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[PROBABLY FIXED v1.12] Naval Group Speed - zero, E-5 values, etc, FUBAR - found my solution

 
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[PROBABLY FIXED v1.12] Naval Group Speed - zero, E-5 va... - 4/29/2017 6:55:09 PM   
Dan109

 

Posts: 175
Joined: 4/27/2017
Status: offline
So, dealing with Naval groups and getting them underway has been the most frustrating thing with Command. Trying to manually increase speed, while the numbers are changing to ridiculously low values, makes it even worse. I think I finally found the solution, or one just for the way I play. NI Damn The Torpedos is a great test for this, as you have a dozen cargo ships (slow), and lots of escorts (fast) all in the same group. Selecting the group and have them increase speed does nothing it seems. Well, the ships are getting into their defined positions, which means a 180 course change can have the lead ship (and the task force) sitting at 0 knot speed for HOURS, while the other ships re-position.

By default, "Group Lead can slow down(group reform)" is by default enabled. By disabling this, voila, everyone moves IMMEDIATELY. And, group reforming still works fine. As long as the lead ship isnt going faster than the max speed of the subordinates, the subordinates will ALWAYS continue to reform at best speed. The problem is that GroupLeadSlowDown causes the group lead to just stay a zero speed until the entire formation is set. This is probably made worse by sprint and drift, as I've seen some people suggest to disable that on all subordinates.

I just wanted to bring this up, as its been so frustrating trying to figure this out. I'm not sure that the group lead slowing down is a proper solution. Maybe there should be a) a warning or make it impossible for the group lead (ie, group order speed) to go faster than the slowest ship b) enable/disable subordinates from going faster than the lead ship. Maybe the algo just needs to be improved, as the flagship shouldn't sit for hours at zero speed while the rest of the convoy re-positions.

Being new to Command, this made it seem that naval groups were just plain broken.

< Message edited by emsoy -- 4/30/2017 9:55:04 AM >
Post #: 1
RE: Naval Group Speed - zero, E-5 values, etc, FUBAR - ... - 4/29/2017 7:01:34 PM   
Raptorx7_slith

 

Posts: 380
Joined: 7/27/2013
Status: offline
This has been fixed in the latest 1.12 RC build.

(in reply to Dan109)
Post #: 2
RE: Naval Group Speed - zero, E-5 values, etc, FUBAR - ... - 4/29/2017 7:15:31 PM   
ctcharger

 

Posts: 96
Joined: 3/12/2017
From: Akron, OH
Status: offline
Thanks for posting and thanks for the fix.

(in reply to Raptorx7_slith)
Post #: 3
RE: Naval Group Speed - zero, E-5 values, etc, FUBAR - ... - 4/30/2017 1:09:23 PM   
dcpollay


Posts: 532
Joined: 11/22/2012
From: Upstate New York USA
Status: offline
The other thing you could do, particularly with civilian groups, is to use the Formation Editor to change their station locations. For example, if you do a 180 degree turn, make the lead ship the last in line, and left side becomes right. This will minimize the time they spend getting back into order.

This doesn't always work so well with combat groups, since your best ASW assets are usually in front and need to stay there. But you have some flexibility depending on the composition of the group.

_____________________________

"It's all according to how your boogaloo situation stands, you understand."

Formerly known as Colonel Mustard, before I got Slitherine Syndrome.

(in reply to ctcharger)
Post #: 4
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