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Post by brygun on Jan 17, 2020 13:31:44 GMT -6
A thread for myself and others to ask questions and get clarifications on the 1.15 patch:
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"Small carriers that cannot operate fast aircraft effectively will not have such aircraft types assigned to them."
What determines a fast aircraft?
If I have to slow fighters for small carriers how can I make sure fast fighters will be properly assigned to large carriers?
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"Limited the total number of secondary and tertiary guns on a ship to 32."
Doh.
Is that the number of barrels or the number of emplacements? Such as would a dual secondary turret count as 2 or 1 position?
Maybe instead of a fixed number it could be related to ship length so bigger ships could have more secondaries.
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"Introduced Carrier trained property for air units:"
I'm not sure why this was introduced. Other than army-navy rivalries a pilot at a land base can practice bombing, navigation, dogfighting and so on except for carrier landings. That is most of the skill checks for RTW2.
Perhaps if we could transfer a group into carrier duty, contrary to the current must be selected at creation, with a possible reduction in skill like when changing the squadron's role (e.g. medium bomber -> torpedo bomber)
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"Added a new key shortcut for moving ships easily. Pressing M in the main window ships in service screen will bring up a menu with all the map areas. Clicking an area in the list will set the destination of all selected ships to that area, regardless of current location."
"Also added other key shortcuts for selected ships: C > cancel move, A > active, T > Trade protection, F > Foreign station."
Well that's handy. Thanks.
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"When readied torpedo bombers stand down, the torpedoes will be returned and not lost."
Yeah! For those of us discussing that one that is the idea that if they never left the carrier the ordnance can be stored.
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"Added a new battle type: Carrier Battle. Carrier battles can occur if both sides have carriers and there is enough sea room."
Looking forward to it.
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Oh my... what a convenient time to restart a game and step out of this Facist Germany vs 5 nations in 1941 I've gotten myself into...
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Post by rs2excelsior on Jan 17, 2020 14:02:01 GMT -6
Maybe instead of a fixed number it could be related to ship length so bigger ships could have more secondaries. They said on the discord that the gun limits were a stopgap until they work out a way to properly model deck space. So it seems something like this is in the works. On the carrier squadron thing, I agree, it’d make more sense if it wasn’t fixed. Like maybe you could toggle carrier training for a squadron on/off, and after it was turned on it took a few months before they were trained (similar to gunnery/night training now, or the working up period for ships). Either don’t let them go on carriers until they finish training, or they can but suffer increased ready/launch times and landing risk? Regardless, I don’t think this’ll have much effect with the way I play, at least, since I basically never re-base squadrons anyway.
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Post by garrisonchisholm on Jan 17, 2020 14:15:08 GMT -6
>>>>>> Oh my... what a convenient time to restart a game and step out of this Facist Germany vs 5 nations in 1941 I've gotten myself into... Brilliant. (I could try answering those, but let me first give the author of the changes a chance to reply should he be able to do so)
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Post by brygun on Jan 17, 2020 14:40:52 GMT -6
Maybe instead of a fixed number it could be related to ship length so bigger ships could have more secondaries. Regardless, I don’t think this’ll have much effect with the way I play, at least, since I basically never re-base squadrons anyway. For me its more about when building a new carrier. Sometimes I would drain land airbases for skilled squadrons. Almost all the airbases have fighters and a few have torpedo bombers where there is constrained waters or likely nearby invasion zones. Re-equiping a few squads as dive bombers completed my carrier equipping. The airbases would then be staffed with rookie squadrons. This method meant I was pulling skilled pilots onto the frequently-active and high value carriers.
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Post by Fredrik W on Jan 18, 2020 0:00:54 GMT -6
A thread for myself and others to ask questions and get clarifications on the 1.15 patch: >>>>>> "Small carriers that cannot operate fast aircraft effectively will not have such aircraft types assigned to them." What determines a fast aircraft? If I have to slow fighters for small carriers how can I make sure fast fighters will be properly assigned to large carriers? This will be handled automatically, no need for the player to worry about it. Small carriers will simply not exchange their slow aircraft for faster ones, even if such are available. It is barrels. This is intended to limit unrealistic ship configurations with overly large secondary and tertiary batteries. The intention here is to reflect that trained carrier pilots are a finite resource and hard to replace. Previously, you could basically disregard losses to carrier aircraft, send your carrier planes on hopeless missions and if they took heavy losses, they could just be switched with any land based air unit. That was obviously unrealistic.
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Post by dorn on Jan 18, 2020 7:42:23 GMT -6
What technology unlocks unit machinery?
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Post by brygun on Jan 18, 2020 8:49:26 GMT -6
A thread for myself and others to ask questions and get clarifications on the 1.15 patch: >>>>>> "Small carriers that cannot operate fast aircraft effectively will not have such aircraft types assigned to them." What determines a fast aircraft? If I have to slow fighters for small carriers how can I make sure fast fighters will be properly assigned to large carriers? This will be handled automatically, no need for the player to worry about it. Small carriers will simply not exchange their slow aircraft for faster ones, even if such are available. Okay that answered some parts of the multiple questions. Will large carriers likewise stick to "fast" planes even when slow ones are in production? >>>> What is the division between fast or slow planes going to be noted? I mean we will see the speed numbers but how will a player know if a new fighter design can fly off a CVL or if it will be just for CV?
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Post by rodentnavy on Jan 18, 2020 9:33:58 GMT -6
This will be handled automatically, no need for the player to worry about it. Small carriers will simply not exchange their slow aircraft for faster ones, even if such are available. Okay that answered some parts of the multiple questions. Will large carriers likewise stick to "fast" planes even when slow ones are in production? >>>> What is the division between fast or slow planes going to be noted? I mean we will see the speed numbers but how will a player know if a new fighter design can fly off a CVL or if it will be just for CV? I don't think fighters are much affected. It is aircraft of 120 knots or faster that cannot take off from carriers less than 10,000 tons unless carrying light load. This mostly applies to torpedo and dive bombers.
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Post by scheerpower on Jan 18, 2020 11:58:56 GMT -6
Can we get a bit of clarification on the flaws that can be discovered during wartime? Just want to say that this is such a cool idea! Brings a bit more of that Jutland-type realism. But I'm unclear on the mechanics. When we find out that (for example) our AP shells aren't working, is there a way to fix that? Some chance each month for it to be fixed and we receive a notification? Does it last for the whole war? Longer?
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akd
Full Member
Posts: 124
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Post by akd on Jan 18, 2020 12:21:50 GMT -6
Would be good if the expend a ship for target practice / testing event also gave a chance to uncover ammunition flaws.
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Post by brygun on Jan 18, 2020 17:45:34 GMT -6
Would be good if the expend a ship for target practice / testing event also gave a chance to uncover ammunition flaws. I'd also like if making a ship into a museum is something that is more of a player's choice rather than a random event. In one game ~6 of my predreadnoughts survived to the 1940s each with numerous battle stars yet when I scrapped all of them not one of them got a museum option. The dockside cats where not a mew-sed.
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Post by rodentnavy on Jan 18, 2020 18:00:58 GMT -6
Can we get a bit of clarification on the flaws that can be discovered during wartime? Just want to say that this is such a cool idea! Brings a bit more of that Jutland-type realism. But I'm unclear on the mechanics. When we find out that (for example) our AP shells aren't working, is there a way to fix that? Some chance each month for it to be fixed and we receive a notification? Does it last for the whole war? Longer? Well apparently one example is the AP ammo I ordered before the war is a bit duff.....ooops
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Post by Fredrik W on Jan 19, 2020 11:34:16 GMT -6
Can we get a bit of clarification on the flaws that can be discovered during wartime? Just want to say that this is such a cool idea! Brings a bit more of that Jutland-type realism. But I'm unclear on the mechanics. When we find out that (for example) our AP shells aren't working, is there a way to fix that? Some chance each month for it to be fixed and we receive a notification? Does it last for the whole war? Longer? During a war, you may get a notification that combat reports indicate that this or that equipment has defects, and you will be offered a couple of choices to remedy the problem. Depending on your choice, there is a chance each month that the problem is fixed.
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Post by griffin01 on Jan 19, 2020 12:04:02 GMT -6
It is barrels. This is intended to limit unrealistic ship configurations with overly large secondary and tertiary batteries. Would you please consider linking it to displacement? It seems awfully restrictive that a 70kton behemoth is subject to the same limitations as a 10kton pre-dreadnought.
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Post by scheerpower on Jan 19, 2020 12:21:47 GMT -6
Sounds like the 32-barrel limit is temporary, they're working on a better permanent solution like displacement or otherwise modelling deck space.
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