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question on TK/AO loading speed test - 3/28/2021 6:20:00 AM   
jiajia1


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Joined: 3/25/2021
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testing 1 TK and 1 AO in a level 9 port in the same TF loading fuel from empty. TK reach 5700/day and AO 4617/day. then set port level to 4 no other changes and retest: ao -> 11500(full) and TK -> 3515.
no naval support.
what could be the reason?

< Message edited by jiajia1 -- 3/28/2021 6:30:30 AM >
Post #: 1
RE: question on TK/AO loading speed test - 3/28/2021 6:34:14 AM   
BBfanboy


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From: Winnipeg, MB
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Operations points. Ports and ships each have 1000 points per phase. The level 9 port would not have run out of operations points on the fuel loading, but the AO might have had some points used before starting fuel loading.

At level 4, the AO might have used most of the port's ops points so the TK could not be fully loaded as well.

In addition, if the ships started out undocked, it usually takes an entire phase to get them docked - that uses up the first 1000 points. Looks like that happened in the first case.

Also double check that the ports had enough fuel to load on those ships AND provide to any HI demands at the base.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to jiajia1)
Post #: 2
RE: question on TK/AO loading speed test - 3/28/2021 6:35:05 AM   
jiajia1


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seperate to 2 TF but same type and retest, same result.

put 160 naval support in the base, still same result. Isn't it should be a little more loaded?

(in reply to jiajia1)
Post #: 3
RE: question on TK/AO loading speed test - 3/28/2021 6:39:33 AM   
jiajia1


Posts: 55
Joined: 3/25/2021
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quote:

ORIGINAL: BBfanboy

Operations points. Ports and ships each have 1000 points per phase. The level 9 port would not have run out of operations points on the fuel loading, but the AO might have had some points used before starting fuel loading.

At level 4, the AO might have used most of the port's ops points so the TK could not be fully loaded as well.

In addition, if the ships started out undocked, it usually takes an entire phase to get them docked - that uses up the first 1000 points. Looks like that happened in the first case.

Also double check that the ports had enough fuel to load on those ships AND provide to any HI demands at the base.


it is turn 1 and all units with 0 ops. TF always docked. docking doesn't use ops. fuel is enough.

(in reply to BBfanboy)
Post #: 4
RE: question on TK/AO loading speed test - 3/28/2021 6:45:41 AM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
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quote:

ORIGINAL: jiajia1


quote:

ORIGINAL: BBfanboy

Operations points. Ports and ships each have 1000 points per phase. The level 9 port would not have run out of operations points on the fuel loading, but the AO might have had some points used before starting fuel loading.

At level 4, the AO might have used most of the port's ops points so the TK could not be fully loaded as well.

In addition, if the ships started out undocked, it usually takes an entire phase to get them docked - that uses up the first 1000 points. Looks like that happened in the first case.

Also double check that the ports had enough fuel to load on those ships AND provide to any HI demands at the base.


it is turn 1 and all units with 0 ops. TF always docked. docking doesn't use ops. fuel is enough.

Docking does not use ops, but docking is a step in the turn execution, and those steps happen during the administrative portion at the end of each phase (i.e. after the combats have been run). Also on Turn 1, the Allied side only gets half a turn's worth of ops points, even if surprise and historic turn are turned off.

Were those ships the only ones using the ports? Loading and unloading supplies/resources/troops and refueling the ships themselves also uses up ops points.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to jiajia1)
Post #: 5
RE: question on TK/AO loading speed test - 3/28/2021 6:56:21 AM   
jiajia1


Posts: 55
Joined: 3/25/2021
Status: offline

quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: jiajia1


quote:

ORIGINAL: BBfanboy

Operations points. Ports and ships each have 1000 points per phase. The level 9 port would not have run out of operations points on the fuel loading, but the AO might have had some points used before starting fuel loading.

At level 4, the AO might have used most of the port's ops points so the TK could not be fully loaded as well.

In addition, if the ships started out undocked, it usually takes an entire phase to get them docked - that uses up the first 1000 points. Looks like that happened in the first case.

Also double check that the ports had enough fuel to load on those ships AND provide to any HI demands at the base.


it is turn 1 and all units with 0 ops. TF always docked. docking doesn't use ops. fuel is enough.

Docking does not use ops, but docking is a step in the turn execution, and those steps happen during the administrative portion at the end of each phase (i.e. after the combats have been run). Also on Turn 1, the Allied side only gets half a turn's worth of ops points, even if surprise and historic turn are turned off.

Were those ships the only ones using the ports? Loading and unloading supplies/resources/troops and refueling the ships themselves also uses up ops points.

quote:


question on TK/AO loading speed test - 3/28/2021 6:20:00 AM   

jiajia1
Matrix Recruit


 

Posts: 9
Joined: 3/25/2021
Status: online testing 1 TK and 1 AO in a level 9 port in the same TF loading fuel from empty. TK reach 5700/day and AO 4617/day. then set port level to 4 no other changes and retest: ao -> 11500(full) and TK -> 3515.
no naval support.
what could be the reason?

< Message edited by jiajia1 -- 3/28/2021 6:30:30 AM >
  Post #: 1


I am on IJ side. it is small scen Aliushn using this one for fast testing.
other ships except these two are disbanded in port.
as to "administrative portion" I never thought about this and do not know how to check it.

(in reply to BBfanboy)
Post #: 6
RE: question on TK/AO loading speed test - 3/28/2021 7:50:39 AM   
jiajia1


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after checked the manual, I was wrong thinking naval support will help. they will help with supply loading not fuel.
what should those man do with fuel pipes to help loading?
----------
but maybe one case. little mount fuel was loaded into cargo space in some IJ xAK? THAT case naval support may help?

< Message edited by jiajia1 -- 3/28/2021 7:54:39 AM >

(in reply to jiajia1)
Post #: 7
RE: question on TK/AO loading speed test - 3/28/2021 1:01:34 PM   
RangerJoe


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Naval support does not make a bucket brigade to help load fuel.
One lit cigarette and if the fuel is volatile . . .

Naval support helps to load/unload supplies and units. It helps in other ways but only those two items for loading and unloading.

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(in reply to jiajia1)
Post #: 8
RE: question on TK/AO loading speed test - 3/28/2021 1:48:49 PM   
Alfred

 

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Naval Support does assist in the loading/unloading of fuel if it is "cross loaded" as barrels.

Alfred

(in reply to RangerJoe)
Post #: 9
RE: question on TK/AO loading speed test - 3/28/2021 2:00:03 PM   
RangerJoe


Posts: 13450
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quote:

ORIGINAL: Alfred

Naval Support does assist in the loading/unloading of fuel if it is "cross loaded" as barrels.

Alfred


I did not know that, thank you.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Alfred)
Post #: 10
RE: question on TK/AO loading speed test - 3/28/2021 7:08:54 PM   
Moltrey


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From: Virginia
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Right. Stevedores can manhandle barrels of liquid only (obviously).
Don't forget the rule at Base sizes 0-4 where Naval Support helps with movement of fuel back and forth, but not Refueling of ships at anchor. This doesn't apply to docked ships.
I got myself in a broken logic loop when looking at an older Port Data chart which had renamed the "Fuel Handling" column to "Refueling". It represents both!

< Message edited by Moltrey -- 3/28/2021 7:18:10 PM >

(in reply to RangerJoe)
Post #: 11
RE: question on TK/AO loading speed test - 3/28/2021 9:25:59 PM   
Ian R

 

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Naval Support does not assist at SPS 0 ports (even when built up above zero size).

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Post #: 12
RE: question on TK/AO loading speed test - 3/28/2021 10:36:23 PM   
Moltrey


Posts: 297
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From: Virginia
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Yep, that too. Although Ian, I looked at the downloadable map with the Actual/SPS Port/Airfield sizes recently.
I didn't really see that many 0 SPS bases that seemed all that useful in the grand scheme of play.
Not to mention the extra supply and time involved in developing one of them. This rule effectively makes them a v. poor place to resupply ships. Got to be a 1 SPS somewhere as a alternative in most cases.

(in reply to Ian R)
Post #: 13
RE: question on TK/AO loading speed test - 3/28/2021 10:36:43 PM   
jiajia1


Posts: 55
Joined: 3/25/2021
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quote:

ORIGINAL: Ian R

Naval Support does not assist at SPS 0 ports (even when built up above zero size).

I just did a test , the result does not suport this rule.

set a port with level 3 SPS 0
1. no naval support, and the daily load supply is 600
2. retest, put 160 naval support in the base, and it is 1575

(in reply to Ian R)
Post #: 14
RE: question on TK/AO loading speed test - 3/28/2021 10:58:31 PM   
jiajia1


Posts: 55
Joined: 3/25/2021
Status: offline

quote:

ORIGINAL: jiajia1


quote:

ORIGINAL: Ian R

Naval Support does not assist at SPS 0 ports (even when built up above zero size).

I just did a test , the result does not suport this rule.

set a port with level 3 SPS 0
1. no naval support, and the daily load supply is 600
2. retest, put 160 naval support in the base, and it is 1575

updated:
you are partly right.
set a port with level 3 sps 1
1. no naval support, it is 600
2. retest, put 160 naval support in the base, and it is 3245(full) + 1128 goint to the troop space.

so SPS 0 does impact naval support to help.

(in reply to jiajia1)
Post #: 15
RE: question on TK/AO loading speed test - 3/29/2021 10:23:10 AM   
Ian R

 

Posts: 3420
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From: Cammeraygal Country
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quote:

ORIGINAL: jiajia1


quote:

ORIGINAL: Ian R

Naval Support does not assist at SPS 0 ports (even when built up above zero size).

I just did a test , the result does not suport this rule.

set a port with level 3 SPS 0
1. no naval support, and the daily load supply is 600
2. retest, put 160 naval support in the base, and it is 1575



It is a known bug.

Have you patched up to the current version?

_____________________________

"I am Alfred"

(in reply to jiajia1)
Post #: 16
RE: question on TK/AO loading speed test - 3/29/2021 11:26:32 AM   
jiajia1


Posts: 55
Joined: 3/25/2021
Status: offline

quote:

ORIGINAL: Ian R


quote:

ORIGINAL: jiajia1


quote:

ORIGINAL: Ian R

Naval Support does not assist at SPS 0 ports (even when built up above zero size).

I just did a test , the result does not suport this rule.

set a port with level 3 SPS 0
1. no naval support, and the daily load supply is 600
2. retest, put 160 naval support in the base, and it is 1575



It is a known bug.

Have you patched up to the current version?

oh I see. will get it later.

(in reply to Ian R)
Post #: 17
RE: question on TK/AO loading speed test - 3/29/2021 8:30:42 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: jiajia1


quote:

ORIGINAL: Ian R


quote:

ORIGINAL: jiajia1


quote:

ORIGINAL: Ian R

Naval Support does not assist at SPS 0 ports (even when built up above zero size).

I just did a test , the result does not suport this rule.

set a port with level 3 SPS 0
1. no naval support, and the daily load supply is 600
2. retest, put 160 naval support in the base, and it is 1575



It is a known bug.

Have you patched up to the current version?

oh I see. will get it later.

The latest version does not fix that bug. The last programming fixes were at least a year ago, around the time when Matrix announced it was no longer going to support the game. That means no official tech changes to the game. Andy Mac's AI improvements are at his own initiative, AFAIK.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to jiajia1)
Post #: 18
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