RE: Ship Repair 101 Guide (Full Version)

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DanSez -> RE: Ship Repair 101 Guide (1/3/2014 5:59:12 PM)

Bump due to recent reference to this excellent explanation on repair.
Also a side note - the link above (post 72 - CaptDave) to the AE Wiki page just comes up as a blank page for me.

Thanks for breaking this stuff out. It really helps.





CaptDave -> RE: Ship Repair 101 Guide (1/3/2014 7:14:27 PM)

Hmm... I just checked the Wiki link, and it's working fine for me (my editing rights seem to have changed slightly since I first started adding to it, but it's still displaying correctly). Anybody else having any problems with it?




zuluhour -> RE: Ship Repair 101 Guide (1/3/2014 8:22:51 PM)

thank you




nashvillen -> RE: Ship Repair 101 Guide (1/3/2014 8:29:53 PM)

Wiki works fine for me. If you haven't read this thread, go back to post 1 and do so!




geofflambert -> RE: Ship Repair 101 Guide (4/24/2014 8:37:04 PM)

This thread's expiration is (was) about January of 2015, I'm posting (before I forget) just to extend that by three months




cohimbra -> RE: Ship Repair 101 Guide (10/28/2014 11:54:45 AM)

BUMP!




wegman58 -> RE: Ship Repair 101 Guide (10/28/2014 1:44:50 PM)

I think this needs to get stickied.




LeeChard -> RE: Ship Repair 101 Guide (10/29/2014 8:22:42 AM)


quote:

ORIGINAL: wegman58

I think this needs to get stickied.

+1




Yaab -> RE: Ship Repair 101 Guide (10/29/2014 5:09:31 PM)

No, it is the repair ship thread, it should be glued and taped.




zuluhour -> RE: Ship Repair 101 Guide (10/31/2014 2:02:48 AM)

Always impressed by this "simulation". .....  Alfred, thank you for your tutelage during my formative months and continued value added expertise. I think one reason I can't put it down has to do with how often the game has opened new doors for me in regards to the mechanics as well as the history and geography of the other half of the globe. I never surfed or googled much until I started my first PBEM. I almost wrote PBM. lol. That was a long time ago, Panzer Blitz in '74 maybe.

ps. Anyone ever play PBSL? (play by school library) ie. die rolls at lunch.




Admiral DadMan -> RE: Ship Repair 101 Guide (7/13/2015 11:14:57 AM)

Fine work Alfred. Did you use a spreadsheet to calculate values? It would be cool to have one to plug in numbers and look at results.

If not, I'm fooling around with an Excel file to do that.




Admiral DadMan -> RE: Ship Repair 101 Guide (7/14/2015 9:57:54 PM)

Alfred, question:

What if you have this setup:

Sydney, Aus
Port 8
Shipyard 30
No Naval Support
No other ships under repair

And you bring in a ship to the Shipyard:

10,000 ton USN CL
9 System
48 Float
48 Major Float

Will setting her to Critical have an impact on the speed or the repair, or is that just wasting RW?





Lowpe -> RE: Ship Repair 101 Guide (7/15/2015 2:09:21 AM)

quote:

ORIGINAL: Admiral DadMan

Alfred, question:

What if you have this setup:

Sydney, Aus
Port 8
Shipyard 30
No Naval Support
No other ships under repair

And you bring in a ship to the Shipyard:

10,000 ton USN CL
9 System
48 Float
48 Major Float

Will setting her to Critical have an impact on the speed or the repair, or is that just wasting RW?




I am not Alfred.[:)]

But my understanding is that if you have only one ship in port, changing to critical will have absolutely no impact.

That is also my experience. I would humbly reply that you didn't read the 101 closely enough.[;)]




Numdydar -> RE: Ship Repair 101 Guide (7/15/2015 1:34:38 PM)

If you only have a single ship in a yard. Everyone will be working on her already since there is nothing else competing for the work. If you have 10 ship waiting to be repaired, then the settings will matter. Even with just two ships (depending on damage) the setting can make a difference.




cohimbra -> RE: Ship Repair 101 Guide (1/17/2016 5:26:27 PM)

up




cohimbra -> RE: Ship Repair 101 Guide (8/22/2016 2:24:31 AM)

BUMP




Macclan5 -> RE: Ship Repair 101 Guide (8/22/2016 2:54:12 PM)

Thank Alfred and Bullwinkle.

Wonderful explanation.

One other "topic" within repairs not specifically in your thesis is "switching modes of repair" between i.e. Shipyard and Pierside.

I scanned the thread but didn't find it 'in one post' so to speak.

--

I am not altogether certain you would want it included either.

Is switching i.e. from Shipyard to Pierside ~ especially during upgrades / repairs at the 'tail end' of finishing ~ deemed an exploit for example ?

Or is that sound management of resources ?

It is in effect covered in the the math of IRP and RW to a certain degree albeit it is inferred not directly explained.

Further in switching once or perhaps even multiple times is a 'penalty applied' to RW ?

Regards




Bullwinkle58 -> RE: Ship Repair 101 Guide (8/22/2016 7:13:21 PM)


quote:

ORIGINAL: Macclan5

Thank Alfred and Bullwinkle.

Wonderful explanation.

One other "topic" within repairs not specifically in your thesis is "switching modes of repair" between i.e. Shipyard and Pierside.

I scanned the thread but didn't find it 'in one post' so to speak.

--

I am not altogether certain you would want it included either.

Is switching i.e. from Shipyard to Pierside ~ especially during upgrades / repairs at the 'tail end' of finishing ~ deemed an exploit for example ?

Or is that sound management of resources ?

It is in effect covered in the the math of IRP and RW to a certain degree albeit it is inferred not directly explained.

Further in switching once or perhaps even multiple times is a 'penalty applied' to RW ?

Regards


To be clear and update former statements, the Repair Guide is Alfred's. I made a few suggestions on format and clarity, but he researched and wrote it.

As for switching between pier and yard, IMO there's no exploit. It's the way it was designed. In real life moving from a yard berth, up on blocks, basin drained, back to pierside is a major evolution. I did it a couple of times in a floating drydock. It's all day each way, sometimes more if the blocks have a complex pattern. In the game it's instant. Given how the repair models work in many ways it's needed. On the one hand ships accumulate system damage too quickly IMO; on the other hand complex repairs happen WAY faster than in RL. In the game repairs that would probably take a yard in RL can be done at the pier, up to a point. It's abstracted within limits. Juggling repair resources is a big part of the game and I think it's at the correct level of complexity.

OTOH, the game shifts a now pristine ship finishing pierside repair to readiness status instantly. But if the player wants to force a ship out of pierside, or yard, it normally takes three days. This is also a good thing, forcing trade offs and planning. It makes it risky to undertake pierside repair too far forward for example. It forces transit time loss in exchange for risk reduction.

For your last question, to my knowledge there is no penalty in switching between pierside and yard mode repeatedly. I do it all the time. I don't see it as any kind of exploit.

There is, however, a way to use pierside mode to accumulate repair points, and then shift to yard at the last minute to axe a point of major float faster than possible if the ship were in yard the whole time. Some see this as an exploit, while others don't. If you plan to do it you might discuss with your opponent.




LoBaron -> RE: Ship Repair 101 Guide (10/25/2016 11:50:16 PM)

Should be bumped everytime one reads it.

Much too valuable to disappear into the vastness of the WitP AE forum past.




BillBrown -> RE: Ship Repair 101 Guide (10/26/2016 1:40:49 AM)

I have a link to all of Alfreds guides.




Tony4245 -> RE: Ship Repair 101 Guide (10/28/2016 5:39:40 AM)


quote:

ORIGINAL: Yaab

No, it is the repair ship thread, it should be glued and taped.


Duct taped, along with Scotch tape and chewing gum, of course. Glad I found this thread, even if it did take me a while! Thanks for the great info.




wwengr -> RE: Ship Repair 101 Guide (1/7/2019 2:53:17 PM)

Bump




Kull -> RE: Ship Repair 101 Guide (1/7/2019 10:06:11 PM)

This thread probably belongs in the War Room. Keeping it in this forum is like running a 75+ float-damaged ship at Mission Speed......it sinks faster!




Kursk1943 -> RE: Ship Repair 101 Guide (1/8/2019 6:36:24 AM)


quote:

ORIGINAL: BillBrown

I have a link to all of Alfreds guides.

...and are you kindly sharing it with us?[&o]




Edward75 -> RE: Ship Repair 101 Guide (2/19/2019 7:22:03 AM)

quote:

Table B: WRP generated by shipyards, ports and tenders for weapon repairs


Where to find this table?

I think that such a thread should be attached separately!




BBfanboy -> RE: Ship Repair 101 Guide (2/19/2019 11:00:17 PM)

The table is in the manual. Look in the Ports section and if not there, in the Appendices at the back of the manual.




btd64 -> RE: Ship Repair 101 Guide (9/13/2019 6:06:23 PM)

Bump....GP




sh0nyu -> RE: Ship Repair 101 Guide (12/12/2019 6:31:34 AM)

Just a question about ARD Dublon (starting at Truk for the Japanese):
is it capable of repairing even CVs? Its capacity is listed with 3,000 tons - we are discussing if it just fits for smaller ships.

Since it has been sunk near Rabaul during our actual game we are disussing how bad the loss really is :D




obvert -> RE: Ship Repair 101 Guide (12/12/2019 7:30:48 AM)


quote:

ORIGINAL: sh0nyu

Just a question about ARD Dublon (starting at Truk for the Japanese):
is it capable of repairing even CVs? Its capacity is listed with 3,000 tons - we are discussing if it just fits for smaller ships.

Since it has been sunk near Rabaul during our actual game we are disussing how bad the loss really is :D


Just smaller ships. DDs and escorts really.




jdsrae -> RE: Ship Repair 101 Guide (12/12/2019 10:45:30 AM)


quote:

ORIGINAL: sh0nyu

Just a question about ARD Dublon (starting at Truk for the Japanese):
is it capable of repairing even CVs? Its capacity is listed with 3,000 tons - we are discussing if it just fits for smaller ships.

Since it has been sunk near Rabaul during our actual game we are disussing how bad the loss really is :D


It is very useful for repairing subs with float damage.




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