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Found 69 results

  1. Over the last few days, I've discussed three different types of surface ships--cruisers, destroyers, battleships. Now, let's look at the final, and most powerful of these: The aircraft carrier. Aircraft carriers made battleships obsolete and changed naval warfare; if you are driving a flattop, you can even change a game you're in. Your strike planes can deal more damage than a salvo from a BB's main guns--if you know what you're doing. In the game, there are only two nations with full carrier lines: The United States and Imperial Japan. Let's look at their attributes: USN: Fewer but larger squadrons meaning dealing more damage per strike, better dive bombers that have the option of equipping AP bombs to deal more damage to battleships, some of the best fighters in the game. IJN: Squadrons are smaller but there are more of them, meaning you can spread your power out over the map. Torpedo bombers are some of the best in the game. Loadouts offer more flexibility. Honorable mention: Graf Zeppelin. Comes either with all dive bombers or all torpedo bombers (and some fighters) and has super mean secondaries. I don't know much about it; if someone knows more about it, please explain. Now, time for the ins and outs of the class: Pros: You have the most powerful ship in the game, being able to strike anything anywhere on the map, anytime in the game. Being in top-down view gives you the best view in the battle. If played properly, you can inflict untold amounts of damage in a single battle. In fact, the world damage record was set in a Midway. Cons: Your aircraft are vulnerable to anti-aircraft fire and fighter from enemy ships. That, and you have a limited number of them; make every strike count. You are a vulnerable target subject to attack from other aircraft and from ships, so stay with the pack if you can (unless you're in a Graf Zeppelin, Midway, or Kaga, which have beast secondaries.) In addition, early tier carriers have poor maneuverability and speed characteristics, so plan ahead where you're going to go. If you have no more aircraft, you are a sitting duck. Now, gameplay tips. This is a unique one, as you control not so much the ship, but it's aircraft. However, here are a few things you need to know: Target ships that are alone, low on health, or under fire from your friends. Learn the ships that have good AA, and learn to avoid them early in the game. Set a course with the autopilot before the battle starts by pressing "M" and click in your waypoints. Don't hesitate to change it or use your WASD hacks if need be. Also, stay with the pack whenever possible. If there is another aircraft carrier on your team, try to coordinate actions if possible. And if you are out of aircraft, you are not out of options. Charge forward and hope your secondaries earn their pay. Speaking of secondaries, do not underestimate them. You might not have much, but they're still effective. My first ever kill in an aircraft carrier was a DD with my secondaries. Use co-op a lot to get the hang of manual bomb and torpedo drops, and learn how to strafe. It'll be a long process, but, as Leigh Anne Tuohy said in "The Blind Side," "You can thank me later." Priority targets: Battleships, other aircraft carriers, destroyers, anything that has poor AA. Well, that's it for my new player's guides. If you have anything gameplay-related that I should do something on, please shout it out in the comments below. As always, thank you, and good luck, captains!
  2. New CV Captains? Need to Learn Manual Drops? Only have 3 minutes?! This video is for you!
  3. General Feedback

    I think the aircraft performance and general play need to be looked at. The airplanes act more like high performance jets or UFO's than WW2 aircraft. Their turn rates, climb rates, and tactics are very unrealistic. One example is torpedo bombers - they would never fly in a f ship line abreast formation to employ their torps - maybe a 2 ship wedge or vic formation with the second element staggered behind them - but what you have now is totally unrealistic. In addition after employing their torps a real airplane would probably overfly their target due to turn performance limitations and would be more susceptible to AAA fire. As a reference point an airplane with 1 16 degree per second turn rate ( a modern jet fighter) would take 11 seconds to make 180 degree turn. WOW aircraft make these turns in about 2 seconds without any loss of airspeed - which the laws of physics would say is not possible without an afterburner.
  4. Good day to all reading, I have a lil scenario to present to you. Being an American CV, I am sending a torpedo squadron to broadside an Iron Duke with over 3/4 health that's being shot at from at least 11km away by a CV. I think I'm cool so I use manual drop as close as possible (I know that there is a short portion of the green engagement zone that the torpedoes don't drop in, so I aim to engage the Iron Duke in a way that the torpedo icons appear on the map as it hits him). After dropping the torpedoes I watch his health go down thrice in a row and 1/4 torpedoes drift by that had missed but don't receive any ribbons. Keep in mind that those 4 torpedo bombers made it home and that their were no citadel hits. At the end of the match I only had caused 15k damage (torps do 9k each). Unfortunately I wasn't recording and have had this happen a couple times. Anyone else have this issue?
  5. With the opportunity to respec commanders for free this weekend, I am trying to figure out once and for all if it's wort hit to have Direction Center for Catapult Aircraft on the North Carolina. I have seen it recommended on a number of sites and it seems so completely lackluster, even for a 1-point investment. For spotting aircraft it's almost totally useless, for fighters it's only marginally useful for a very brief period. Opinions?
  6. Hosho Aircraft

    I was playing 2 Hosho v Hosho games where our fighters engaged with no AA around, I have aircraft servicing expert on my captain (the only ability that affects this fight in a major way) +5% HP and Airgroup Modifications 1 +10% AVG DMG and none of the fights had Aireal Superiority on the commander so it should be a close and even fight, but both fights ended up in a 0-4 or 0-3 in their favor, is one of the modifications or commander abilities bugged and if not the aircraft need to be reworked to include less RNG especially if being a CV means being tactical.
  7. So a few of the questions that me and a lot of my friends have been talking about. #1: How to make RN Carriers Unique. #2: How to fix the Graf Zepplin. #3: How to add a 2nd CV Tree? _____________________________________________________________ So a few quick answers and thoughts. - First the Graf Zeppling. Looking at German Dive bombers (Historically) I came up with a very interesting and fun answer to the problem. Mixed multi-bomb payloads. So let's say we take a standard (Used historically) bomb load for the JU-87. 1 x SC250 (250kg) 4 x SC50 (50kg) So why not let this be a bomb load? Maybe even mix the AP/HE bombs. So a 250kg AP bomb. and 4 50kg HE Bombs. This gives the Dive Bombers 1 bomb that can hit and damage larger ships pretty well. And a number of smaller bombs that can explode, knock out AA Mounts. Set fires. And if dropping on a DD give a kind of "shot gun" pattern. The only reason that I can see this not being a great ideal is that MAY be a bit to much math. I mean that WOULD be a lot of bomb drop positions. This of coarse can be used for some other Carriers also. (Maybe the 1 Italian Premium CV that will make its way into the game) Maybe the French Premium CV? ______________________________________________________________ As far as a matter of RN Carriers or a 2nd Tree. (Maybe for a Escort Carrier tree) - As anyone ever thought about the Ideal of some CV's that are allowed to use there "Secondaries" Manually? I mean its not like a lot of CV's have overpowered Secondary guns. The only ships it would be useful against would be DD's. Or maybe heavily wounded Cruisers. Maybe this is not a great ideal for the RN Carriers but I feel like short (3-4 ship) Escort CV's might be a good ideal.
  8. My British CV Lineup Idea

    Hey guys, I've been thinking about this topic the last few days and wanted to put it out there, even though we are on the verge of the British BBs being released. Here is my idea for the lineup of a full British CV line. I welcome any feedback or comments and suggestions on how WG could balance RN CVs in relation to their U.S. and Japanese counterparts. I'm not that big of a CV player myself, but the British CVs could be something interesting and different compared to the only 2 nations that have CV lines in the game right now. Tier IV - Argus Tier V - Eagle or Hermes (leaning towards Hermes myself) Tier VI - Furious Tier VII - Illustrious Tier VIII - Ark Royal Tier IX - Implacable Tier X - Malta or Audacious
  9. The tutorial doesn't go in great detail. I am new to this game. I am using a IV tier Cruiser. It has a plane on it. I know I press T to launch it. Does the plane automatically attack the enemy on its own. The help says to press ALT hold + left mouse button. Does that assign the ship for it to be attacked by the aircraft? Do I have to continue holding it till the plane finishes? There is no info on it. Thank you!
  10. Aircraft carriers

    When an aircraft carriers is destroyed and it still has planes in the air you should be able to control them are you trying to say that the Pilots are stupid and that they need flight control guidance from the ship
  11. Rain, sure they can fly. Cyclone? Unlikely - and if they did their effectiveness needs to be cut WAAAAAAaaayyyyyy back... It's not well... reasonable - for TB and DB to come screaming down on you in a cyclone then not appear until they're like "indicated 2.x km" which means they're right on top of you, drop and laugh all the way back to the carrier. If they are not receiving the same kind of visibility punishments as the surface ships then they need it. If they are then something needs done about making them visible to surface ships. tia fyc
  12. I've now seen this three times in the last few days. Competing against another CV and suddenly ALL that CV's Aircraft show up, not one squadron at a time - ALL OF THEM. How is this done? Anyone? Help is most appreciated. I just got blown out of the water by 4 squadrons of torps and 2 squadrons of Bombers - and I had already shot down his 2 squadrons of fighters. Very Much Thanks in advance.
  13. A Shout Out to all CV Players

    Last night I was having really off night. missing strafes, torpedo drops, rng hating my bombers, no floods, ect ect. So bad in fact that I actually benched my Ranger for my Saipan. Rather than going into detail; in one game against a well played T7 IJN CV that I felt useless (good stats but not "Good" stats). My allies and reds were badmouthing the Saipan as a CV. The red CV piped in and made my night with some kind words about my game play. I just wanted to pass along the good feelings. As a BB main I can say with absolute certainty that everyone knows every CV player does their best and even when it is not enough we understand. Just keep at it and good games will come and even become more frequent with more practice.
  14. I was watching my torpedo planes attacking an aircraft carrier in a Co-op battle. The enemy carrier's fighters engaged my aircraft who were firing back. The carrier was destroyed by gunfire from another ship. The game ended at that point (the carrier was the enemy's last ship) but I could hear the machine guns still firing even after I returned to the port screen.
  15. Aircraft and multiple Carriers

    When a Mission includes multiple Carriers and one carrier is sunk, the aircraft become lost; would be nice to be able to recover and service those aircraft on any remaining friendly carriers providing there is deck space to do so. This would be the actual course of events so why not replicate for the game? Losing a carrier would not necessitate the loss of all aircraft for the friendly side.
  16. Aircraft

    Though in general I do enjoy the game and think that a good bit of it reflects things historically I would like to point out and possibly get some clarification about certain issues I have. It appears to me that whoever designed the game thought 2 dimensionally (which works for surface ships) but when you add fighters into the mix it doesn't add up. Most fighters (and even dive bombers until they make their bombing run) would stay at a high enough altitude that surface ships either couldn't hit them or couldn't be very accurate about it. This, in fact, was the entire reason dive bombing was created--stay at a high altitude above the AA guns and dive at the last moment to drop a bomb. Ignoring this fact makes the Carriers less powerful in the game than they were historically in my opinion. All that being said I do enjoy it and will continue playing. Thanks for listening.
  17. ​I know its going to be difficult for players to grasp the idea of choosing any three ships for a Division but to allow for 2 carriers in one division must be scary. I would like to hear what others think of letting two Carriers be in one Division, to allow for the team talk option to be more useful. The next point is going to be a killer. In the same division, using the same countries' ships, could one carrier send their planes to re-arm and re-fuel on the second carrier? To extend coverage or to resupply the other carrier's lost planes from one to another. Example: I am going to be sunk, so I order my aircraft, in flight, to the other Carrier to resupply their flights, to the starting level. No more than that second Carrier could have had. Thank you for your responses.

    Seems to me that there are a lot of abandoned aircraft when a carrier sinks. When will the surviving aircraft carrier be able to rescue these survivors and put them back into the battle instead of leaving them to die? If a carrier sinks and there is a surviving carrier, the surviving squadrons/planes should pop up on the surviving carrier's page to accept them or decline. If accepted, the survivors become part of the air arm of that carrier. Should be relatively simple fix and extend the play of carriers....especially at lower levels... Enjoy! Former Navy guy! Jon
  19. British CVs: Slow but tough?

    When I imagine British CV aircraft, I imagine slow, tough little biplanes that get a survivability bonus against AAA partially due to their slowness throwing-off the flak predictors of enemy AAA guns, with very fast, good fighters as a support. I expect British fighters to significantly out-perform the current American and Japanese fighters, due to their widespread use of Hispano 20mm cannons, which were far better at taking down air targets quickly than .50 caliber machine guns. One downside I see of British fighters is the need to land and reload more commonly, as the Hispano cannons could not carry as much ammo as the .50 cal MGs could (due to the increased size of the projectile being fired). British aircraft I would expect: VTs (Torpedo Bombers): Fairey Swordfish: Tough-as-nails, slow old biplane dive/torpedo bomber that was obsolete by the time the war began. Still went on to sink the Bismark, however. Fairey Albacore: An updated version of the Swordfish that was faster and could still dual-purpose as a dive bomber or torpedo bomber. Fairey Barracuda (Mk I, II, and V): The first successful full-metal monoplane design made by Fairey, the Barracuda was difficult to take-off due to its ungainly characteristics on the ground, and early versions had a poor climb rate. Later versions had an enhanced powerplant, increasing their speed and climb rate and their payload capacity to 2,000 lbs. Like the Albacore and Swordfish, the Barracuda was a TBR (Torpedo/Bomber/Reconnaissance) aircraft, so it dual-purposed as both dive bomber and torpedo bomber. TBF Avenger: The British received several American TBF-1 Avenger aircraft later in the war, which were tougher, faster, and had better climbing characteristics than the Fairey Barracuda. Often carried better ordnance, but, interestingly, they often served cooperatively, that is, RN carriers that carried Avengers often also carried Barracudas. Fairey Spearfish (Prototype): The Fairey Spearfish was a prototype torpedo/dive bomber designed to operate off of the planned Malta class carriers. It had a much better powerplant, an internal weapons bay (finally), and carried 4 .50 cals, 2 forward-firing in the wings and 2 in a remote-controlled barbette behind the cockpit. It was better than the Barracuda in almost all respects, despite being significantly larger. (This would go with a premium Malta-class carrier) Blackburn Firebrand (produced, never saw combat)- The Blackburn Firebrand was a monoplane, single-engine strike aircraft capable of carrying both torpedoes and bombs. Westland Wyvern- This was a turpo-prop multi-purpose strike aircraft capable of carrying and delivering torpedoes as well as bombs and rockets. Would make a suitable fighter as well. VBs (Dive Bombers): (see VTs) Also, the USN F4U-D Corsair VFs (Carrier-Fighters): Fairey Firefly- A powerful full-metal monoplane fighter capable of carrying 4x 20mm Hispano autocannons Fairy Flycatcher- A single seat biplane fighter suitable for tier IV Hawker Sea Hurricane- A good tier V, the Sea Hurricane carried 20mm Hispanos, but limited ammunition Supermarine Seafire (Mk I, II, V, XII, 24)- The Supermarine Seafire was the modification of the famous Supermarine Spitfire designed to fly off of carriers. The later modifications (XII and 24) became very powerful, as they were fitted with the more powerful Griffon powerplants. Mustang Mk. 1A: Not sure where this would fit, but the Mustang Mk.1A took the climb rate and speed of the Mustang and buffed it with the power of the British 20mm Hispano autocannon. Powerful fighter. Westland Wyvern: (see VTs) Supermarine Attacker- A jet-powered rendition of the experimental Supermarine Spiteful. Very powerful, very fast.
  20. I am experiencing an occasional problem in which I am using a CV and suddenly I lose the ability to issue commands to my planes that are in the air. It has happened to me twice in the past week out of probably 20 or so matches. I am able to use the keyboard to switch between squads and to order them to land and take off; however, the cursor displays an icon which is a circle with a line running through it as though to say the action I am trying to take is invalid. When this happens, I am unable to use the mouse to direct my planes to travel, attack, cover, or follow; no commands can be issued with the mouse. At first I believed I had just accidentally switched to commanding the ship, but that was not the case. I next tried hitting escape to enter and exit the menu, but to no avail. Alt-tabbing out and then back into WoWs also didn't work. On the first occasion, the problem lasted for about 30 seconds and then stopped as suddenly as it started. On the second occasion, it lasted for about two minutes and, again, suddenly stopped. The issue seems rare, but is a major problem when it happens as it leaves your CV essentially incapacitated until it stops. Has anyone else had this issue? Is there a way to get it to stop when it happens?
  21. Now I have been thinking about this for the past few days as a long time carrier player, and like most I have found that a lot of battles seem kinda one sided... Now most people would say the balance issue is USA vs IJN carriers, but I'm not sure that is entirely the case.... For the most part I think this has to do with captain skills and modules. PS. I will be leaving Bombers out of this talk for the most part due to them being a carrier VS everything else issue (that I think has for the most part been fixed as of late.) For example with most of the other classes even a stock ship can easily beat a fully upgraded ship no problem. This is due mostly to player skill, teamwork, and a tiny bit of luck... But it works! For carriers however I doesn't work this way... Even if you haven't played a carrier you know it's almost always a 1 on 1 fight, with maybe a tiny 2 on 2 fight every now and again, Most of which is one higher tier carrier and a lower tier one working together... BUT let's get to my main point! Carriers, don't have optional parts when it comes to fighting or holding back other carriers... This is due to, in large part dogfight being completely automated, Any Carrier without upgrades when it comes to dogfighting will ALWAYS lose. Got Less planes? You lose. Don't got fully upgraded aircraft? You Lose. Don't got modules? You lose... And so on for the most part... Also some modules tend to favor one side over the others, So since I got my game open right now let's run through em all! (I'll leave out upgraded aircraft since you already have seen my point there.) First Moduals! Slot 1 1.Air Groups Modification 1: increase fighter damage by 10% Fighters are the only thing that really matter in a carrier vs carrier fight for the most part so anybody without this will probably be in a world of hurt... Slot 2 1.Flight Control Modification 1: Not a big deal for the most part so I think this one is fine since it mostly concerns bombers... 2.Air Groups Modification 2: Fighter HP +20% Makes it even harder for a player without this to take down someone with this upgrade... Again fighter combat is Automated... Slot 3 only really has travel time and bomber HP which don't really cover fighter VS fighter combat... Moving on! SKILLS! This get's kinda complex cause some are good and some are useless now... First one is at level 3 (so you need a level 6 Captain.) Dogfighting Expert: For those of you who don't know this only effects carriers who have lower tier planes then there opponent... Which doesn't happen anymore due to carriers always being the same tier... or unless your facing a saipan which already has less planes then the other ships it's tier. (yes I know a carrier with upgraded planes, might benefit from this however when said carrier is fully upgraded this skill becomes useless... (level 10 Captain) Aircraft Servicing Expert : only problem here is once again the boost to fighter HP, which again is due to the way dogfights work... (Level 15 Captain) Air Supremacy: Extra fighter = Extra HP and Extra damage... Need I say more? Also there is a problem of IJN vs USN necessity vs options. Anything with fighter HP? IJN Necessity USN Option Anything with fighter damage? IJN Necessity USN Option Anything with service time? USN Necessity IJN Option The extra fighter? IJN Necessity USN Option So some of you may ask why? Well the USN needs more damage output so they need faster delivery. However with the IJN there fighters are always outnumbered and outgunned so they need as much of a buff as they can get. This makes it very unfriendly to newer players trying the class cause anybody with skills or the right parts can curb stomp them... But what about the Hakuryu vs Midway debate? Well this may have something to do with the way things increased over time. the jumps in squad numbers have been fairly consistent most of the time, however Hakuryu got one while midway didn't. So Hakuryu got a extra squad and some extra hanger space to store them. Where as Midway is just a Essex with an outrageous hanger capacity. Heck her top load outs are even the same... One option is to remove the Hakuryu's 8th squad making it 7 just like the taiho, and giving it the same load outs as taiho This would make it so like the Midway it's a improved tier 9 with more longevity, cause as it stands though the Hakuryu does better overall I find you tend to lose more planes and run out during the match VS midway players... As well as while they are not perfectly balanced essex and taiho seem to be more even then there tier 10 counterparts. so to summarize the points to contemplate here are! Fighter imbalance based on -Modules -Captain Skills -Upgraded aircraft Carrier Game play automation And the tier 10 load outs So what are your guys thoughts on the matter?
  22. A question regarding AA

    Do AA guns have a field of fire? Secondaries can't fire on the starboard side if they're on the port side, nor can they fire if something is in their way (Dunkerque being the best example I can think of with her side mounted guns obscured by some boats). If not, then an aircraft's angle of attack means nothing since all AA guns can fire regardless of their position. If they do, then dive bombers would have a slight advantage in survivability when attacking from the front or rear, their ideal attack angle, while torpedo bombers (which are from my own experience and what I've seen posted are more reliable in doing damage) would face more AA when attacking from the side: their ideal angle of attack. I've seen too many posts to know that implementing this one thing (if not already in game) would balance IJN and USN CV's, so I'm just throwing this out there to know for sure, and as a suggestion if and when WG gets around to reworking carriers.
  23. Answer to the Carrier Question

    The main question regarding Carriers is how to keep them balanced while keeping them fun to play. This singular question has prompted many answers from the player base across these forums but I personally have yet to encounter a proposal that satisfies both, equally important, parts of the question. The balance between the other ship classes in the game is one that works very well, to the point that Carriers are struggling to find a resonance within that balance. As you read through this, understand that I am going to propose more than a set of Nerfs and Buffs but a rework to improve the current system as whole. As a player, I have been on the receiving end of a CV attack more than I have delivered aerial payloads myself. While playing as a Carrier interested me at first, I didn't find it rewarding or fun to play. CV's are a massive threat in any game and the only counter to them (based on replies in the forums about this topic) is to travel in groups. Sounds easy enough, but in most situations it is only partially effective. However, what I find most "Over-Powered" about carriers isn't the inadequacy of this counter but that they can strike anywhere on the map with perfect accuracy no matter where their ship is on the map. No other ship in the game can do this. All other ships have a maximum range where they can influence the results of the battle. (Gun range, torpedo range etc.) The accuracy of these armaments decreases as the distance to the intended target increases. The system I am going to propose brings carriers under this rule. Essentially Aircraft Carriers would have an "effective" range (ER) that would be comparable to the range of a same tiered cruiser. Essentially carriers would operate the same as they do now within this range. A CV an still attack outside this range but the orders must be given before the planes leave the effective range. No orders can be given to planes once they leave this range. You would also be able to set a squadrons "Rules of Engagement". You can set this before your planes leave the ER. There would be an aggressive stance and a passive stance. If your intended target becomes concealed after the planes leave the ER the set rules of engagement will determine their behavior. If set to passive they will immediately return to the ER if set to aggressive they will proceed to the last known location of their target and attempt to require them and attack. If they do not find their target after reaching their last known location they will return to the ER. In domination captured points that connect to the ER extend the ER around the point. Carriers could park between two captured points and vastly increase their range. Also, carriers planes cannot spot enemy ships if they are outside this range. Being able to change the aggressiveness of your squadrons is the first of many strategic options that I am proposing for CVs. Being able to change the armament of squadrons while they are being refitted should be an option. Torpedo bombers should have access to slower and longer range torpedoes to break up enemy formations and shorter range faster torpedoes for strategic strikes. Dive bombers should have access to their standard bombs, or larger "AP" bombs that make the plane itself slower but deal more damage. I am also open to fighters being dual purpose bombers. Dropping payloads in order to increase aircraft speed and escape enemy fighters should also be available to all squadrons. These strategic options would help combat the behavior change in the next paragraph. This change is more optional: If torpedo bombers are ordered to attack a target and come under AA fire from 2 different enemy ships they will panic and scatter their payloads. Dive bombers will scatter if 3 enemy ships fire on them. The Defensive fire cooldown will now create a protective bubble that pilots will refuse to enter into and if they are inside the bubble when triggered the aircraft will attempt to escape. AA coverage should be shown to the CV captain so that they understand what they are sending their pilots into. Overall these changes aim give CV players a more dynamic and strategic experience while also balancing these changes against other ships in the game. Do you agree with these changes, let us know below!
  24. Hello! I like playing aircraft carriers very much (especially assault setup for USS Essex and Lexington). But the worst problem is not enemy fighters - they can be avoided or lured. The biggest problem is AA aura of heavy ships (or AA-designed cruisers like Baltimore, Des Moines or even Dmitry Donskoy). Since this fire can't be avoided or redirected my attacks must be fast and precise - that's why I need to make some manoevers around the target to choose the best attack angle. Unfortunately most of my planes can be destroyed during these manoevers because I don't know the distance between the plane and the AA point of defense... Even when I switch to "view from aircraft" camera I see the distance "carrier<->target" and not "plane<->target". In 0.5.9 we can use map options that show the ship's detection range, AA range and others as circles on the minimap. So here's the request: Is it possible to create circles not around the ship but around the planes' icons? No need to make them dynamic - 5km radius will be enough to understand the distance between the plane and the ship I'd like to see something like that:
  25. So simply put, this thread will be the thread I'll update for any and all mods I create, it's purpose is to allow you guys to have a one-stop shopping area if you want anything Strangereal and beyond. As long as I'm playing the game I'll be updating these mods as soon as possible. for more details, bug reporting, or to just simply talk, join my discord. ^^ https://discord.gg/X6RgASj Status: Nation Renamer and Flags are 7.0.1 ready! Mod #1: Aircraft of Strangereal Description: This is an ongoing mod to change most aircraft to display the roundels of the Ace Combat world. Status: Most, if not all US, IJN, Soviet, and additionally the UK aircraft sport their Strangereal nation's roundel. 3 German scout planes plus Graf Zeppelin's aircraft also have their Strangereal Roundels now. Link: https://www.dropbox.com/s/gg4m4y4dddajtd0/Aircraft of Strangereal.zip?dl=0 Mod #2: Nations of Strangereal Description: a simple mod that changes the names of the nations to that of Ace Combat's world. so U.S.A. is Osea. U.S.S.R. is Yuktobania, and so on. it also changes the filter options, no longer will it say "Show USA ships", it now says "Show Osean ships". Status: Ship related mods that Strangerealed them have been moved to Ships of Strangereal. Link: https://www.dropbox.com/s/xv53kmzuro35vin/Strangereal Nation Renamer.zip?dl=0 Mod #3: Flags of Strangereal Description: This mod changes most of the national flags to their Strangereal counterpart. Legendary squadrons have their emblems as some of the Ranked Battle flags. It'll also change the Battleship Missouri's and Cruiser Belfast's turret flags to that of their Strangereal national flag. Status: All currently modded ranked season and Enterprise flags now display a custom picture when looking at the "Flags" tab when selecting one. Link: https://www.dropbox.com/s/gck3gqfbrc774wp/Flags of Strangereal.zip?dl=0 Mod #4: Arpeggio Smoke and Fire for All Ships Description: This mod changes all gun, stack, and deck fire smoke to be similar to that of the Arpeggio event ships (energy contrails not included). as of right now, the mod has been quick fixed so it doesn't look as pretty as the pictures make it look. (sorry^^;) Status: the smoke effects have been fixed as best as I am able to in the quickest of fashions. the only "issue" I've encountered in tested is if a target is 1.5km or closer to you while using sniper mode will result in a loss of the target for a second due to the bright orange flash of gunfire. Since this mod has failed to work for some captains, here's a picture to show you where to install it, just change "5.7.0" to whatever version is the current version. Link: https://www.dropbox.com/s/wdbiuhso7th3yra/Arpeggio Smoke and Fire for All.zip?dl=0 Mod #5: Warships of Strangereal Description: This mod is where you'll find any and all special skins I've edited or created to make them fit in with all the other Strangereal mods I've created. Ships like Kaga have had her Rising Sun replaced with an Erusean Roundel, Missouri's flag is an Osean one, and fancy skins for your warships to wear, like giving Iowa/Missouri a black and white scheme, modernizing Midway, and eventually, a pretty little skin for Enterprise too. Status: Erusean Carrier Kaga is finally ready for naval combat proudly boasting her nationality with an Erusean Roundel on her flight deck. Belkan Carrier Graf Zeppelin has displays Belkan flags and roundels along her deck and bridge. Enterprise's skin has been touched up improving the look of her red underbelly. North Carolina has received a special skin similar to Battleships Iowa and Missouri. Link: https://www.dropbox.com/s/6khvu7rgi5g5v2w/Ships of Strangereal.zip?dl=0