Glitch with upgrading Wildcats to Corsairs

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Hano
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Glitch with upgrading Wildcats to Corsairs

Post by Hano »

I seem to have a problem with my Corsairs, I had plenty of space on the Yorktown (30a/c short of the 90) so I thought that I would add a detachment of 18 Corsairs that I'd just upgraded from Wildcats.

I found that this suadron of 18 appeared to show as if each of the 18 represented 4 a/c for each one taking the number of aircraft on the Yorktown to 132.

If I take the 18 Corsairs off the ship the number of a/c on the Yorktown drops back from 132 to 60.

Is this a glitch in the game - if so can I fix it or do i have to keep the Corsairs land based.

Or is this a deliberate act to offset something I'm not aware of???

Any help appreciated

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Maallon
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RE: Glitch with upgrading Wildcats to Corsairs

Post by Maallon »

The first Corsair Model F4U-1 that you get is not carrier capable. Only the successor Models, like the F4U-1A, are.
Basically your Aircraft Carrier acts like an AKV for these Corsairs at the moment, with the notable difference that you can transfer them to another base by air or onto another carrier in the same hex.(see Manual 7.0.1.1.1)
But they cannot fly any sorties.

Not entirely sure what the jump of the aircraft capacity is about though, but it has likely something to do with this.
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RE: Glitch with upgrading Wildcats to Corsairs

Post by Ambassador »

ORIGINAL: Maallon

The first Corsair Model F4U-1 that you get is not carrier capable. Only the successor Models, like the F4U-1A, are.
Basically your Aircraft Carrier acts like an AKV for these Corsairs at the moment, with the notable difference that you can transfer them to another base by air or onto another carrier in the same hex.(see Manual 7.0.1.1.1)
But they cannot fly any sorties.

Not entirely sure what the jump of the aircraft capacity is about though, but it has likely something to do with this.
Ît does. Non Carrier Capable aircrafts transported by a CV occupy four times their space, which is consistent with the screenshot :
- 60 Wildcats in three squadrons
- 18 Corsaires x4 = 72
Total : 132.
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RE: Glitch with upgrading Wildcats to Corsairs

Post by Evoken »

Nevermind ambassador replied before me :D
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RE: Glitch with upgrading Wildcats to Corsairs

Post by Ambassador »

ORIGINAL: Evoken

Nevermind ambassador replied before me :D
Sorry.[:D]
Hano
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RE: Glitch with upgrading Wildcats to Corsairs

Post by Hano »

Thanks gents, thats much appreciated I overlooked that!
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RE: Glitch with upgrading Wildcats to Corsairs

Post by BBfanboy »

ORIGINAL: Maallon

The first Corsair Model F4U-1 that you get is not carrier capable. Only the successor Models, like the F4U-1A, are.
Basically your Aircraft Carrier acts like an AKV for these Corsairs at the moment, with the notable difference that you can transfer them to another base by air or onto another carrier in the same hex.(see Manual 7.0.1.1.1)
But they cannot fly any sorties.

Not entirely sure what the jump of the aircraft capacity is about though, but it has likely something to do with this.
The F4U-1 should not be able to transfer to another carrier by air because they have no tail hook to make the landing. They can launch from a carrier OK but need a crane to get loaded on one. I doubt that a CV to CV transfer by crane is doable, even in the calmest seas! Fly them off to an air base ASAP, or if they cannot launch because of overstacking penalties, get to a base where they can be craned off. If the port is too small to dock the carrier you should be able to disband it and then transfer the aircraft off by crane (Transfer to Base option).
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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Maallon
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RE: Glitch with upgrading Wildcats to Corsairs

Post by Maallon »

ORIGINAL: BBfanboy

ORIGINAL: Maallon

The first Corsair Model F4U-1 that you get is not carrier capable. Only the successor Models, like the F4U-1A, are.
Basically your Aircraft Carrier acts like an AKV for these Corsairs at the moment, with the notable difference that you can transfer them to another base by air or onto another carrier in the same hex.(see Manual 7.0.1.1.1)
But they cannot fly any sorties.

Not entirely sure what the jump of the aircraft capacity is about though, but it has likely something to do with this.
The F4U-1 should not be able to transfer to another carrier by air because they have no tail hook to make the landing. They can launch from a carrier OK but need a crane to get loaded on one. I doubt that a CV to CV transfer by crane is doable, even in the calmest seas! Fly them off to an air base ASAP, or if they cannot launch because of overstacking penalties, get to a base where they can be craned off. If the port is too small to dock the carrier you should be able to disband it and then transfer the aircraft off by crane (Transfer to Base option).

It is written in the manual that it is possible to transfer them from CV to CV by Crane.(7.0.1.1.1)

I am no expert on this topic but I would generally tend to agree with you that in real life this would be very difficult to pull off, but it seems to be possible in the game.
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RE: Glitch with upgrading Wildcats to Corsairs

Post by Ambassador »

ORIGINAL: Maallon

ORIGINAL: BBfanboy

ORIGINAL: Maallon

The first Corsair Model F4U-1 that you get is not carrier capable. Only the successor Models, like the F4U-1A, are.
Basically your Aircraft Carrier acts like an AKV for these Corsairs at the moment, with the notable difference that you can transfer them to another base by air or onto another carrier in the same hex.(see Manual 7.0.1.1.1)
But they cannot fly any sorties.

Not entirely sure what the jump of the aircraft capacity is about though, but it has likely something to do with this.
The F4U-1 should not be able to transfer to another carrier by air because they have no tail hook to make the landing. They can launch from a carrier OK but need a crane to get loaded on one. I doubt that a CV to CV transfer by crane is doable, even in the calmest seas! Fly them off to an air base ASAP, or if they cannot launch because of overstacking penalties, get to a base where they can be craned off. If the port is too small to dock the carrier you should be able to disband it and then transfer the aircraft off by crane (Transfer to Base option).

It is written in the manual that it is possible to transfer them from CV to CV by Crane.(7.0.1.1.1)

I am no expert on this topic but I would generally tend to agree with you that in real life this would be very difficult to pull off, but it seems to be possible in the game.
No, it isn’t so.

Section 7.0.1.1.1, §4 (page 142) only states that a squadron (for F, FB, DB or TB types) which is neither Carrier Trained nor Carrier Capable, can :
- be loaded with cranes to a Carrier in the same hex (if in a base)
- fly from the Carrier when ordered to transfer to a base.

As such, it’s an either/or situation. The first one happens when you transfer a squadron from a plane to a CV in the same hex, while the second is the only way a squadron may fly off from a Carrier.

The mention of cranes really means it needs to be in a base.

EDIT : in other words, the phrase « and is located on a Carrier » is to be disregarded.[;)]
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Maallon
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RE: Glitch with upgrading Wildcats to Corsairs

Post by Maallon »

Okay yeah, this definitely makes much more sense.
Maybe the phrase should actually mean "and is located in a base" [:D]

Thanks for clearing that up, Ambassador!
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RE: Glitch with upgrading Wildcats to Corsairs

Post by geofflambert »

Show of hands: How many players have not made the mistake of putting those Corsairs on carriers? I don't see any hands, must be everybody. [:'(]

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RE: Glitch with upgrading Wildcats to Corsairs

Post by BBfanboy »

ORIGINAL: geofflambert

Show of hands: How many players have not made the mistake of putting those Corsairs on carriers? I don't see any hands, must be everybody. [:'(]
My hand is up, but only because someone posted in an AAR about the problem just before I got to the game date where the F4U-1s arrive. [8D]
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RE: Glitch with upgrading Wildcats to Corsairs

Post by RangerJoe »

ORIGINAL: BBfanboy

ORIGINAL: geofflambert

Show of hands: How many players have not made the mistake of putting those Corsairs on carriers? I don't see any hands, must be everybody. [:'(]
My hand is up, but only because someone posted in an AAR about the problem just before I got to the game date where the F4U-1s arrive. [8D]

+1
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Ian R
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RE: Glitch with upgrading Wildcats to Corsairs

Post by Ian R »

ORIGINAL: geofflambert

Show of hands: How many players have not made the mistake of putting those Corsairs on carriers? I don't see any hands, must be everybody. [:'(]

I don't think I've done it in AE.

I have another comment for Hano - the squadron named VRF-1F is a replenishment squadron, that, based on land, or on a CVE in a replenishment TF, provides new aircraft (in working condition) to carriers at sea.

If I were you I would

- fly VRF-1F off the Hornet for use elsewhere,

- downgrade VMF-112 to carrier capable F4F

- and put either 2 more 18 machine VMFs, or a VF with 36 to 49 machines maximum, on board.

That will give you a carrier with between 90 and 103 fighters on it, which seems to what you are aiming for.

Notes:

You can have up to 5 air groups on a CV & still operate aircraft.

You can over fill a carrier to 115% of capacity, and still operate aircraft.

However:

When a carrier gets damaged/sunk, fragments of its air groups will land on other carriers if possible.

IF you already have 5 groups, they can't use Hornet as an emergency deck.

Further, if you have overfilled your CV to near 115% capacity, then any fragment that does land aboard might tip over the maximum and cause a cessation of air operations.

Last, but not least, do not put reserve aircraft in carrier groups if the total amount of machines, including the reserves, exceeds 115% of capacity. There will be times when machines are in repair/maintenance, and the reserves are called in to use - at which point they will all count against carrier capacity.

My suggestion would be to find some of the VMFs that have finished their schedule resizes, and put 3 of those on board, resize them to 32 machines each, for a total of 96 aircraft, well within capacity + 115%, and with a little space (2 groups, 7 machines) for fragments if needed. Alternatively you could ship 7 more fighters as reserves spread amongst the three groups. That takes you to capacity, but in the event there are fragments looking for a deck, you will likely have lost some fighters.

Edit - once an airgroup has completed any scenario programed size changes, then if sent on board a carrier, you can resize the group to whatever number you want - up to the maximum being the carrier's capacity. In theory, if you have one VMF that qualifies, you could upsize it to 90. If you are playing the AI, he won't complain.

That resize only works in a major port (7 + 20,000k supplies, IIRC), and is achieved by issuing the resize instruction in the airgroup screen and then disbanding the carrier TF into port. Also, if you just leave the carrier TF docked for a few days it might sort itself out.
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RE: Glitch with upgrading Wildcats to Corsairs

Post by HansBolter »

ORIGINAL: Ian R
ORIGINAL: geofflambert

Show of hands: How many players have not made the mistake of putting those Corsairs on carriers? I don't see any hands, must be everybody. [:'(]

I don't think I've done it in AE.

I have another comment for Hano - the squadron named VRF-1F is a replenishment squadron, that, based on land, or on a CVE in a replenishment TF, provides new aircraft (in working condition) to carriers at sea.

If I were you I would

- fly VRF-1F off the Hornet for use elsewhere,

- downgrade VMF-112 to carrier capable F4F

- and put either 2 more 18 machine VMFs, or a VF with 36 to 49 machines maximum, on board.

That will give you a carrier with between 90 and 103 fighters on it, which seems to what you are aiming for.

Notes:

You can have up to 5 air groups on a CV & still operate aircraft.

You can over fill a carrier to 115% of capacity, and still operate aircraft.

However:

When a carrier gets damaged/sunk, fragments of its air groups will land on other carriers if possible.

IF you already have 5 groups, they can't use Hornet as an emergency deck.

Further, if you have overfilled your CV to near 115% capacity, then any fragment that does land aboard might tip over the maximum and cause a cessation of air operations.

Last, but not least, do not put reserve aircraft in carrier groups if the total amount of machines, including the reserves, exceeds 115% of capacity. There will be times when machines are in repair/maintenance, and the reserves are called in to use - at which point they will all count against carrier capacity.

My suggestion would be to find some of the VMFs that have finished their schedule resizes, and put 3 of those on board, resize them to 32 machines each, for a total of 96 aircraft, well within capacity + 115%, and with a little space (2 groups, 7 machines) for fragments if needed. Alternatively you could ship 7 more fighters as reserves spread amongst the three groups. That takes you to capacity, but in the event there are fragments looking for a deck, you will likely have lost some fighters.

Edit - once an airgroup has completed any scenario programed size changes, then if sent on board a carrier, you can resize the group to whatever number you want - up to the maximum being the carrier's capacity. In theory, if you have one VMF that qualifies, you could upsize it to 90. If you are playing the AI, he won't complain.

That resize only works in a major port (7 + 20,000k supplies, IIRC), and is achieved by issuing the resize instruction in the airgroup screen and then disbanding the carrier TF into port. Also, if you just leave the carrier TF docked for a few days it might sort itself out.


+1

Sound advice.
Hans

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Moltrey
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RE: Glitch with upgrading Wildcats to Corsairs

Post by Moltrey »

I just remember reading when I was younger that the Navy didn't rate the Corsair qualified for carrier ops and landings until the later A model addressed the shortcomings of the original.
Seem to recall they were nervous about the lack of forward vision afforded the pilots and the landing gear. So, the Marines got them. Probably for the best really, they made a big difference at a crucial time.
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RE: Glitch with upgrading Wildcats to Corsairs

Post by CV10 »

ORIGINAL: RangerJoe

ORIGINAL: BBfanboy

ORIGINAL: geofflambert

Show of hands: How many players have not made the mistake of putting those Corsairs on carriers? I don't see any hands, must be everybody. [:'(]
My hand is up, but only because someone posted in an AAR about the problem just before I got to the game date where the F4U-1s arrive. [8D]

+1

+2
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RE: Glitch with upgrading Wildcats to Corsairs

Post by btd64 »

ORIGINAL: CV10

ORIGINAL: RangerJoe

ORIGINAL: BBfanboy



My hand is up, but only because someone posted in an AAR about the problem just before I got to the game date where the F4U-1s arrive. [8D]

+1

+2

+3
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RE: Glitch with upgrading Wildcats to Corsairs

Post by Ian R »

ORIGINAL: Moltrey

I just remember reading when I was younger that the Navy didn't rate the Corsair qualified for carrier ops and landings until the later A model addressed the shortcomings of the original.
Seem to recall they were nervous about the lack of forward vision afforded the pilots and the landing gear. So, the Marines got them. Probably for the best really, they made a big difference at a crucial time.

There was a stall problem - one wing stalled at a higher speed than the other causing an unfortunate uncontrolled aerobatic maneuver. That was fixed by adding a strip of metal to one of the wings to equalise matters. There was also a sink rate problem - the Corsair had a tendency to float before finally landing, see below regarding wing clipping. There was also a "stiffness" problem with the undercarriage legs causing landing bounce. That was rectified by a smart young engineer who fitted a hydraulic bleed valve to the oleos.

The FAA worked out a fix for the vision problem - a curved approach so that pilot had vision of the deck until the last moment. The USN/MC was happy to adopt that to get the Corsair certified for shipborne operation.

Additionally, the birdcage cockpit hood was changed to the more familiar Spitfire-like "malcom bulge" - meaning the pilot could get his head up and "out of the cockpit" for better vision.

The FAA also clipped the wings of its corsairs by eight inches. That was done so that in the folded position the aircraft fit in the hangers on the Illustrious class. Unexpectedly, the clipped Corsair had an improved sink rate, making it easier to land.

Edit: spelling.
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RE: Glitch with upgrading Wildcats to Corsairs

Post by Ian R »

Added to the above -pilot skill, and skill specifically directed at placing this particular aircraft on a deck - Click the image to go to the video:

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