Some questions for JFBs

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rustysi
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RE: Some questions for JFBs

Post by rustysi »

I was under the assumption that the different airframe type didn't apply to the bomber category (light, medium, level, heavy bombers). Do you have a source for that?

Its been a while since I've done one directly from a single engine to a twin. Thought there was a difference, but I could be wrong. I know there's one on the IJN side of things. From what's said looks like its not on the IJA side.
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rustysi
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RE: Some questions for JFBs

Post by rustysi »

Herein lies the beauty of playing as Japan, ask five JFB's a question and they'll give you fifteen different answers.

So true.[:D]
It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

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rustysi
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RE: Some questions for JFBs

Post by rustysi »

The Lily IIb/c is a dive bomber, so you'd train NavB.

I get that only having two 100kg bombs is a downside, but it's a dive bomber...for the IJA. What else is there for the IJA bomber force to do in the late-game when the Allied flak stacks force all bombers above 18k?

Still not convinced.[:D] I prefer to use a different approach when it comes to opposing Allied naval incursions. We'll see how it plays out in a PBEM game (eventually).[:)]
It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

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rustysi
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RE: Some questions for JFBs

Post by rustysi »

I always have engine bonus.

I'm OK with producing 500 of the models that use it, or if not... it's just HI. The engine begins producing much earlier than the plane R&D factories are even fully repaired.

OK, your preference.

As for the last statement. While its true I usually then turn those engine R&D factories over to a different engine. I only have one produce the Ha-60. I'll probably produce a little more than I first thought, but no more than 300.
It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

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rustysi
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RE: Some questions for JFBs

Post by rustysi »

Both Judy recons are SR 2. The Judy can go 21 hexes on droptanks, the Irving 22. That's one more hex for twice the production cost.

The Judy recon's are better value for money, and as a discount you can slap them on your CV's.

I still like the Irving as well. There natural normal range is just right, twelve. Its not like you'll build them in the thousands. There're are no more than five or six units that can use them at any one time in the game anyway. To that there is a withdrawal or two. I figure about 100-125, if that. The Judy recon, about 100 should do.

As to the section in bold, those are max ranges. Lot's can go wrong with their use, and as has been said you won't spot too much that far out. So the normal range of twelve works for me. Not that I wouldn't look further on occasion, just not as a rule. Besides I have quite a number of aircraft that look that far out.
It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

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Kull
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RE: Some questions for JFBs

Post by Kull »

ORIGINAL:
The 5 pools are:
fighter, bomber, patrol, transport, recon

moving pilots from pool "x" to pool "y" will incur a small exp loss
moving between TB, Level light, med, hvy, DB, etc won't because they are all bomber pilots

Start any game as Japan and move a top level Kate pilot to a Betty unit (or vice versa). You'll get an experience hit every time.

Edit: See this post and the ones that follow. As they say, "it's complicated". In particular note Juan's post #57. I think he nails it on that one (i.e there's 14 classes, not 5)
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Jorge_Stanbury
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RE: Some questions for JFBs

Post by Jorge_Stanbury »

I think you are right; it is 14 classes not 5
meaning that Betty to Kate will reduce (but not Ida to Helen)

I will check if transferring "X" number of pilots button reduces experience; as this is what I use 99% of the times
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Kull
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RE: Some questions for JFBs

Post by Kull »

My post from later in that thread:
ORIGINAL: Kull

More testing (for the record, it's the 1123x10 Beta, but I don't think that matters). There are three ways to get a pilot out of the Reserve Pool, and they provide three completely different outcomes. From worst to best:

1) From the "Request Veteran" screen, click on the pilot's name. Result: Experience Lost AND Chance of Delay (1-to-7 turns)

2) On the unit screen, use "Get New Pilot" button with "From..." set to "Reserve(##)". Result: Experience Lost BUT No Delay (pilot moves immediately into the selecting unit)

3) From the "Request Veteran" screen, click the "Release Pilot" button (presumably the button associated with "Most Experienced"). Result: No Experience Lost AND No Delay (pilot moves immediately into the selecting unit)

This definitely sounds like a bug. Having three different outcomes from basically the same action (moving a pilot from one unit to another) seems unusual, to put it mildly.

Kind of annoying that you get three completely different results, all depending on which method you choose. One of which does NOT impact experience (no matter what airframe they move to/from)
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sstevens06
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RE: Some questions for JFBs

Post by sstevens06 »

ORIGINAL: Alfred

This is a better thread on the subject of pilot transfers.

http://www.matrixgames.com/forums/tm.asp?m=3847055&mpage=2&key=experience&#3854495

Alfred


Thank you Alfred for your encyclopedic knowledge and contributions to this forum!
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ElvisDaKing
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RE: Some questions for JFBs

Post by ElvisDaKing »

ORIGINAL: obvert

ORIGINAL: ElvisDaKing

Armor, as per my understanding, only increases survivability of your pilot if plane is shot down : it does not make plane more resistant to damage , for which you have to consider the Durability of the plane

Armor does make an airframe tougher and harder to shoot down in addition to increasing pilot survivability. I think they lump things like self-sealing tanks into armor, but the pilot not getting shot in the back with a 50cal bullet will also mean the plane is more likely to stay int he air. [;)]

This is also my understanding for armor but i am not convinced it's the way it is applied in game


Clearly I don't know how the routines combat are run (air to air and ground (AAA) to air), but i can assume that the data related to the 'durability' of the plane is the quantity of damage it can suffer.
Although, when i check some planes they have same durability despite some version have armor, and some don t :
Ki-43 IIa Oscar, armor = 0, Durability = 23
Ki-43 IIb Oscar, armor = 1, Durability = 23

Ki-49 Ia Helen, armor = 0, Durability = 40
Ki-49 IIa Helen, armor = 1, Durability = 40


In game, if armor would increase the capacity of the plane to resist more damage, i would believe that armored version would have increased durabulity compare to non armored version...
so my guess is that armor, in game, is only increasing the survivability of the pilot if his plane is shot down...
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