Same with APD + MSW retirement allowed TF from Rabaul to lunga to transport troops. They have stopped 4-5 hexes from lunga.
What am i doing wrong?
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The fuel indigators were in green(?) And the four minelayers should have fueled in shortland. Surely they can atleast travel to lunga from there with max fuel.Originally posted by zed
not enough fuel, most likely
Should have is not did. The minelayers have very small fuel capacity. They must have enough fuel to get to the target hex and back to their home base or they will stop in in the hex that begins their mine run and sit there.Originally posted by Zakhal
The fuel indigators were in green(?) And the four minelayers should have fueled in shortland. Surely they can atleast travel to lunga from there with max fuel.
Also, if I am not mistaken, the fuel indicator is for Cruise Speed consumption. If a ship has to sprint at maximum speed, it uses considerably more fuel, and I don't think the fuel indicator accounts for that.Originally posted by Zakhal
The fuel indigators were in green(?) And the four minelayers should have fueled in shortland. Surely they can atleast travel to lunga from there with max fuel.
Sounds right. I have found the "fuel indicator" to be pretty useless. Sort of like Tom Ridge's terrorist warning scheme.Originally posted by NorthStar
Also, if I am not mistaken, the fuel indicator is for Cruise Speed consumption. If a ship has to sprint at maximum speed, it uses considerably more fuel, and I don't think the fuel indicator accounts for that.
No, the indicator will be green if it can get there *and back* at cruising speed. The problem is that minelayers and fast transports use max speed in their last leg which will use 7 times the amount of fuel per hex, and the game calculates that they do not have enough to get back with that restriction, so it stops them--see para. 2 pg. 57. Since the game knows that it won't have enough fuel when it gets to the jumpoff hex, it should be able to calculate that and show the value in red before it gets there. But it is only a minute annoyance if it is understood why it happens, since there are easy enough workarounds.Originally posted by dgaad
Its a bit of an interface problem. AFAIK that number will be GREEN if the TF has enough fuel to get to its destination hex. It does NOT calibrate for enough fuel to get to destination and return to port, just the destination hex.
An interface enhancement should make the number green if it has enough fuel to get to destination and return to the designated basing hex, yellow if it has enough fuel to get to destination but cannot get back to port, and red if it can't even make it to destination.
Agree with your last sentence. Thanks for clarifying the rest.Originally posted by 1089
No, the indicator will be green if it can get there *and back* at cruising speed. The problem is that minelayers and fast transports use max speed in their last leg which will use 7 times the amount of fuel per hex, and the game calculates that they do not have enough to get back with that restriction, so it stops them--see para. 2 pg. 57. Since the game knows that it won't have enough fuel when it gets to the jumpoff hex, it should be able to calculate that and show the value in red before it gets there. But it is only a minute annoyance if it is understood why it happens, since there are easy enough workarounds.
kp