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TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


I'm playing the USA in 1910 right now and eagerly awaiting air techs to become available. :suspense:

And out of curiosity does anyone know what is up with the AI Legacy fleets having crazy illegal designs like 2x triple above-water torpedo launchers on CLs and predreadnoughts with heavy AA and DP secondaries in 1900?

TehKeen fucked around with this message at 21:45 on May 23, 2019

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TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


I just had my first nighttime convoy raid with radar where two 10,000 ton CLAAs (1939 in my game) and about 5 DDs all crammed with as many DP guns and torpedos as I could fit netted 14 transports while two escorting battlecruisers circled frantically just outsise of visual range trying to find the raiders. I would've sunk them too if hadn't run out of torps.

Radar owns, can't wait for fire control radar for my new 20" battery battleships :getin:

TehKeen fucked around with this message at 01:56 on Jun 5, 2019

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


also, patch 1.03 is out:

The following are the fixes/changes made for the 1.03 update:
Fixed a bug with small corvettes getting very small crews.
The AI nations will now build more battleships in the initial fleet on manual build and 1900 start.
If a squadron is selected for strike but has no medium bomb load, heavy bomb load will be set as default instead.
CL are allowed to be up to 12000 tons from 1940.
Escorts in non-coordinated strikes will now return to base on schedule.
Fixed a problem with research levels greater than 21.
Fixed an error in damage control research. (Improved watertight hatches)
If improved triple turrets are researched then triple turrets are unlocked.
Fixed a bug with home possession base values sometimes fluctuating.
Added option for range circles from airbases during battle. Friendly airbases will have dashed circles, enemy will have solid circles.
Range cicles for enemy bases are based on best intel on enemy aircraft types, or lacking intel on your own best aircraft type of that role.
A nation under peace treaty is not restricted by caliber limits of a general treaty. (Allows for example Germany to build Deutschland class ships (pocket battleships) in 1920 if the Washington treaty is in effect.).
Added column for airship bases in base overview tab.
Adjusted some battle missions (Sardinia, Sakhalin).
Added airbase info to map details screen.
Added tech for centerline torpedo tubes on ships up to 7000 tons.
Made armor slightly lighter on very large ships(> 45000 tons).
Prevented air units being set to more than 20 planes.
Tech category is now specified in messages about buying or selling technology.
Some changes in response to feedback on land air:
----Aircraft on a base within range of an enemy airbase will suffer pre-battle attrition resulting in the base starting with a number of damaged aircraft.
----Better possibilities to suppress messages about land air to land air in preferences screen.
----Setting for not pausing the game on air attacks on land bases.
----Air approach message will only be shown when enemy aircraft are approaching ships.

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


Mirrors posted:

What are the requirements for a cvl? I'm not able to purpose build them yet but have the tech to convert and just can't get it to accept a build and I'm not sure what I'm doing wrong

Are you actually redesigning where you strip an old cruiser design and put a flight deck on it? I do remember having a similar issue in my first save before any patches came out (also wouldn't let me build AVs of any size despite having the tech) - it might have been a bug.

TehKeen fucked around with this message at 03:50 on Jun 5, 2019

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


Arglebargle III posted:

Does anyone know how to put flight deck catapults on carriers? I can't see the option.

Its in the aircraft tab - you add them like torp tubes; you need the catapult tech and I believe you can only have them in the 1 and 2 positions even with the angled flight deck tech (haven't figured out if that actually let's you have 4 or not, :confused:)

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


James Garfield posted:

It does let you have 4. The positions where catapults are allowed are weird but if I remember right you can do 1, 2, C and Q.

Gotcha - 1 and 2 are the obvious ones, had no clue about C & Q, lol.

On a somewhat related topic, I'm in 1948 in my game and I'm getting a bunch of missile techs - am I right in assuming that those just aren't implemented yet?

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


If I had to guess, it's a combo of speed/tonnage, not having the above-water-torps-on-large-ships tech, or not having the all-forward main battery tech. What year is it in-game for you?

edit: vv oh duh it was right there

TehKeen fucked around with this message at 10:15 on Jun 14, 2019

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


dylguy90 posted:

0 deck armor?

Is this supposed to be one of those find-everything-wrong pictures?

This is why I usually pick the tonnage, autogen, then modify. Lots of little stuff.

It's AON scheme though so you don't use any DE or BE

TehKeen fucked around with this message at 10:16 on Jun 14, 2019

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


Gort posted:

I tried doing this and got told I could only build impressed fishing vessels while at war.

What Dunno-Lars said, if you build them 600 tons or greater they don't have that restriction nor do they get scrapped.

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


Does anyone know what the letters mean for torpedo-equipped planes? My best guess is H means a Torpedo uses 'heavy' range and later torp tech effectively increases the range with that payload to medium and light categories but I wasn't sure.

vv Great, thanks! I was trying to figure out if prioritizing Bomb Load for torpedo bombers was worthwhile.

TehKeen fucked around with this message at 06:29 on Jun 20, 2019

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


Here are the techs from the ResearchAreas2.dat file related to carriers:

pre:

[Naval aviation, heavier than air 17]
PicName=NavalAviationHeavy.jpg
Seaplane scouts;1915;N;70;6;1700;Enables seaplane bases
Aircraft bombing of ships;1916;N;70;6;1701;Enables air bombing of ships with light bombs
Early air launched torpedoes;1917;N;70;6;1702;Enables air launched torpedoes
Aircraft catapult;1923;N;70;10;1703;Enables aircraft catapults on ships
Later air launched torpedoes;1930;N;70;10;1704;Improves hit chances of air launched torpedoes
Dive bombing;1930;N;70;8;1705;Enables dive bombers
Air/Sea rescue;1935;Y;20;8;1717;Improves pilot survival and thus mitigates experience degradation from air losses 
Improved dive bombers;1938;N;70;10;1706;Enables improved dive bombers
Improved air launched torpedoes;1938;N;70;10;1707;Improves  hit chances of air launched torpedoes
Coordinated airstrike management;1939;N;70;10;1708;Allows coordinated strikes from several carriers
Aerial depth charges;1941;N;80;10;1712;Increases ASW value of aircraft carriers and air bases  
AP bombs;1942;N;90;6;1715;Enables use of AP bombs by aircraft  
Skip bombing;1942;N;50;10;1711;Increases effectiveness of level bombers in anti shipping attacks
Leigh light;1942;N;80;8;1713;Increases ASW effect of air bases  
Bombentorpedo;1944;N;40;10;1710;Near misses from glide bombing have a chance of being converted to torpedo hits

[Shipboard aircraft operation 18]
PicName=ShipboardAviation.jpg
Seaplane carrier;1914;Y;70;6;1801;Enables small seaplane carriers
Improved seaplane carrier;1916;Y;70;8;1802;Enables larger seaplane carriers
Flight deck;1918;Y;70;10;1803;Enables CVL conversions
Purpose built aircraft carrier;1920;Y;80;8;1804;Enables CVL construction
Aircraft carrier conversion;1921;Y;70;10;1805;Enables CV conversions
Transverse arrestor wires;1925;N;70;8;1811;Lowers risk of landing accidents
Large aircraft carrier;1926;Y;100;12;1809;Enables purpose built CV
Better aircraft handling practices;1927;N;70;8;1806;Increases aircraft capacity and ready times of carriers
Improved landing guidance systems;1929;N;70;8;1817;Lowers risk of landing accidents
Deck park;1930;Y;70;10;1814;Increases aircraft capacity of carriers
Improved arrestor wires;1931;N;70;10;1812;Lowers risk of landing accidents
Deck edge lifts;1934;N;70;10;1810;Improves readying times of aircraft
Improved carrier design;1936;Y;80;10;1815;Increases maximum carrier size
Flight deck catapults;1936;Y;50;6;1820;Enables catapults on aircraft carriers
Air intercept control system;1938;Y;80;12;1807;Increases CAP effectiveness
Improved aircraft handling practices;1940;N;70;12;1813;Increases maximum carrier size
Two phase search;1942;N;70;4;1822;Enables two phase search
CIC;1942;N;70;12;1818;Increases CAP effectiveness
Deck launched interceptors;1942;N;70;8;1819;Increases CAP effectiveness
Improved carrier design;1944;Y;80;10;1816;Increases maximum carrier size
Angled flight deck;1950;Y;80;15;1808;Enables angled flight deck

Note that the NA:HTA catapult tech is only seaplane catapults, the flight deck catapult tech is in the SAO tree. Hope this can help y'all figure out the exact techs you need for what. :) You need to have an active CVL or CV to have the SAO tech tree on 'High'. You unlock these as the game progresses (if you're on a 1900 start), along with other trees like Radar. The 4-digit number after each tech is the average year (or maybe earliest?) you're expected to have the tech which varies based on your specific game and research settings.

TehKeen fucked around with this message at 09:12 on Jun 25, 2019

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


Wait, you can buy foreign aircraft??

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


I've been wondering about that too. So far my take is use the extra displacement to crank your deck and TT armor up to give detonation immunity from long range plunging fire and AP bombs - and use the rest on bigger/more guns or heavier AA or speed. My main concern is vulnerability to engine damage leaving the ship wide open to an airstrike.

TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.


Mister Bates posted:

Is there any way to tell my ships to stop pumping torpedoes into the burning, immobile heavy cruiser that hasn't fired a shot in like ten minutes?

right click on the offending divisions flag on the map - one of the buttons on the right of the div info window should be a torpedo hold fire toggle

on an unrelated matter: late 40s and onwards mass carrier battles are insane! two back to back battles with Germany as the USSR and 2/3 of Germany's capital ships are sunk almost entirely by dive and torpedo bombers with hundreds of air losses on each side. 1600lb AP bombs are no joke - I've detonated more than one BC/CV from magazine penetrations.

TehKeen fucked around with this message at 18:09 on Jul 4, 2019

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TehKeen
May 24, 2006

Maybe she's born with it.
Maybe it's
cosmoline.



How many of those British ships detonated?

Also, I had the most :black101: carrier battle yet last night:




The Baltic is a deathtrap if you don't have air superiority - around half of the sunk US capital ships made it away from the initial engagement only to get hit by the 3rd (or 4th?) massed strike sortie of the day south of Gotland.

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