Two questions about the interface of the game

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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Judykator
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Two questions about the interface of the game

Post by Judykator »

I have two questions about the interface of the game:

1) What do the numbers at the speed of TF ? For example: "5/4". How many hexes TF flows throughout the turn? 5? 4? 9 ?
How much during the night, and how much during the day?

2) What do the different colors of circles on the map? Green - TF coverage throughout the turn? Yellow ??


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Treetop64
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RE: Two questions about the interface of the game

Post by Treetop64 »

Moves (m/c) 5/4, Fuel - n/n(n)

Moves (m/c) 5/4 = Moves (max speed/cruise speed) 5 hexes/4 hexes

Fuel - n/n(n) = Fuel - maximum number of hexes TF can move with current fuel remaining on board at current speed / total number of hexes remaining to destination and to return to homeport (total number of hexes to destination remaining). This is not a mathematical expression! n/n(n) doesn not mean n divided by n, multiplied by n!
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Be very careful with the fuel numbers as they are dynamic and will change as the TF travels. Also, if the TF picks up speed for any reason in the upcoming turn resolution (evading air raid, intercepting another TF, etc) then fuel consumption is increased exponentially during that event, reducing the TF's overall endurance by a considerable amount.

The circles are range cirlces. For ships, Yellow and Green are directly correlated to the number of hexes in the line Moves (m/c) n/n). You can also display range circles for aircraft, though I forget what the colors are.

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bradfordkay
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RE: Two questions about the interface of the game

Post by bradfordkay »

1) If I have it figured correctly, the numbers represent approximately what teh TF will do in 12 hours at full speed/mission speed. I say approximatley because those numbers are figured in hexes while the game actually figures the TF distance covered in nautical miles (so sometimes it will cover more hexes - say a TF has a cruise speed of 18kts, in twelve hours it will cover 216 nautical miles which is slightly more than 5 hexes).

2) Those two colored circles (green/yellow) are graphical representations of the figures discussed in 1) above.
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DivePac88
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RE: Two questions about the interface of the game

Post by DivePac88 »

The 'm' stands for mission speed.

The 'c' stands for cruise speed, but this number will increase, when you set the TF to travel at full speed.

The green range circle, is the move radius for a TF travelling at mission speed.

The yellow range circle, is the move radius for a TF travelling at full speed.
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Treetop64
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RE: Two questions about the interface of the game

Post by Treetop64 »



Yeah. Sorry. I meant Mission speed, not Max speed. My bad.

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kevin_hx
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RE: Two questions about the interface of the game

Post by kevin_hx »

But, who can explain this one? 
{
For example: "5/4". How many hexes TF flows throughout the turn? 5? 4? 9 ?
How much during the night, and how much during the day?
}
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Justus2
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RE: Two questions about the interface of the game

Post by Justus2 »

ORIGINAL: kevin_hx

But, who can explain this one? 
{
For example: "5/4". How many hexes TF flows throughout the turn? 5? 4? 9 ?
How much during the night, and how much during the day?
}

At Cruise speed, it will do 4 hexes per phase (day/night) for 8 total. At Full speed it will do 5 hexes per phase, 10 total. Speed is the same for Day/Night phases, unless the mission type (Fast Transport, Shore bombardment IIRC) require it to dash in at night, it will go to Full speed for that phase. Mission Speed setting just tells it to follow the required speed based on the mission type, default remains Cruise Speed, but as noted, some phases it will shift to Full Speed to accomplish the critical part of the mission.
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kevin_hx
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RE: Two questions about the interface of the game

Post by kevin_hx »

thx a lot.
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KenchiSulla
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RE: Two questions about the interface of the game

Post by KenchiSulla »

ORIGINAL: Justus2

ORIGINAL: kevin_hx

But, who can explain this one? 
{
For example: "5/4". How many hexes TF flows throughout the turn? 5? 4? 9 ?
How much during the night, and how much during the day?
}

At Cruise speed, it will do 4 hexes per phase (day/night) for 8 total. At Full speed it will do 5 hexes per phase, 10 total. Speed is the same for Day/Night phases, unless the mission type (Fast Transport, Shore bombardment IIRC) require it to dash in at night, it will go to Full speed for that phase. Mission Speed setting just tells it to follow the required speed based on the mission type, default remains Cruise Speed, but as noted, some phases it will shift to Full Speed to accomplish the critical part of the mission.

Actually, it might be 9 hexes for the two phases at cruise speed.. it depends on the rounded speed. If it is slightly above "4 hexes" for the slowest ship in the TF every once in a while you get 5 hexes during a phase.
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wege80
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RE: Two questions about the interface of the game

Post by wege80 »

ORIGINAL: Justus2

ORIGINAL: kevin_hx

But, who can explain this one? 
{
For example: "5/4". How many hexes TF flows throughout the turn? 5? 4? 9 ?
How much during the night, and how much during the day?
}

At Cruise speed, it will do 4 hexes per phase (day/night) for 8 total. At Full speed it will do 5 hexes per phase, 10 total. Speed is the same for Day/Night phases, unless the mission type (Fast Transport, Shore bombardment IIRC) require it to dash in at night, it will go to Full speed for that phase. Mission Speed setting just tells it to follow the required speed based on the mission type, default remains Cruise Speed, but as noted, some phases it will shift to Full Speed to accomplish the critical part of the mission.

Hi guys!

As I've read in many AAR's it's often quite difficult to manage your TF to exactly bomb during the night and than rush away and have a decent range traveled to avoid LBA. So waht are your (speaking of experienced players) planning steps to execute a succesful night bombing or fast transport run (bombing target and being away far enought in the PM pahse)?

Thx for your input
Chris
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LoBaron
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RE: Two questions about the interface of the game

Post by LoBaron »

ORIGINAL: wege80

ORIGINAL: Justus2

ORIGINAL: kevin_hx

But, who can explain this one? 
{
For example: "5/4". How many hexes TF flows throughout the turn? 5? 4? 9 ?
How much during the night, and how much during the day?
}

At Cruise speed, it will do 4 hexes per phase (day/night) for 8 total. At Full speed it will do 5 hexes per phase, 10 total. Speed is the same for Day/Night phases, unless the mission type (Fast Transport, Shore bombardment IIRC) require it to dash in at night, it will go to Full speed for that phase. Mission Speed setting just tells it to follow the required speed based on the mission type, default remains Cruise Speed, but as noted, some phases it will shift to Full Speed to accomplish the critical part of the mission.

Hi guys!

As I've read in many AAR's it's often quite difficult to manage your TF to exactly bomb during the night and than rush away and have a decent range traveled to avoid LBA. So waht are your planning steps to execute a succesful night bombing or fast transport run (bombing target and being away far enought in the PM pahse)?

Thx for your input
Chris


As everything else: Add safety margins to your risky missions (sp. initiate the runs closer to target than in theory possible with max speed).
Ah, and check commander aggression, threat tolerance, TF fuel stat, other TF who might want to refuel in the start hex,...these things.
If possible add in fail safe mechanisms (e.g. run an SAG the same route, provide air cover, if needed make outbound course different from
inbound course...)

And do your recon/NavS homework.

PS: I think you meant being far enough in the AM phase?
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wege80
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RE: Two questions about the interface of the game

Post by wege80 »

ORIGINAL: LoBaron

ORIGINAL: wege80

ORIGINAL: Justus2




At Cruise speed, it will do 4 hexes per phase (day/night) for 8 total. At Full speed it will do 5 hexes per phase, 10 total. Speed is the same for Day/Night phases, unless the mission type (Fast Transport, Shore bombardment IIRC) require it to dash in at night, it will go to Full speed for that phase. Mission Speed setting just tells it to follow the required speed based on the mission type, default remains Cruise Speed, but as noted, some phases it will shift to Full Speed to accomplish the critical part of the mission.

Hi guys!

As I've read in many AAR's it's often quite difficult to manage your TF to exactly bomb during the night and than rush away and have a decent range traveled to avoid LBA. So waht are your planning steps to execute a succesful night bombing or fast transport run (bombing target and being away far enought in the PM pahse)?

Thx for your input
Chris


As everything else: Add safety margins to your risky missions (sp. initiate the runs closer to target than in theory possible with max speed).
Ah, and check commander aggression, threat tolerance, TF fuel stat, other TF who might want to refuel in the start hex,...these things.
If possible add in fail safe mechanisms (e.g. run an SAG the same route, provide air cover, if needed make outbound course different from
inbound course...)

And do your recon/NavS homework.

PS: I think you meant being far enough in the AM phase?

Thx very much LoBaron! All these things are clear to me as far this is possible, but regarding threat tolerance, what should be best used for these settings? High tolerance I would guess?

PS: Nice to see somebody from Austria here too [;)]
wege80
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RE: Two questions about the interface of the game

Post by wege80 »

double post

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LoBaron
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RE: Two questions about the interface of the game

Post by LoBaron »

ORIGINAL: wege80
regarding threat tolerance, what should be best used for these settings? High tolerance I would guess?

PS: Nice to see somebody from Austria here too [;)]

Absolute tolerance. You´ll want to reduce the risk of TF deviation due to enemy presence as much as possible.

There are a few Austrians here besides you and me. [:)]
Welcome, btw!
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dr.hal
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RE: Two questions about the interface of the game

Post by dr.hal »

In relation to speed, I've seen something in my current game that I can't explain. If I have five ships in a TF of which two are merchants, two are support (AE and AD) and on is a DD and they all have at LEAST 5/4 speed individually, when I put them all into the same TF, the TF's collective speed is 3/3... Again, individually the lowest cruise speed is 4! What gives???
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Yaab
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RE: Two questions about the interface of the game

Post by Yaab »

Operation points?
pws1225
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RE: Two questions about the interface of the game

Post by pws1225 »

Cruise vs. Mission speed?
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RE: Two questions about the interface of the game

Post by USSAmerica »

ORIGINAL: Yaab

Operation points?

The most likely cause....
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