dr.hal -> RE: Ship Repair 101 Guide (12/23/2011 3:53:03 PM)
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Alfred, I have taken the liberty of pulling all the tables and a few other things out of your very seminal work and placed them below. I do this because I'm one of those types that likes to print things out, but your input is very large, so its reduction into the tables makes sense. I also put it into REAL English (sorry, I couldn't help that, I had to do it, especially as my thesis had to be written in the "Queen's English"!) If you think I've done wrong, I'll remove this post. Thanks Again, Hal Glossary of Abbreviations Used: • IR* - integrity repair • IRP* – integrity repair point • POD – point of damage • RW* – repair worker • WR – weapon repair • WRP – weapon repair point Table A: Weapon Repair Costs Rockets (all types) cost 50 WRP Radars and ASW detectors cost 90 WRP Mines and Torpedoes cost 120 WRP Guns cost WRP equal to the effect value of the gun Exemplar A: the 16in/50 Mk 7 gun has an effect of 2700, hence the cost in WRP = 2700. The WRP cost to repair a 20mm Oerlikon AA gun is 15. Table B: WRP generated by shipyards, ports and tenders for weapon repairs (Shipyard size x 20) [NB: there is a maximum cap of 300 on shipyard size] (Tenders generate a fixed 250 WRP) (Port size x 25) Exemplar B: As seen in table A, the WRP cost to repair a single 16in/50 Mk 7 gun is 2700. Only a shipyard sized 135 will generate sufficient WRP in a turn to repair a single 16in/50 Mk 7 gun. If the damaged weapon were instead a torpedo which requires only 120 WRP, the repair could be effected at a shipyard sized 6 or alternatively by an appropriate tender for the type of vessel or alternatively at a port sized 5. Table C: IRP generated by shipyards, naval support squads and crews (Shipyard size x 10) (Naval Support Squads/2) minus (Damage/5) for repairing ships in “pierside mode” (Naval Support Squads/3) minus (Damage/5) for repairing ships docked in “readiness mode” (Crew Experience/8) Exemplar C: A size 10 shipyard will generate 100 IRP each turn. It therefore can remove a single POD each turn from a single ship in “shipyard repair mode”. Table D: IRP generated by ports Port size 1 generates 8 IRP Port size 2 generates 27 IRP Port size 3 generates 27 IRP Port size 4 generates 38 IRP Port size 5 generates 50 IRP Port size 6 generates 63 IRP Port size 7 generates 77 IRP Port size 8 generates 92 IRP Port size 9 generates 108 IRP Port size 10 generates 125 IRP Exemplar D: A single ship in “pierside mode” at a port size 9 will receive 108 IRP each turn which is more than what is required to remove a single POD each turn. If the ship were in “pierside mode” at a port size 5 it would receive only 50 IRP which would be applied towards removing a POD and the progress achieved (together with any assistance from the crew and naval support, see table C above) would be carried over to the next turn. Table E: IRP generated by repair ships (Undamaged, disbanded, unused tender generates 83 IRP) (Undamaged, disbanded, unused ARD generates 100 IRP but used only for flotation repair on one ship at a time) Exemplar E: Two disbanded in port AS will generate a combined 166 IRP which will be applied only to a submarine in “repair ship mode”, any other additional submarines in port but in “pierside mode” will gain no benefit from these IRP. However, if there are no submarines in “repair ship mode” but only in “pierside mode” then the IRP generated by the AS will be automatically applied by the “repair manager” to the submarines in “pierside mode”. Were the submarines to be in “readiness mode” they would not benefit from these IRP. • 50 IRP from the port [see table D, port size 5] • 11 IRP from the naval support squads [see table C, (40/2) – (45/5)] • 10 from crew experience [see table C, (80/8)] • 83 IRP from the AD [see table E] Table F: Normal integrity damage of combat vessels repairable by repair ships AD – DD/DE/APD/DMS/DM/AVD/E/TB/KV/PF/PB/PC/SC/AM/ML AG – DE/APD/DMS/DM/AVD/E/TB/KV/PF/PB/PC/SC/AM/ML/HDML/MGB/YP/YMS/AMc AGP – PT/MTB/MGB/PB/PC/SC/AM/ML/HDML/YP/YMS/AMc AR – all ship types ARD – flotation damage only to all ship types but only 1 ship at a time is repaired AS – SS/SST/SSX Exemplar F: A minesweeper (AM) with 39 “normal” engine POD will receive IRP from an AD, AG, AGP or AR. A submarine with the exact same damage will receive IRP only from an AR or AS. Table G: Major integrity damage of combat vessels repairable by repair ships AD – PB/PC/SC/AM/ML/HDML/MGB/YP/YMS/AMc AG – PB/PC/SC/AM/ML/HDML/MGB/YP/YMS/AMc AGP – PB/PC/SC/AM/ML/HDML/MGB/YP/YMS/AMc AR – PB/PC/SC/AM/ML/HDML/MGB/YP/YMS/AMc AR – all ship types sized DE and above provided the aggregated major IR damage does not exceed 5 POD ARD – flotation damage only to all ship types but only 1 ship at a time is repaired Exemplar G: A heavy cruiser with 3 “major” engine POD will be repaired by an AR. If it had 6 “major” engine POD, it could not be repaired by the AR. Table H: Sundry expertise locations for repair of major damage Merchant ships sized 1 to 1000 tons, where (port size x 100) = merchant ship tonnage Barges, where port size = 4 or the repair ships AG/AGP/AR are disbanded in the port Midget subs with “major” engine damage only, where port size = 6 or the repair ships AR/AS are disbanded in the port Small craft ships up to 499 tons, port size = 4 Small craft 500 to 1000 tons, where port size = ship tonnage/100 Exemplar H: The ships listed in this table only benefit if they are disbanded in the port. Table I: Supply of repair workers seeking employment Port size 1 generates 8 RW Port size 2 generates 34 RW Port size 3 generates 81 RW Port size 4 generates 152 RW Port size 5 generates 250 RW Port size 6 generates 378 RW Port size 7 generates 539 RW Port size 8 generates 736 RW Port size 9 generates 972 RW Port size 10 generates 1250 RW Exemplar I: (see discussion following table J) Table J: Ship demand for repair workers for ships in “normal repair priority” Ship in “pierside mode”, demand = [(damage x 10) + (Ship tonnage/500)] Ship in “readiness mode”, demand = [(damage x 20) + (Ship tonnage/500)] Exemplar J:(see following discussion) To illustrate in simple terms how supply and demand for RW plays out, consider the following situation. A 10000 ton cruiser has a total of 43 normal IR POD and is in “pierside mode” at a port size 8 with no other ships under repair. The cruiser’s “repair priority” is “normal” (see section 13 below for the effect if a different “repair priority” were assigned to the cruiser). From table I, we can see the total supply of RW is 736. From table J, we can calculate the demand from this single ship for RW is: (43 x 10) + (10000/500) = 450 RW If the cruiser were in “readiness mode”, the equation then becomes: (43 x 20) + (10000/500) = 880 RW Table unlabeled: Descriptions of Priority Settings “High priority” sees IR undertaken at 1.667 times the normal rate (provided there are sufficient IRP available at that location to pay for the worked overtime) but the trade off is that the ship imposes 2 times its normal RW utilization rate. “Critical priority” sees IR undertaken at 2 times the normal rate (again provided sufficient IRP are present for the worked overtime) but the trade off is 4 times the normal RW utilization rate is incurred. “Low priority” sees IR undertaken at the same rate as “normal priority”. The difference with “normal priority” is a ship on “low priority” is placed at the end of the queue and is only worked on if all the ships ahead of it have been attended to. Use “low priority” where you want to favor some other ships but are not willing, or unable, to pay the overtime rates.
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