Thread: Carrier Ops
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Old 09-24-18, 10:22 AM   #20
tAKticool47
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I wanted to chime in because I have done an extensive amount of "Carrier Ops" playing with US and NATO/Allied-based carriers. I have learned a few things i figured I could share. ... however I admit I am not really good at all at triggers or scripts so I am fairly limited in my playing-programming but that's fine with me, it's still fun.


One thing is, p7p8 is damn right about the windspeed and crashes. Naturally when you are using a carrier, particularly a US carrier, you build a battle group right? And attach the other units etc? Lets say you set it at 30 knots.... whenever it wants to launch a plane, it turns into the wind, and slows down to 3 knots. This causes all sorts of formation problems and crashes. I mean I have lost a ton of escorts to self-crashes because of it. I think p7p8 had a great solution in naming a different ship as the leader.

Also... if you put a plane on deck at "Ready 5" , I have noticed, it will NEVER LAUNCH. For some reason, at least with me, all the Ready 5 planes just sit there. The solution I have come up with is to put all types at Ready 15 (and 30) and let it spin up planes on it's own. It will regularly spin up F-14s and F-18s, S-3s and sometimes a Prowler. However, I have noticed it has never once spun up/launched an E-2 or ES-3 ... and it has never launched a helo. Even if you put them on deck, never does it. The solution for me is to set an E-2 and an ES-3 to have a launch time of 1 minute. Then I usually let the computer handle flight ops. HOWEVER, there is a real fault here- It will always pick default weapons loadouts. It always puts the F-14 & F-18 at AAW loadouts, but if you make them in-flight aircraft, you can pick ASuW or Strike, and they become very formidable platforms (the F-14 with a pair of Mk84 JDAMs and the F-18 with All kinds of stuff.). The downside is, it can take you an hour to set up In-Flight CAPs and Flight-Launch-Timed planes by itself.


The other thing is, there are some pretty awesome planes in the USAF that obviously don't use the carrier. The F-16s are great and have a great ability in the game -- and the F-15E is just incredible. It's either an absolutely stacked AAW platform or a ridiculous bomb truck capable of ~1500kts as a ASuW platform. The F-111 is pretty awesome as well, will shoot it's guns after it launches everything for an hour. The F-117 is kind of useless, it carries 2 JSoW and goes 500 kts and is not "stealth" in the game. And as I have said before, the F-22 is useless. Dies immediately every game, every situation. I however like to set up the EW version of the C-130 and the EP-3 ELINT planes on perimeter routes sniffing the border of battles and if you have an Ohio-class SSGN in the water, you can add the Sub COMMO C-130 version to give it firing data. It's pretty awesome when it decides to lay it's 150 TASM eggs.

I have also built Cold War/Red Storm Rising-style battle groups with Kitty Hawk &/ Forrestal-class CVs, and period escorts like Virginia-class CGNs, an original Ticonderoga, sometimes a Spruance DDG, usually a FF-1052-class & FFG-7 class frigate (i'll usually command the FFG-7) and either another CG/CGN or DD/DDG ... sometimes even a BB (because those 16" guns will fire when in range, it's awesome.) it can be a lot of fun to play these scenarios, with a Sturgeon or LA FLT I/II etc. but if you make the opposition too good, the Soviet stuff will merck you, so you have to plan accordingly. Can't use the Kuznetsov, not even close to fair, but Moskva and Kiev can work.
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