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RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Thu Mar 10, 2016 7:30 am
by RichardAckermann
I wish to be able to select a target hex for naval attack. I know where the enemy is unloading, but I still need to spot him with scouts.
Please allow for selecting a target just as with LRCAP.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Thu Mar 10, 2016 9:23 am
by Grfin Zeppelin
ORIGINAL: RichardAckermann

I wish to be able to select a target hex for naval attack. I know where the enemy is unloading, but I still need to spot him with scouts.
Please allow for selecting a target just as with LRCAP.
Didnt knew that and its a start for sure but it would also be handy for many others situations.
That said its only worthwile to implement if it does not need much work I think.So I was just curious if its even possible.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Thu Mar 10, 2016 9:53 am
by Admiral DadMan
ORIGINAL: Gräfin Zeppelin

ORIGINAL: RichardAckermann

I wish to be able to select a target hex for naval attack. I know where the enemy is unloading, but I still need to spot him with scouts.
Please allow for selecting a target just as with LRCAP.
Didnt knew that and its a start for sure but it would also be handy for many others situations.
That said its only worthwile to implement if it does not need much work I think.So I was just curious if its even possible.
This is already in the game - it's the "Recon" function.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Thu Mar 10, 2016 12:05 pm
by RichardAckermann
You mean I can send 26 Bettys to recon a Hex near Tarawa and they will torpedo any ships found there? I'm gonna try that the next time I can predict the position of an allied TF.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Thu Mar 10, 2016 12:24 pm
by Admiral DadMan
ORIGINAL: RichardAckermann

You mean I can send 26 Bettys to recon a Hex near Tarawa and they will torpedo any ships found there? I'm gonna try that the next time I can predict the position of an allied TF.
Sorry, I mis-read your post. You can Recon target the base in a hex, not a TF.

You shouldn't have to do that though. Setting your air group to Naval Attack should be sufficient. You could also set Naval search to 10% and narrow the search arc to center on the target hex.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Thu Mar 10, 2016 1:11 pm
by Lokasenna
ORIGINAL: Admiral DadMan
ORIGINAL: RichardAckermann

You mean I can send 26 Bettys to recon a Hex near Tarawa and they will torpedo any ships found there? I'm gonna try that the next time I can predict the position of an allied TF.
Sorry, I mis-read your post. You can Recon target the base in a hex, not a TF.

You shouldn't have to do that though. Setting your air group to Naval Attack should be sufficient. You could also set Naval search to 10% and narrow the search arc to center on the target hex.

You can actually Recon any hex, even one in the middle of the ocean.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Thu Mar 10, 2016 1:13 pm
by Lokasenna
Does anyone else find it maddening that when you are manually selected pilots for your units via Request Veteran, the UI defaults to those pilots in the reserve of other groups instead of your global Reserve pools?


Does anyone even assign pilots from the reserve of other groups? I mean I guess you could use it to skip a step for the pilot by putting them into group reserve in another group, then transferring, but it's far more efficient (and just better) to do everything through your global reserve pools.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Thu Mar 10, 2016 1:25 pm
by Admiral DadMan
ORIGINAL: Lokasenna

ORIGINAL: Admiral DadMan
ORIGINAL: RichardAckermann

You mean I can send 26 Bettys to recon a Hex near Tarawa and they will torpedo any ships found there? I'm gonna try that the next time I can predict the position of an allied TF.
Sorry, I mis-read your post. You can Recon target the base in a hex, not a TF.

You shouldn't have to do that though. Setting your air group to Naval Attack should be sufficient. You could also set Naval search to 10% and narrow the search arc to center on the target hex.

You can actually Recon any hex, even one in the middle of the ocean.
^^ That too.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Thu Mar 10, 2016 4:14 pm
by GetAssista
ORIGINAL: Lokasenna
Does anyone else find it maddening that when you are manually selected pilots for your units via Request Veteran, the UI defaults to those pilots in the reserve of other groups instead of your global Reserve pools?
Click on green text under "From:", cycle until "Reserve(XX)" and this airgroup will default to global pool from now on

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Thu Mar 10, 2016 4:31 pm
by Lokasenna
ORIGINAL: GetAssista
ORIGINAL: Lokasenna
Does anyone else find it maddening that when you are manually selected pilots for your units via Request Veteran, the UI defaults to those pilots in the reserve of other groups instead of your global Reserve pools?
Click on green text under "From:", cycle until "Reserve(XX)" and this airgroup will default to global pool from now on

OK, that's good to know - still have to do it for every stinkin' air group though.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Fri Mar 11, 2016 7:17 am
by RichardAckermann
ORIGINAL: Admiral DadMan
...
Setting your air group to Naval Attack should be sufficient. You could also set Naval search to 10% and narrow the search arc to center on the target hex.

Yes, sir. But that would mean spending a few bombers to find a fleet when I already exactly know where they are. Moving towards Tarawa with 5 hex per turn.
I have but one chance to strike them before they landfall, and I want to have every craft available attacking.
We should be able to send a strike mission to a suspected enemy fleet even without having some AC confirm "yup, they are really here".

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Fri Mar 11, 2016 10:09 am
by HansBolter
ORIGINAL: RichardAckermann

ORIGINAL: Admiral DadMan
...
Setting your air group to Naval Attack should be sufficient. You could also set Naval search to 10% and narrow the search arc to center on the target hex.

Yes, sir. But that would mean spending a few bombers to find a fleet when I already exactly know where they are. Moving towards Tarawa with 5 hex per turn.
I have but one chance to strike them before they landfall, and I want to have every craft available attacking.
We should be able to send a strike mission to a suspected enemy fleet even without having some AC confirm "yup, they are really here".

This could be heavily exploited to use air to target hexes for naval interdiction.

The game already allows for naval interdiction out to what ever radius you set you anti-naval air assets to, but the tactical AI decides if a mission targets a particular hex.

The lack of tactical control is one of the hallmarks of the game and not one to be lightly abandoned.

I can't say I'm for your proposal.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Sun Mar 13, 2016 2:38 pm
by Lokasenna
ORIGINAL: RichardAckermann

ORIGINAL: Admiral DadMan
...
Setting your air group to Naval Attack should be sufficient. You could also set Naval search to 10% and narrow the search arc to center on the target hex.

Yes, sir. But that would mean spending a few bombers to find a fleet when I already exactly know where they are. Moving towards Tarawa with 5 hex per turn.
I have but one chance to strike them before they landfall, and I want to have every craft available attacking.
We should be able to send a strike mission to a suspected enemy fleet even without having some AC confirm "yup, they are really here".

You know, but your units in the game don't. They will know when there is a DL on the enemy.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Sun Mar 13, 2016 5:07 pm
by Admiral DadMan
New Suggestion:

Sub TF's
-TF Routing
-Set Patrol Zone
-Patrol Around Target

Right now, when "Patrol Around Target" is used, "Linger Days" is randomly set at 0-2 days, which (to me) is annoying to have to click 3-6 more times to set them all to what I want, which is 0 or 1 day across the board.

Can the Linger Days at the boundaries have all 3 initially populate to 0 or 1 day? or can there be a button to select them all to be a certain number of days?

Is this feasible from a programming standpoint?

Thank you.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Tue Mar 15, 2016 10:26 am
by John B.
I'm not sure if this fits with the request, but is it possible to get a list of the squads and devices that have been destroyed just like we get a list of air frames shot down and ships sunk? I'm curious, for example, just how many Japanese tanks I've killed and how many stuarts etc.. have died.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Tue Mar 15, 2016 2:07 pm
by Lokasenna
ORIGINAL: John B.

I'm not sure if this fits with the request, but is it possible to get a list of the squads and devices that have been destroyed just like we get a list of air frames shot down and ships sunk? I'm curious, for example, just how many Japanese tanks I've killed and how many stuarts etc.. have died.

You can SORT OF get this if you use Tracker, but only for your own devices. If you go into the Devices data set, then find the device you want to look at and highlight it. Then click on "History" and it will bring up a new window that shows several useful things. Among them is the "Used" column, which shows how many of the devices have been pulled from the pools (so does not include those that spawn), which you can compare to the "Active" column to determine how many have been destroyed. Sort of. There will be some fuzziness there. Withdrawals out of theater and any squads that upgraded to the next squad, for example, would need to be subtracted in order to get true "destroyed" numbers.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Tue Mar 15, 2016 3:53 pm
by John B.
Lokasenna, thanks. If it was easy to add to the game as an additional info. screen that would be very interesting, even with the FOW for enemy items.

RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Wed Mar 16, 2016 8:37 am
by Ian R
A Question -

My lap top died, suddenly. Right now it's very inconvenient, but in a few days it will not be missed.

I now have one of those HP all in one desk tops with a 19.5 inch screen, more computing power than the Apollo program, etc.

I re-downloaded AE and all of the helpful things that Matrix implemented - registration links, re-download activation, serial number retrieval, were WAD, so thank you Matrix.

The question is, is this public beta now part of the download installation? Or do I need to grab it and patch it in?

rgds


RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Wed Mar 16, 2016 12:26 pm
by BBfanboy
ORIGINAL: Ian R

A Question -

My lap top died, suddenly. Right now it's very inconvenient, but in a few days it will not be missed.

I now have one of those HP all in one desk tops with a 19.5 inch screen, more computing power than the Apollo program, etc.

I re-downloaded AE and all of the helpful things that Matrix implemented - registration links, re-download activation, serial number retrieval, were WAD, so thank you Matrix.

The question is, is this public beta now part of the download installation? Or do I need to grab it and patch it in?

rgds
AFAIK the site only gives you the last OFFICIAL version of the game. You can check your game version by opening it to the main menu screen (that looks like a radio). The version number is at the top. I do not have the Betas, so my version is 17.11.24 Dec. 25, 2014. The Betas are something like 17.11.25R10. The Beta link is in the first thread in the stickys at the top of the Tech Forum.


RE: Patch 07 - Unofficial Public Beta & UI Suggestions

Posted: Wed Mar 16, 2016 12:48 pm
by Ian R
Got it, thanks.