Ian R
Posts: 3420
Joined: 8/1/2000 From: Cammeraygal Country Status: offline
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quote:
ORIGINAL: dr.hal Folks, while I appreciate the banter, my questions seem to be ignored! The repairs I'm talking about require a DRY DOCK (physically IN the drydock), thus not weapons or systems repairs as they don't require drydocking (that I'm aware of). Such weapons repairs may require a certain harbor or yard size but not the actual use of the drydock. I'm talking about hull or machinery damage that can not be repaired without drydocking. Why is it that in some ports a repair can be accelerated (thus reducing the number of days to repair) while the same repairs in another port, if accelerated, don't decrease the days required for the repair? Also if the acceleration of said ship puts the yard over it's limit (but in fact the tons being accommodated are NOT over the yard limit) is an additional penalty incurred (beyond the normal supply usage that acceleration requires)? Alfred's discourse doesn't address these anomalies. One thing we know for sure is that US Naval HQ, which in stock scenarios have no naval support squads, will not assist the repair process. Apparently they are just "Administrative Districts". Their ordinary support squads will help the marines recover, etc. Other naval HQs with integral NS will. The big naval base forces with naval support will. The tiny port service units with a few naval support will, just with less effect. And naval support squads have a "throw" effect to surrounding ports. Sometimes you get a quicker result pierside, than in a dockyard, because you have port capacity, repair ships, and naval repair squads that can all contribute. You might get a second round of repairs, IIRC the explanation in Alfred's guide, where the reasons are described. On the other hand, if the ship is in the yard, that limits the amount of extra resources that can be tossed at it. Maybe to nil, apart from its own crew's efforts. You will need to put a ship in the yard for, particularly major float or engine repairs (ARDs can do float), but there are numerical constraints. The figure 5 jumps to mind. Once however you reduce below the threshold, you are often better off pierside. And don't forget, an experienced crew with a good captain can repair at least some minor sys damage. Not sure if they repair anything else at readiness state, because when a major fleet hits port I usually, for best results put - <5 sys stay on readiness - anything with engine damage goes pierside - anything with major damage might need to go in the shipyard - there are no hard rules, and some ships can often be prioritized without doing too much violence to the overall estimates. After a couple of days when some of the littlies are ship-shape the estimates for the rest often reduce anyway. All of which means that you will see repair time estimates for ships in the yard that are longer than pierside at equivalent priority; it may be worth leaving the 'yard only' major float to later and getting everything else done pierside first, so yard time is not wasted fixing system damage. Some people have inthepast discussed shuffling ships into the yard when they are near 100% of a point to get the advantage of the accumulation of % from pierside applied to major float. I have never bothered taking the micro-management to that depth. If you are in the red you are overruling the repair manager and putting more resources onto one ship than is efficient, while others are sitting waiting for attention. Obviously if you only have one damaged ship under repair this may not be a concern, but if you have 2 x 9850t ships at a 10k shipyard, it can only do one at a time, and giving one priority simply means it will go first. Finally, Alfred has I think said supply is immaterial to ship repair. I may stand corrected, but that is my recollection there is no direct expenditure, per se. It may be relevant to feeding naval support squads at the port, etc.
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"I am Alfred"
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