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German production and other Qs - 11/12/2009 11:10:51 AM   
Tuk

 

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There doesn't seem to be any mention whatsoever in the game manual, AFAIK, of how German production works. From reading various posts I'm assuming that the three production categories (assembly/parts/engines) work something like-

1 capacity of assembly line + 1 completed parts of assembly type (1 parts capacity produces 1 parts unit) + 1/2/4 completed engine of assembly type (1 engine capacity produces 1 engine unit) + 1 day = 1 new aircraft.

To make planning simpler, I made an excel sheet listing in three columns all the types of assembly/parts/engines, showing which assembly uses which components (I'm happy to attach it if anyone else would find it useful). By sorting under their categories, it allows you to see at a glance how many assembly units are competing for the same parts and engines. You can then attempt to harmonise the three categories. I went on to calculate the entire capacity for each production category.

If the above formula is correct, there is a severe bottleneck in German production. Excluding damage, as is, parts will never keep up with the other elements of production and if thay are also expended in repairs, the problem will be exacerbated.

I'm wondering if there is some advantage to be gained in excess assembly/engine production capacity relative to parts, whether I've misunderstood the relation of categories, or perhaps it's just another example of the mythical efficiency of nazi economy. Perhaps also, there is away to convert one category to another, eg assembly lines to parts production.

I am also puzzled by the in game production information. For example, Germany begins with no active ME 262 capacity in any category, yet a few days after changing some capacity it has gained a stockpile of parts/engines, has an "actual" production of 2 parts and with still no active assemblies, has ME 262 production requirements. What does this mean? What do the headings in the requirements screen mean?

Additionally, I am frustrated by the German JGr equipped with old French planes which will not upgrade to German planes, only other old crap. According to wiki, these planes were used for training. Do pilots pass through them on their way to proper JGs, or are they stuck there and doomed?

< Message edited by Tuk -- 11/12/2009 11:16:27 AM >
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RE: German production and other Qs - 11/12/2009 11:22:04 AM   
Gen.Hoepner


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Hi,

Yes, there's someone really interested in that exel sheet you've created....ME! :-)
Would you please post it? Would be usefull....thx

As far as i understand the German Economy yes: there's a bottleneck which cannot be ignored...and,AFAIK, there's no way to change a production line from "Parts" to "Engines" or the way back.

At the same time i'm puzzled by the fact that the "requirements" aren't affected by the industries that are being created with a long delay...i mean: if i have only the "require" column as my primary reference, how can i balance my economy if a brand new industry, which will come into production lines lets say in 100 days, will scramble my plans?



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RE: German production and other Qs - 11/12/2009 12:17:16 PM   
Wayn Reinbold

 

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I'm frustrated about the old french planes as well. One of the guru's told me that the Fw 190F and Fw190G will become upgradeable to better types at some point (I'm still not sure or recall want the trigger is). I assume the same will happen to all the other air unit that have cr*py fighter types, or these units will have to spend the war in safe areas.

(in reply to Tuk)
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RE: German production and other Qs - 11/12/2009 12:34:34 PM   
Lanconic

 

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The trigger for using German planes is roughly 500 spare German planes stockpiled.

My experience with German production is that ENGINES are the bottleneck, not parts.
I always have enough parts. Sorry to dispute, and not to demean your effort.

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RE: German production and other Qs - 11/12/2009 12:43:25 PM   
Hard Sarge


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what we call Trainer aircraft, will be locked into only upgrading to other trainer types, until there is enough in stock of a fighter, or a set date

you will also be able to go to the G2a or the G6a, which will later be able to change to normal fighters

the Jabo works some what along the same lines, Jabo Upgrade to Jabo

the AI will throw anything and everything at you, but the player, should pull the Trainers out of the line and horde them, let them train and gain exp, down the road, they will become decent (?) / workable units



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RE: German production and other Qs - 11/12/2009 1:09:48 PM   
Tuk

 

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quote:

ORIGINAL: Lanconic

The trigger for using German planes is roughly 500 spare German planes stockpiled.

My experience with German production is that ENGINES are the bottleneck, not parts.
I always have enough parts. Sorry to dispute, and not to demean your effort.
Not at all. I'm trying to figure out how the game works and it looks like I have made a mistake, taking my engine requirement (219 engines) for current active assembly lines as the number of at start online assembly lines. Sorry, I was up late last night.

Adding up this time I find assembly to be the absolute bottleneck with roughly 148 at start capacity. This compares to 160 parts and 178 engine. Clearly, if you are making multi-engine planes in quantity, that will eat into your engine capacity making engines the relative bottleneck. The next question is how do repairs eat into production?

Attached is a version of my production planner. Here's how I'm using it-

There are three sheets, Assembly, Parts and Engines.

Say you want to know how many FW 190A-6 you are producing and their production needs. You have 13 assembly capacity making this model up and running. It uses FW 190 parts and the BMW 801 D-2 engine.

Sort the Assembly page for Parts. You'll see there are 5 possible planes that use these parts. 3 are currently in production, demanding 23 parts per day.
Now go to the Parts sheet and you'll see that current production of FW 190 Parts is 26, so more than you need purely for production.

Now sort the Assembly sheet by engines and a nice group of D-2 will appear, letting you see that potentially 8 planes use this engine, and 5 of these are currently in production. Their combined assembly capacity is 32 planes. All are single engine planes so their demand is also 32 engines. Now go to the Engines sheet and you'll find you're two engines short of assembly line demand. Sort it!

None of the above is adjusted for damage or repairs, however, and clearly as you alter your production the spreadsheet will need constant updating.

Other use-
You're trying to free up some capacity and see some Reggiane parts being built. You don't know what they're for, though, so before you re-tool the factories go to the Assembly sheet and sort it for parts. All the planes using Reggiane will be grouped together. It's just the 2005, but I'll be wanting that so I'll have to find some spare factories elsewhere.

Feel free to improve it and check for inaccuracies.

Edit: I can't attach the spreedsheet, it's not supported. Anyone wants it, send me a PM.

< Message edited by Tuk -- 11/12/2009 1:43:53 PM >

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RE: German production and other Qs - 11/12/2009 1:38:38 PM   
Hard Sarge


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zip it up, the forum allows zipped files

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RE: German production and other Qs - 11/12/2009 1:47:55 PM   
Tuk

 

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quote:

ORIGINAL: Hard Sarge

zip it up, the forum allows zipped files
I'm still getting "unsupported", it only accepts gif, txt and jpg.

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RE: German production and other Qs - 11/12/2009 2:02:56 PM   
macbeth

 

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I changed production from a1 to human.Then altered some production to suit my requirements a few turns later the computer began upgrading factories to things i did not want.Also how does develoment work do you have to produce x number of planes/engines to bring forward delivery dates of new planes.Thanks

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RE: German production and other Qs - 11/12/2009 2:06:43 PM   
Nicholas Bell

 

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quote:

I'm still getting "unsupported", it only accepts gif, txt and jpg.


Rename the *.zip to *.txt

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RE: German production and other Qs - 11/12/2009 2:21:37 PM   
Tuk

 

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Nice idea but .zip is ingrained at the end of the file whatever you rename it.

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RE: German production and other Qs - 11/13/2009 12:49:54 AM   
harley


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Up it to the Mods forum - that allows more file types. 

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RE: German production and other Qs - 11/13/2009 1:41:04 AM   
Tuk

 

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Thanks, it's up now under "Production Planner"

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RE: German production and other Qs - 11/13/2009 8:19:46 AM   
Gen.Hoepner


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I DLed it Tuk, thx a lot!

However, my comprehension of the game mechanics is growing every turn i play, but now i'm kinda worried about what i'm reading...is the AI automatically changing the production lines?? Even if everything is switched to "Human" ?...i thought the AI would only "move" the industries, not changing their production...some clarification would be helpful...

However yes, the bottleneck is the engine production...and specifically those planes who required more than 1 engines...if you plan to produce more two-engine a/c, or more Italian fighters....well, the bottleneck will be enanched...

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RE: German production and other Qs - 11/13/2009 9:11:40 AM   
TechSgt

 

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quote:

ORIGINAL: Tuk

...

1 capacity of assembly line AFAC + 1 completed parts of assembly type CFAC + 1/2/4 completed engine of assembly type EFAC + 1 day = 1 new aircraft.

I understand this would be the top level of manufacturing, but I wonder how ALUM, RUBBER, BBFAC, would effect the above. The reduction of ALUM factories should reduce the raw material entering the AFAC's. Additionally, ARM & RAIL might also enter into the equation.
I just remembered, in the old manual it is mentioned that bombing a RAIL will lower the output of all the surrounding factories. This is probably done by not adding the factory's output to the total pool if the RAIL is inoperatable.


...

I'm wondering if there is some advantage to be gained in excess assembly/engine production capacity relative to parts, whether I've misunderstood the relation of categories, or perhaps it's just another example of the mythical efficiency of nazi economy. Perhaps also, there is away to convert one category to another, eg assembly lines to parts production.

IMHO: The advantage would be a stockpile to offset Allied bombing. If an EFAC(1) factory is damaged to 60% it will be shut down for 11 days. 1 point repair/day until damage <50%. Then it would go back to producing. If there was a stockpile of 11 engines then there is not a disruption to production -- at this level.

...


Tuk;

Interesting work. Thanks.

TS

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RE: German production and other Qs - 11/13/2009 10:39:48 AM   
Gen.Hoepner


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Interesting considerations about the implications between production and the whole list of industrial outputs. I think it has to be somehow like that...it would not have any sense to have all those possible targets if their damage was not effecting also the aircrafts production.
Now the real problem i see is: we must have a screen which says, turn by turn, which is the REAL actual production of a/cs... In fact there's no real pourpose to have the "potential" production indicated (required, planned, actual) if these numbers aren't affected by the damage levels...and, to muster the game mechanics, we must also know which are the connected implications between the different "targets" (so to say RUBBER, ALLUMINIUM, POWER, RAIL...etc etc...)

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RE: German production and other Qs - 11/13/2009 11:14:29 AM   
Tuk

 

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Ufff. The way I see it, I'm trying to make a work around for an archaic game engine. You're talking about a new game engine, sounds like. Yes! I'd love to see it! Is there anyone working on 'Eagle Day to Bombing the Reich for Windows'?

In my view, in such a reworked game, there should be sometimes less accurate information available to players but it should be more easily accessable. The results of the most meticulous economic plans are never absolutely predictable even without bombing. To be viable they must constantly be re-evaluated and updated. This is well represented in the average repair for a facility type modified by a die roll. I'm not sure if the same principle applies to delay for factories re-tooling or being built. If not, it should.

So yes, it would be great to have a screen flagging up rubber or oil refining as bottlenecking the economy, or the danger of them doing so if the current trajectory of damage continues. Let the computer collect the data and present the report in a digestible format so you can make the decisions you think flow from it.

A bit off topic, should we really know how many enemy planes crash on the airfields we can't see, or from which enemy airfields their planes take off? Do we have too much info on how well we're doing?



< Message edited by Tuk -- 11/13/2009 11:16:15 AM >

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RE: German production and other Qs - 11/13/2009 4:25:01 PM   
Gen.Hoepner


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Ok, i understand your point mate.
However it'd be already interesting to know the exact code-rule...so that, even with a given approximation, we could understand the general rule so to predict the industrial outcome of our bombed economy!  
The way i see it if i know which are the general code that rules the industrial economy of the game, i can decide what to defend the most and what to let go or drop...it's pretty pointless to spend hours in balancing the aircraft production (enegines, parts, assembly lines) while you do not know that a Steel industry bombed can screw up the whole thing...considering that i cannot defend everything i NEED to decide what to defend and at what cost...

My 0.2 cents btw

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RE: German production and other Qs - 11/14/2009 2:10:31 AM   
harley


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And here is the problem Ron and I have. I'm not having a go at you two guys specifically, just players in general - there are those who what to know everything, and those who want abstracts. We try to balance out the competing needs as best we can, but when it comes to the "I must know the mechanics" arguments, the default position is always going to be "no, you don't. I'm not saying we'll never tell, I'm just saying "at the current juncture of time the events do not present themselves for full disclosure of the facts pertaining to the situation as it stands".

Sir Humphrey would be prod of me.

Sometimes - and we've watched it happen - staying mute and allowing the players to think something through is the best course. We've seen wild assertions, considered responses and well researched behaviours that are not far from the truth, and allow the other players the ability to play without actually knowing what's in my head.




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RE: German production and other Qs - 11/16/2009 10:28:14 AM   
Tuk

 

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Not quite sure what you're refering to here, Sir Humph. In a modernised version of the game engine you could implement a wide range of realism options but with regard to the existing game I have to say I find it disappointing that many of the questions I put in the opening post of this thread have gone unanswered. They deal with issues that a player has to understand if their in game decisions are to have anything like their desired effects. The questions arise because an explanation of production is omited from the manual and game interface and no adequate substitute for a manual is currently to be found on this forum.

I need answers to these questions to play the game so I'll put them again-

Is this formula correct?

1 capacity of assembly line + 1 completed parts of assembly type (1 parts capacity produces 1 parts unit) + 1/2/4 completed engine of assembly type (1 engine capacity produces 1 engine unit) + 1 day = 1 new aircraft.

Germany begins with no active ME 262 capacity in any category, yet a few days after changing some capacity it has gained a stockpile of parts/engines, has an "actual" production of 2 parts and with still no active assemblies, has ME 262 production requirements. What does this mean?
 
What do the headings in the requirements screen mean? (requirements/planned/actual/stockpile)
I ask the above because I can not make head nor tale of them. I do not understand how the planned and actual capacity relates (or should relate) to the capacity assigned to a given product. For example, I found in one case that the combined planned/actual capacity for one product was about double the capacity I'd asigned to it. Further, I don't understand how a gross undersupply of a product can leave me with a stockpile of the under supplied product.

Without a description of how the game should work, we players cannot determine whether or not it actually does work. Really, the manual needs updating with a production chapter so players don't have to spend hours trawling threads for scraps of often unconfirmed, implied information.

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RE: German production and other Qs - 11/16/2009 1:44:28 PM   
Hard Sarge


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quote:

ORIGINAL: Tuk

Not quite sure what you're refering to here, Sir Humph. In a modernised version of the game engine you could implement a wide range of realism options but with regard to the existing game I have to say I find it disappointing that many of the questions I put in the opening post of this thread have gone unanswered. They deal with issues that a player has to understand if their in game decisions are to have anything like their desired effects. The questions arise because an explanation of production is omited from the manual and game interface and no adequate substitute for a manual is currently to be found on this forum.

I need answers to these questions to play the game so I'll put them again-

Is this formula correct?

1 capacity of assembly line + 1 completed parts of assembly type (1 parts capacity produces 1 parts unit) + 1/2/4 completed engine of assembly type (1 engine capacity produces 1 engine unit) + 1 day = 1 new aircraft.

Germany begins with no active ME 262 capacity in any category, yet a few days after changing some capacity it has gained a stockpile of parts/engines, has an "actual" production of 2 parts and with still no active assemblies, has ME 262 production requirements. What does this mean?
 
What do the headings in the requirements screen mean? (requirements/planned/actual/stockpile)
I ask the above because I can not make head nor tale of them. I do not understand how the planned and actual capacity relates (or should relate) to the capacity assigned to a given product. For example, I found in one case that the combined planned/actual capacity for one product was about double the capacity I'd asigned to it. Further, I don't understand how a gross undersupply of a product can leave me with a stockpile of the under supplied product.

Without a description of how the game should work, we players cannot determine whether or not it actually does work. Really, the manual needs updating with a production chapter so players don't have to spend hours trawling threads for scraps of often unconfirmed, implied information.


I mean, not trying to be smart, but most of your questions weren't answered, because, they didn't need answers

under production, it tells you what you need to make this plane, if it says, 1 engine and 1 part, when you have the Assembly picked, then yes, you need 1+1+1 and if build able, you should build it (other then troubles with Rail, production chances (I mean, you have one factory slot making the DB 628, you "should" make one DB 628 each day, but, maybe not, there is also chance in there)the rail line between this factory and that factory could of been hit/damaged, the UPS truck with the part you need may of ran off the road)

we can't give you a A=B, because there is also C and D and E and F and who knows how many other letters to add into the math

also remember, if you have 5 plane types that need the DB 605 Engine, and you "need" 30 Engines a day, but for what ever reason, have 20 a day being built, the "game" is going to decide which plane type is needed most, and build that plane, you may think plane 4 and 5 are the most importent, but the Game may think 1 and 2 are (you need to fire the manager)

about the 262, if you read some of the posts, there is a bug we found with Production, now corrected, so yes, you do have something being built, that should not be built

requirements/planned/actual/stockpile

what you need/what you have set to build/what you are building/how many built, that are not used for something yet




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RE: German production and other Qs - 11/16/2009 4:12:38 PM   
Tuk

 

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quote:

ORIGINAL: Hard Sarge

I mean, not trying to be smart, but most of your questions weren't answered, because, they didn't need answers
Perhaps you could put yourself in the shoes of someone who has not been playing and working on this game since its predecessors came out. It's also worth remembering that without clarification, the same thing can often be understood in a number of ways. I've learned that taking my understanding of ambiguous things for granted without verifying what the author meant often comes back to bite me in the backside.

Your subsequent information demonstrates that there is much more going on than the simple equation I presented or the information buried in not so often accessed screens like that for changing an assembly line. If it all seems a waste of your time and if it's any consolation, in aswering these questions you have in fact saved a lot of mine!

Thank you for doing so, I now have most of what I needed to know, though for your other customers I reitrerate that snippets of information all over a large forum is no substitute for a chapter on production in the manual.

quote:

ORIGINAL: Hard Sarge
requirements/planned/actual/stockpile

what you need/what you have set to build/what you are building/how many built, that are not used for something yet
Here's a great example of ambiguity, some of which I think I have figured out in much longer than it would have taken me to read it in a manual.

'planned' appears to include 'actual', also delayed capacity, is that right?

How, then, is the discrepency between the following production figures in the at start 1943 campaign accounted for?

There are 37 active Assembly lines, none damaged more than 36% (only two), needing 109 Parts, but production shows only 27 parts required.
There are 34 parts in both 'actual' and 'planned' and an online capacity for 34, indicating they are all operating at 100% efficiency.
There are 72 capacity producing DB 605A engines, which is reflected in the same 'actual' figure, more than the 61 required, so this isn't the bottleneck.

Is the game calculating a reduction of 10 parts from its stockpile of 22 to arrive at its 'required' figure of 27 or are rail damage and other factors affecting demand?

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Post #: 22
RE: German production and other Qs - 11/16/2009 4:21:01 PM   
Gen.Hoepner


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There's something more i still don't understand.

How is working the factory upgrade?
I mean, when a newer model comes into production (let's say the F190A-7/8 over the A5/6) are the factories producing the older model auto-upgrading or do i need to manually re-convert them all, thus losing lots of days?
And if they do auto-upgrade, thing that i surely hope, what is the fate of the engine factories? Let's say the 109G10 comes into production. If the 109G6 assembly lines auto-upgrade to the newer model, what is the fate of those lines who were producing the DB605A? will they autoupgrade too? will i have to change them manually?

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Post #: 23
RE: German production and other Qs - 11/16/2009 4:32:29 PM   
Hard Sarge


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quote:

ORIGINAL: Tuk


quote:

ORIGINAL: Hard Sarge

I mean, not trying to be smart, but most of your questions weren't answered, because, they didn't need answers
Perhaps you could put yourself in the shoes of someone who has not been playing and working on this game since its predecessors came out. It's also worth remembering that without clarification, the same thing can often be understood in a number of ways. I've learned that taking my understanding of ambiguous things for granted without verifying what the author meant often comes back to bite me in the backside.
no hassle mate, just got home from work when I posted, hope I was able to answer some of your questions, with out being to smartaleck about it

LOL, you may be asking the wrong guy, nobody understands half of what I say, one reason I got so many posts, I got to keep reexplaining what I was trying to say

Your subsequent information demonstrates that there is much more going on than the simple equation I presented or the information buried in not so often accessed screens like that for changing an assembly line. If it all seems a waste of your time and if it's any consolation, in aswering these questions you have in fact saved a lot of mine!

but as I was trying to say, there is no, A=B, so we can't give you the answers you want, Gary never just does, something simple, when he can make it complex

Thank you for doing so, I now have most of what I needed to know, though for your other customers I reitrerate that snippets of information all over a large forum is no substitute for a chapter on production in the manual.

I don't think it would be allowed for me to say what I think about the manual, but I will say, that I asked if I could include the "old" manuals with the game also, but that is against the rules, if that link is still good up on top, it may be worth it to grab them, just for a background on how the old game worked
quote:

ORIGINAL: Hard Sarge
requirements/planned/actual/stockpile

what you need/what you have set to build/what you are building/how many built, that are not used for something yet
Here's a great example of ambiguity, some of which I think I have figured out in much longer than it would have taken me to read it in a manual.

'planned' appears to include 'actual', also delayed capacity, is that right?
I asked/talked, I wanted the delay, offline factories to not show up, Harley took them out, so now the page should show, what is needed and what is planned, based on what is on the map

so, what is needed is what is needed
planned is what is set up, either waiting for delay to end, or in use
Actual is what is getting built (if all the rolls are made)
stockpile is what is left over


How, then, is the discrepency between the following production figures in the at start 1943 campaign accounted for?

There are 37 active Assembly lines, none damaged more than 36% (only two), needing 109 Parts, but production shows only 27 parts required.
can you get me some screenshots ? I am only guessing now
I would say here, you have 27 Frames being built, you have more parts being built then what is needed (you NEED 27 parts, to complete the frames you are building today (if you have the engines)

There are 34 parts in both 'actual' and 'planned' and an online capacity for 34, indicating they are all operating at 100% efficiency.
There are 72 capacity producing DB 605A engines, which is reflected in the same 'actual' figure, more than the 61 required, so this isn't the bottleneck.

Is the game calculating a reduction of 10 parts from its stockpile of 22 to arrive at its 'required' figure of 27 or are rail damage and other factors affecting demand?
I don't think so, it is showing you best case, this is what you should need, if everything falls into place today, rail/bombing,what not, takes effect afterward (you don't know if the train made it though Hamm last night/early this morning, or was held up due to the BC raid last night)

and even here, there are going to be things that are going to screw up your best laid plans to know what is going on

if you have parts in stock, they going to get used someday (hopefully)

and if I am right on you needing 27 for the frames, you going to be building up the stock, each day, now, say a big raid comes in and hits one of your Parts plant, all of a sudden, you are down 5 or 6 parts a day, do you make a major change someplace to get those parts back into production, do you wait on the factory to repair ?

you got parts in stock, also you may be making more then you need already, for this plane

remember, the game is not set up, so everything is set up 100% across the board, it is set up for the player or the AI to make the changes they want/need, and somebody on the outside, may have evil ideas about ruining your plans




< Message edited by Hard Sarge -- 11/16/2009 4:54:31 PM >


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(in reply to Tuk)
Post #: 24
RE: German production and other Qs - 11/16/2009 5:05:16 PM   
Hard Sarge


Posts: 22741
Joined: 10/1/2000
From: garfield hts ohio usa
Status: offline

quote:

ORIGINAL: Gen.Hoepner

There's something more i still don't understand.

How is working the factory upgrade?
I mean, when a newer model comes into production (let's say the F190A-7/8 over the A5/6) are the factories producing the older model auto-upgrading or do i need to manually re-convert them all, thus losing lots of days?
And if they do auto-upgrade, thing that i surely hope, what is the fate of the engine factories? Let's say the 109G10 comes into production. If the 109G6 assembly lines auto-upgrade to the newer model, what is the fate of those lines who were producing the DB605A? will they autoupgrade too? will i have to change them manually?


right now there is a bug in there, so it screws things up

if under AI control, it should handle it all, if it needs engines, it will change out to the engine it thinks it needs

from what I understand now (being told, waiting on the lastest) is the AI will look at what it has, what it needs, based on what it is using, and make changes based on that

Funny, Nick posted a screen shot, complaining about what he sees, I was very happy with alot of what I seen on that shot, is it perfect, no, but the "next" verison will work better then the last one, and there were good things in the last one

not sure if I am helping, or if I am talking in circles

most people like to take control of there production, but the AI will make changes if in control, based on what it thinks it needs

(Nick complained about all of the Me 163's being built, but, they were built, I think there are 5 units that need the plane, it is working as designed, may not be the best thing to build, but, it is building what it needs (and people may doubt it, but the 163 can fly, and does shoot down planes (Honestly :)

(what I think Nick is not following, there is not much the 163 can upgrade to, so it needs the rocket plane, for those units to have something to fly, if you don't build it, fine, you may get a better plane, but, you got 5 units sitting on the ground, with nothing to do, with better pilots then most units)


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Post #: 25
RE: German production and other Qs - 11/16/2009 5:19:58 PM   
Gen.Hoepner


Posts: 3645
Joined: 9/4/2001
From: italy
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Ok, clear enough HS, thanks.
Basically what you're tellin' me is that if under Human controll, things won't autoupgrade. Not bad, it's ok, i just wanna be sure that if i change the production the AI won't change it back...

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(in reply to Hard Sarge)
Post #: 26
RE: German production and other Qs - 11/16/2009 7:05:04 PM   
Hard Sarge


Posts: 22741
Joined: 10/1/2000
From: garfield hts ohio usa
Status: offline

quote:

ORIGINAL: Gen.Hoepner

Ok, clear enough HS, thanks.
Basically what you're tellin' me is that if under Human controll, things won't autoupgrade. Not bad, it's ok, i just wanna be sure that if i change the production the AI won't change it back...


that is the plan, we put blocks in (ahhh, when I say we, I mean the Royal we, Harley does most of the work, I do most of the talking)

will need to get the next update to test it and make sure it works as intended, but it should be working

you know that is scary, if you can follow what I say

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Post #: 27
RE: German production and other Qs - 11/16/2009 9:27:24 PM   
Tuk

 

Posts: 117
Joined: 10/20/2009
Status: offline
but as I was trying to say, there is no, A=B, so we can't give you the answers you want, Gary never just does, something simple, when he can make it complex

No A=A? Self-identity is boring and unreal. The inter-relation of changing variables is what makes this game so absorbing and worth suffering the insufferable user interface.

There are 37 active Assembly lines, none damaged more than 36% (only two), needing 109 Parts, but production shows only 27 parts required....

can you get me some screenshots ?

Just open any new 1943 campaign and check the at start production. There are definitely 37 active assembly lines accross the three models using Bf 109 Parts- G5, G6, G6N. ...BUT... I now notice 10 assembly capacities- the discrepency between the requirement for 27 parts and the 37 active assembly capacity-have suffered some degree of damage.

Is is possible that damage to assemblies is treated differently from that to parts and engines facilities, or that the degree of damage affects production? Some Parts factories are damaged but all less than 20%. They are projected to produce normally. The 10 damaged assemblies are hit 34-36%.






(in reply to Hard Sarge)
Post #: 28
RE: German production and other Qs - 11/17/2009 3:18:50 AM   
Klahn

 

Posts: 184
Joined: 5/8/2007
Status: offline
Also remember that damage to other critical industries for aircraft production, such as ball-bearing and aluminum plants will affect aircraft production totals.

(in reply to Tuk)
Post #: 29
RE: German production and other Qs - 11/17/2009 7:24:01 AM   
harley


Posts: 1700
Joined: 10/13/2005
Status: offline
No, I get what Tuk is saying, and he's right.

I'm looking at it right now.




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