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What is this, a 1998 Microprose game? Oh wait, they had carrier ops too...
In a campaign, carrier meets enemy warships and an encounter occurs.
Select carrier, execute "Aircraft" order and launch a flight of 12 dive bombers.
Click BEGIN to start the battle.
Your carrier has 12 dive bombers above it ready to attack the enemy.
So you can launch aircraft immediately before entering combat in addition to any nearby aircraft you might have.
As the dev mentioned above, you can launch aircraft before beginning an encounter if there's a carrier in the group. Some cruisers carry scout planes too (Not sure about BBs).
How I've been playing the campaign is like this:
At 5am every day you can start launching planes from carriers and airfields, and scout planes from other ships who have them.
Quick note, when creating a flight patrol, you can see the plane's effective range. this is not round trip. it's one way before they have to go back. As you create waypoints, you'll see the patrol distance increase beside the cursor. This way you can see how many more miles you can add to the patrol. Even if you make a patrol farther than the plane can go, the plane will turn and go back by itself when it reaches max distance.
I'll send out scout planes one by one, to scout around my ships. I will then launch groups of avengers and dauntless' armed with either bombs or depth charges, and have them within striking distance of the scout plane paths.
If a scout planes finds a sub, have it hang out directly over the sub and ignore the initial encounter. Send your strike planes you got ready and attack. Sometimes it won't initiate an encounter, so when your planes are directly over the enemy sub, you can just select your flight and click on "world". The sub should then be detected within a few moments in battle, depending on the weather.
You can also send out wings of fighters to patrol about too, but i think they can't see as far as a scout plane.
Try to determine the direction the enemy sub or ships are heading. You don't want to let any subs get close to your ships. (That's bad news) If your attacks miss, launch more flights from airfields and carriers to intercept the sub along the path you saw it travelling. Sometimes you need to search for a while again if you lost sight of it.
Again, subs are dangerous. DO NOT let them get close to your fleets. Do everything you can to make them dead before they get there. If an encounter with an enemy sub happens with your ships, you'll often lose at least one ship before you know where the sub is. It sucks when that one ship is a carrier or cruiser. Killing subs with depths charges is way more work than with planes.
If you know enemy ships are heading towards some of your ships (with no carrier in the force), you can launch planes and have them hang out nearby, so they can join the encounter too.
As the day progresses, and patrols return to airbases, I keep relaunching them. I constantly have patrols all over the place as the day goes on. The flying day closes at 1700 hours, so I usually keep one or two flights available to launch at the last second to have some planes up "after hours".
Hope that helps. :)
https://youtu.be/Bd8_vO5zrjo?t=876
It would take 45 minutes to prepare a launch of a strike wing anyway, by then the attack would be over anyway.
That's a pretty unfair hole to have. You have to respect the limits of what's possible within the sim and being able to launch a full wing prior to pressing "Begin" on the encounter is actually pretty reasonable.
There are holes in the aircraft management system . I'm particularily dumbfounded that there are no search patterns to choose from to automate aerial scouting, and there's absoultelyl no excuse for the lack of flying boats such as the Mavis or the Catalina in the game to do exactly that role. And of course we have to make believe with the concept that a Yorktown or a Shokaku would carry 36 planes only (Yorktown class air groups carried around 72 plus spares, and shokakus carried 54-65 plus spares aprox depending on the stage of the war). I hate that you can't send mixed strike groups (bombers with escort, or a mix of TBs and dive bombers with some fighters in the same strike). Plane turnaround time is...generous, so to speak. Planes take off instantly and magically land in a split second, only to be ready to take off mere minutes later (it could take hours for a strike to land, be struck down to the hangars, rearmed and refuelled, and made ready to go out again) There are absolutely no attrition losses (no accidents on landing, damaged planes guaranteed to make it back to base no matter how badly smoked they get in battle, etc). And seems that aircraft don't memorize waypoints at all (they RTB the second they reach the end of their first leg)
So there are problems, and the ones I mentioned are only a limited list of them, but not launching planes in the middle of a surface engagement is not one of them.
for starters, if you didn't have a strike package parked on deck and ready (something you REALLY didn't want to do, see what happened to Kaga, Akagi and Soryu at Midway to see why) you'd need to ready the planes and bring them up to the deck (assuming there were no other planes already parked there that you don't have to move out of the way to make room for the takeoff).
Then you need to brief the pilots, or at the very least get them into their cockpits (they don't live in there, you know).
then you must accelerate the carrier to top speed and turn it into the wind to launch (no wind across the deck-no armed plane launches happening)...which takes it's time depending on how your ship was moving relative to the wind to begin with. And of course it might very well mean you'd need to steam directly into the enemy at full steam if wind happens to come from that side...
Then you have to launch (you didn't magically send 12 planes to the air, they'd have to do the roll off and take off one by one, which can take a good while).
BTW that also applies to landings. CV into the wind. One plane landing at a time. Which then has to be moved to clear the runway for the next one landing. GL with that in the middle of a gunslinging battle.
Bassicaly, there are lots of room to complain about the game's model of air ops - but carriers not launching planes in the middle of the fight is not of them.
No, but you only have time to launch one wave of planes before you accept the encounter.