A beginner's manual for operating aircraft
Oct 26, 2019 7:45:31 GMT -6
williammiller, JagdFlanker, and 22 more like this
Post by akosjaccik on Oct 26, 2019 7:45:31 GMT -6
Made with: 1.10 version
Note: I made this "tutorial" for the gentlemen taking their first steps in the game in order for them to be successfully able to conduct their first airstrike esentially. For this reason, I did not touch upon some features (escort fighters, reserves, land bases etc.), but if the need arises, I can include those features as well. Of course, should you have a question, feel free to ask.
Also, excuse me if and when I make a ( or many, rather ) grammatical mistake, hopefully I'll remain clear regardless.
I. Aircraft acquisition
In Rule the Waves 2, there is basically three ways you can start producing a given aircraft.
- Your manufacturers will time to time randomly present you with their own design concepts, also giving you a comparison with your current types. Should you accept it in exchange for some payment, development will begin. In the same manner you might get presented with improved variants of your aircrafts already in active service.
- You can buy your allies' types.
- For now, I'll just show you the most reliable way, which is presenting your manufacturers a design competition.
First, on your strategic screen, click the "Aircraft types" button
Then click "Request proposals for new aircraft". On the pop-up window you can
select your desired role, and two design priorities. For my first, early torpedo bomber, I want to emphasis range.
BE AWARE, that you can only select a "role" you have already developed/unlocked via "Research"!
After a couple of months your manufacturers will show up with their preliminary plans.
The first three items on the list will be the proposed aircrafts. Below them, under "Types in service" you can get
a picture of the capabilites you have currently at hand. This is empty in my case, as I do not operate any torpedo bombers by the time.
Pick one of the proposed plans that best suits your needs and click "OK".
Now you will have to deal with the task of watching other people hard at work.
You can see that your selected type shows up in the "Aircraft types" window, however with a (Dev) marking.
This means that the plans are currently worked on, but you don't yet have a type ready for mass-production.
When your manufacturer irons out the problems and actually starts producing the aircrafts,
you will encounter a pop-up screen that tells you this. In this case you can also see that
my torpedo bomber turned out to be more resilient that originally calculated in the design phase.
Now if you check back on the "Aircraft types" you can see that the (Dev) marking is gone, and your aircraft type is in production.
Well... started being produced, to be exact, but as far as you are concerned, you are ready! Leave the rest to your industry.
II. Squadron management
By now, you have a couple of aircrafts sitting in storages - time to get them out to combat units.
Click "Air groups". You might see "Active" and "Reserve" status labels, but to keep it simple, for now we'll not bother with those.
In this example I wish to equip my freshly minted converted light aircraft carriers. To do so, let's right click on one of them.
You can select "Auto add aircraft" and fine tune it, but I'll show you the "Add air unit" option next.
Remember how we developed a viable torpedo bomber earlier? Well, this is why.
Now that I actually have torpedo bombers fit for service, I can select them under "Aircraft mission".
I can also see that my CVLs have a capacity for 16 a/c. For the sake of simplicity, let's divide
that compartment into two torpedo bomber squadrons, each with 8 aircrafts. Set the "Number of aircraft" to 8, click "OK", then simply repeat this one more time.
Now my CVL Freya knows what she should house. Do note that said 16 aircrafts are NOT on the ship just yet!
Transferring takes time, but in my case even before that, industry has to produce the airplanes in the first place.
Anyway, for CVL Vineta, let's just copy this air group instead of manually setting up the same thing again.
Right click your CVL you just finished, select "Copy airgroup", then right click your empty one and select "Paste air group".
Because both ships can operate the same amount of aircraft, this can be done without any problems.
Now, if you check back on "Aircraft types" a few turns later on, you can see how you war machine started to set into motion.
The two CVLs together require 32 a/c, Henschel delivered 20 for the squadrons, but because the need for aircraft is larger than our production rate,
we can't accumulate reserves, as seen in the last column. Don't worry though, all you need to do is giving them a bit more time.
After a few more months both carriers can report squadrons equipped to full capacity.
You can see this on the "Aircraft types" panel as shown earlier, but it's more apparent and handy to check the "Air groups" panel,
where you can see the sweet, sweet 8/8 by each squadron.
Your fist is at full strength, so time to hit something with it!
III. Aircraft operation in engagements
III./1. - Automated reconnaissance and combat air patrol
First thing you need to do is - DON'T step to the next turn, as you'll need to set these parameters at turn zero. You can modify these settings later on during the fight, however they will only be applied when possible, so for example a modified recon pattern will be applied next morning, when the AI will sortie the reconnaissance aircrafts again.
First task of the day is to organize our protection and to locate the enemy.
Press the button shown on the image.
This will bring you to the "Routine air ops" screen - meaning that the AI will handle these for you according to your orders.
On the left you can define the search pattern for each force, applied to the selected one. This is important, because your
bases and carriers will (start to) launch the recon and the CAP immediately at turn 1, if the weather and the daylight permits doing so.
Set your desired search pattern and CAP density, however as I am trying to show the technical side of air ops, I won't go into "preferred settings" for now.
After some time passes, you can observe your carriers turning into the wind and sending out the recon.
In my case CAP is not circling above, as I did not equip my carriers with fighter aircraft for the sake of this presentation to have less clutter
(plus because it's 1920).
III./2. - Manual reconnaissance
Quite frankly, you won't get a better tutorial about this than jwsmith's videos, but since one of our AVs is present, might as well assign some tasks for her.
Look for the yellow "flash"-icon - this is your strike setup window. As it is defaulted to my carrier division,
I have to switch to my "Seaplane Carrier Division" in the lower left corner.
For now, simply check the checkbox on the leftmost column. This means that I'm about to order one floatplane with a "Recon" mission on "Light" loadout by default.
Next, select the crosshair icon, and mark a spot on the map to which you wish to send your recon.
When you left-clicked on the desired spot on the map, simply click "Launch strike". No need to complicate.
...rinse and repeat! Grab the top aircraft marked as "unready", select destination, launch strike.
For the reconnaissance, we'll (in this case, automatically) equip the aircraft with "Light loadout". This means that they'll be incapable to conduct strikes,
however in turn they can use "Rng lt" as in "Range valid for light loadout". On my screen you can also see that
should I equip my floatplanes with one 250kg bomb, I'd need to look at the "Rng hvy" column, meaning that the range would decrease to 65 nautical miles.
III./3. - Conducting a simple, uncoordinated airstrike
Let's say you located your enemy one way or another - or you did not, but you want/risk armed and readied aircraft at hand once you do so. Excellent! Now, you can notice that I (or the AI rather) sent off one torpedo bomber squadron worth of aircraft on the initial recon sweep, leaving me with ~75% of my TB complement to conduct strikes with as long as my recon is out there. In this case I could've set "no search" in turn zero, and manually conduct reconnaissance operations with my floatplanes on AV Carsten, reatining my full strike capability at hand. Alternatively, you can utilize "Floatplane search" under "Doctrine" on the strategic screen as well. Regardless, let's prepare a strike.
Let's say you located your enemy one way or another - or you did not, but you want/risk armed and readied aircraft at hand once you do so. Excellent! Now, you can notice that I (or the AI rather) sent off one torpedo bomber squadron worth of aircraft on the initial recon sweep, leaving me with ~75% of my TB complement to conduct strikes with as long as my recon is out there. In this case I could've set "no search" in turn zero, and manually conduct reconnaissance operations with my floatplanes on AV Carsten, reatining my full strike capability at hand. Alternatively, you can utilize "Floatplane search" under "Doctrine" on the strategic screen as well. Regardless, let's prepare a strike.
Again we'll utilize the "Set up strike" window (yellow flash-icon).
I'll grab my carrier-based torpedo bombers and check that they are set to "N strike" as in "Naval strike". This should be the default option for them, however.
Notice how when I select ALL of my torpedo bombers (TBs), the game tells me "Strike exceeds deck load" in the top right corner.
I simply don't have enough deck space to launch all of my aircraft at once.
The simple solution would be to uncheck one squadron, but for the sake of example, let's prepare a full deckload strike.
Under the "Spot" column I can see that my carriers are capable to spot 12 a/c. This means that (given that all of the aircrafts are in operational condition)
I'll need "one and a half squadrons". Therefore I'll click on one of the numbers in the '#' column and set it to 4.
Notice that I did so with Freya's aircrafts. Vineta can launch all of her remaining planes at once, as the other half of her complement
is already on a recon mission out there (and even the remaining half has one aircraft in a damaged state).
[Strictly speaking, the game will let me ready each and every aircraft of the carrier at once still, but not launching them.]
While in this example there is no need to tamper with the armament, let's talk about the ordnance as well. In the rightmost column you can see that
all in all you have four options: Torpedo, or three kinds of bomb configuration. You have all the bombs in the world, but only two aerial torpedoes per TB.
Your loadout first and foremost influences your max range, as you can see in the "Rng lt / med / hvy" columns.
In the "Torpedo" column 'H' means that when this particular aircraft type carries a torpedo, you need to work with the "Rng hvy" value.
Once you are content with the setup, press "Ready strike".
Now your crew start to work their wonders and put your a/c into "Ready" state, meaning that once you give them the sign,
they can take off practically immediately. You can notice that we did not do this step for the recon floatplanes. RtW automatically linked
the readying and launching stages, and I did not bother with this of course because the recon areas are static, so quick reaction capability
is not something one needs for the initial reconnaissance sweep. When striking a reported contact, however, time is of the essence, this is why
"Ready strike" is important in this case.
If you click the "Air formations" icon, you can watch your operations from a different perspective.
This is also handy because there are some states (For example taking off or landing if I recall correctly), when your squadrons
do not show up under the strike window at all, however they are still mentioned here.
Once you defined targets of opportunity (this can be approximate location of the enemy, for example you are expecting them
to head for their home ports and draw up an intercept course for your strike based on that asumption; locations marked by your scouts on the map;
or - as you can see on the image - "live" data provided by your lookouts or radar), go back to your strike window.
Select your squadrons with "Ready" status, pick a location on the map (Or use the "Target" panel in some cases, but let's not complicate),
and "Launch strike".
Technically you can launch "Unready" squadrons as well, but of course, they first have to be readied and spotted, so the time
for their arrival will be later by that much.
If both you and your airmen did everyting semi-well, the next thing that will require your attention is the pop-up window
notifying you about the torpedo hits on the enemy. Congratulations, you just conducted your first successful aerial strike!