CAP not flying

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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BananaConvention
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Re: CAP not flying

Post by BananaConvention »

michaelm75au wrote: Sat Jul 30, 2022 3:06 pm I need the save on the turn they don't fly so I can see them 'not fly'..And if possible, which base they didn't fly from so I can concentrate on onw instance first off.
Is there any conceivable way how your patch could have broken CAPS? Seems like an incredibly specific line of coding that would need to be messed with to cause this to occur. INTERESTING!
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Sardaukar
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Re: CAP not flying

Post by Sardaukar »

I have saves.

Will post to Tech forum.

I did put this Fighter unit into 100% CAP in PH, none flew any missions.

Screenshot after 1 day of operations, they should have acquired missions.
CAP.jpg
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Panjack
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Re: CAP not flying

Post by Panjack »

When I was looking at the turn play out, the following briefly flashed on the screen. ;)
Pilot strike.jpg
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michaelm75au
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Re: CAP not flying

Post by michaelm75au »

A fix has been included in the patch file.
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Sardaukar
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Re: CAP not flying

Post by Sardaukar »

He is good! 8-)
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dmaramba
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Re: CAP not flying

Post by dmaramba »

Panjack wrote: Sat Jul 30, 2022 2:48 pm
Chris21wen wrote: Sat Jul 30, 2022 6:23 am My guess is in this order, leader, range and percentage set to fly. Leader really, really important, range important, percentage small.
Chris21wen, my concern is that a high CAP percentage leads to higher fatigue. That isn't your experience? Or, something you're willing to trade off to have more planes on CAP?

It seems to me that CAP fatigue is more a function of how much action the group sees, rather than how many a/c are in the air. I regularly set CAP/Rest to 50%/50% and fatigue rarely goes above 1 or 2, even after long periods, so long as there isn't much action.

And, I wonder about the impact of range. Range, of course, is directly relevant to how far fighters going on escort missions would travel.

Correct.

But I have also interpreted range as not meaning the planes would definitely be flying all around (reducing planes above the base) but had the potential (in certain conditions) to fly off to meet attacks away from the base (but wouldn't leave the base until they had good cause to fly away). A zero range would stop these ad hoc missions away from the base. I could be wrong on that, of course. But that has been my experience.

The Range setting for a group actually means nothing so far as CAP a/c are concerned. CAP a/c fly over their base hex, and only stray when the specific circumstances detailed in manual section 7.4.1 (page 172) apply.

On the other hand, I do interpret LRCAP as meaning planes would definitely be flying over selected hexes away from the base, and this would reduce planes over the base but also increase planes over the hex selected for LRCAP.

Right. And here number of a/c, distance flown, and action seen all contribute to fatigue, which can mount quickly. :o

I'm sure some of the above is right and some is wrong, but I can't say which is which!
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Re: CAP not flying

Post by Chris21wen »

Panjack wrote: Sat Jul 30, 2022 2:48 pm
Chris21wen wrote: Sat Jul 30, 2022 6:23 am My guess is in this order, leader, range and percentage set to fly. Leader really, really important, range important, percentage small.
Chris21wen, my concern is that a high CAP percentage leads to higher fatigue. That isn't your experience? Or, something you're willing to trade off to have more planes on CAP?

And, I wonder about the impact of range. Range, of course, is directly relevant to how far fighters going on escort missions would travel. But I have also interpreted range as not meaning the planes would definitely be flying all around (reducing planes above the base) but had the potential (in certain conditions) to fly off to meet attacks away from the base (but wouldn't leave the base until they had good cause to fly away). A zero range would stop these ad hoc missions away from the base. I could be wrong on that, of course. But that has been my experience.

On the other hand, I do interpret LRCAP as meaning planes would definitely be flying over selected hexes away from the base, and this would reduce planes over the base but also increase planes over the hex selected for LRCAP.

I'm sure some of the above is right and some is wrong, but I can't say which is which!
How I understand it.

Setting a max patrol level does not mean all the aircraft are in the air at the same time. It means that all the aircraft are available to fly during that turn, how many (I think) depends upon the endurance of the aircraft and the number available. In the case of of the six P-40e (374 endurance) with the 50% setting that would be 3 for the whole turn. The other 3 sitting idle but would attempt to scramble if the base was attacked.

If you set the range to anything over zero those aircrafte are trying to protect more than one hex and at their range of 6 that's a huge area. What height you use varies depending upon circumstance not least what the ememy does and in both cases the aircraft burn more fuel reducing endurance and pilots gain more fatique due to doing something other than loitering.

There are many other factors that affect things that e.g, weather, experience, leader etc.

All this true for all patrol setting (CAP, LRCAP, ASW, N.Search). Basically flying higher and further burns fuel reducing endurance creating more pilot and aircraft fatique.

If you doubt it, pick some obscure corner were combat won'e occur and play with the settings, oberving the pilots and plane after each setting.
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Re: CAP not flying

Post by BBfanboy »

IIRC, part of the CAP settings is selecting a target. If you do not select the target and have a CAP radius of more than 0, the CAP will spread itself among the hexes within the CAP radius. But if you select the squadron base as target, that might mean the CAP stays over the base.
That is how I rationalize some players believing CAP only stays over the base while others believe it wanders the entire area within the radius.
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