Quick Questions Thread

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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Cavalry Corp
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RE: Quick Questions Thread

Post by Cavalry Corp »

ORIGINAL: Jango32

Captured equipment is pretty meaningless, the only things that are useful to capture are trucks. That's it.


OK noted do not really like that but I guess thats how it is.
Stamb
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RE: Quick Questions Thread

Post by Stamb »

If i want to make an air supply from A to B and B is reachable without additional fuel load out then if i add fuel tanks to a transport planes - they will be able to perform more sorties or amount of sorties is based on other variables, thus this action makes no sense and only harms as it increases fuel usage in a staging bases?
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Jango32
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RE: Quick Questions Thread

Post by Jango32 »

Can high level cameras be useful for tactical recon? Or is it just the low level cameras that are good at that?
Stamb
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RE: Quick Questions Thread

Post by Stamb »

ORIGINAL: Jango32

Can high level cameras be useful for tactical recon? Or is it just the low level cameras that are good at that?
They are also great for tactical recon. The only difference is an altitude from which photos are taken?
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RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: Stamb

If i want to make an air supply from A to B and B is reachable without additional fuel load out then if i add fuel tanks to a transport planes - they will be able to perform more sorties or amount of sorties is based on other variables, thus this action makes no sense and only harms as it increases fuel usage in a staging bases?

you basically buy more 'airmiles' so in theory the planes can go further either for a single mission or to run multiple missions in a given period

the trade off is that many fuel tank load outs cost you - less capacity for transport or bombs or less good performance

I did a load of testing in WiTW with 4 engined level bombers and on balance with fuel tanks I got more planes over the target in a given mission pattern but dropped less bombs. So if I could easily reach that target without fuel tanks, fewer but better equipped missions were a gain over more missions to reach a similar bomb load. But clearly plenty of locations could only be reached with fuel tanks
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RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: Jango32

Can high level cameras be useful for tactical recon? Or is it just the low level cameras that are good at that?

key is planes adjust their height over mission to match the camera.
Stamb
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RE: Quick Questions Thread

Post by Stamb »

ORIGINAL: loki100

ORIGINAL: Jango32

Can high level cameras be useful for tactical recon? Or is it just the low level cameras that are good at that?

key is planes adjust their height over mission to match the camera.
Is there any quality difference between cameras?
So lets say plane with 1x high camera is doing better recon than other plane with 1x low level camera?

Thanks for the answers.
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Jango32
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RE: Quick Questions Thread

Post by Jango32 »

They don't adjust their height until they get to the mission hex, though. And the flight path can be recon'd that way.
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loki100
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RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: Jango32

They don't adjust their height until they get to the mission hex, though. And the flight path can be recon'd that way.

true - but most of the main recon planes use low or mid-level cameras (at least that is what I recall) and if you leave the load out to auto then it does a match to mission height in its load out choice (at least that is what happened in WiTW), so unless you are doing a very specific combination of transit height and load out it should work out fine.

may just be me, but I've given up on high grade air recon unless I really commit a lot of assets over more days than sensible and then in clear weather over open terrain.
ORIGINAL: Stamb

...
Is there any quality difference between cameras?
So lets say plane with 1x high camera is doing better recon than other plane with 1x low level camera?

Thanks for the answers.

as far as I know, this doesn't apply, there maybe a malus for recon without camera (the Soviets have a few of these if I recall) but don't think there is anything more than that

again I'd suspect that pilot experience comes into play in the actual value of the mission
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RE: Quick Questions Thread

Post by Teo41_ITA »

When a combat unit arrives in the Reserve TB (at 100% TOE), does the AI automatically put it on the map where it think it is mostly needed? Or will the AI keep it in the Reserve TB?
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STEF78
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RE: Quick Questions Thread

Post by STEF78 »

How is it possible to take Odessa?

I have a good german corps (4 divs) under good command, rested 3 weeks...
But nothing good happens, twice.

I admit, I'm not using well airforce at the moment.

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Jango32
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RE: Quick Questions Thread

Post by Jango32 »

Begin naval patrol operations by turn 2 or turn 3. Make sure they are escorted with fighters and optionally run some air superiority in the region. Cut it off from the remaining hexes, and starve it for one or two turns then deliberate attack it with fully rested and 100 CPP divisions, with good support units.
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RE: Quick Questions Thread

Post by Denniss »

also add engineer and artillery support unis to fight for Odessa
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cain012
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RE: Quick Questions Thread

Post by cain012 »

Some of my units have received little to no supply, even though they don't have any admin failures. But next to this list it also says: "penalty : 9" . What does this mean?
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Darojax
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RE: Quick Questions Thread

Post by Darojax »

ORIGINAL: cain012

Some of my units have received little to no supply, even though they don't have any admin failures. But next to this list it also says: "penalty : 9" . What does this mean?

Could you provide a screenshot of the map, showing depots, and the location off the units that have not received supply?
Image
Tom_
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RE: Quick Questions Thread

Post by Tom_ »

Hi Folks,

I'm playing the Stalingrad to Berlin campaign as the Soviets.
* I have edited the campaign to remove the sudden 'victory levels' so I can play to the end of the war.

On turn 1 I have begun my encirclement around Stalingrad in order to isolate and kill/capture the German forces in the city.
During the German turn 1 they have pulled out almost all their forces from the area, leaving me to capture the city uncontested (which as we know didn't happen and was never likely).

I have played the scenario three times before with victory levels left alone and not seen the AI leave the city like that before; but this is the first time I have played without the sudden victory points on. - Can someone confirm this behaviours is the AI responding to the points being 'turned off'?

If it is because removing the score makes the AI behave less historically (e.g. its incentive for defending Stalingrad is gone because it (AI) gains no points) does anyone know how I can edit/play the campaign as historically plausible, but without the SV points ending the game early? (I know I could turn the difficulty up but I prefer to keep it vanilla)
Like the way there is a grand campaign with sudden victory turned off...

Thanks
carlkay58
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RE: Quick Questions Thread

Post by carlkay58 »

Tom - if you are playing the AI you can ignore the end of the game by VP and continue playing on. So you have no need to remove the VP Checks

cain012
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RE: Quick Questions Thread

Post by cain012 »

ORIGINAL: Darojax

Could you provide a screenshot of the map, showing depots, and the location off the units that have not received supply?

Hi, I apologize, having reloaded the save to take the screenshot, the division in question is showing admin failures after all. No less than 4! Could have sworn it had none, but a "penalty" of nine last time I checked. So that's that.

The manual indicates that this "penalty" number refers to "any penalty that is being applied to various leader checks due to HQ command range or HQ unit command capacity impacting the HQ units in the unit's chain of command." Not the clearest sentence, but am I to understand that even if the division itself has no admin failures, there could be a failure higher up in its subordination chain that could impact what supply it receives? And this "penalty" number indicates that it's somewhere in its line of succession? Wish the meaning of the number and the problem it points to were a little clearer but maybe I'm just being a bit dim.

To be clear, I'm referring to the "Penalty" in brackets next to the admin failures entry on the supply details window.
Teo41_ITA
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RE: Quick Questions Thread

Post by Teo41_ITA »

ORIGINAL: Teo41_ITA

When a combat unit arrives in the Reserve TB (at 100% TOE), does the AI automatically put it on the map where it think it is mostly needed? Or will the AI keep it in the Reserve TB?

[&:]
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RE: Quick Questions Thread

Post by loki100 »

ORIGINAL: Teo41_ITA

When a combat unit arrives in the Reserve TB (at 100% TOE), does the AI automatically put it on the map where it think it is mostly needed? Or will the AI keep it in the Reserve TB?

the AI regularly moves units to the map
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