Fatigue level of aircrew
Moderators: Joel Billings, wdolson, Don Bowen, mogami
Fatigue level of aircrew
At what fatigue level do you put aircrew on rest? Of course it depends on the mission LR bombing or escort I stop at 16. I may give fighter a high cap over airbase in this situation. LR Transport I will go a little higher. I also use 50% morale as a cutoff as well. What are other people opinions?
RE: Fatigue level on aircrew
ORIGINAL: madmickey
At what fatigue level do you put aircrew on rest? Of course it depends on the mission LR bombing or escort I stop at 16. I may give fighter a high cap over airbase in this situation. LR Transport I will go a little higher. I also use 50% morale as a cutoff as well. What are other people opinions?
Depends on how badly you need the unit to fly a mission... In general anything over 8-10 fatigue and I rest the unit - or at least part of it (fighters on CAP). I usually run my group's morale down into the high 60's before giving them a break and then I let it come back up into the mid to high 90s before using them... BUT, all this mean nothing if I need the planes to fly a mission in which case I send them no matter what.
Also, if they have a fatigue 10 do not send them on a long range mission, as you will lose a bunch to ops (Nells / Betties) especially when the mission itself generates 20-30 fatigue.
Xargun
- Ron Saueracker
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RE: Fatigue level on aircrew
ORIGINAL: Xargun
ORIGINAL: madmickey
At what fatigue level do you put aircrew on rest? Of course it depends on the mission LR bombing or escort I stop at 16. I may give fighter a high cap over airbase in this situation. LR Transport I will go a little higher. I also use 50% morale as a cutoff as well. What are other people opinions?
Depends on how badly you need the unit to fly a mission... In general anything over 8-10 fatigue and I rest the unit - or at least part of it (fighters on CAP). I usually run my group's morale down into the high 60's before giving them a break and then I let it come back up into the mid to high 90s before using them... BUT, all this mean nothing if I need the planes to fly a mission in which case I send them no matter what.
Also, if they have a fatigue 10 do not send them on a long range mission, as you will lose a bunch to ops (Nells / Betties) especially when the mission itself generates 20-30 fatigue.
Xargun
Problem with morale is that FDR (orsome other demi god like yourself) can't tell a unit via chain of command that this or that mission is vital. Washington might be beseiged but it all depends onthe mood of the pilots at the adjacent AFBs whether or not they will fly in the defence of the Capitol. Poppycock.[;)]


Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
RE: Fatigue level on aircrew
I run them until they refuse to fly or so many have been damaged that the unit is not combat effective. "The floggings will continue until morale improves" is my motto.
"The difference between genius and stupidity is that genius has limits"- Darwin Awards 2003
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"No plan survives contact with the enemy." - Field Marshall Helmuth von Moltke
[img]https://www.matrixgames.com/forums/upfi ... EDB99F.jpg[/img]
RE: Fatigue level on aircrew
WITP is quite forgiving in this respect and that is good. In UV it was ridiculous, you had to rotate airgroups every week.
I think WITP is good. Morale simulates that after a lot of stress of combat, your pilots are just not in a condition to fly missions effectively.
In real life if you give the order your pilots will fly that is true. But after a few weeks of action the planes need a major refit. Engines need to be renewed, structural damage repaired, old parts changed. This could be simulated with more op losses and more ACs on repair, but that would mean that relocating groups would be a MAJOR pain with a lot of fragments scattered all over. I like the current system, it is a compromise. After a few weeks of heavy fighting you need to rotate groups out. It says morale in the game, but think of it as a plane refit.
I know that Ron would like it better if he had to ship all the repair parts for every plane.... [;)]
I think WITP is good. Morale simulates that after a lot of stress of combat, your pilots are just not in a condition to fly missions effectively.
In real life if you give the order your pilots will fly that is true. But after a few weeks of action the planes need a major refit. Engines need to be renewed, structural damage repaired, old parts changed. This could be simulated with more op losses and more ACs on repair, but that would mean that relocating groups would be a MAJOR pain with a lot of fragments scattered all over. I like the current system, it is a compromise. After a few weeks of heavy fighting you need to rotate groups out. It says morale in the game, but think of it as a plane refit.
I know that Ron would like it better if he had to ship all the repair parts for every plane.... [;)]
RE: Fatigue level on aircrew
how about tracking each set of fuel lines? Tanks.. fuel that is, and pilot seats... engine parts... fuses for bombs veriety of ordinances.. etc.. then the game actually is now change where the computer takes us throught the war as either quartermanster, and all we do is watch anbd try to maintain the flow of supplies..[:-]
"Tanks forward"
RE: Fatigue level on aircrew
To answer the question:
I fly until morale drops below 60, then if I can I withdraw them.
It is best before major operations to rest all the groups you want to use.
In a major operation in the first few days I commit all that I have in a massive way, then gradually put 1/3 to half of the participating groups in reserve or move them to some other place if they are no longer needed.
Fatigue: if it is above 20 put them to rest unless the mission is vital. I rarely have an issue with fatigue in WITP, it seems only LR CAP tires them. This is a good thing because I play 2 day turns and this would be close to unplayable with UV fatigue levels. (In UV groups had 20 fatigue after a transfer and +10-20 after just one mission).
I fly until morale drops below 60, then if I can I withdraw them.
It is best before major operations to rest all the groups you want to use.
In a major operation in the first few days I commit all that I have in a massive way, then gradually put 1/3 to half of the participating groups in reserve or move them to some other place if they are no longer needed.
Fatigue: if it is above 20 put them to rest unless the mission is vital. I rarely have an issue with fatigue in WITP, it seems only LR CAP tires them. This is a good thing because I play 2 day turns and this would be close to unplayable with UV fatigue levels. (In UV groups had 20 fatigue after a transfer and +10-20 after just one mission).
RE: Fatigue level on aircrew
I look at fatigue as how it affects moral, and if moral plummets I pull the group from flight ops...
"Tanks forward"
- Ron Saueracker
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RE: Fatigue level on aircrew
I know that Ron would like it better if he had to ship all the repair parts for every plane....
No...I'd just like to see this modelled correctly. This is not democratic. Players should be able to set priority targets through HQs and units should be more HQ sensitive.


Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
- Ron Saueracker
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RE: Fatigue level on aircrew
ORIGINAL: freeboy
how about tracking each set of fuel lines? Tanks.. fuel that is, and pilot seats... engine parts... fuses for bombs veriety of ordinances.. etc.. then the game actually is now change where the computer takes us throught the war as either quartermanster, and all we do is watch anbd try to maintain the flow of supplies..[:-]
Now you are being silly and don't understand the gist of my posts.[:-][8|]


Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
RE: Fatigue level on aircrew
ORIGINAL: Ron Saueracker
ORIGINAL: freeboy
how about tracking each set of fuel lines? Tanks.. fuel that is, and pilot seats... engine parts... fuses for bombs veriety of ordinances.. etc.. then the game actually is now change where the computer takes us throught the war as either quartermanster, and all we do is watch anbd try to maintain the flow of supplies..[:-]
Now you are being silly and don't understand the gist of my posts.[:-][8|]
Oh, so that's why you didn't respond to my gib in another thread about individually tracking every individual soldier in the PTO. [:'(]
This game does not have a learning curve. It has a learning cliff.
"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

RE: Fatigue level on aircrew
ORIGINAL: dtravel
Oh, so that's why you didn't respond to my gib in another thread about individually tracking every individual soldier in the PTO. [:'(]
You're being unfair. He didn't reply because he was busy individually tracking every individual soldier in the PTO.

Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Fatigue level on aircrew
I dont watch fatigue as much as I do unserviceable a/c - in general if @25% of a/c are 'down/ then I rest the group/sqn
Kevin
Kevin
Kevin Kelley
- Ron Saueracker
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RE: Fatigue level on aircrew
ORIGINAL: witpqs
ORIGINAL: dtravel
Oh, so that's why you didn't respond to my gib in another thread about individually tracking every individual soldier in the PTO. [:'(]
You're being unfair. He didn't reply because he was busy individually tracking every individual soldier in the PTO.[;)]
[:D]
I hate paperwork, why would I want this? But it would be nice if we had some way to abstractly portray different supply types, for example, limiting naval ammo replenishment to ports of a certain substantial size or with naval base unit in it. BBs need a size size 6, CA/CLs size 5, DDs size 4 etc.


Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
RE: Fatigue level on aircrew
ORIGINAL: Ron Saueracker
[:D]
But it would be nice if we had some way to abstractly portray different supply types, for example, limiting naval ammo replenishment to ports of a certain substantial size or with naval base unit in it. BBs need a size size 6, CA/CLs size 5, DDs size 4 etc.
I do agree. I was just kidding. [:D]


Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Fatigue level on aircrew
I hate paperwork, why would I want this? But it would be nice if we had some way to abstractly portray different supply types, for example, limiting naval ammo replenishment to ports of a certain substantial size or with naval base unit in it. BBs need a size size 6, CA/CLs size 5, DDs size 4 etc.
I would also like to see a minimum size port requirement for certain types of Ammo replenishment including rearming CV sorties. It makes no sense that Battleships and carriers routinely can operate out of size 1 or 2 ports.
Frank
- testarossa
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RE: Fatigue level on aircrew
ORIGINAL: Ron Saueracker
... limiting naval ammo replenishment to ports of a certain substantial size or with naval base unit in it. BBs need a size size 6, CA/CLs size 5, DDs size 4 etc.
It is actually a very good idea, as well as limiting amount of ships loading-unloading simultaneously. Right now it is kind of stretched out concept when 70 AK TF comes to size 3 port and dumps 350000 supplies in 4 days.