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Post by dizzy on Sept 24, 2019 9:29:35 GMT -6
C'mon. That's the only reason for this tech. It's been an on again off again issue. Please fix once and for all. Why does it keep breaking?
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Post by dohboy on Sept 24, 2019 10:23:35 GMT -6
Never worked to get broken for me. Not sure it will make much difference in gameplay so I'm not too worried about it. Not even sure if the angled deck tech is working for me, how could a person tell? Never been able to determine if planes are launching and landing simultaneously.
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Post by oldpop2000 on Sept 24, 2019 11:13:18 GMT -6
Catapults on carrier decks are limited by the width of the deck and piping necessary below the deck to handle the catapult. Trust me, its extensive. You also have to consider the wing span of the planes that you are launching although you only launch one aircraft at a time, you have to wait, until the prop wash and other atmospheric results of the previous launch have dissipated. In WW2, catapults were not used until later in the war, but after the war with advent of steam cats, it was realized how valuable those cats were. So, personally, I believe two catapults on the forward deck are appropriate with one on an angled deck. Now you could try the Japanese method of launching from the hangar deck, the US did the same thing in the Yorktown's out the side hangar door but it was never effective and later removed. I believe firmly that two cats is appropriate. I know this is a game, but you cannot overcome physics, this is not a fantasy game.
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Post by dohboy on Sept 24, 2019 11:33:26 GMT -6
I agree that 2 seems to be the correct number, but the tech says it enables 4. Maybe they should just change the description.
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Post by dohboy on Sept 24, 2019 11:52:52 GMT -6
Actually though the angled deck doubles the effective width. You can launch from waist cats if you aren't recovering aircraft, and many carriers had 2 waist cats in addition to the 2 forward ones. So 4 makes sense.
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Post by dizzy on Sept 24, 2019 12:23:16 GMT -6
I agree that 2 seems to be the correct number, but the tech says it enables 4. Maybe they should just change the description. Well, I don't know but I can tell you that you cannot fit more than two on the forward end of the flight deck. Here is a link to the Booklets of General Plans for Navy ships. These are the original plans by the builder. maritime.org/doc/plans/index.htmYou can find the carriers, the drawing with the flight deck, measure the width of the deck and examine the number of catapults. I'm not talking about WHERE you put 4 Cats, I'm talking about how Angled Flight Deck tech is supposed to let you have 4 Cats. When designing a new ship with Angle Flight Decks a warning specifically tells you that you CANNOT have more than 2 Cats. So this tech is BROKEN. This is an issue that's been ongoing. It was fixed for a few patches and I made ships with 4 Cats. But it doesnt work now.
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Post by bobbykew on Sept 24, 2019 23:23:54 GMT -6
I concur with dizzy. Every US Carrier after the Midway-class had more than two catapults. Two were on the forward deck and the rest were in the waist, on the angled deck. This is a Forrestal with four catapults.
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Post by christian on Sept 25, 2019 3:33:55 GMT -6
only 2 catapults are allowed currently in game even with angled flight deck which is the problem
tech allows for no more than 2 cats
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Post by dorn on Sept 25, 2019 3:50:10 GMT -6
What is advantage of another catapult.
I have noticed it increased deck load by 1 which is completely insignificant. Does it decrease time to launch deckload?
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Post by dohboy on Sept 25, 2019 6:33:34 GMT -6
The catapults should have a cycle rate that is variable depending on tech level. All active catapults should have their values added together to give the carrier a per minute value for catapult launches that would be used to determine launch times.
Angled deck should allow concurrent launch operation from the bow catapults with recovery and fly-off operations on the angle deck. Cats #3 & #4 should be disabled during recovery and fly-off operations, plus a period before and after. On a straight deck carrier #1 & #2 would be disabled.
There should be another aircraft class for aircraft that are not fly-off capable and must be launched from a flight deck catapult (or an airfield). This class would include jet aircraft and possibly some heavier prop jobs.
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Post by dohboy on Sept 25, 2019 8:04:14 GMT -6
There should also be a distinction between regular catapults and flight deck catapults. Carriers should be able to mount old-style naval catapults on the wings before flight deck catapults have been researched.
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Post by dizzy on Sept 25, 2019 10:34:06 GMT -6
We are getting off topic. Let's get back on it so everyone understands.
Why is RTW2's Angled Flight Decks technology so important in the game?
1.) Angled Flight Decks is a tech in RTW2 that is supposed to allow carriers to be built with 4 Catapults. 2.) The more Catapults you have, the faster your planes get in the air so they can get to their target quicker. 3.) Sortie rate is further increased when you can simultaneously launch and recover at the same time with this tech. 4.) Angled Flight Decks are the next big thing for carriers after the 1940's. Without this tech, Carriers have no further progression. 5.) Currently, this tech is broken and does not allow more than 2 Cats per carrier, but was working in a previous patch and allowed 4.
So this needs to be fixed asap.
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Post by dizzy on Sept 25, 2019 10:36:11 GMT -6
There should be another aircraft class for aircraft that are not fly-off capable and must be launched from a flight deck catapult (or an airfield). This class would include jet aircraft and possibly some heavier prop jobs. That would be awesome! I hope they release a Jet and Missile era DLC. I'd buy that.
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Post by dohboy on Sept 25, 2019 11:54:31 GMT -6
We are getting off topic. Let's get back on it so everyone understands. Why is RTW2's Angled Flight Decks technology so important in the game? 1.) Angled Flight Decks is a tech in RTW2 that is supposed to allow carriers to be built with 4 Catapults. 2.) The more Catapults you have, the faster your planes get in the air so they can get to their target quicker. 3.) Sortie rate is further increased when you can simultaneously launch and recover at the same time with this tech. 4.) Angled Flight Decks are the next big thing for carriers after the 1940's. Without this tech, Carriers have no further progression. 5.) Currently, this tech is broken and does not allow more than 2 Cats per carrier, but was working in a previous patch and allowed 4. So this needs to be fixed asap. I don't think just allowing 4 catapults is a complete fix. I'm not sure more catapults actually increase launch speed except for possibly CAP when not running into the wind. I think all other launching currently uses fly-off, even with aircraft that presumably are jets and would not be capable. I'm also not sure angled deck allows concurrent launch and recovery. Jet age shouldn't require a DLC or new version, in the Korean War we were using carrier based jets. The scuttlebutt is that jets are in the game and aircraft are considered jet powered above a certain speed. They just need to be identified as such and operate under different rules. But you are correct, I have wandered into the weeds again. The tech says it enables 4 catapults and it doesn't so it's broken.
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Post by dizzy on Sept 25, 2019 13:22:26 GMT -6
The tech says it enables 4 catapults and it doesn't so it's broken. That's what I've wanted fixed. Apparently you've not played a patch on RTW2 where it was working. I have. Angled Flight Decks are Great. I just want the Devs to make RTW2 great again.
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