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Transport 'issues' - 12/28/2006 1:13:10 PM   
stuuk

 

Posts: 6
Joined: 12/21/2006
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Hi all.

I've noticed a few issues with naval transportation - any help is greatly received.

1. AK's never seem to use the AK cost column. For example if I form a single TF of one AK (for simplicity) and attempt to load a troop with an AP cost of 5200 and an AK cost of 19,200, when I click the load button the selected load is 3730.
Does anyone know why the cost is not as stated?

2. Im my current game, I've noticed that units can be 'fragmented' if loaded onto a TF which doesn't have enough capacity to carry the unit.
(presumably - there could be another reason such as type of equipment?)
So as an example, I formed a 5 AK TF and loaded several units for which I had capacity (according to the load screen) but on the next turn I see that part (about half) of the largest unit has been left in port.

So the question is - Why was the unit not loaded when the TF was supposed to have the available capacity, and how can I find out what i actually need to transport units (in terms of number of ships) ?

Thanks, Stu.
Post #: 1
RE: Transport 'issues' - 12/28/2006 1:22:46 PM   
murphys35


Posts: 54
Joined: 1/4/2006
From: Prague, Czech Rep.
Status: offline
"WitP Transport load out worksheet" is what are you looking for. This excel spreadsheet can be found on Spooky's great WITP website. With this utility, you can easily calculate how many AK's, AP's or LST's must be used!

< Message edited by murphys35 -- 12/28/2006 1:33:05 PM >


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Post #: 2
RE: Transport 'issues' - 12/28/2006 1:52:01 PM   
wdolson

 

Posts: 10398
Joined: 6/28/2006
From: Near Portland, OR
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As for #1, I think it's a bug. I've noticed it too.

As for #2, the game engine does not load transports efficiently, so the rule of thumb is ot have some over capacity.

Here is an old thread on it:

http://www.matrixgames.com/forums/tm.asp?m=666720

Here is another thread I found:

http://www.matrixgames.com/forums/tm.asp?m=666660&mpage=1&key=loading%2Ctransports򢳣

I'm still figuring out the transport loading thing myself and I've played for several months.

Bill

< Message edited by wdolson -- 12/28/2006 2:02:04 PM >

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Post #: 3
RE: Transport 'issues' - 12/28/2006 4:09:20 PM   
stuuk

 

Posts: 6
Joined: 12/21/2006
Status: offline
I think I'll play using the load cost pecified for the transport type and adding 30-50% extra too.
It looks like the loading algorithm could do with some work, so until then I'll send more stuff - probably means faster unloading anyway.
I'll probably have to restart my game - I didn't notice the issue until day 60 and i have units spread across a dozen ports...
sigh..
c'est la vie

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Post #: 4
RE: Transport 'issues' - 12/28/2006 8:01:22 PM   
Sonny

 

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Joined: 4/3/2002
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I always have approx. 50% more than the stated load value of the unit. However, even that does not always work because sometimes the ships leave port with only 33% of their capacity filled.

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Post #: 5
RE: Transport 'issues' - 12/28/2006 8:23:01 PM   
CaptDave

 

Posts: 659
Joined: 6/21/2002
From: Federal Way, WA
Status: offline
Not sure if this is a factor in you case but remember, too, that different units will not share a ship. Even if you were to have 10 units of size 100, only one would go an a 20000-capacity AP.

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Post #: 6
RE: Transport 'issues' - 12/28/2006 10:47:22 PM   
Xargun

 

Posts: 3690
Joined: 2/14/2004
From: Near Columbus, Ohio
Status: offline
Also (and this has been reported many times) when you make a large TF and try to load multiple units on it the game usually seems to load them correctly, but it will leave port without fully loading the units. Best method (to ensure complete loading) is to make small TFs for each unit - load them up - then combine them when they are busy loading supplies to fill the extra space.

Xargun

(in reply to CaptDave)
Post #: 7
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