Well, that was a real FUBAR...

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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herwin
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Well, that was a real FUBAR...

Post by herwin »

Playing the Coral Sea scenario, I ordered the Lady Lex to lift up her skirts and head north at full speed. I ordered the Yorktown (3 hexes away) to follow her. Guess what happened...

CV2 and her TF ended up six hexes north, and the Yorktown about three hexes behind her.

In the Aleutians scenario, I had a IJN CVTF headed east at mission speed, with a replenishment TF four hexes in front. I ordered the replen TF to meet the CVTF and refuel her. Next turn, the CVTF had advanced six hexes and the replenishment TF had also sailed east six hexes, so they were still four hexes apart. At this point, the replen TF was about 5 hexes from one of the American bases. So I waited another turn--same thing happened. Now both TFs were in airstrike range, the replen TF in the hex next to the American base.

I think the link-up logic needs work.

BTW, where should this thread be posted?
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
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Mynok
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RE: Well, that was a real FUBAR...

Post by Mynok »

ORIGINAL: herwin

Playing the Coral Sea scenario, I ordered the Lady Lex to lift up her skirts and head north at full speed. I ordered the Yorktown (3 hexes away) to follow her. Guess what happened...

CV2 and her TF ended up six hexes north, and the Yorktown about three hexes behind her.

I don't understand why you would have expected anything else but this to happen. You set full speed. It's going to run at full speed. There's no way Yorktown was going to catch up.[&:]
"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
herwin
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RE: Well, that was a real FUBAR...

Post by herwin »

ORIGINAL: Mynok

ORIGINAL: herwin

Playing the Coral Sea scenario, I ordered the Lady Lex to lift up her skirts and head north at full speed. I ordered the Yorktown (3 hexes away) to follow her. Guess what happened...

CV2 and her TF ended up six hexes north, and the Yorktown about three hexes behind her.

I don't understand why you would have expected anything else but this to happen. You set full speed. It's going to run at full speed. There's no way Yorktown was going to catch up.[&:]

Full speed = 10 knots???
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
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Justascratch
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RE: Well, that was a real FUBAR...

Post by Justascratch »

You have a CV taskforce with a top speed of 10 knots? Why?
Capt Henry_MatrixForum
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RE: Well, that was a real FUBAR...

Post by Capt Henry_MatrixForum »

Maybe a stupid question, but I assume the allied carrier task forces had fueled DDs so there was no need to refuel during the sprint? I agree that a 10 knot speed of advance does sound slow. What speed of advance would be reasonable for a carrier to maintain while conducting flight ops during the day? That's maybe outside the scope of the program to deal with.
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RE: Well, that was a real FUBAR...

Post by herwin »

ORIGINAL: Justascratch

You have a CV taskforce with a top speed of 10 knots? Why?

The top speed of the Coral Sea TFs is >= 30 knots. Six hexes per day is 10 knots.
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
herwin
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RE: Well, that was a real FUBAR...

Post by herwin »

ORIGINAL: Capt Henry

Maybe a stupid question, but I assume the allied carrier task forces had fueled DDs so there was no need to refuel during the sprint? I agree that a 10 knot speed of advance does sound slow. What speed of advance would be reasonable for a carrier to maintain while conducting flight ops during the day? That's maybe outside the scope of the program to deal with.

The DDs were fully fueled.

HISTORY

A CVTF conducting flight ops had an advance rate of 15-20 knots. However, USN CVTFs conducted strategic redeployments--e.g., Yorktown after Coral Sea--at 25-30 knots.
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
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Mynok
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RE: Well, that was a real FUBAR...

Post by Mynok »


Retirement allowed or remain on station?
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herwin
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RE: Well, that was a real FUBAR...

Post by herwin »

ORIGINAL: Mynok


Retirement allowed or remain on station?

Remain on station.
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
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Mynok
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RE: Well, that was a real FUBAR...

Post by Mynok »


No clue. It sure sounds like they used a bunch of ops points for something though.
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seydlitz_slith
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RE: Well, that was a real FUBAR...

Post by seydlitz_slith »

Maybe it had to do with the fuel burn at full speed. It may have forced the DDs to refuel. If you notice, fuel burn is MUCH higher at full speed. You also can get engine damage.
herwin
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RE: Well, that was a real FUBAR...

Post by herwin »

ORIGINAL: seydlitz

Maybe it had to do with the fuel burn at full speed. It may have forced the DDs to refuel. If you notice, fuel burn is MUCH higher at full speed. You also can get engine damage.

I had taken the refuel issues into account. There was no engine (or other) damage after the saunter. I think the problem has to do with how the game engine handles coordination between TFs.

BTW, where should this be posted to be seen by the dev crew?
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
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Sardaukar
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RE: Well, that was a real FUBAR...

Post by Sardaukar »

AE Naval and OOB Issues   might be a good place. 
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herwin
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RE: Well, that was a real FUBAR...

Post by herwin »

ORIGINAL: Sardaukar

AE Naval and OOB Issues   might be a good place. 

Done!
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
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