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RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 9:34 am
by goodboyladdie
ORIGINAL: rjopel
Search vectors and assinging multiple missions to one unit.
AWE INSPIRING. [&o] I'm gonna be playing this game forever.
(Which is probably how long it will take to finish.)
With the level of detail we will have it will take forever to play!
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 9:59 am
by herwin
ORIGINAL: Terminus
There's a separate screen where you can set the percentage of aircraft to search and the degrees you want them to search (for every air group). So you can, for instance, set 50% of your PBY's to search in the arc from 180 to 270 degrees on the compass.
Or any other combo.
Do you use the resulting search rate to generate detections?
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 11:02 am
by John Lansford
Isn't this getting just a little too micromanaged? What's next, getting to decide the exact ordinance loadout for each plane going out on patrol?
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 11:10 am
by m10bob
ORIGINAL: John Lansford
Isn't this getting just a little too micromanaged? What's next, getting to decide the exact ordinance loadout for each plane going out on patrol?
I wish this were the case..Assignable vectors and choice of ordinance loads was a feature of another Grigsby game in the early 90's..(Carrier Force?)..It also had the ability to "loiter" in an area if the planes did not locate the intended target on the first trip out. Different scale, but still a nice touch of chrome.
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 12:38 pm
by ny59giants
I actually like the idea of having 90 degree search vectors. I'm tired of having KB and/or a BB/CA TF appear out of the blue even though I have 2 PBY squadrons on naval search from a base. [:@] In some instance, I don't need them covering the area behind them as that base to the rear could do it.
Great idea guys!! [&o]
IMO, once you set up your search vectors, I don't think you be chnaging the setting very often.
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 12:55 pm
by herwin
ORIGINAL: ny59giants
I actually like the idea of having 90 degree search vectors. I'm tired of having KB and/or a BB/CA TF appear out of the blue even though I have 2 PBY squadrons on naval search from a base. [:@] In some instance, I don't need them covering the area behind them as that base to the rear could do it.
Great idea guys!! [&o]
IMO, once you set up your search vectors, I don't think you be chnaging the setting very often.
I agree, but the coverage should be definable for specific air units. For example, I would probably put some Seagulls on local ASW patrol at Oahu, a squadron or two of patrol bombers on 360 naval patrol over the islands, and the PBYs mostly on long-range search to the west and south with one squadron watching to the north.
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 3:16 pm
by Mike Solli
ORIGINAL: Terminus
There's a separate screen where you can set the percentage of aircraft to search and the degrees you want them to search (for every air group). So you can, for instance, set 50% of your PBY's to search in the arc from 180 to 270 degrees on the compass.
Or any other combo.
[X(] Wow!
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 4:19 pm
by John Lansford
So you could conceivably have a full squadron of 12 Catalinas search 360 degrees by assigning 8% of the squadron each a 30 degree search arc? Similar to the IJN's search pattern that fateful day in June 1942, where one search plane turned too early and the other went off course, and since they were the only ones on those search arcs no one saw the US CV's until it was too late...
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 4:48 pm
by Apollo11
Hi all,
ORIGINAL: Terminus
There's a separate screen where you can set the percentage of aircraft to search and the degrees you want them to search (for every air group). So you can, for instance, set 50% of your PBY's to search in the arc from 180 to 270 degrees on the compass.
Or any other combo.
Fantastic! [&o][&o][&o]
BTW, I made this post around 5 years ago: [:D]
Apollo11
Currently in UV (and in WitP) there is 360 deg (i.e. full circle) search pattern.
This effectively hampers and divides search effort and while the obvious and best solution is to have user defined search arcs (as I and many other UV people suggested many times).
I sincerely hope something like this will someday be available:

Leo "Apollo11"
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 5:47 pm
by Dili
That air zone search ability is great. I suppose the air search routines were improved since in Witp was too easy to find a ship, specialy submarines.
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 5:53 pm
by m10bob
And (by mathematical statistic) the odds are much improved that my carrier planes might actually hit enemy carriers north of me, than to hit empty barges much further south of me..[;)]
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 6:17 pm
by Grotius
Great news about search arcs! Will the arcs be only in multiples of 90 degrees? For example, can we search in a 60 degree arc? A 45 degree arc?
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 6:38 pm
by bradfordkay
My guess (which is all it is) is that the search sectors will be dictated by the hex grid. So we should probably see something like a North to Northeast search sector, as well as a NE to SE sector, SE to S, S to SW, and SW to NW, NW to N. This is merely conjecture...
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 10:09 pm
by m10bob
IMHO this one feature is worthy of the optional purchase of the AE..(Assignable search vectors).
If that fact/feature was not realized as such a vast improvement, one must wonder what other great things lurk in the shadows???[X(]
RE: Admiral's Edition Air War Thread
Posted: Mon Apr 21, 2008 11:28 pm
by Halsey
ORIGINAL: bradfordkay
My guess (which is all it is) is that the search sectors will be dictated by the hex grid. So we should probably see something like a North to Northeast search sector, as well as a NE to SE sector, SE to S, S to SW, and SW to NW, NW to N. This is merely conjecture...
Even better than that.[;)]
You're gonna love it.[8D]
RE: Admiral's Edition Air War Thread
Posted: Tue Apr 22, 2008 12:58 am
by timtom
ORIGINAL: Pauk
Will 20mm canon guns be more effective against transports? Usually, they can't even start fire on enemy transports....
The short answer is no, I'm afraid. The thing is that air- and naval combat are separate designs with separate device values which creates a disjunction when they interface, fx when an a/c strafes a ship. To align the devices would require us to completely recast one of the two designs, something we've rather shyed away from since the idea is to go gold sometime this century (just trying to understand the relevant code is hard enough).
RE: Admiral's Edition Air War Thread
Posted: Tue Apr 22, 2008 1:40 am
by jwilkerson
ORIGINAL: Grotius
Great news about search arcs! Will the arcs be only in multiples of 90 degrees? For example, can we search in a 60 degree arc? A 45 degree arc?
Arcs are set-able by degrees, so for example you can search from 193 degrees to 218 degrees.
RE: Admiral's Edition Air War Thread
Posted: Tue Apr 22, 2008 3:15 am
by bradfordkay
EDIT: there was no drooling smiley
RE: Admiral's Edition Air War Thread
Posted: Tue Apr 22, 2008 11:26 am
by Speedysteve
Cool. Thanks.
RE: Admiral's Edition Air War Thread
Posted: Tue Apr 22, 2008 5:56 pm
by HMSWarspite
Don't get too excited: the hexes are still in 60deg increments at 1 hex range! Only at extreme ranges will 1 deg make much difference!
Which is a thought - presumably some logic like 'if the centre of a hex in in arc it gets searched' would be used? In which case watch for funny shaped edges, and missed critical hexes! I think I would use 30deg resolution, no less (i.e. search 180 to 210 in the example above! or more likely 150 to 240!)
Further thought: search 181 to 191 and you would not search any hexes at close range!