Air War Guide

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Chris21wen
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Re: Air War Guide

Post by Chris21wen »

Yaab wrote: Sat Sep 23, 2023 11:20 am re Combat Animations (F5 key)(7.4.2.1)

I would add also:

-fighters not catching fast bombers due to fighters inferior speed (i.e Claudes vs B-17s)
-fighters driven away by defensive fire from bombers (turrets on bombers acting as force multipliers; no defensive fire from flying patrol boats - probably a bug)
Added. Pub later.
Thanks
Chris21wen
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Re: Air War Guide

Post by Chris21wen »

Update. Icludes. Returning individual Ac to the pool
Timotheus
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Re: Air War Guide

Post by Timotheus »

Man, what an effort post.

Downloaded.

Any other guides you made?
NEWBIE GUIDE Distant Worlds Universe
http://tinyurl.com/k3frrle

War in the Pacific Poradnik po Polsku
http://tinyurl.com/nxd4cesh

INSTALL WITPAE on modern PC
https://tinyurl.com/l5kr6rl
Chris21wen
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Re: Air War Guide

Post by Chris21wen »

Timotheus wrote: Tue Sep 26, 2023 8:05 pm Man, what an effort post.

Downloaded.

Any other guides you made?
Only one on 'How to get the game to run'.
https://www.matrixgames.com/forums/view ... t#p5077564

I did post recently a spreadsheet with Scen #2 data.
https://www.matrixgames.com/forums/view ... 2#p5120662
Chris21wen
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Re: Air War Guide

Post by Chris21wen »

Added animations, return ac to the pool, air superiority, more on skip bombing and Air Combat resolution

Pdf in first post.
Chris21wen
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Re: Air War Guide

Post by Chris21wen »

Minor clarifications. New v2.4 in first post.

On leader p18.
Bombing heights p20
No Unit Withdrawals p40
Unscheduled removal p40
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Yaab
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Re: Air War Guide

Post by Yaab »

Re Ground Attack (8.4.5)

-bombed LCU in Move mode will be switched to Combat mode. Units in Reserve mode will be unaffected

-fighters on Gnd Attack mission will load bombs 100% of the time IF they are set at 6000 feet, ranges of 1000-5000 feet are a lottery , and you may end up with a fighter with no bombs loaded who will drop to 100 feet to strafe instead

see michaelm post here
https://www.matrixgames.com/forums/view ... 0#p4749950
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Yaab
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Re: Air War Guide

Post by Yaab »

BTW, this is not a guide, this is a mini-manual. Huge respect!
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homer82
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Re: Air War Guide

Post by homer82 »

Thanks for taking the time to put this together. This should be required reading for every newly enrolled student of this game. Great effort!
SCPO USN (Ret.)
Chris21wen
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Re: Air War Guide

Post by Chris21wen »

Yaab wrote: Sun Mar 03, 2024 8:46 am Re Ground Attack (8.4.5)

-bombed LCU in Move mode will be switched to Combat mode. Units in Reserve mode will be unaffected

-fighters on Gnd Attack mission will load bombs 100% of the time IF they are set at 6000 feet, ranges of 1000-5000 feet are a lottery , and you may end up with a fighter with no bombs loaded who will drop to 100 feet to strafe instead

see michaelm post here
https://www.matrixgames.com/forums/view ... 0#p4749950
Marked to add.
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Sardaukar
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Re: Air War Guide

Post by Sardaukar »

That is damn good guide and should be mandatory reading for every new player. 8-)
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Chris21wen
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Re: Air War Guide

Post by Chris21wen »

Minor clarifications. New v2.4.1 in first post.

Ground attack missions p28
Stand down/Rest p33
Pilot training when transported as cargo p43
Arkham
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Re: Air War Guide

Post by Arkham »

Thanks for the update.

Question. On the issue of overstacking, does an airfield show overstacked even if its effective AF # is greater than its actual AF number and there are more planes on the field than the actual number would support?

Example: In my downfall game Guam has a ton of b29's on base, but their HQ bombing wing is also on the island as well as the XX Air Force that the wing is subservent too. Per the guide I should be level 9 now and not having any overstack penalties. However the display still shows red and there is still a * next to the airfield.
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Sardaukar
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Re: Air War Guide

Post by Sardaukar »

Arkham wrote: Sun Mar 17, 2024 12:32 pm Thanks for the update.

Question. On the issue of overstacking, does an airfield show overstacked even if its effective AF # is greater than its actual AF number and there are more planes on the field than the actual number would support?

Example: In my downfall game Guam has a ton of b29's on base, but their HQ bombing wing is also on the island as well as the XX Air Force that the wing is subservent too. Per the guide I should be level 9 now and not having any overstack penalties. However the display still shows red and there is still a * next to the airfield.
There are 2 types of over-stacking, Administrative (number of units) and actual plane numbers. Administratively you are probably fine, but you might exceed number of planes base can handle.

If an Airfield has too many aircraft (physical space) or groups (administrative) present, then the
airfield is deemed overstacked. And is indicated by an ‘*’ next to the airfield.


There is limit to number of planes that can fit into place..and I think that is the problem.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Arkham
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Re: Air War Guide

Post by Arkham »

Sardaukar wrote: Sun Mar 17, 2024 12:40 pm
Arkham wrote: Sun Mar 17, 2024 12:32 pm Thanks for the update.

Question. On the issue of overstacking, does an airfield show overstacked even if its effective AF # is greater than its actual AF number and there are more planes on the field than the actual number would support?

Example: In my downfall game Guam has a ton of b29's on base, but their HQ bombing wing is also on the island as well as the XX Air Force that the wing is subservent too. Per the guide I should be level 9 now and not having any overstack penalties. However the display still shows red and there is still a * next to the airfield.
There are 2 types of over-stacking, Administrative (number of units) and actual plane numbers. Administratively you are probably fine, but you might exceed number of planes base can handle.

If an Airfield has too many aircraft (physical space) or groups (administrative) present, then the
airfield is deemed overstacked. And is indicated by an ‘*’ next to the airfield.


There is limit to number of planes that can fit into place..and I think that is the problem.
Yeah, i read about the group limit vs airframe limit which is based on engines per airframe. So HQ boosts don't affect the physical space overstack penalty?

Do we know if the penalty is proportional to the number of excess engines, or is it a flat penalty? That is, if i'm only .05 percent over physical limits, am I getting a .05 percent penalty or am i getting smacked with a 25 percent penalty?
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Sardaukar
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Re: Air War Guide

Post by Sardaukar »

Arkham wrote: Sun Mar 17, 2024 12:46 pm
Sardaukar wrote: Sun Mar 17, 2024 12:40 pm
Arkham wrote: Sun Mar 17, 2024 12:32 pm Thanks for the update.

Question. On the issue of overstacking, does an airfield show overstacked even if its effective AF # is greater than its actual AF number and there are more planes on the field than the actual number would support?

Example: In my downfall game Guam has a ton of b29's on base, but their HQ bombing wing is also on the island as well as the XX Air Force that the wing is subservent too. Per the guide I should be level 9 now and not having any overstack penalties. However the display still shows red and there is still a * next to the airfield.
There are 2 types of over-stacking, Administrative (number of units) and actual plane numbers. Administratively you are probably fine, but you might exceed number of planes base can handle.

If an Airfield has too many aircraft (physical space) or groups (administrative) present, then the
airfield is deemed overstacked. And is indicated by an ‘*’ next to the airfield.


There is limit to number of planes that can fit into place..and I think that is the problem.
Yeah, i read about the group limit vs airframe limit which is based on engines per airframe. So HQ boosts don't affect the physical space overstack penalty?
It would be bit silly if bunch of pencil pushers could magically make island somehow bigger. ;) 8-)
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Arkham
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Re: Air War Guide

Post by Arkham »

Sardaukar wrote: Sun Mar 17, 2024 12:48 pm
Arkham wrote: Sun Mar 17, 2024 12:46 pm
Sardaukar wrote: Sun Mar 17, 2024 12:40 pm

There are 2 types of over-stacking, Administrative (number of units) and actual plane numbers. Administratively you are probably fine, but you might exceed number of planes base can handle.

If an Airfield has too many aircraft (physical space) or groups (administrative) present, then the
airfield is deemed overstacked. And is indicated by an ‘*’ next to the airfield.


There is limit to number of planes that can fit into place..and I think that is the problem.
Yeah, i read about the group limit vs airframe limit which is based on engines per airframe. So HQ boosts don't affect the physical space overstack penalty?
It would be bit silly if bunch of pencil pushers could magically make island somehow bigger. ;) 8-)
Clearly you never knew the sheer will Curtis LeMay had......
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Sardaukar
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Re: Air War Guide

Post by Sardaukar »

Arkham wrote: Sun Mar 17, 2024 12:54 pm
Sardaukar wrote: Sun Mar 17, 2024 12:48 pm
Arkham wrote: Sun Mar 17, 2024 12:46 pm

Yeah, i read about the group limit vs airframe limit which is based on engines per airframe. So HQ boosts don't affect the physical space overstack penalty?
It would be bit silly if bunch of pencil pushers could magically make island somehow bigger. ;) 8-)
Clearly you never knew the sheer will Curtis LeMay had......
Even he could not do miracles, but had good effort. Managed to fill those smallish islands pretty well. 8-) Man had method in his madness. :D
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Arkham
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Re: Air War Guide

Post by Arkham »

So anyways, back to my point. I think section 9.4.1 might be a bit ambigious then in terms of mitigation of overstacking. So to confirm, HQs only mitigate the number of groups at an airfield? Because I can have all the b29s on another airfield, be attached to the same group without that HQ group being there and not have group overstack penalties.

I'm not trying to be a pedantic jerk, it can really affect people's strategy if thats the case. Right now I'm seriously considering having to move tons of B29s off Tinnian and Siapan to make them not physically overrstacked, but that's going to cause a bunch of administrative headaches for me to do so, as I'll be needing to rotate groups on and off the island.

Or i can suck up the overstack penalty and hit Osaka with another 900 bomber raid.
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Sardaukar
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Re: Air War Guide

Post by Sardaukar »

Arkham wrote: Sun Mar 17, 2024 1:12 pm So anyways, back to my point. I think section 9.4.1 might be a bit ambigious then in terms of mitigation of overstacking. So to confirm, HQs only mitigate the number of groups at an airfield? Because I can have all the b29s on another airfield, be attached to the same group without that HQ group being there and not have group overstack penalties.

I'm not trying to be a pedantic jerk, it can really affect people's strategy if thats the case. Right now I'm seriously considering having to move tons of B29s off Tinnian and Siapan to make them not physically overrstacked, but that's going to cause a bunch of administrative headaches for me to do so, as I'll be needing to rotate groups on and off the island.

Or i can suck up the overstack penalty and hit Osaka with another 900 bomber raid.
Indeed, HQs only mitigate Administrative penalty. They don't affect physical limitations.

Just to clarify also to others, it's in manual and that part has not been changed by patches:

An airfield can operate 50 single engine (or 25 two engine, or 12 four engine) planes per AF size
or 1 group per AF size. The best Air HQ of the same command as the base which is within range
can add its command radius to the number of groups that can be administrated, or if not in the
same command, the nearest HQ will add ½ its command radius to the number of groups.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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