loki100
Posts: 10920
Joined: 10/20/2012 From: Utlima Thule Status: offline
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quote:
ORIGINAL: M60A3TTS ... What we want to do here is separate the wheat from the chaff. The subject of this topic involves logistics. A lot of this rail capacity discussion is revolving around the ability to move units around on rails. That's not logistics, that's strategic movement. When a unit using rail movement passes over a rail hex, it consumes some capacity. What that means to you is that the next unit moving along the identical path may not be able to travel to the same hex. You will see that when in rail mode (F2) as one unit has moved to Point A and you can only move unit #2 to Point B, somewhere behind A because capacity is used. For now, I suggest you be content with that knowledge. Trying to understand formulas behind this are all well and good, but that's not terribly important, again, right now. Please don't fixate on this 30-hex thing. It's far less important than you think in terms of your gameplay. What is it, in practical terms, if you are familiar with a speed governor on a vehicle, is a mechanism that prevents the AI from burning out your truck fleet as well as its own when it plays against you. The longer the distance that supplies travel from a depot, the more trucks are used and it is worse as weather conditions deteriorate. So by limiting any potential supply run to a 30 hex radius, your truck fleet is not subjected to a merciless cycle of attrition. .... hate to disagree as your post is spot on, there is an Alice in Wonderland element to the logistics model (not that is unrealistic but that simply its tempting to get into the details when they are really not that useful) but there are 2 30 hex rules in the logistics system - that is the max overland route from unit-depot (which is what you are saying), but its also that a given rail hex will draw in needed rail/transport capacity from up to 30 hexes away. Those 'trains' don't pay anything to arrive at the starting hex but then gain 200 SMP (less pre-used MP etc) to move to a destination. Depending on rail way congestion, they pay 1-6 SMP per hex as they move. quote:
ORIGINAL: Nix77 quote:
ORIGINAL: loki100 3 - you are right, its not the range the unit/freight can move. Everything gets 200 SMP (reduced for already spent MP), so it can move up to 200 rail hexes as long as there are no cost penalties. quote:
ORIGINAL: Manual page 304 Unlike ground units utilizing rail transport, freight has unlimited SMP’s, but the amount of railyard tonnage capacity required to move the freight is variable and increases with distance from the railyard(s) and increased rail usage in particular hex(es). I'm not sure who to believe :) If the manual is correct, freight can move far away, but will use more railyard cap the further it goes and the more congested the rail lines are. I'm not sure how the system calculates where the depots will get their freight, maybe the link to another depot/VSS that uses least railyard cap? Both answers are correct as they refer to different things 1 - freight can move 200 rail hexes in a turn if there is no congestion, as congestion builds its range reduces. As in the player's notes, think of this as each tonne of freight is given 200 SMP and off it trots to its intended destination. the 30 hex rule (this one) simply says that in determining how many units/tonnes of freight get 200 SMP to play with depends on how many level 2 railyards in 30 hexes still have unused capacity
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