Hey there. Who can help this newbie out, cause I don't understand this transport thingy here.
How do I determin how big my transport ship needs to be to load a ground unit?
In the ground unit info window I see Load cost AP, Load cost AK and Load cost LST. Does that have anything to do with it or not? Lets say a unit says Load cost AP = 3100. Does that mean I just need 1 AP with at least 3100 of cardgo space?
If so, how come the Load cost is so much bigger for an AK? Does that mean I need much more AK's to load that same ground unit?
Or don't these Load costs have anything to do with it?
< Message edited by ogrv643 -- 8/15/2004 11:52:36 AM >
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Hey there. Who can help this newbie out, cause I don't understand this transport thingy here.
How do I determin how big my transport ship needs to be to load a ground unit?
In the ground unit info window I see Load cost AP, Load cost AK and Load cost LST. Does that have anything to do with it or not? Lets say a unit says Load cost AP = 3100. Does that mean I just need 1 AP with at least 3100 of cardgo space?
If so, how come the Load cost is so much bigger for an AK? Does that mean I need much more AK's to load that same ground unit?
Or don't these Load costs have anything to do with it?
The load costs are there to help you determine the how many transports you will need and what type. Different ships were built for different missions so yes, an AP can load more troops than an AK but an AK can load more supplies than an AP. Always add more ships than the min required. I normally add one or two more just to make sure everything gets loaded. When troops are loaded they do not bring internal supplies so make sure you have enough space in your TF to bring some along.
Most players will build a TF for each unit they load and then combine into a single TF so they have more control over who goes where.
Hope this helps, Rick
< Message edited by Kid -- 8/15/2004 12:28:40 PM >
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quote:
ORIGINAL: ogrv643 How do I determin how big my transport ship needs to be to load a ground unit?
There are three ways: 1. Analyse the various load costs for the unit you are loading and assemble the optimal number of ships to do the job. 2. Look at the load cost for AP or AK and bring along a TF of ships with that capacity or higher. 3. Just throw together the nearest 80 transports and escorts and throw a party :)
quote:
ORIGINAL: ogrv643 In the ground unit info window I see Load cost AP, Load cost AK and Load cost LST. Does that have anything to do with it or not?
No that just tells you the minimum total load of a TF (loading that unit ONLY) composed of those ship types. Some units load better into AP's (infantry and such) and some into AK's (arty). There is a table in the manual which describes the load cost for each base item type vs. the base ship types.
quote:
ORIGINAL: ogrv643 Lets say a unit says Load cost AP = 3100. Does that mean I just need 1 AP with at least 3100 of cardgo space?
Yep!
quote:
ORIGINAL: ogrv643 If so, how come the Load cost is so much bigger for an AK? Does that mean I need much more AK's to load that same ground unit?
See the table mentioned above for the reason why ;) And yes, generally you need a huge stack of AK's to move a large unit around.
Things get quite a bit more complex when you try and put multiple units on a TF - esp. one full of AK's. You'll find that they hold only 2 or three of the full size divisions across almost 100 ships. The game will load ships pretty smartly, basically if you pick, say, 8 units and only 2 can load it'll load those two (fully, no parts left over) only. On the other hand if you load a small unit onto a large TF (of say 50 ships, where it only needs 5) the game WILL spread it out across all the ships, presumably to reduce losses if ships should sink.
After some experimenting, chaos and exceptionally large transport groups roaming around you'll get a feel for it ;)
- Deathifier
< Message edited by Deathifier -- 8/15/2004 10:44:50 PM >
Some units such as LCU's load into AP's 'better' (More efficiently) than AK's and some, such as ENG's load into AK's better. Just take the load cost for a unit and build a TF with at least a couple of extra ships (AP or AK) over and above that 'needed' capacity..the whole unit will then load up and I get no partial loads. I generally will add a TK to carry some fuel and then add a coule of loaded (with supply) AK's to carry some extra toilet paper !!!
< Message edited by captskillet -- 8/15/2004 7:02:51 AM >
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Things get real complicated when, for whatever reason, you end up having a couple of AKs, a couple of APs, and a couple of LSxs to use. Trying to see if you have enough space is fun. I used an excell spreadsheet to try to figure that one out.
So there is an error eh? I think that's one of the reasons I asked the question. Cause of course I tried some things for my self, but I think I noticed the following.... or is there an explanation fo it?
Ummmm...... I want to load a unit. The unit's info window says it's Load cost for AK is 28000. So I put together a AK TF with a total cargo space 30000. The way I'm thinking is, that I have 2000 of cargo space left in that TF, right?
Well, guess not. Cause after I load the unit onto the ships, it turns out the ground unit didn't take up the 28000 it said it would take. I think it says less than the 28000.
Is this the error you guys were talking about, or am I an idiot because there is an explanation for this?
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"The difference between a good and great officer is about ten seconds." - Admiral Arleigh Burke
Basically, a Div that is reporting about 24k to load will actually be able 28.5k to load.
If you want, you can actually do the math.
Take the parts of the unit and look up their load factors in the database screen. Multiply it out keeping track of what parts are inf, gun, veh, or arm. Note the different load costs of the ships. Apply that against the load costs. Poof, exact numbers.
< Message edited by Mr.Frag -- 8/15/2004 1:30:18 PM >
Well, insanity is a prerequisite for playing the game in the first place so....
quote:
ORIGINAL: Mr.Frag
Basically, a Div that is reporting about 24k to load will actually be able 28.5k to load.
If you want, you can actually do the math.
Take the parts of the unit and look up their load factors in the database screen. Multiply it out keeping track of what parts are inf, gun, veh, or arm. Note the different load costs of the ships. Apply that against the load costs. Poof, exact numbers.
Its not always clear what category a particular element goes in. Is a 60mm mortar infantry or artillery? How about 0.5 inch Browning AA? Radar?
Actually, it would nice to know those things even if you don't manually calculate loads.
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Hello...
The routines that show the load cost only estimate that cost. When the ships are actually loaded, they sometimes come out a bit more or less than these estimates.
Bye...
Michael Wood
quote:
ORIGINAL: ogrv643
Thanks for the response guys :)
So there is an error eh? I think that's one of the reasons I asked the question. Cause of course I tried some things for my self, but I think I noticed the following.... or is there an explanation fo it?
Ummmm...... I want to load a unit. The unit's info window says it's Load cost for AK is 28000. So I put together a AK TF with a total cargo space 30000. The way I'm thinking is, that I have 2000 of cargo space left in that TF, right?
Well, guess not. Cause after I load the unit onto the ships, it turns out the ground unit didn't take up the 28000 it said it would take. I think it says less than the 28000.
Is this the error you guys were talking about, or am I an idiot because there is an explanation for this?
Thats basically what I do Mongo, if the unit says the load cost is 20,000 for a AK convoy, I will make the convoy 30,000 (usually it only takes 5 or 6 ships to make a 30,000 pt AK convoy) and so far I have left no unit behind in pieces.
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You always want to have extra ships so one ship loss doesn't kill or cripple the unit anyway. I usualy use twice the niminal value as the TF value. I have found that with up to three units this works well as a single TF loaded all at once. More units than that (or more than one on the "first turn instaload regime") require seperate TFs (later combined) to avoid the "first-clicked unit takes 28% of the space on the available transport and the rest get crammed into what is left" syndrome. If you have all of one unit loaded into one ship, Finagle's Law says that one is torpedo-bait.
If load cost indicates 1 AP would load (4k-less) I will add 2 AP and toss in 2 AK's basically if I'm using AP's to load troops I add an extra over the needed, and add in the AK's for supplies and equiptment/parts of the LCU that load on AK's better.
If you Do it right so that you have more then enough room for LCU's after selecting unit to load and loading.. it should b saying loading supplies meaning all of the LCU is loaded and now it is loading supplies in rest of space.
If Still loading troops it used up the ops for turn and you need wait for more ops to finish loading, unless it shows that the max is loaded then your leaving bits behind.
I find the 2x needed AP plus add 2 AK works pretty well for loading Troops.
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If you Do it right so that you have more then enough room for LCU's after selecting unit to load and loading.. it should b saying loading supplies meaning all of the LCU is loaded and now it is loading supplies in rest of space.
Hey that's a good one. I'll try to remember that.
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"The difference between a good and great officer is about ten seconds." - Admiral Arleigh Burke
I look at the requirement and make a TF with LESS than the needed cargo space. I load it. I look at what is left unloaded. I make another small TF and load that. I repeat this (with the last bit taking 1 or 2 tries with 1 ship TFs). Then I merge all the TFs together and send them on their way.
Time consuming but I don't leave people behind.
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What I would like to know is why sound detectors (radars as well I guess) sometimes get left behind whatever you do. OK you can load it up afterwards but still ...
What I would like to know (semi related) is: If I load much of a unit (say 80% by weight) and get "Malay 37th Inf/1" in my transport, then the parent unit, Malay 37th Inf with the bits left behind gets destroyed by the Japanese, will my "/1" unit ever become the real unit? Will it ever get to take on replacements or upgrade? Will it (I think this is the case) rather stay in the game as an /X unit until the original cadre returns as a replacement after several months?
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quote:
ORIGINAL: AlvinS Love this game. All I need is more hours in the day!
Yah.. I know.
I thought about asking for an in-game clock. Perversely however, there are times I take great pride when the alarm clock goes off and I look away from the screen. I'm more mad about having to go to work than being up all night
What I would like to know is why sound detectors (radars as well I guess) sometimes get left behind whatever you do. OK you can load it up afterwards but still ...
You using AK's in the TF? its been said ceratin parts of a LCU load best on an AK, then just an AP.
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