AE Air Issues and Air OOB Issues [OUTDATED]

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

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TheElf
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AE Air Issues and Air OOB Issues [OUTDATED]

Post by TheElf »

[OUTDATED]

This is for all general questions regarding Air War matters in the Admirals Edition. Don't ask very specific questions, for screenshots, specific unit data, etc. It's not that we don't want you to have them, but we don't want to promise something specific now that's not going to be in the final product.

This thread is for the discussion of Air Team enhancements to the AE Expansion of War in the Pacific.

Please take discussions of the ramifications of logistics modeling and OoB accuracy to the appropriate AE thread. if none is available in the AE sub-forum consider starting one in the main forum for the pontification of any theories not related to the discussion of AE Air War Enhancements.


Thank you. [:)]

Edit: I forgot to introduce myself. I am the Air Team Lead and I am wholly unqualified for this position.

My role is that of design and injecting reality into Air Combat. michaelm as you know him here is my Air Team Coder. He is my personal hero and deserves all the credit...

There are others, but I will defer to their judgement as to when they will join this party. When they do I'll spout on about how great they are too.

A quick word on scope.

We had a lot of items we wanted to get in. However if we tried to do EVERYTHING we wanted to we'd NEVER finish. So when I say "OTS" I am saying this was "Outside The Scope" of this project.


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RE: Admiral's Edition Air War Thread

Post by Terminus »

That sounds familiar...[:D]
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Chad Harrison
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RE: Admiral's Edition Air War Thread

Post by Chad Harrison »

Not to be too general, but hows 'uber cap' being addressed? Will Kami's have a better chance of getting through now?
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RE: Admiral's Edition Air War Thread

Post by Hortlund »

Ok

1) Will there be some sort of "diminishing returns"-factor for those gigantic airbattles where 300 fighters on each side square off?

2) Can there be some sort of setting along the lines of "push through at all costs" or "limit losses" to give the player some sort of control over his airunits so they dont continue their mission if they are faced with 100s of enemy fighters (ie to avoid ambush-situations where on player has flown in hundreds of fighters to ambush a bombing run)

3) flak? Will it be like in nikmod or stock?

4) Can we add some sort of function where base forces are required for effective operation of a certain type of aircraft? Im thinking of how to get rid of the current situations where US 4E bombers are being operated on a lvl 3 airfield in the NEI by a dutch base force.

5) Stacking limit on aircraft in bases?
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RE: Admiral's Edition Air War Thread

Post by drw61 »

1) "configurable resize for squadrons" could you expand on this one?
 
 
2) I've got to ask...500 plane types... can we get a listing?
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RE: Admiral's Edition Air War Thread

Post by TheElf »

ORIGINAL: Chad Harrison

Not to be too general, but hows 'uber cap' being addressed? Will Kami's have a better chance of getting through now?

We attacked the UberCAP problem in several ways...Not to get too general [;)]

1. Air Attacks are resolved by Raids now rather than by the Target. Stricter Coordination rules combined with player selected altitudes will make it more difficult for Bombers with widely varying performance to be over the target at the same time. Smaller raids.

2. CAP is determined by a %CAP as usual, but not all these A/C will be overhead ALL the time. Only a fraction will be up and in a position to attack. The rest will be either rearming, refueling, or on standby to relieve the Airborne CAP.

3. CAP relies on detection of a raid. The tpye of a/c and the raids speed will give a time til target which will be checked against by the CAP's Rate of climb. This among other things will determine how successful the CAP is getting into a postion to attack effectively. Obviously Radar will help with "First Detection".

4. A/C will be less available. The days of having 100% servicable rates are over. You are now in the true South Pacific.
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RE: Admiral's Edition Air War Thread

Post by Chad Harrison »

Can we get a screenshot or description of the new pilot experience types?
 
Does this mean you cant create ace Japanease pilots by having them strafe a bypassed Dutch base 1000 miles from the front line? [X(]
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RE: Admiral's Edition Air War Thread

Post by Chad Harrison »

Thanks for the reply Elf. Great to finally have the 'uber cap' addressed.

ORIGINAL: drw61

1) "configurable resize for squadrons" could you expand on this one?


2) I've got to ask...500 plane types... can we get a listing?

Along those same lines, do the Allies finally get some more recon planes?
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RE: Admiral's Edition Air War Thread

Post by Panther Bait »

ORIGINAL: TheElf

3. CAP relies on detection of a raid. The tpye of a/c and the raids speed will give a time til target which will be checked against by the CAP's Rate of climb. This among other things will determine how successful the CAP is getting into a postion to attack effectively. Obviously Radar will help with "First Detection".

Does this mean that the "every CAP squadron attacks every bomber squadron" mechanic has been revised? That alone would have a huge impact on uber-CAP

New Question - I've recently been reading Morrison's books on the Phillipines and Okinawa. It seems the Kamikazes were much more effective near land masses which degraded the RADAR coverage of the fleet. Will RADAR performance be degraded near land, i.e. coastal hexes?
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RE: Admiral's Edition Air War Thread

Post by TheElf »

1) Will there be some sort of "diminishing returns"-factor for those gigantic airbattles where 300 fighters on each side square off?

Yes. If you manage to create an Air battle that size. Try not to think of Air Battles now as one battle and then it's over. There will be opportunity for several raids against the same Hex with the CAP being able to replenish and relaunch. Air battles should now have a more tactical or localized feel.
2) Can there be some sort of setting along the lines of "push through at all costs" or "limit losses" to give the player some sort of control over his airunits so they dont continue their mission if they are faced with 100s of enemy fighters (ie to avoid ambush-situations where on player has flown in hundreds of fighters to ambush a bombing run)

No, but we did address this issue with stricter coordination checks. Failed Escort Rendevous and and MORALE will play a part in the decision to continue to the target.
3) flak? Will it be like in nikmod or stock?
The air team did not touch flak except in Naval TFs. Attacks on ships are vulnerable only to the AAA from the quadrant the A/C is approaching.
4) Can we add some sort of function where base forces are required for effective operation of a certain type of aircraft? Im thinking of how to get rid of the current situations where US 4E bombers are being operated on a lvl 3 airfield in the NEI by a dutch base force.

Light Bombers, A subset of Level Bombers, are the only LBA that can fully operate from level 3 AFs



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RE: Admiral's Edition Air War Thread

Post by TheElf »

ORIGINAL: Chad Harrison
Can we get a screenshot or description of the new pilot experience types?

Nope. Read my first post.[:)]
Does this mean you can't create ace Japanease pilots by having them strafe a bypassed Dutch base 1000 miles from the front line? [X(]
You better believe it. But you Can create some Ace Japanese Strafers.

Welcome to the South Pacific.



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RE: Admiral's Edition Air War Thread

Post by TheElf »

ORIGINAL: Chad Harrison

Thanks for the reply Elf. Great to finally have the 'uber cap' addressed.

ORIGINAL: drw61

1) "configurable resize for squadrons" could you expand on this one?


2) I've got to ask...500 plane types... can we get a listing?

Along those same lines, do the Allies finally get some more recon planes?

Yes. They get Tac Recon (a new class) capable of combat, and new camera devices.
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RE: Admiral's Edition Air War Thread

Post by spence »

Has there been any alteration of the air search mechanism to more accurately reflect the directional nature of an air search by a single a/c (does a single PBY still effectively look in every hex within a radius equivalent to its range?)?

Is there any ability to air search and hence air strike naval targets at night (without the assistance of a friendly submarine)?
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RE: Admiral's Edition Air War Thread

Post by Speedysteve »

Good question on air search Spence. Intrigued by this also..........
 
Also can you change weapon loadouts a la BTR?
 
Can you list the different areas of pilot experience?
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RE: Admiral's Edition Air War Thread

Post by Chad Harrison »

ORIGINAL: TheElf

Nope. Read my first post.[:)]

What? We have to read? I thought we only had to ask [:)]
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RE: Admiral's Edition Air War Thread

Post by Charbroiled »

1. Are pilots transferable between units?

2. Do pilots still rotate "home" after an extended period, and if so, do the go back to the same type of unit when rotated back (i.e. fighter pilot to fighter units).

3. Can specific types of ships be targeted or prioritized for targeting (i.e. attacking the landing TF as opposed to hitting the carrier TF with 200 plane CAP).
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RE: Admiral's Edition Air War Thread

Post by TheElf »

ORIGINAL: drw61
1) "configurable resize for squadrons" could you expand on this one?

As the war progresses Air units Max Strength changes. An example would be USN fighter Squadron going from 18 to 27 to 36. These changes are date-based and can be accepted or declined by the player.
2) I've got to ask...500 plane types... can we get a listing?

No, maybe at a later date. Just rest assured we are covering all the bases...
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RE: Admiral's Edition Air War Thread

Post by TheElf »

ORIGINAL: spence

Has there been any alteration of the air search mechanism to more accurately reflect the directional nature of an air search by a single a/c (does a single PBY still effectively look in every hex within a radius equivalent to its range?)?

Is there any ability to air search and hence air strike naval targets at night (without the assistance of a friendly submarine)?

Yes and yes, but there are still no player-selectable directions.

Air search is affected at night by moonlight. Strikes may launch and be successful under higher light levels.
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RE: Admiral's Edition Air War Thread

Post by TheElf »

ORIGINAL: Speedy
Also can you change weapon loadouts a la BTR?

No.
Can you list the different areas of pilot experience?
• Air attack
• Air defensive
• Naval bombing
• Naval torpedo
• Naval search
• Recon
• ASW
• Transport
• Ground bombing
• Low level naval bombing
• Low level ground bombing
• Strafe
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RE: Admiral's Edition Air War Thread

Post by USSAmerica »

Damn, Elf, you're getting some good questions!  Good answers so far, too.  [8D]
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