Search and max range

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!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

thephalanx1453
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RE: Search and max range

Post by thephalanx1453 »

ORIGINAL: Platoonist

You said in your ASW modding post that an increased sub kill rate feels more natural.

What I meant was, an increased detection/attack rate feels like a more natural way of buffing ASW, rather than simply increasing the damage of depth charges and making all sub-torpedoes duds (eg. increased performance for when you do get an attack in).

I didn't mean that an increased sub kill rate is natural in itself.
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Platoonist
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RE: Search and max range

Post by Platoonist »

ORIGINAL: thephalanx1453

ORIGINAL: Platoonist
Why do you feel submarines should be easy to kill? Even when the Allies were at the height of their ASW powers subs could be notoriously difficult to find, track or sink.

Because my mod is called Mahan's Revenge, and its premise is Mahan woke up from his grave and changed the laws of physics to make his doctrine come true.

Mahan lived in the age of steam, but postulated his ideas from the studies of the age of sail. When a ship of the line embodied the totality of a nation's naval strength. The doctrine of the "decisive battle" kind of died at Jutland. No single naval defeat in the World War II ear, no matter how devastating could break a nation's military power because by then command of the sea rested on too many elements. Not just submarine and aircraft but logistical systems, mines, base facilities, flotillas of lesser vessels. Even Midway as devastating as it was to the Japanese didn't end the war in one battle.

It's your mod idea, but I guess I just don't get it. I have a feeling this game is not the right platform to try it.
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thephalanx1453
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RE: Search and max range

Post by thephalanx1453 »

Sorry. I misunderstood your question and edited my previous post, you might want to check it out again.
It's your mod idea, but I guess I just don't get it. I have a feeling this game is not the right platform to try it.
This game is actually the perfect platform to make this mod, since it's the best naval game engine I've found. You can change some parameters, and produce an alternate reality.
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RangerJoe
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RE: Search and max range

Post by RangerJoe »

ORIGINAL: thephalanx1453

Sorry. I misunderstood your question and edited my previous post, you might want to check it out again.
It's your mod idea, but I guess I just don't get it. I have a feeling this game is not the right platform to try it.
This game is actually the perfect platform to make this mod, since it's the best naval game engine I've found. You can change some parameters, and produce an alternate reality.

Then why don't you do so and quit

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thephalanx1453
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Re: RE: Search and max range

Post by thephalanx1453 »

RangerJoe wrote: Fri Aug 14, 2020 12:29 pm
Then why don't you do so and quit

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Wow, what a jackass.
Chris21wen
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Re: RE: Search and max range

Post by Chris21wen »

thephalanx1453 wrote: Wed Aug 12, 2020 1:17 pm
ORIGINAL: geofflambert You can predict how many beforehand but a plane may break down or have a problem.

How do I predict beforehand? Say I set my Jake to search to its max range of 10. How many passes would that be?
You can tell how many fly by monitoring the pilot missions.

I set four VP groups all to 100% search, 12 a/c and 12 pilots with zero missions. No pilot flew more than twice in any turn and reducing range/arcs made no difference to pilot sorties
No arc set max range
No arcs set range 10
Arc set to 12 max range
Arc set to 12 range 10. (Results after three turns shown in pic)

Search a/c will fly no more than two sorties a day, one in the morming one in the afternoon. Does not matter what range or search arcs you set. All that happens is each arc gets searched longer with more a/c the shorter/fewer arcs set, hence, I'm assuming, increasing the proberbility of spotting something. The image shows most pilots with 6 missions after three turn. Stangely the two with only 4 did not fly on the first turn but the a/c were available, they simply did not fly.

This was a test for who flew and NOT not a test for spotting.
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BBfanboy
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Re: Search and max range

Post by BBfanboy »

Somewhere I have read that there is a die roll that determines if each serviceable aircraft participates in the mission. Failing the die roll accounts for the real-life aircraft aborting the mission for a myriad of issues discovered during run-up, taxi and take-off. So in the test case posted, it appears two aircraft failed the die roll on the first mission.

I am also not sure whether aircraft that flew and abort because they can't find the target are credited with a mission or not.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
thephalanx1453
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Re: RE: Search and max range

Post by thephalanx1453 »

Chris21wen wrote: Mon Apr 11, 2022 7:45 am
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Thank you, great find.
Chris21wen
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Re: Search and max range

Post by Chris21wen »

BBfanboy wrote: Tue Apr 12, 2022 12:24 am Somewhere I have read that there is a die roll that determines if each serviceable aircraft participates in the mission. Failing the die roll accounts for the real-life aircraft aborting the mission for a myriad of issues discovered during run-up, taxi and take-off. So in the test case posted, it appears two aircraft failed the die roll on the first mission.

I am also not sure whether aircraft that flew and abort because they can't find the target are credited with a mission or not.
I vaguely remember something about it, but makes sense even if we are immagining it. Weather was my innitial thought.

As to the later I don't know as all a/c in the group had zero fatigue.
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