Numberrs pilots and planes

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

Moderators: Joel Billings, Tankerace, siRkid

Post Reply
Peter Weir
Posts: 44
Joined: Wed Sep 24, 2003 3:38 am
Location: Midwest

Numberrs pilots and planes

Post by Peter Weir »

I have the feeling this has been answered but theres to much goimng on here to get to everything when you want it.

I've got a couple of squadrons of allied fighters where the number of pilots is either less than the airplanes or the other way around. What's the best way to rectify this problem? I notice the disband and withdraw orders but cqn't figure out exactly which one would suit my needs the best.


Aanyone know whats goiing on with this?
User avatar
CapAndGown
Posts: 3078
Joined: Tue Mar 06, 2001 10:00 am
Location: Virginia, USA

Post by CapAndGown »

The withdraw order pulls the pilots out of the game while transfering the planes.
The disband order transfers both pilots and planes to another squadron.

What version are you running? If you are running 2.3 you should not have a problem with too few pilots, except for maybe one turn until the pilot allocation phase catches up. You will, however, definitely see problems with too many pilots. A pain in the butt when you are trying to train up a squadron when a bunch of newbies show up. :rolleyes: (Man, I wish they would fix this.)
User avatar
Tristanjohn
Posts: 3027
Joined: Wed May 01, 2002 4:50 am
Location: Daly City CA USA
Contact:

Post by Tristanjohn »

cap_and_gown wrote:The withdraw order pulls the pilots out of the game while transfering the planes.
The disband order transfers both pilots and planes to another squadron.

What version are you running? If you are running 2.3 you should not have a problem with too few pilots, except for maybe one turn until the pilot allocation phase catches up. You will, however, definitely see problems with too many pilots. A pain in the butt when you are trying to train up a squadron when a bunch of newbies show up. :rolleyes: (Man, I wish they would fix this.)

Thx. I use 2.3 and yes i've seen too many pilots once or twice. Do you mean I ought to withdraw the units and then like recucle the pilots after so many days?
Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
Peter Weir
Posts: 44
Joined: Wed Sep 24, 2003 3:38 am
Location: Midwest

Post by Peter Weir »

cap_and_gown wrote:The withdraw order pulls the pilots out of the game while transfering the planes.
The disband order transfers both pilots and planes to another squadron.

What version are you running? If you are running 2.3 you should not have a problem with too few pilots, except for maybe one turn until the pilot allocation phase catches up. You will, however, definitely see problems with too many pilots. A pain in the butt when you are trying to train up a squadron when a bunch of newbies show up. :rolleyes: (Man, I wish they would fix this.)

Thx. I use 2.3 and yes I see to many poilots some times. So with too many its best to withdraw the sqd, and then recycle the pilots after so many turnns? Won't that cause toom any planes in anothe sqd then? What cause this to begin with too many pilots or not enough? I could understand not enough planes if pilots are rescued after shot down but the other way confusses me.
Post Reply

Return to “Uncommon Valor - Campaign for the South Pacific”