War on the Sea

War on the Sea

japp_02 Dec 29, 2024 @ 5:23am
How good are planes in Scouting?
Will Kingfisher planes do a better job in scouting rather than B17Fs full of bombs and flying high? Do the number of planes in a group has influence about spotting enemies?
All this by neglecting bad weather conditions of course.
Last edited by japp_02; Dec 29, 2024 @ 5:28am
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Showing 1-15 of 22 comments
SEAWOLF Dec 29, 2024 @ 11:20am 
Obviously, the Kingfisher is a designated scout plane. However, you can use any plane for scouting. The B17 has a far greater range (especially without a payload). The important thing is setting up your scouting flight patterns to ensure effective coverage. And no - don't use planes in a group for scouting. It does not make any difference in spotting.
japp_02 Dec 29, 2024 @ 2:39pm 
Originally posted by SEAWOLF:
Obviously, the Kingfisher is a designated scout plane. However, you can use any plane for scouting. The B17 has a far greater range (especially without a payload). The important thing is setting up your scouting flight patterns to ensure effective coverage. And no - don't use planes in a group for scouting. It does not make any difference in spotting.

Thanks for your tips. Indeed, I struggle at the beginning of a campaign to have decent ranges for my planes, the Avenger and B17F are very good in range but you need to invade and upgrade airports soon, the New Hebrides as a starting point is far, far away. So my main scouting info when starting comes from launched Kingfishers from cruisers.
tj666 Dec 30, 2024 @ 1:38am 
I would have a similar question: do scouts add anything to the gunnery solutions of own ships?
SEAWOLF Dec 30, 2024 @ 1:53am 
Originally posted by tj666:
I would have a similar question: do scouts add anything to the gunnery solutions of own ships?

Yes - in the case of heavy sea state I have found having a scout plane useful in improving gun solutions. Hence, that is why I always have a scout plane set at 25km circular with my task forces. I should point out that this is playing the USN. Whether it works for playing as the IJN, I don't know.
Iv. Dec 30, 2024 @ 9:10am 
Originally posted by SEAWOLF:
a scout plane useful in improving gun solutions

Not exactly. A scout plane doesn't improv gun solutions.

A scout plane helps detect targets invisible from the surface in bad weather or over the horizon.
japp_02 Dec 30, 2024 @ 9:47am 
Originally posted by Iv.:
Originally posted by SEAWOLF:
a scout plane useful in improving gun solutions

Not exactly. A scout plane doesn't improv gun solutions.

A scout plane helps detect targets invisible from the surface in bad weather or over the horizon.

That brings me to this question:
Before going Tactical when I have an Encounter, if I launch a Kingfisher from my CA / CL in the strategic map just before going tactical, will the plane be in the battle map? (You cannot launch planes once in the battlefield).
I still hadn't the occasion to try this, and I don't think it's an exploit as you would certainly command the launch of such a plane if possible.
Last edited by japp_02; Dec 30, 2024 @ 9:57am
Iv. Dec 30, 2024 @ 10:07am 
Originally posted by japp_02:
and I don't think it's an exploit as you would certainly command the launch of such a plane if possible.
This game (in its current state) is one big collection of exploits. One more, one less. Players are forced to limit themselves to give the poor AI at least some chance.
japp_02 Dec 30, 2024 @ 10:14am 
Originally posted by Iv.:
Originally posted by japp_02:
and I don't think it's an exploit as you would certainly command the launch of such a plane if possible.
This game (in its current state) is one big collection of exploits. One more, one less. Players are forced to limit themselves to give the poor AI at least some chance.

Yes in fact, I do so for submarines which I enable visibility on the strategic map, but I play with my personal rules to give AI subs an advantage :)

In particular, If I go tactical with my TF and I see no planes, no ships, then I will throw a dice to decide if I put my radar ON and I never put my sonar on (unless I detect subs or torpedos). That's to simulate that you don't navigate with radar on all the time for not getting detected, and you only use sonar if really you suspect subs to be nearby, which you should NOT know when going tactical with your TF.
Last edited by japp_02; Dec 30, 2024 @ 10:22am
tj666 Dec 30, 2024 @ 10:58am 
Well, I made a few trials, with Myoko and Lexington at 20000 yards, with overcast, at noon. Without the scout, the cruiser's solution osscilated around 50 %, with the scout deployed in the action circle, it went fast to 66-68 %; it may have been random perhaps, I will do more trials (did about ten)
Iv. Dec 30, 2024 @ 11:22am 
I brought the scout to Lexington and waited until it was shot down — the solution for Mioko guns had not changed.
tj666 Dec 30, 2024 @ 11:24am 
I don't see anything in the Director's code about calculating the solutions besides radar bonus. I must have been mislead by random situations.
Iv. Dec 30, 2024 @ 11:37am 
Originally posted by tj666:
...around 50 %, with the scout deployed in the action circle, it went fast to 66-68 %
I suspect that could have led to such an effect. You allowed Mioko to firing at will. And he made his first volley at spoot. Which led to increased solution.

Originally posted by Kraznova:
This is like the Kingfisher argument. People swear having it present increases accuracy. There is no mechanic for increasing accuracy using spotter aircraft.
Last edited by Iv.; Jan 4 @ 11:02am
Iv. Dec 30, 2024 @ 11:44am 
Originally posted by tj666:
in the Director's code
Share how you view the code. I would like to take a look too.
tj666 Dec 30, 2024 @ 12:16pm 
Use dnSpy to open the Assembly-CSharp.dll (and make backup before of course)
Iv. Jan 5 @ 3:56am 
Originally posted by tj666:
Use dnSpy to open the Assembly-CSharp.dll (and make backup before of course)
Do you know how to start debugging there?
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