Hanny
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Joined: 7/5/2011 Status: offline
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ORIGINAL: Sammy5IsAlive Hi remeckman, obviously I'm just as much in the dark as you are but this is the way I see it. The abstracted assumption in WITW/WITE2 is that each railway runs in both directions and that each railyard has equal loading/unloading capacity in either direction. The lower number is the amount that can be loaded/unloaded on one line. The higher number is the one that can be received when you add in the other direction. That's why it is double. So as an example of what I mean using a hypothetical situation with abstracted numbers... You are 4 weeks into an invasion of somewhere. You started off with a railyard with the capacity to load/unload 5 trains a week (RY1) and you've now set up a railyard that can do the same for 2 trains (RY2) in each direction and three 'frontline' railyards (RY3s) that can unload/load a train each in either direction. If you follow the logic of WITW/WITE2 that capacity gives you 10 trains to use, for the sake of this example all of which are at RY1 (if you want to visualise that starting situation I guess you would have 5 trains at the outbound platform being loaded and the remaining 5 in sidings). So T1 you send a full train each to the RY3s and 2 full trains to RY2. You still have 5 trains ready to go at RY1. T2 the 5 now empty trains have come back to RY1 and you send the 5 remaining now full trains from there to each of the subsidiary rail yards. T3 you basically repeat the process - five trains in RY1 go out full, 5 others come back empty. At the end of it in total there are 3 trains left empty at the RY3s waiting to come back next turn. But on T4 things start going wrong. You've underestimated the enemy and are facing a counter-attack that is threatening the freight you have stored in the RY3s. So rather than sending their trains back empty you want to fill them up. Ideally you'd retrieve and unload all of that freight closer to the front but there isn't enough 'reverse' unloading capacity to manage it and so two trains unload at RY2 and the other goes on through to RY1. At the same time you send two full trains forward from RY1 to RY2 to help shore up the defence. The result of all of that? RY2 ends up with 4 trains unloading at a station where it only has capacity to load 2 in either direction. An additional train had to pass through on to RY1 in the rear because there wasn't capacity to unload it closer to the front. So that is potentially a common sense explanation for what you are seeing displayed. Whether the game works that way I've no idea to be honest. You are either waiting for an answer from the devs or you need to create a test scenario in WITW where you try and replicate the above. I'm not sure it would be very easy to test in the normal scenarios given all the different 'exterior' rail lines/railyards that have the potential to confound the test. If that is indeed the general model that is being used, one thing I've noticed from playing around with WITW is that if you load a CU at a railyard it will use outbound capacity (i.e. reduce the lower number) at that railyard but doesn't seem to reduce either of the numbers if you then unload at a different railyard nearby. Interesting take, and good observations, so you think it’s re used code from WITW and they doubled the value?. Historicly each side did it differently, German mil freight at the front by day was fulfill qm request from the day before, up to Reg filled in request by 6, sent to Div, Div tried to keep 3 units of everything on hand, enough for 5 days roughly, who added in Div held assets requirments, and then to Cops andfinaly Army, each adding in what the Army needed to replace from depots to the rear, a mil train was standardised in weight by type and would do 175 miles a day at 500 tons, so in the Army needed 300 it got 500 and and 200 is left at rail head, often parked in unloaded wagons from a single train. Russian train was 1200 tons, it took longer to reach there but when it did its payload was superior, all Russian rail, mil and civilian, freight or passenger ran at the same average speed, Germans did not, SU was a superior method as you don’t have as in W Europe railways different trains at different speeds on the same line that need to pass each other, so fewer sidings and greater efficiency. In your example all you need is the loc to pull the parked freight away, as the depots held The wagons unloade, at one point in 41 40% of the wagons were parked like that awaiting use.. Don’t forget all the three AG only needed 72 trains a day to run the whole war with at the front, but the number you have daisy chained back to make that happen is far higher, around6 times each day, so 420 trains a day. Pretty sure when the game says a train it’s using in game tons, not anything like an actual train pulling historic loads of freight. Another way to go would have been freight ton miles effiecncy between transport nodes, with each side getting its yearly mil freight delivered at that rate, which changes by year, using as it is your going to get distortion from history as your not getting historical freight tons delivered, but at best an average of both that don’t ever change over the War.
< Message edited by Hanny -- 3/7/2021 3:58:30 PM >
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