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Ship movement issue - 11/21/2007 6:15:31 PM   
BB56

 

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Joined: 4/26/2002
From: Mountlake Terrace WA
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I have 2 ship movement issues regarding cargo/transaport/amphib group. This is in both Stock and CHS BB 1.4.

1) An invasion TF, if set to go directly to enemy base will stop 3-4 hexes short of the base. I have to set the TF to stop 1 hex short of the base, then I can set it to the base and it will move there.

2) I send a Cargo TF to Wake, which I own, and the TF stops 3-4 hexes short of that base. I have to set Wake as the Home base then click on 'Return to Wake' to get the TF to go there. As an added benefit to this, I also have to tell the TF to unload as, when it gets to Wake, it is Idle.

Why is this happening? It looks like a bug and if so, is it scheduled to be fixed in a future patch?
Post #: 1
RE: Ship movement issue - 11/21/2007 7:07:54 PM   
rtrapasso


Posts: 22653
Joined: 9/3/2002
Status: offline
quote:

ORIGINAL: BB56

I have 2 ship movement issues regarding cargo/transaport/amphib group. This is in both Stock and CHS BB 1.4.

1) An invasion TF, if set to go directly to enemy base will stop 3-4 hexes short of the base. I have to set the TF to stop 1 hex short of the base, then I can set it to the base and it will move there.

2) I send a Cargo TF to Wake, which I own, and the TF stops 3-4 hexes short of that base. I have to set Wake as the Home base then click on 'Return to Wake' to get the TF to go there. As an added benefit to this, I also have to tell the TF to unload as, when it gets to Wake, it is Idle.

Why is this happening? It looks like a bug and if so, is it scheduled to be fixed in a future patch?



Do you have orders set to "DO NOT RETIRE"?* Also, if the homeport is very far away from the destination, this can cause problems.

*EDIT - if not set this way, the TFs can hang around making sure "the coast is clear".

< Message edited by rtrapasso -- 11/21/2007 7:08:38 PM >

(in reply to BB56)
Post #: 2
RE: Ship movement issue - 11/21/2007 7:22:49 PM   
niceguy2005


Posts: 12523
Joined: 7/4/2005
From: Super secret hidden base
Status: offline

quote:

ORIGINAL: BB56

I have 2 ship movement issues regarding cargo/transaport/amphib group. This is in both Stock and CHS BB 1.4.

1) An invasion TF, if set to go directly to enemy base will stop 3-4 hexes short of the base. I have to set the TF to stop 1 hex short of the base, then I can set it to the base and it will move there.

2) I send a Cargo TF to Wake, which I own, and the TF stops 3-4 hexes short of that base. I have to set Wake as the Home base then click on 'Return to Wake' to get the TF to go there. As an added benefit to this, I also have to tell the TF to unload as, when it gets to Wake, it is Idle.

Why is this happening? It looks like a bug and if so, is it scheduled to be fixed in a future patch?

When you say stops, what do you mean? Does it stop there for one turn, or for multiple turns?

This is not an area of the game that is intended to be micro-managed. There are several reasons why a TF may not move its full distance during a turn. Refueling of the TF is an obvious one.

In the case of the invasion what could be happening is that the TF will slow when approaching its target. What is happening is that the AI is trying to time the landing to start at the first phase. This happens if you have the TF set on Mission Speed. If you set it to Full Speed it should not happen. It sounds to me like this is what is happening to your invasion TF. It is set to Mission Speed and so is trying to time the landing for phase 1. When you set the destination 1 hex short, the TF doesn't realize it is getting ready to invade so proceeds at normal speed. Again, if you don't want the TF to time its landing just set it at Full Speed, or Cruise Speed. By the way, bombardment TFs behave the same way.

My guess on the second issue is that the TF, because it is a long haul to Wake is stopping to refuel, possibly every turn. This is because the fuel needed for the trip is based on the round trip the TF will follow in reaching its Destination and then back to its Home Base. While your cargo ships may have plenty of fuel, if you have short-legged escorts they can't make the trip without refueling. By setting the TF to a Home Base of Wake you just dramatically shortened its trip.

If the Wake TF needs it full allotted movement for that turn to reach Wake there won't be any operation points left to actually unload. So if its an AK TF and it takes 3-4 hexes to move to Wake on the last turn, it essentially arrives with no time that turn left to unload. As long as the TF is set to unload, it should get a full turn the next turn to start unloading.



_____________________________


Artwork graciously provided by Dixie

(in reply to BB56)
Post #: 3
RE: Ship movement issue - 11/21/2007 10:55:12 PM   
BB56

 

Posts: 76
Joined: 4/26/2002
From: Mountlake Terrace WA
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In both cases:
1) TF are not set to 'Patrol/Do not retire'.
2) The Wake TF is AK's only with plenty of fuel.
3) I left the TF's in their hex for 2-3 turns and they still did not move, or if they move, it is to another hex 3-4 hexes from the destination.  This happens to some, but not all bases I own, and for most invasions.

I did change how I do invasions, based on what I've read in other threads:  I have all TF's set to 'Patrol/...' and to rendezvous 1 hex from the objective.  Once all TF's are there, I then set destination hex to the target and remove the 'Patrol/...' from there -> this works great and makes sure all invasion TF's reach the target so they get 2 unloading phases before battle.

It's the Cargo TF's that's got me buggered.  Why would they sit 3 hexes from their destination for days on end?  Is the crew whale watching or are the captains having a yacht race?

(in reply to niceguy2005)
Post #: 4
RE: Ship movement issue - 11/21/2007 11:11:44 PM   
rtrapasso


Posts: 22653
Joined: 9/3/2002
Status: offline

quote:

ORIGINAL: BB56

In both cases:
1) TF are not set to 'Patrol/Do not retire'.
2) The Wake TF is AK's only with plenty of fuel.
3) I left the TF's in their hex for 2-3 turns and they still did not move, or if they move, it is to another hex 3-4 hexes from the destination.  This happens to some, but not all bases I own, and for most invasions.

I did change how I do invasions, based on what I've read in other threads:  I have all TF's set to 'Patrol/...' and to rendezvous 1 hex from the objective.  Once all TF's are there, I then set destination hex to the target and remove the 'Patrol/...' from there -> this works great and makes sure all invasion TF's reach the target so they get 2 unloading phases before battle.

It's the Cargo TF's that's got me buggered.  Why would they sit 3 hexes from their destination for days on end?  Is the crew whale watching or are the captains having a yacht race?




Is there a very negative airbalance?

(in reply to BB56)
Post #: 5
RE: Ship movement issue - 11/21/2007 11:26:26 PM   
niceguy2005


Posts: 12523
Joined: 7/4/2005
From: Super secret hidden base
Status: offline

quote:

ORIGINAL: BB56

In both cases:
1) TF are not set to 'Patrol/Do not retire'.
2) The Wake TF is AK's only with plenty of fuel.
3) I left the TF's in their hex for 2-3 turns and they still did not move, or if they move, it is to another hex 3-4 hexes from the destination. This happens to some, but not all bases I own, and for most invasions.

I did change how I do invasions, based on what I've read in other threads: I have all TF's set to 'Patrol/...' and to rendezvous 1 hex from the objective. Once all TF's are there, I then set destination hex to the target and remove the 'Patrol/...' from there -> this works great and makes sure all invasion TF's reach the target so they get 2 unloading phases before battle.

It's the Cargo TF's that's got me buggered. Why would they sit 3 hexes from their destination for days on end? Is the crew whale watching or are the captains having a yacht race?


In that case I would go with rtrapasso's original diagnosis. There must be something at the base keeping them away. If you set the Cargo TF to "patrol/do not retire" will it move to it's destination.

I don't believe there are any known bugs of this variety.



_____________________________


Artwork graciously provided by Dixie

(in reply to BB56)
Post #: 6
RE: Ship movement issue - 11/22/2007 4:14:34 AM   
VSWG


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From: Germany
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I always set homeport = destination for my transport TFs. Then the retire - patrol/do not retire switch becomes meaningless.

Do you have any area of the map under AI control? If so, the AI likes to take over TFs all over the place.


_____________________________


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Post #: 7
RE: Ship movement issue - 11/22/2007 5:35:21 AM   
rtrapasso


Posts: 22653
Joined: 9/3/2002
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quote:

ORIGINAL: VSWG

I always set homeport = destination for my transport TFs. Then the retire - patrol/do not retire switch becomes meaningless.

Do you have any area of the map under AI control? If so, the AI likes to take over TFs all over the place.



Too true... i keep forgetting that many players like to have the AI run things.

i think the patrol/do not retire is still useful for things like making a unit go through in the face of opposition even if the homeport has been switched as you described. Otherwise, i think if there are large enemy forces nearby, Transport TFs might tend to run away... however, i try not to get more forces into this situation (not always successfully ).

(in reply to VSWG)
Post #: 8
RE: Ship movement issue - 11/22/2007 5:58:48 AM   
BB56

 

Posts: 76
Joined: 4/26/2002
From: Mountlake Terrace WA
Status: offline
Airbal is in my favor as I own the base and my PBY's report nothing in a 600nm radius.  Also, it's not every TF.  I just sent a group of DM's to mine wake and they did so without a problem.  Also, I never put any are under AI control.

So, I'll just use VSWG's suggestion and set home base as the destination so that I won't have to worry about this.

Thanks for your help on this.


I just realized:
Wake is within Betty/Nell range of both Eniwetok and Kwajelein, so it could be an Airbal issue. Again, I'll use VSWG's suggestion for bases in range of these nasty ladies.


< Message edited by BB56 -- 11/22/2007 6:00:32 AM >

(in reply to rtrapasso)
Post #: 9
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