Offmap movements (Full Version)

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PetrOs -> Offmap movements (7/3/2014 12:48:34 PM)

Just a small question - the merchant ships moving off map does not seem to consume the fuel. Is that also true for full speed runs? Meaning, can I hurry my troop and plane transports from eastern USA to Cape town without risking the ships gone dead somewhere? Would the damage also accumulate?




ny59giants -> RE: Offmap movements (7/3/2014 1:16:12 PM)

I run mine FULL speed from off map base to off map base all the time without any fuel being used, nor any system damage happening. [8D]




PetrOs -> RE: Offmap movements (7/3/2014 2:29:31 PM)

That sounds great!




HansBolter -> RE: Offmap movements (7/3/2014 3:38:21 PM)

quote:

ORIGINAL: ny59giants

I run mine FULL speed from off map base to off map base all the time without any fuel being used, nor any system damage happening. [8D]


Yes, but does the speed increase actually shorten the time or is the number of days fixed?

Transfers of LCUs require no transports as the transports already allocated to that theater are presumed to be used for this transport effort so no adjustment in speed is possible and the transfer times are fixed.

Is anyone certain the transfer times for TFs are not fixed as well?




Bullwinkle58 -> RE: Offmap movements (7/3/2014 4:21:50 PM)

Full is faster. To confirm, take a TF already in transit between, say, EC and CT which is at Mission speed. Shift it to Full. The days-to-port read-out changes. I just looked at one of mine. 10 kt. xAKLs. At Cruise and Mission they're 24 days out of CT. At Full they're 16 days.




dr.hal -> RE: Offmap movements (7/4/2014 2:23:07 AM)

The Bull is no bull... it is a lot faster, can shave off days.... but in truth it is also somewhat of a gamie in that it uses a loop hole in the play system.




PetrOs -> RE: Offmap movements (7/4/2014 8:29:36 AM)

I experimented with this a bit, and got to the following result
setting full accelerates most convoys there.
10 knots AKLs go faster, 14-16 knotters go faster, 17 knotters go faster. 12/13 knotters dont notice that - as they apparently have same hexes value for full and cruise..

Its a bit silly about 12/13 knotters, as most transports early on there are those Isthmians/Hog Islanders/Harrimans/Southwests, which are exactly this kind.




Don Bowen -> RE: Offmap movements (7/4/2014 8:58:43 PM)


Ships moving off map do not consume fuel because the various offmap fueling facilities are not emulated. Also there is no process for handling out-of-fuel ships off map.

Run them at faster speeds off map and you will get increased damage.




jmalter -> RE: Offmap movements (7/5/2014 1:40:06 AM)

Major probs occur when you full-speed a TransTF from EC to CT w/ remain on station/do not unload orders.

When this convoy arrives at CT, it's best that you remember to change it to mission/cruise speed before sending it to an on-map location. Elsewise, it burns all its fuel & ends up derelict in the Indian Ocean, w/ high sys-damage .




topeverest -> RE: Offmap movements (7/6/2014 12:58:30 AM)

Make sure there is enough endurance for a cruise journey. Split ships with different endurance into their own TF's, especially if it doesn't have enough coupon endurance




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