps it's because once the drop tanks are enabled, what was normal range now becomes an extended version of normal range, that no longer qualifies for the coded definition of normal range.
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RE: LRCap-.....no idea how to get it to work

Post by BBfanboy »

ORIGINAL: Tanaka

Trying to figure out LRCAP and this thread has me confused. In my current PBEM I am LRCAP with drop tanks over Kendari from Menado with Zeroes and they appear in the cap. If I am correct that is 9 hexes which is over the 7 hex normal range described above. Did something change with a patch?

Also can you LRCAP over any hex? An enemy base or any land unit in hex with no base? I saw in another thread it said you can only fly LRCAP over your own bases? I tried to LRCAP my own base next to an enemy base but no cap happens over the enemy base. So is it better to LRCAP the enemy base when that is the hex you want to protect your troops or does that not work as per below?

https://www.matrixgames.com/forums/tm.asp?m=2537158
ORIGINAL: LoBaron

Putting LRCAP over enemy base wont work, except for planes that TARGET the base (you can intercept transport planes for example that try
to deliver supply there).

Also, why would you want to LRCAP a base when you can CAP your own? On LRCAP your pilot would be gone if he is shot down, over your own
base he has a chance of survival.
Obviousely you can LRACP your own bases, this is often useful when you want to concentrate defense but want to have the majority of your fighters
on safe bases out of range.

You could sweep the enemy base instead of bombing it. Thats very dangerous in the face of AAA though, but it can be brutal if the opponent overstacks.
LoBaron's point is that LRCAP is to cover your own forces, not interdict the enemy. And since LRCAP do not act as escorts, they don't help your bombers over the enemy base, AFAIK. For TFs moving at sea, once LRCAP is set over it, the assigned squadrons will try to keep it up as long as the TF is in range and weather permits.

If you set a LRCAP outside of normal range for the aircraft, I think it will automatically equip drop tanks. The A6M2 can make 14 hexes with DTs.
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Alpha77
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RE: LRCap-.....no idea how to get it to work

Post by Alpha77 »

Oopsie, so drop tanks could be an issue for LR-CAP ? I thought they would help - also for better loiter time and staying in combat longer?

Perhaps this is the reason so few of my fighters show up at LR sorties, need to try w/out droptanks then!
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