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Carrying torpedoes
Posted: Thu May 02, 2024 9:06 pm
by Gratch1111
So have a GM4 bomber unit at the same base as its unit HQ. The base has +20000 supplies, and is a level 4 base. The HQ has 100 torpedoes but the GM4 unit cant choose torpedoes, well it can but the text is red. So what is the problem?
Re: Carrying torpedoes
Posted: Thu May 02, 2024 10:14 pm
by RangerJoe
The picture doesn't show me where the problem is.
Re: Carrying torpedoes
Posted: Thu May 02, 2024 10:36 pm
by Platoonist
Gratch1111 wrote: Thu May 02, 2024 9:06 pm
So have a GM4 bomber unit at the same base as its unit HQ. The base has +20000 supplies, and is a level 4 base. The HQ has 100 torpedoes but the GM4 unit cant choose torpedoes, well it can but the text is red. So what is the problem?
What type of strike mission have you set the Bettys for? If it's anything outside of naval attack, naval search, or training the torpedo text will always be in red no matter how many torpedoes or supplies you have at the base. (This is why posting a picture helps.)

- Naval Strike.jpg (5.45 KiB) Viewed 678 times
Re: Carrying torpedoes
Posted: Thu May 02, 2024 10:41 pm
by Gratch1111
I know about the picture, but since, at least I, cant just paste a picture into the question box, I forget how to do it the more complex way so I try to skip that solution, sorry.
Thanks for the answer, the mission was wrong
K
Re: Carrying torpedoes
Posted: Thu May 02, 2024 10:48 pm
by RangerJoe
To take a screen picture, press the "Windows" key and hold it while pressing the "prt sc" key. Then open a program like Paint 3D and paste the picture there. Crop and edit as needed, then save the picture. Then just move the picture into your open post or go down to the "attachments" and add the picture there by using the "Add files" button.
Re: Carrying torpedoes
Posted: Fri May 03, 2024 5:23 am
by Chris21wen
Gratch1111 wrote: Thu May 02, 2024 9:06 pm
So have a GM4 bomber unit at the same base as its unit HQ. The base has +20000 supplies, and is a level 4 base. The HQ has 100 torpedoes but the GM4 unit cant choose torpedoes, well it can but the text is red. So what is the problem?
Land base torpedo supply can only be provided by HQs in the same hex but you have to turn on torpedo supply. It is a separate function to supply. See here
https://www.matrixgames.com/forums/view ... 3&t=396274 page 17, Land Based Torpedo Support (7.2.1.10.2.2) for details.
Re: Carrying torpedoes
Posted: Fri May 03, 2024 6:28 am
by BBfanboy
i think you are mistaken about the Air HQ having to be in the same hex. I equipped the HQ at Clark Field with torps and it provided them to the PBYs at Clark the same turn, and on the next turn it also provided them to the PBYs at Manila. I think they can be provided to any squadron within HQ range but there may be a delay to transport them (behind the scenes).
The problem for the OP could be whether the target is in range of the bomber if it is equipped with torps. But the way he described it (can't choose torps) makes me think that is not the problem. Perhaps he has chosen a Port Strike?
Re: Carrying torpedoes
Posted: Fri May 03, 2024 10:40 am
by Torplexed
BBfanboy wrote: Fri May 03, 2024 6:28 am
The problem for the OP could be whether the target is in range of the bomber if it is equipped with torps. But the way he described it (can't choose torps) makes me think that is not the problem. Perhaps he has chosen a Port Strike?
Gratch stated he found the reason for the problem already in response to the third post.
Gratch1111 wrote: Thu May 02, 2024 10:41 pm
Thanks for the answer, the mission was wrong
Re: Carrying torpedoes
Posted: Fri May 03, 2024 4:20 pm
by BBfanboy
Torplexed wrote: Fri May 03, 2024 10:40 am
BBfanboy wrote: Fri May 03, 2024 6:28 am
The problem for the OP could be whether the target is in range of the bomber if it is equipped with torps. But the way he described it (can't choose torps) makes me think that is not the problem. Perhaps he has chosen a Port Strike?
Gratch stated he found the reason for the problem already in response to the third post.
Gratch1111 wrote: Thu May 02, 2024 10:41 pm
Thanks for the answer, the mission was wrong
Ah! I didn't know what he meant by that - now it makes sense. Really hard to torpedo a truck - only Hollywood movie producers managed to do that.
Re: Carrying torpedoes
Posted: Fri May 03, 2024 5:51 pm
by RangerJoe
BBfanboy wrote: Fri May 03, 2024 4:20 pm
Torplexed wrote: Fri May 03, 2024 10:40 am
BBfanboy wrote: Fri May 03, 2024 6:28 am
The problem for the OP could be whether the target is in range of the bomber if it is equipped with torps. But the way he described it (can't choose torps) makes me think that is not the problem. Perhaps he has chosen a Port Strike?
Gratch stated he found the reason for the problem already in response to the third post.
Gratch1111 wrote: Thu May 02, 2024 10:41 pm
Thanks for the answer, the mission was wrong
Ah! I didn't know what he meant by that - now it makes sense. Really hard to torpedo a truck - only Hollywood movie producers managed to do that.
What I believe what you are referring to was done by a
pink submarine.
Re: Carrying torpedoes
Posted: Sat May 04, 2024 6:44 am
by Chris21wen
BBfanboy wrote: Fri May 03, 2024 6:28 am
i think you are mistaken about the Air HQ having to be in the same hex. I equipped the HQ at Clark Field with torps and it provided them to the PBYs at Clark the same turn, and on the next turn it also provided them to the PBYs at Manila. I think they can be provided to any squadron within HQ range but there may be a delay to transport them (behind the scenes).
The problem for the OP could be whether the target is in range of the bomber if it is equipped with torps. But the way he described it (can't choose torps) makes me think that is not the problem. Perhaps he has chosen a Port Strike?
Yum! not what happened when I tested it? I'll do it again.
Re: Carrying torpedoes
Posted: Sat May 04, 2024 10:09 am
by Chris21wen
Chris21wen wrote: Sat May 04, 2024 6:44 am
BBfanboy wrote: Fri May 03, 2024 6:28 am
i think you are mistaken about the Air HQ having to be in the same hex. I equipped the HQ at Clark Field with torps and it provided them to the PBYs at Clark the same turn, and on the next turn it also provided them to the PBYs at Manila. I think they can be provided to any squadron within HQ range but there may be a delay to transport them (behind the scenes).
The problem for the OP could be whether the target is in range of the bomber if it is equipped with torps. But the way he described it (can't choose torps) makes me think that is not the problem. Perhaps he has chosen a Port Strike?
Yum! not what happened when I tested it? I'll do it again.
Didn't take long to find out you are correct. Took me longer to find out why I was wrong. Tested some mor plus found my old test result (remarkedly) and it's the Command HQs that seem to be restricted in range and NOT the Air HQ. However, I can no longer get the Command HQ to provide torpedos auromatically without adding torp ordnance to their weaponary. Can someone else check to see if it's me or game please?
Re: Carrying torpedoes
Posted: Sat May 04, 2024 2:57 pm
by BBfanboy
There is no way to add torps to any Command HQ in my Scenario 1/1126a game version. When the game first came out it was the Command HQs that provided torps automatically, but there were too few of that HQ type so in a major update the Air HQs were given the power to supply torps but they must first draw them from supply. They can be set to automatically draw more torps from supply if you leave their "Replacements" switch ON. They will replace usage as long as supply is sufficient. What I haven't figured out is how to reduce the max torp holdings once you have brought in a given amount - e.g. you had lots of TBs to supply for a while so the Air HQ was set to hold 60 torps, replacements enabled. But the war moved on and so did most of the TBs so you only need to hold 20 torps - but you can't lower the 60 max figure.
Re: Carrying torpedoes
Posted: Sat May 04, 2024 3:12 pm
by RangerJoe
BBfanboy wrote: Sat May 04, 2024 2:57 pm
There is no way to add torps to any Command HQ in my Scenario 1/1126a game version. When the game first came out it was the Command HQs that provided torps automatically, but there were too few of that HQ type so in a major update the Air HQs were given the power to supply torps but they must first draw them from supply. They can be set to automatically draw more torps from supply if you leave their "Replacements" switch ON. They will replace usage as long as supply is sufficient. What I haven't figured out is how to reduce the max torp holdings once you have brought in a given amount - e.g. you had lots of TBs to supply for a while so the Air HQ was set to hold 60 torps, replacements enabled. But the war moved on and so did most of the TBs so you only need to hold 20 torps - but you can't lower the 60 max figure.
You can go back and change the maximum for the air HQ.
Re: Carrying torpedoes
Posted: Sat May 04, 2024 10:54 pm
by BBfanboy
I tried but can't subtract any from the max. Are you running version 1127Beta?
Re: Carrying torpedoes
Posted: Sun May 05, 2024 12:24 am
by RangerJoe
BBfanboy wrote: Sat May 04, 2024 10:54 pm
I tried but can't subtract any from the max. Are you running version 1127Beta?
I have done it on 1126b as well as the 1127 Beta (Beta as well) so it should work.
Re: Carrying torpedoes
Posted: Sun May 05, 2024 6:18 am
by Chris21wen
BBfanboy wrote: Sat May 04, 2024 2:57 pm
There is no way to add torps to any Command HQ in my Scenario 1/1126a game version. When the game first came out it was the Command HQs that provided torps automatically, but there were too few of that HQ type so in a major update the Air HQs were given the power to supply torps but they must first draw them from supply. They can be set to automatically draw more torps from supply if you leave their "Replacements" switch ON. They will replace usage as long as supply is sufficient. What I haven't figured out is how to reduce the max torp holdings once you have brought in a given amount - e.g. you had lots of TBs to supply for a while so the Air HQ was set to hold 60 torps, replacements enabled. But the war moved on and so did most of the TBs so you only need to hold 20 torps - but you can't lower the 60 max figure.
Yes I remember but couldn't remember what version. I've been testing 26b. As to reducing you can't other than using them. Alway seems on over sight too me. Entering a minus number (-20) would appear to be the obvious answer and not difficult to program. I have since found out that any ground unit can be given the 'torpedo ordnance' device and hence can supply supply torps. The range however is their own hex. Air HQ are exempt form this and their ramge is up to command range.
Re: Carrying torpedoes
Posted: Sun May 05, 2024 6:21 am
by Chris21wen
RangerJoe wrote: Sat May 04, 2024 3:12 pm
BBfanboy wrote: Sat May 04, 2024 2:57 pm
There is no way to add torps to any Command HQ in my Scenario 1/1126a game version. When the game first came out it was the Command HQs that provided torps automatically, but there were too few of that HQ type so in a major update the Air HQs were given the power to supply torps but they must first draw them from supply. They can be set to automatically draw more torps from supply if you leave their "Replacements" switch ON. They will replace usage as long as supply is sufficient. What I haven't figured out is how to reduce the max torp holdings once you have brought in a given amount - e.g. you had lots of TBs to supply for a while so the Air HQ was set to hold 60 torps, replacements enabled. But the war moved on and so did most of the TBs so you only need to hold 20 torps - but you can't lower the 60 max figure.
You can go back and change the maximum for the air HQ.
Through the TOE but not through the unit 'get torpedo' button. Through the TOE stops the automatic resupply.