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I also note that if they have to make a severe course correction they seem to slow WAY down to make the turn and then get up to ordered speed. Don't know why they slow down so much.
I think it is a UI thing. A single click on the unit list should select the formation as a whole. Not double click. I don't like hunting units on the map. I know where they are, but I find it easier to select then with the list.
Not an excuse but some insight into what's happening there. Launching or landing planes does 2 things:
1. Puts the carrier in an 'engaging' state i.e. the same kind of state as when you give an attack command. It won't respond to move or speed orders until either you cancel that state or it runs its course. This is why you couldn't make your carrier avoid the land. The solution for now is to allow your carrier a period of time where it's not launching or landing planes.
2. It locks your carrier at max speed. Which is also not ideal because any supporting ships in the same formation will try to match the carrier's speed, making their passive ASW sensors useless.
I assume the game should be playable even with 'weapons free' enabled, isnt it?
1). In formations and maybe without, a ship will fail to avoid running aground when moving from point A to B. The game AI needs to recognize this collision and path around the object.
2). Orders do appear to get "stuck" or stacked up in a queue and give the appearance of the ship not responding. Ordering attacks seems to be the leading cause for this stuck queue and canceling a ships orders with "X" and reissuing the order seems to correct the issue.
3). New players or non-naval simming players are not use to the counter intuitive need for ships to turn roughly 90 degrees away from the direction of travel/target in order to fire weapons or defend against incoming attacks. It would be great if the info panel for units showed the firing arcs of the various weapon systems like Harpoon did many moons ago. Maybe even show them on the grid display when a weapon/system is selected.
I agree with all your points but I feel like no. 3 might be a bit unnecessary. I feel like simple observation of a unit in action reveals the cause of its turning. I think you could even make the argument that learning things like that are part of the [enjoyable] journey of learning a game and indeed naval stuff. But that's just my 'hot take' opinion.
Also, combining formations can (always?) result in the units disappearing from the map display. I kept hearing my planes being shot down because they'd flown somewhere they shouldn't have, and I had no idea because I couldn't see where they were on the map.
It all leaves a very bad taste in the mouth.