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Post by generalvikus on Apr 28, 2024 12:06:44 GMT -6
Hey guys,
Has anybody made a study of the relative effectiveness of LAA, MAA, and HAA, and the change in relative effectiveness over time?
Please do not reply to tell me that, "MAA starts out less effective but becomes more effective over time," or "LAA and MAA defend the ship, whereas HAA defends other ships." I know this. The questions are, 'how effective, and how much more effective?'
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Post by generalvikus on Apr 28, 2024 9:25:44 GMT -6
I've noticed that my destroyers are constantly and unnecessarily manoeuvring at maximum speed, which leads to them always running out of fuel in long battles. They seem to be incapable of holding a straight course relative to the ships they are screening, and will run at their maximum speed of 34 knots even when the formation is doing only 18 knots and holding its course for hours at a time. It would be great if this could be improved.
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Post by generalvikus on Apr 28, 2024 2:24:32 GMT -6
Post 1935 fighters are very good, as long as you have enough of them. Running ~50% fighters and max cap I have taken very few hits from incoming aircraft. AA is comparatively useless (AA provides a lot of dispersion, which makes missing more common, LAA especially so, so definitely take it.) Level bombers just don't hit often enough for them to be too much of a problem :/. That's interesting. Are you referring to the latest update, or previous iterations? Here are two of my previous tests of all bomber wings (now my standard configuration) vs mixed fighter / bomber wings, in 1940 and 1941 respectively. In both cases, I control the mixed carriers and the AI controls the uniform ones; I order max cap at battle start, and because it's a fleet exercise, enemy bombers will always arrive while those fighters are still airborne. imgur.com/ToSCSSZimgur.com/4UC6OX1Obviously, these two tests alone are not representative, but it is at least clear that, firstly, air to air losses are inconsequential (in the first case, only 28 of 389 (7% of the total) enemy bombers were shot down by fighters, whereas 15 friendly fighters (10% of the total) were lost in exchange, and a larger number of enemy aircraft (37) were shot down by AA. Secondly, enemy bombers do get through in sufficient numbers to, in these two cases at least, win the battle - and that's with the relatively favourable conditions of a fleet exercise, where the player is controlling the fighters, and it's always a safe bet to send up all friendly fighters immediately. Note that I have not run any tests in the current game version.
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Post by generalvikus on Apr 27, 2024 21:51:46 GMT -6
What about level bombers? What amount of armour is sufficient against them - and if it's too much, how do you deal with them? In repeated tests I've found no evidence that fighters are effective, judging by the number of aircraft they shoot down, but that's with the caveat that I've never made it past about 1943 to the best of my recollection, and it's very difficult to say whether fighters are reducing incoming damage even without shooting down attackers - and I haven't done any tests in the current game version.
I've always assumed that fighters are more a liability than an asset, because they hardly shoot anything down (even compared with historical 1942 figures) and fuelled aircraft exploding in the hangar is the most common cause of death for carriers. Obviously, if there is any historical accuracy in the game, you would expect CAP to improve by the late 1940s, but that's beyond my experience.
For reference, I'm currently playing a USA campaign, allied with Spain and at 'total war' with Italy, so I'm in the peculiar position of having to go into the Med and fight a large enemy surface fleet without any medium bombers of my own.
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Post by generalvikus on Apr 27, 2024 21:46:22 GMT -6
Ok I should have probably shown an example of what I'm talking about and here it is. View AttachmentTake note of 1st Carrier Division. I'll admit I'm playing around with CVLs, but I play on slow aircraft development so it's what I've got. 1st Carrier Division is composed of 4 CVLs. Screening for 1st Carrier Division is 2nd Cruiser Division, 1st Light Cruiser Division and 1st Destroyer Division. Scouting for 1st Carrier Division is 1st Cruiser Division with 2nd Destroyer Division serving as 1st Cruiser Division's screening element, unseen in the image above. An additional CL division would also be assigned as a scouting division attached to 1st Carrier Division with a third DD division as their screening element. If I attached a BC division to 1st Carrier Division they would be an additional screens with their own screening DD division. That is what I am talking about. Are scouting divisions assigned to the scout force, and if so, do they create a scout force if there wouldn't otherwise be one?
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Post by generalvikus on Apr 26, 2024 7:41:15 GMT -6
Examine this document and see if it helps to understand the surface doctrine you might want. The author is a very well respected naval historian and has been in many videos about the War in the Pacific.
Thank you for the historical document, I haven't seen it before and I'm sure I will enjoy it, but in this case I know what I want to achieve (that is, have a battle force, a scout force, and a carrier force all in the same battle consistently,) and I just want to know how to get the game to do it using the division editor. I say this because I think two independent surface formations is the necessary minimum; either to defend both the carrier force and the invasion force, or to effectively engage an enemy element while still protecting an invasion force. I assume it is also the maximum, because there are no other forces available in the game.
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Post by generalvikus on Apr 26, 2024 5:22:22 GMT -6
Note that in all of the battles since I made this post, I had a CV division as the leader of the carrier force, and it worked a lot better.
However, I still have some major tactical problems. Chiefly, I would like to know how to reliably create both a battle force and a scout force in addition to the CV force, if that's possible. I've found that battleships sailing as part of the CV force are not very useful, because they can't be detached to fight an enemy and thereby actually keep them away from the carriers. And then on top of that, I want another surface force for protecting invasion transports, because on several occasions I've sent my main force to fight the enemy main force, only to have my transports battered by a single DD or CA. On one occasion, the IJN pulled such a perfect Leyte on me that you'd think they planned it - their battleships drew mine away and then a large force of cruisers swooped in and annihilated my transports. I'm not complaining - it was really cool - but still, a scout force would be great.
Obviously, simply sailing the battle line, the invasion fleet, and the carrier force all together is possible, but far from ideal, due to aircraft operations, and I try to play realistically - i.e. my carriers keep sailing towards a predetermined recovery point after launching a strike.
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Post by generalvikus on Apr 25, 2024 23:01:52 GMT -6
EDIT: Save may or may not be corrupted. I loaded a save, and got the error 'log lines out of synch.'
EDIT2: Save is definitely corrupted. A bunch of torpedo bomber and dive bomber aircraft models converted themselves to fighters mid - battle, and now appear as fighters in the aircraft types screen. That's new.
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Post by generalvikus on Apr 25, 2024 22:56:57 GMT -6
I have been getting the following error when trying to name any new ship: Error in ShipNameisused procedure! USA subs Idx: 0 List index is out of bounds (0) This popup sometimes spams infinitely, and cannot be closed, meaning I cannot save the game. I have attached the save. Every one of my campaigns in this game so far - modded or unmodded - has ended by the save file being corrupted. Please tell me whether or not this issue will do the same. I have not touched the ship files, but I believe I'm running the quality gun mod. drive.google.com/file/d/1UdGL8IglPvxs0a7d-MGN-OPIN2tODzTb/view?usp=sharing
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Post by generalvikus on Apr 25, 2024 4:45:22 GMT -6
Hey guys,
I've just got back into playing for the first time since pre-battle reorganization was added and I'm trying to figure out best practices for carrier operations. I've organized my CVs into divisions of two, set the lead CV division as core on the fleet flag, and all other CV divisions supporting the flagship with everything else on screen. This produced a far from ideal result, with my ships forming a messy sort of train rather than any recognizable circular formations. Does anyone have a better way of doing things?
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Post by generalvikus on Apr 24, 2024 0:34:21 GMT -6
The actual location seems somewhat variable. Here's where mine is located: C:\Users\ myname\Documents\My Games\Rule the Waves 3\Save The main difference from the path indicated online is that my username is inserted after "Users". Yeah, that's correct me, thanks.
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Post by generalvikus on Apr 23, 2024 12:04:21 GMT -6
I enabled view hidden items and it's definitely not there for me. To be clear, the game is saving somewhere, because it changes when I run it for a turn and hit save. williammiller ?
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Post by generalvikus on Apr 23, 2024 5:38:51 GMT -6
Hey guys,
RTW3 says the save location is Users \ Documents \ My Games \ Rule the Waves 3. There are no save games here, only a folder called launcher, which contains 2 files, and another file called steam_autocloud_vdf. The saves in the steam folder definitely are not right, either - they haven't been modified since the middle of last year. So, where are the saves by default?
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Post by generalvikus on Apr 14, 2024 3:04:31 GMT -6
So, there is no way to avoid save breaking updates, then? Did it used to be different, or am I misremembering?
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Post by generalvikus on Apr 11, 2024 23:28:54 GMT -6
Hey guys,
Wherever I try to put RTW3, running RTW3.exe always opens the Steam version. If the Steam version is uninstalled, it insists on installing the Steam version. There is no way to turn off automatic update on Steam, and no way to select previous versions of the game. Does this mean, first of all, that any mods will be overwritten every time there is a game update? Secondly, does it mean that it's impossible to continue a save if a savebreaking update is released? If not, how do I get around these problems?
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