Graymane -> RE: Has anyone ever tried to create a TF movement Calculator? (10/12/2011 1:38:50 PM)
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ORIGINAL: SgtSwanson Is there a way to even do this with the most common destinations in mind? I have been thinking of creating one since back in WitP days because, I wanted to know the approx date or how many days a certian TF would reach it's destination. This is mainly for Cargo / Amphib TFs. I'm willing to give it a try, however my Excel formula knowledge sucks to say the least. Any takers? I did a basic calculator in a spreadsheet a long time ago. I'd have to go hunt down where it is. As others have mentioned though, it is based on straight-line distances that can be really innacurate when you think about threat tolerances. This especially applies to PH to routes in the SP or SWPAC. I do keep handmade charts that show something like this for major routes (I'm just making the numbers up, they aren't real): PH SF Pago Brisbane PH xx 50 100 150 SF 50 xx 160 200 Pago 100 160 xx 75 Brisbane 150 200 75 xx I do the routes by opening the game and using the threat tolerances and "directness" setttings that I would normally use. To make an out-of-game tool that is accurate one would have to parse the map data to understand the land masses and the do some empirical testing to determine how the refueling works. The good news is that even straight-line routes and what is shown in-game are probably good enough to planning as long as you don't need to be more accurate that a few days. The in-game TF info tells you how many hexes the TF needs to travel as well as the speed in hexes of the TF for each 12-hour pulse. You can easily ballpark the times right from the screen. It says something like m/c (6/3), Fuel 234/123 (56) where the cruise speed is 3 and the hexes are 56. So 10 or so turns. For planning purposes, I'll also add using 1-2 days for loading, 1-2 days for unloading and 1 day extra for refueling all depending on how long the trip is. So for a cargo trip using these sample numbers, a bit over 3 weeks round trip.
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