unable to reload 480cms guns

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traskott
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Location: Valladolid, Spain

unable to reload 480cms guns

Post by traskott »

Playing with Alternate WNT Scen of JuanG, the ultimate battleships one, I have as Japan 4 9x480cms Yamatos.

Altough I can reload the rear turret, the two aft ( 6 guns, two turrets ), are unable to reload, even at Tokio.

How can I do it?

Thank u !!
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n01487477
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Joined: Tue Feb 21, 2006 12:00 am

RE: unable to reload 480cms guns

Post by n01487477 »

ORIGINAL: traskott

Playing with Alternate WNT Scen of JuanG, the ultimate battleships one, I have as Japan 4 9x480cms Yamatos.

Altough I can reload the rear turret, the two aft ( 6 guns, two turrets ), are unable to reload, even at Tokio.

How can I do it?

Thank u !!
Well you could give us the weapon(device) stats "that count" such as load cost & effectiveness to find the Rearm Cost; instead of having to download the scenario and figure out the rearm cost. Which for Navy guns is usually
Rearm Cost = (Device Effect*2);
Then compare that to the Native port rearm level
port rearm levels
0=0,
1=15,
2=25,
3=40
4=110,
5=300,
6=700,
7=5500,
8=6000,
9=6500,
10= 9999
Then factor in the Naval support for each port level.
// I could explain this better but here is the math I use in Tracker. (not port size 0 or 1 though)
NS = (int) Math.ceil((0.2*reArmCost)-(port_ReArmLevel[portSize-1]/5));

We could also look at the supplies needed too...
supply to rearm = (Device Effect *2) * (number of guns) * (ammo per gun) / 2000.

From the manual
* Yamato/Musashi may also rearm at a Port-9, or a Port-8 with at least 88 Naval Support
squads.
but given this is an Alt scen, we need the stats to determine the Naval support needed even at Tokyo !

More relevant details please ...

** Not in the latest build - I'm still trying to convince Floyd of its need!
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jmalter
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RE: unable to reload 480cms guns

Post by jmalter »

as an AFB, i've seen hi-capacity ports that are unable to re-arm a big TF of 16" BBs as soon as they arrive, it can take a turn (or 2) to accomplish a full reload. so it might take a day or 3 for a lvl-9 port to re-arm 4xYamato BBs.

the BBs have ops-point limits that affect their refuel/rearm action, the port (augmented by any Naval Support) will also have limits. a very large-size AE ship (fully loaded & disbanded at the port) will aid re-load independently of the port's capacity, but i don't know if Japan has any AEs that are big enough.
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castor troy
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RE: unable to reload 480cms guns

Post by castor troy »

ORIGINAL: traskott

Playing with Alternate WNT Scen of JuanG, the ultimate battleships one, I have as Japan 4 9x480cms Yamatos.

Altough I can reload the rear turret, the two aft ( 6 guns, two turrets ), are unable to reload, even at Tokio.

How can I do it?

Thank u !!



480cm guns are huge, guess you need to go to the port where Gozilla is living to reload them.
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traskott
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Location: Valladolid, Spain

RE: unable to reload 480cms guns

Post by traskott »

Ehmmmmm...yes... 480mm, 48cms....

Acording to the editor: Effect: 3969, penetration: 840, load cost 9999, although if I remember correctly, the load cost was modified by me because the field was empty.

So I see that, in the end, I would need a Port10 to reload plus naval support??
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n01487477
Posts: 4764
Joined: Tue Feb 21, 2006 12:00 am

RE: unable to reload 480cms guns

Post by n01487477 »

ORIGINAL: traskott

Ehmmmmm...yes... 480mm, 48cms....

Acording to the editor: Effect: 3969, penetration: 840, load cost 9999, although if I remember correctly, the load cost was modified by me because the field was empty.

So I see that, in the end, I would need a Port10 to reload plus naval support??
reArmCost = 3969 * 2 = 7938
So, Port 10 should do it. (p109)
NS = (int) Math.ceil((0.2*reArmCost)-(port_ReArmLevel[portSize-1]/5));
Size 9 + ((1587) - (6500/5))
= 287 NS
Size 8 + ((1587) - (6000/5))
= 387 NS
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traskott
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RE: unable to reload 480cms guns

Post by traskott »

No, Tokio is level 10 and everytime I try to reload I got the message the TF is unable to full rearm because the port has spent all OP points ( well, not exactly this message but u got the idea ).

Suggestions?
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n01487477
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RE: unable to reload 480cms guns

Post by n01487477 »

Stop other TF's being there using op's points and be patient as jmalter stated.
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traskott
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RE: unable to reload 480cms guns

Post by traskott »

Ok, we are sure that a level 10 port can reload everything, isn't ?
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n01487477
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RE: unable to reload 480cms guns

Post by n01487477 »

Port 10 can reload reArm cost 9999
pm sent ... if you want me look at the turn
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traskott
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RE: unable to reload 480cms guns

Post by traskott »

Save sent!!

THanks !!!

PD: I'm using one of the latest beta patchs...
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n01487477
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RE: unable to reload 480cms guns

Post by n01487477 »

Okay traskott -
been playing around for a number of turns and there does indeed seem to be a problem. Even with an AKE and single BB TF at Tokyo and Fukuoka the op's limit comes into effect.
I'm not sure if this is a beta or mod problem. I would guess though that JuanG would have tested this and IF my calculations are correct; Port 10 should reload without a problem. And as you have 506 NS in Tokyo - I'm scratching my head[X(]

Lastly, do you notice a small circle when you click on Tokyo ... Is this normal?

It is interesting that most of the guns have reloaded except the first. I'd post this save in the tech section for MichaelM and if you want I'll write in that thread too.

Operation Points (or OPs) reflect the time spent on refueling, replenishing ammo, and loading
and unloading of cargo. These actions reduce the movement of a TF during a Resolution Phase.
During an Orders Phase, if a TF refuels or is ordered to load troops, the TF Information Screen
will reflect the amount of time already used in Operation Points. Every TF has 1000 Operation
Points in each 12 hour Resolution Phase. Thus, if a TF refuels and the display shows a ship has
used 300 Operation Points, 30% of the 12 hours (300/1000) has been expended. This means
the Task Forces speed in hexes will be reduced by 30% for the first 12 hour Resolution Phase
resolved after exiting the Orders Phase. If a ship has any ammo replenished, it will use 1000
Operation Points. Ships that use 1000 OPs will still be allowed to move a minimum of 1 hex
in the phase.


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traskott
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RE: unable to reload 480cms guns

Post by traskott »

Feel free to post the save where u want. [:)]

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n01487477
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RE: unable to reload 480cms guns

Post by n01487477 »

Michael's answer ...
fb.asp?m=3203364

And new beta fixes it.
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traskott
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RE: unable to reload 480cms guns

Post by traskott »

[&o][&o]
Thank you very much !! I'll update inmediately.
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traskott
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RE: unable to reload 480cms guns

Post by traskott »

It works.
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Sardaukar
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RE: unable to reload 480cms guns

Post by Sardaukar »

michaelm is da man! [8D]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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