B-17/CAP test redux

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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RE: B-17/CAP test redux

Post by Tristanjohn »

ORIGINAL: Mogami

Hi, Well if the Japanese player still has pilots and aircraft in pools and supply at the airfield it appears he has done the required planning to sustain the effort. Why would a single mission prevent a units from flying again if it had replacements? The AC require a week to repair. (run the turns and see how long before it has 36 ready ac again)
I might think combat troops (motivated and trained ones I mean) can stand it better then you do. How can this be measured in order to apply a number to it. 79 down from 99 might be too much or too little. I know it is something not easy to define numerically.
"Squadron leader hows your groups?"
"Well we lost 25 pilots and had a 29 point drop in morale we can take one more such mission before the boys will break for sure in a fight"

On a side note. Do you know 79 is lower then I would send a fighter group into action with?[X(]
I rest my boys when they get to mid 80's unless they are bomber pilots. Bomber pilots always seem to have low morale. Even when no fighters are over target.

You know, this is a good example of how far off track conversations in this forum go.

This thread wants to make (if possible) historical sense out of the game's conduct. Then you come along and tell me all about how a player should be awarded for parsing the rules set and playing the game system to the hilt.

Can you see the fundamental conflict there, Russ?

This thread wants to demonstrate how far off the game models are with historical results. The purpose of this exercise is to find a fix, if possible, to the game's bad rules. On the other hand, you're attempting to prove how "accurate" the game model by is by demonstrating how successful a player might be in the game by following the game's bad rules.

In your example, the very fact that the Japanese player can immediately take plane replacements and pilot replacements at Dobodura is part and parcel of the problem. It hardly represents a "solution." You're just playing the game, Russ, and you're trying to win it. I'm trying to fix it so that one fine day it will be more enjoyable to play.

You're hurting this effort to fix the game. You might not mean to but that's the effect.

This is why I wrote what I wrote re the lack of good developmental direction of the entire project. Someone needs to intelligently harness the project's energy, because from day one it's been pulling in the wrong direction--or more properly in all likelihood has been pulling in any number of wrong directions simutaneously.

The result of this confusion of effort is a bunch of models which don't and couldn't work individually thrown together where (surprise!) they don't and couldn't work in tandem, and then all that is labeled a "simulation." Then, when users complain they're told "It's too late now to change it. Do the best you can. A couple of houserules will fix it."

Well, that worked back in the day of board wargames.

Remember the monster from SPI called "War Between the States[/i]? That game was published too early, and arrived in game stores DOA. It was nearly unplayable given it original rules set. Made little sense. Then the errata began to flow. If I recall, there were a couple of minor errata sheets released by the company, and after that the best part of an entire issue of Moves magazine was devoted to yet more errata and the publication of what virtually amounted to a completely new rules set in some areas in an effort to give users a game which at least made half-an-ounce sense.

And in a way this worked. Why did this work? Because players only needed to supplant one printed rules set for another. One rules set was just as good as another. They were both in printed form, players merely had to add something here and subtract something there and they were on their way.

But with computer wargames that doesn't fly.

Too much of what Gary has published is hardcoded. Hourserules are not going to fix many of these problems. Just won't. Which is why it's important to get it right to begin with . . . or, the publisher needs to be willing and able to support the computer product after publication to the tune of however many fixes it requires to get the game right.

Nobody advertises these games before they sell them as "wrong" up front. They advertise these games as right up front, or at least that's the clear (and legal) implication. Otherwise sales wouldn't be so hot.

This thread wants to change the rules set, so please forget the rules as they are now and how those rules allow players to do this, that or the other. I'm sure that's all very clever of you to have figured it out, but that isn't going to fix or improve a thing. The problem is the rules set. I want to get at those problems and see if we can actually fix them, or otherwise improve the situation.





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RE: B-17/CAP test redux

Post by Tristanjohn »

ORIGINAL: Jim D Burns

ORIGINAL: Tristanjohn

I ran across this anomaly and thought I'd share it with you.

What we see is one of the five Japanese fighter formations ordered to sweep Port Moresby the day after. While all four of this Sentai's flying mates were chewed up, this formation refused to fly.

It has, I notice, lost one plane to operational damage (how is a mystery as it didn't fly) and has also somehow picked up 2 points of fatigue. Again, how and why is a mystery.

Too funny, you have the evidence that the formation flew right in front of you, yet you state as fact that they "refused to fly".

Just because they failed to find their target does not mean they didn't fly. Obviously they did fly and either failed to find their target, or arrived at a seperate time than the rest of your groups with no enemy air to engage over their target at that time (bad coordination roll) and simply went home.

Time and again on this forum I read how people state their planes "refuse to fly", but no one mentions that sometimes formations simply fail to find their target. Just because the game doesn't post these failures in the combat report doesn't mean your planes didn't fly.

The game does show a pop-up text for some types of missions that fail to find their targets sometimes during the replay, but those seem to be rare and do not display for 100% of missions that don't find their targets as far as I can tell. Also I don't think non-bombing type missions ever display the pop-up text.

Jim

Exactly what do you mean "evidence" is in "front of me"? The operational loss? Perhaps so, perhaps not.

Have you ever seen a message on the screen that says aircraft ordered to sweep failed to find their target? I haven't. But maybe I've missed that, or maybe you're right and these messages just arent displayed for sweep missions. I don't know. I do know that you don't know, either, so let's get off our high horse.

But let's just suppose you're right for the sake of argument. Let's suppose these aircraft did in fact fly and failed to find their target. So what?

We know for sure that some aircraft ordered to fly do not fly, do we not? That's my main point. If this Sentai actually flew then fine, though I doubt it did. But whether it did or not, my point is that all aircraft ordered to fly should fly, unless they''re physically unable to do so. The game's rules model that differently.

Now I checked this with the Intelligence Screen immediately after the test, and I've just checked it again. It's impossible to reconcile matters from that screen. That's because the Intelligence Screen's counter is off--or at least its counter for sorties is off, as far as I know, and that's a (possible) problem I reported a long time ago.

For this turn, the screen says 184 Japanese sorties flew. If all of the ordered Japanese planes had flown then then the maximum number of sorties possible would have been 162. So even if that third Sentai did fly, the screen's counter is off by 22 for the Japanese.

The sortie counter always seems to be too high, for whatever reason.

But there's another possibility. Even though orders for planes all over the board were to stand down except for the fighters in this test, it could be that other planes nevertheless still flew. That would indicate another problem. But one way or the other something's wrong--either the counter or the air routines.

You tell me which.

Meanwhile, planes ordered to fly should fly. We neither need nor desire dice rolls for that.



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RE: B-17/CAP test redux

Post by Jim D Burns »

ORIGINAL: Tristanjohn

This thread wants to make (if possible) historical sense out of the game's conduct. Then you come along and tell me all about how a player should be awarded for parsing the rules set and playing the game system to the hilt.

Can you see the fundamental conflict there, Russ?

This thread wants to demonstrate how far off the game models are with historical results. The purpose of this exercise is to find a fix, if possible, to the game's bad rules. On the other hand, you're attempting to prove how "accurate" the game model by is by demonstrating how successful a player might be in the game by following the game's bad rules.

And herein lies your problem Tris. This is a 'game' about WWII in the pacific. The designers made decisions about the games model years ago and according to the development team it is too late to change anything anymore. But you refuse to accept what they say because this game isn't the game you wanted, so you continually harp on design decisions that cannot any longer be changed.

I have to agree with a previous poster at this point that you are simply railing away at the system with no real objective anymore other than complaining. While Mog tries to recommend ways to play the game you refuse to listen to him and others and instead criticize him for trying to get you to simply enjoy the 'game'.

I agree with you that there are many flaws in WitP as a combat simulation; I have pointed many out myself on this forum. But at this point the system is pretty much set in stone other than bug fixes. So like it or not we simply have to thank our lucky stars we even have a game of this scope to play (warts and all), and get on with playing the game.

Had the design team not already stated many times over that no other major changes will be made, then sure perhaps there would be a point to this thread. But at this stage you’ve gone far beyond your own initial stated intentions and devolved into a simple bash fest of WitP’s game model. It is what it is, we can no longer hope for major changes, so what's the point of all this energy spent on complaining about the system?

Jim
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RE: B-17/CAP test redux

Post by Jim D Burns »

ORIGINAL: Tristanjohn


Exactly what do you mean "evidence" is in "front of me"? The operational loss? Perhaps so, perhaps not.

The fact the group gained 2 fatigue points and damaged 1 plane was pretty obvious to me. I did not mean to sound like I was on a high horse, I simply found it funny that you stated some things were a "mystery" to you but then concluded in the strongest terms that your aircraft refused to fly.

Now I checked this with the Intelligence Screen immediately after the test, and I've just checked it again. It's impossible to reconcile matters from that screen. That's because the Intelligence Screen's counter is off--or at least its counter for sorties is off, as far as I know, and that's a (possible) problem I reported a long time ago.

For this turn, the screen says 184 Japanese sorties flew. If all of the ordered Japanese planes had flown then then the maximum number of sorties possible would have been 162. So even if that third Sentai did fly, the screen's counter is off by 22 for the Japanese.

Air units set to missions sometimes do double duty if their formation is also set to fly CAP, so those planes fly twice or more in a day depending on if their base is attacked and how many times they are attacked.

I "assume" (I do not know) each battle simply gets counted as a seperate sortie in addition to the sortie for simply flying CAP. I assume this because there is a chance additional planes will scramble and join the set CAP based on incoming raid detection rolls, and each raid is checked for this individually, so planes can scramble or not several times if the base is attacked from multiple locations. Now don't scream at me this is what the system does, I'm not trying to justify anything.

Jim
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RE: B-17/CAP test redux

Post by Tristanjohn »

ORIGINAL: ChezDaJez
The pilots aren't hiding. I simply haven't asked for them yet, as you can see from the "Get New Pilot" toggle, I hope.

The planes appear automatically, you know, by "magic."

When you ask for them, the fatigue level will increase for every pilot drawn. It the squadron has only 4 pilots currently assigned, drawing an additional 32 is going to greatly increase the fatigue level of the Sentai. At least that's what I've observed during my current PBEM.

Sometimes yes, sometimes no. I just got through reporting what the morale and fatigue levels were for all four of the Japanese Sentai/Daitai who got mauled over Port Moresby after they received their plane/pilot replacements and the turn had been updated. The fatigue levels didn't move.

That's a case where the answer is "no" instead of "yes."
As far as planes appearing automatically, they don't.

They assuredly do. Why write something like that?
I agree with Mogami. Assuming you are within range of an HQ and have sufficient supply, they were already at the base, crated in the warehouse. Remove one of these attributes and you have a Sentai with few aircraft.

That's absurd on its face. They were "crated" in the "warehouse"? Even the Allies didn't have replacement planes "crated in the warehouse" in places like Guadacanal. There might have been a few crated in Australia someplace, but that's a different story. For sure and for certain the Japanese did not have "crated" planes at Dobodura. Or any place like Dobodura. Neither did they have any "crated planes" at Rabaul even. Or at Truk as far as I know.

What about the replacement pilots? Were they "crated in the warehouse" as well?

All you're doing is rationalizing the game's misconduct. That's hardly helpful. That is precisely what the development team has done all along, and it is the reason the game doesn't work today. Everyone kept telling Gary what he wanted to hear, basically. And now it doesn't work properly.
Regardless, the Sentai is basically combat ineffective for the foreseeable future.

That remark begs the question.
Pilots need to be retrained and aircraft repaired. Its going to take only a few days to repair the aircraft but it will be months before the pilots are adequately trained. In addition, they constitute a drain on base resources. You can't transfer them until the aircraft are repaired so they will take up valuable space that could be better used by bringing in a new squadron. You could load them on an AK if one was available and assign it a couple of escorts but that uses valuable fuel and exposes more units to potential loss.

What you say is true, but as I wrote above you're begging the question. (That means you're evading the question.)

If the Japanese pools of trained pilots (which shouldn't be there to begin with--even Ray and Russ agree with me on that score) had not been exhausted then these four Sentai/Daitai would be ready to roll in a few days. And that is ridiculous. That is also one of the reasons the game runs too fast. We want to slow the game down.
One other thing. I think you have too many variables in your fighter sweep test. Using six different types of Alied aircraft vs 2 types of Japanese aircraft will only muddy the water and isn't going to definitively tell anyone whether its the model or a certain type of aircraft causing a problem or a combination.

The sweep wasn't meant to "test" anything. The sweep only wanted to give fatigue to the Japanese pilots. Erik mentioned this. He thought that perfectly rested pilots with 99 morale might be (probably weren't but might be) throwing off the results. My thinking was that if all pilots on both sides were rested with perfect morale than this ought to "balance" things out with re to whatever multipliers were at work. And I still believe that to be true. It seems to make mathematical sense.

But whatever.

I tried to give the Japanese pilots some fatigue. That didn't work so well. We easily could keep trying to give them fatrigue until it did work by lowering the number of Allied fighters on CAP. Eventually we'd arrive at a happy number where not too many Japanese planes were lost, but instead came back to Dobodura with some reasonable fatigue. At that juncture we could fly the bombers again and see if fatigue helped with the dumb losses. As I say, I doubted that was much of a factor (and Erik now seems to agree), but you never know, so I made the effort. Clap me on the back.

All of this has been stated. Why are we going over it again?
Also, you should run the same tests and have the Allied fighters sweep the Jap base and see what the results are.

This test is not about sweeps. It's about heavy bombers taking unheard-of losses to Japanese fighters.
I would also recommend starting with one Daitai/Group each and work upwards, adding a new group/Daitai after each series of tests. I would also vary the altitude. 5000, 10000, and 20000 ft levels would probably work. This should enable you to establish a "loss line" that can tell whether the loss rates are linear, expotential or whatever. It may also highlight what the major influencing factors are.

The number of fighters present must be part of the problem. Erik says the numbers of bombers also adds to this problem, or maybe is an equal part of the problem if I understand Erik correctly--we're just not sure yet. I'll run more bombing tests with v1.57 and then maybe we'll be more sure. I hope so.

Altitude doesn't have much to do with it. It ought to but it doesn't. Another dumb omission by Gary. And one, I would hasten to add, which could be (ought to be) quite easily rectified if only the company bothered. There is already precedent for this with re to P-39s/P-400s. I can see no reason on earth not to apply altitude penalties to every aircraft in the game. Except the time it would take. But how much time would that require? And it would help the game a great deal--or at least there's a potential there to help. I can't see it hurting a thing.

For example, a Zero began to lose performance somewhere around 18,000 feet. At 32,000 feet it was a very poor performer. That could be modeled, just like P-39s are modeled, and this would help to take away its effectiveness versus heavy bombers at high altitudes.

Why isn't that modeled?

All I get out of it is the company is reluctant to change this aspect of play for the reason it's one of Gary's "pet" aspects of play. So over time it's become a kind taboo to even think of changing it, even though that change veritably cries out to be affected.

Now, if someone at the company wishes to dispute that, please come forward and tell me I'm mistaken. I can take it.

     I'm mistaken? It isn't a taboo subject? No problem.

But then make the change while you're at it. And not just to the Zero but make all planes in the game subject to altitude considerations. Then we'd be on a better track, headed in the right direction, etc.
A couple of questions... What is the game time?

I don't know. Look on the screen. It was the first week in October I believe when I inherited the project. I ran all sorts of turns trying to fix the Allied position and get everything ready for the test, and now it's the first week of November or thereabouts.




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RE: B-17/CAP test redux

Post by Tristanjohn »

ORIGINAL: Jim D Burns
ORIGINAL: Tristanjohn


Exactly what do you mean "evidence" is in "front of me"? The operational loss? Perhaps so, perhaps not.

The fact the group gained 2 fatigue points and damaged 1 plane was pretty obvious to me. I did not mean to sound like I was on a high horse, I simply found it funny that you stated some things were a "mystery" to you but then concluded in the strongest terms that your aircraft refused to fly.

Now I checked this with the Intelligence Screen immediately after the test, and I've just checked it again. It's impossible to reconcile matters from that screen. That's because the Intelligence Screen's counter is off--or at least its counter for sorties is off, as far as I know, and that's a (possible) problem I reported a long time ago.

For this turn, the screen says 184 Japanese sorties flew. If all of the ordered Japanese planes had flown then then the maximum number of sorties possible would have been 162. So even if that third Sentai did fly, the screen's counter is off by 22 for the Japanese.

Air units set to missions sometimes do double duty if their formation is also set to fly CAP, so those planes fly twice or more in a day depending on if their base is attacked and how many times they are attacked.

I "assume" (I do not know) each battle simply gets counted as a seperate sortie in addition to the sortie for simply flying CAP. I assume this because there is a chance additional planes will scramble and join the set CAP based on incoming raid detection rolls, and each raid is checked for this individually, so planes can scramble or not several times if the base is attacked from multiple locations. Now don't scream at me this is what the system does, I'm not trying to justify anything.

Jim

I'm not going to scream at you, Jim. Calm down. Smoke a quality cigar. [:)]

The only Japanese planes ordered to fly that turn were the five Sentai/Daitai I've listed. All were ordered to sweep Port Moresby. None of these planes had any CAP assignment or anything else. They only had sweep orders.

Something's wrong.

As I wrote, I reported this problem (it's not a particularly large problem if it's only the counter) some time ago. You can verify it yourself easily enough. No need at all to take my word for it.


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RE: B-17/CAP test redux

Post by Tristanjohn »

ORIGINAL: Jim D Burns

ORIGINAL: Tristanjohn

This thread wants to make (if possible) historical sense out of the game's conduct. Then you come along and tell me all about how a player should be awarded for parsing the rules set and playing the game system to the hilt.

Can you see the fundamental conflict there, Russ?

This thread wants to demonstrate how far off the game models are with historical results. The purpose of this exercise is to find a fix, if possible, to the game's bad rules. On the other hand, you're attempting to prove how "accurate" the game model by is by demonstrating how successful a player might be in the game by following the game's bad rules.

And herein lies your problem Tris. This is a 'game' about WWII in the pacific. The designers made decisions about the games model years ago and according to the development team it is too late to change anything anymore. But you refuse to accept what they say because this game isn't the game you wanted, so you continually harp on design decisions that cannot any longer be changed.

This game was not designed to give these kinds of results. Gary wouldn't do anything like that on purpose. He meant well. It just didn't work out.

The game has problems, and as we play it more and more we're finding more and more of these problems. And they're not small, niggling problems but large, worrisome problems. We have these problems not because Gary wanted the game to have problems but because the game couldn't possibly have been properly playtested before publication. On that point I agree with the company--though that ought to have been recognized sooner, and more of a commitment should have been made (should still be made) to post-publication support.

This is not the game Gary wanted or intended to design. It's a huge mistake and a giant headache for Matrix.

And I don't blame Matrix in any real way--though the denial doesn't work. However, Matrix has the responsibilty now to support it--apparently that's their contractual agreement with 2by3, but I don't know.

And please avoid using words like "rail" when you speak about my writing. That's a poor choice, Jim. I speak the facts. If that offends you or upsets you, look in the mirror and seek the answer there. Shooting this messenger just because you don't like his message is not going to help you or help to get any of us better wargames in the future.


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RE: B-17/CAP test redux

Post by Erik Rutins »

ORIGINAL: Tristanjohn
This is not the game Gary wanted or intended to design. It's a huge mistake and a giant headache for Matrix.

Unless you are speaking with Gary regularly, you probably should not speak for him, ditto for us. Thanks.

To get this back on track, I suggest the following steps:

1. Complete your tests with v1.57 offline
2. Figure out what the threshhold you were looking for is, if it can be discerned
3. Post back here with your test results and conclusions.

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- Erik
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RE: B-17/CAP test redux

Post by Ron Saueracker »

Still testing TJ?
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RE: B-17/CAP test redux

Post by mogami »

Hi, In order for something to be a "test" the tester has to not know the results before he starts. Whenever you "test" to prove a conclusion you make the results suspect.
This is clear when you post results from a "test" after you
1. Have only ran it one time
2. make conclusions not supported by the very result you post.

Examples are easy to show. A Sentai that lost 25 of 36 AC is stated "will be ready to return to action too soon"
Now no Sentai can return to action before it gets replacements. It can only get replacemetns if AC are in pool
It can only get pilots (trained) if they are in pool
The AC can only arrive if supply present.
The AC can only repair if support present.
However we are told that if all this has been done it is proof game moves too fast when any Japanese player knows
1. Japan cannot support operations if groups loss rate is 67 percent per mission.
2. Any effect on enemy airfield resulting from such missions will have been repaired before the next such mission could be flown
3. Supply in such amounts to support such missions cannot be attained let alone maintained.

In other words we draw opposite conclusions from posted results. We think they prove Japan cannot even try such tactics. Of course to be honest like the tester who begins with a result in mind we require proof we are wrong however we are basing our opiniions on actual in game results not phoney tests.
Is there anyone who is suprised by the opinion posted as a result of the single test run? Does the opinion even take the test results into consideration? The results prove how fragile the Japanese are and as a result any speed they obtain in gain is the obverse of how fast and how far the Allies run. In no AAR ever posted have the Japanese cleared the SRA prior to may 1942 against Allied players who fight for every yard.

The distance Japan can advance is now and has always been directly related to the amount of opposition they encounter not how much supply they begin with or capture or rates of aircraft they produce or shipping excess.
The Japanese will expand beyiond their historic rate and distance exactly the amount allowed by lack of Allied defense.
No amount of excess shipping can negate Allied air control. No amount of changing Japanese AC arrival dates or numbers will alter the fact that without enemy opposition the Japanese do not require airforces and can mass what they have at the point of contact. It is not the results of A2A that produce fast paced games but the lack of it being fought. The fact that unopposed there is no check on the Japanese. The same applies to the allies. When they advance if the Japanese do not oppose this advance the speed will be faster then history.

A valid test of A2A combat will begin on Dec 7 and follow the groups involved to May 1942 and beyond where they are employed in opposed Japanese operations.
The tests must be conducted in actual circumstance against actual opposition to be valid.

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RE: B-17/CAP test redux

Post by Ron Saueracker »

I thought the main point of this thread was to determine at approximately what force scale does the air model "get weird" due to the size of the air battle.
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RE: B-17/CAP test redux

Post by Toast »

I thought the main point of the test was to give Tristanjohn something to do so all the rest of us would have time to actually read all of his very long posts. [:D]
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RE: B-17/CAP test redux

Post by Nikademus »

why all the talk about logistics and pace then? I think that's what Mogami is referring too.
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RE: B-17/CAP test redux

Post by mogami »

Hi, I missed any reference to size of airbattle effecting results. Can someone quote me where it was refered to?
Everything I am responding to is the notion that the group that lost 25 out 36 could somehow fly the following day. That such loss could occur multiple times in a short period allowing Japan to proceed from one such operation to another rapidly.
That the Japanese have the capabilty to fly such missions in more then one location in a short period with the result being considered a success for them.
That it is inherent in the system (All Japanese will always be able to do this) That there is nothing Allied player can do to prevent such a scenario.
That the Japanese player would not have to before commencing such operations do considerable preperation in the way of supply transport and support. (whether or not such results produce victory in the end they cannot even be undertaken without advance movement of material since the groups cannot refit without it)

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RE: B-17/CAP test redux

Post by Ron Saueracker »

You know, I may have "crossed the streams" and confused the threads on this. There have been a couple recently.[&:]
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RE: B-17/CAP test redux

Post by jwilkerson »

ORIGINAL: Ron Saueracker

You know, I may have "crossed the streams" and confused the threads on this. There have been a couple recently.[&:]

Yup, this is the B17 "Redux" thread ... you may be thinking of the B17 Losses too Heavy thread ... it is down aways ... we closed it out a couple of days ago ...
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RE: B-17/CAP test redux

Post by Halsey »

ORIGINAL: Ron Saueracker

You know, I may have "crossed the streams" and confused the threads on this. There have been a couple recently.[&:]

Whatever you do, don't ever cross the streams![:D]
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ADavidB
Posts: 2464
Joined: Mon Sep 17, 2001 8:00 am
Location: Toronto, Canada

RE: B-17/CAP test redux

Post by ADavidB »

Actually, losing a plane to operational reasons is not out of the realm of possibility, whether it flew or not. It was normal, as far as I know, to wake up in the tropics, or England for that matter, and discover that one plane or the other refused to run properly. My point is that this is not the norm for the game.

I leave the West Coast units in the West Coast, including the aircraft. I find that my fighter groups regularly suffer "next turn" damage to anywhere from 5% to 10% of the planes. I leave the planes (mostly P-39Ds) sitting at 10% CAP at 10K feet. So to go from having 72 active planes one day to 66 with 6 under repair the next day at the settings that I have seems to fit your bill of "random operational damage". In this case if 10% of my planes did fly as I ordered, then 6 out of 7 of them got damaged that day.

I assume that this is some sort of "weather"-related phenomenon. Or else, maybe because I usually see this in the California bases and not Seattle, it is earthquakes...[;)]

But I live with it - it is either an unexplained design phenomenon or a minor bug, but there are so many small things that are "funny" in this game that this is hardly even an annoyance.

Dave Baranyi
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