Riverine Movement
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
Riverine Movement
Both CHS and RHS use white hexsides (permitting both naval and LCU movement) to model riverine movement and ferries. This works fine as long as the hexside does not correspond to a river or strait. However, when that is the case, LCUs can cross the hexside with no water hexside effects. For AE, you probably need to add a new hexside type--wide river/strait--allowing LCU and limited water vessel movement with the usual effects of a water crossing for LCUs. Either the effect on naval vessels could be the same as for white hexsides, or you could treat wide river hexsides as allowing riverine movement between the hexes on each side of the hexside. This would slow riverine movement down, much like in the game American Civil War, but that's probably accurate. In any case, there would be some programming involved.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
- Andrew Brown
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RE: Riverine Movement
ORIGINAL: herwin
Both CHS and RHS use white hexsides (permitting both naval and LCU movement) to model riverine movement and ferries. This works fine as long as the hexside does not correspond to a river or strait. However, when that is the case, LCUs can cross the hexside with no water hexside effects. For AE, you probably need to add a new hexside type--wide river/strait--allowing LCU and limited water vessel movement with the usual effects of a water crossing for LCUs. Either the effect on naval vessels could be the same as for white hexsides, or you could treat wide river hexsides as allowing riverine movement between the hexes on each side of the hexside. This would slow riverine movement down, much like in the game American Civil War, but that's probably accurate. In any case, there would be some programming involved.
You are right about the difficulty in creating navigable rivers on the current map. It can be tricky to create a navigable river due to the way "white" hexsides work in the game vs river hexsides.
For AE, there is a type of river hexside that retains its "river" effects for LCU combat, but can be crossed by smaller ships. It's pretty much as you describe it, Herwin. This allows navigable rivers to be represented reasonably well.
Andrew
RE: Riverine Movement
If i can ask, how is the ship size determined?
RE: Riverine Movement
ORIGINAL: Dili
If i can ask, how is the ship size determined?
Sure, go ahead (edit: sorry, could not resist)
Ship size is determined by tonnage. AE has added this value specifically to determine size divorced from durability. Everything from river traffic limits to port limits to shipyard limits are based on it.
RE: Riverine Movement
ORIGINAL: Don Bowen
Ship size is determined by tonnage. AE has added this value specifically to determine size divorced from durability.
Good addition!
[&o]
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- treespider
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RE: Riverine Movement
ORIGINAL: Dili
If i can ask, how is the ship size determined?
Generally I think they use tape measures.... Of course you can always stand back and hold up a finger and thumb and guesstimate. Sometimes you just can't resist.
Here's a link to:
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
RE: Riverine Movement
RE: Riverine Movement
ORIGINAL: treespider
Of course you can always stand back and hold up a finger and thumb and guesstimate.
That would require trigonometry, yes?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Riverine Movement
Actually .... No. It's linear.ORIGINAL: witpqs
That would require trigonometry, yes?
Cover ship with thumb, measure size of thumb (t) length of arm (a) and distance head (resp. human) to ship (hs) then
size of ship=t*hs/a
RE: Riverine Movement
After all these wonderful witticisms, I feel positively dull, droll, and prosaic.
Since the “tonnage” parameter is used for many different calculations within the AE engine, it was necessary to define certain “adjustments” to a uniform tonnage value. Obviously, one size does not fit all, nor can it given the requirements of the game code.
Warship tonnage is based on listed “standard’ tonnage, with arithmetic adjustments to account for ‘actual trial’ tonnage. Auxiliary tonnages are based on the parameters defined by “US Navy Light”, with arithmetic adjustments to account for external factors, such as Port docking, repair/upgrade/conversion shipyard requirements, economic cost constraints .. etc. Commercial tonnages are based on the parameters defined by “Lloyds/USMC Light”, with arithmetic adjustments to account for external factors, such as Port docking, repair/upgrade/conversion shipyard requirements, economic cost constraints .. etc.
Hope this helps.
John
Since the “tonnage” parameter is used for many different calculations within the AE engine, it was necessary to define certain “adjustments” to a uniform tonnage value. Obviously, one size does not fit all, nor can it given the requirements of the game code.
Warship tonnage is based on listed “standard’ tonnage, with arithmetic adjustments to account for ‘actual trial’ tonnage. Auxiliary tonnages are based on the parameters defined by “US Navy Light”, with arithmetic adjustments to account for external factors, such as Port docking, repair/upgrade/conversion shipyard requirements, economic cost constraints .. etc. Commercial tonnages are based on the parameters defined by “Lloyds/USMC Light”, with arithmetic adjustments to account for external factors, such as Port docking, repair/upgrade/conversion shipyard requirements, economic cost constraints .. etc.
Hope this helps.
John
RE: Riverine Movement
ORIGINAL: Woos
Actually .... No. It's linear.ORIGINAL: witpqs
That would require trigonometry, yes?
Cover ship with thumb, measure size of thumb (t) length of arm (a) and distance head (resp. human) to ship (hs) then
size of ship=t*hs/a
Leave it to algebra to ruin a good joke.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Riverine Movement
ORIGINAL: JWE
After all these wonderful witticisms, I feel positively dull, droll, and prosaic.
Since the “tonnage” parameter is used for many different calculations within the AE engine, it was necessary to define certain “adjustments” to a uniform tonnage value. Obviously, one size does not fit all, nor can it given the requirements of the game code.
Warship tonnage is based on listed “standard’ tonnage, with arithmetic adjustments to account for ‘actual trial’ tonnage. Auxiliary tonnages are based on the parameters defined by “US Navy Light”, with arithmetic adjustments to account for external factors, such as Port docking, repair/upgrade/conversion shipyard requirements, economic cost constraints .. etc. Commercial tonnages are based on the parameters defined by “Lloyds/USMC Light”, with arithmetic adjustments to account for external factors, such as Port docking, repair/upgrade/conversion shipyard requirements, economic cost constraints .. etc.
Hope this helps.
John
John,
Lots of great work there and very much appreciated.
Might it have been easier just to use common tonnage definitions? Like:
- First date tonnage
- Steady girlfriend tonnage
- Fiancee tonnage
- Newlywed tonnage
- Married five years tonnage
- Mother-in-law tonnage
Etc. [:D]
* Any resemblance to real persons alive or dead is purely coincidental. The author denies authoring this and the management denies its existence.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Riverine Movement
Oh, definitely, but the "Married five years tonnage" and the "Mother-in-law tonnage" increase so rapidly! Woof!!ORIGINAL: witpqs
John,
Lots of great work there and very much appreciated.
Might it have been easier just to use common tonnage definitions? Like:
- First date tonnage
- Steady girlfriend tonnage
- Fiancee tonnage
- Newlywed tonnage
- Married five years tonnage
- Mother-in-law tonnage
Etc. [:D]
* Any resemblance to real persons alive or dead is purely coincidental. The author denies authoring this and the management denies its existence.
RE: Riverine Movement
ORIGINAL: witpqs
John,
Lots of great work there and very much appreciated.
Might it have been easier just to use common tonnage definitions? Like:
- First date tonnage
- Steady girlfriend tonnage
- Fiancee tonnage
- Newlywed tonnage
- Married five years tonnage
- Mother-in-law tonnage
Etc. [:D]
* Any resemblance to real persons alive or dead is purely coincidental. The author denies authoring this and the management denies its existence.
You forgot the very HEAVY (Money, raw materials, MONEY, sanity, did I say MONEY) ex-wife tonnage
Flipper
RE: Riverine Movement
Gosh, I forgot about that. Maybe a patch?ORIGINAL: flipperwasirish
You forgot the very HEAVY (Money, raw materials, MONEY, sanity, did I say MONEY) ex-wife tonnage
John






