Distance - time - speed

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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Cheeks
Posts: 108
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Location: Ohio Valley

Distance - time - speed

Post by Cheeks »

I'm try to understand items in the manual -vs- game play;

I have 1-day turns.

I understand that there are two 12-hour phases per day (starting with the night phase followed by the day phase)

Here is where I am stumped: If a ship has a listed cruising speed of 15 knots (15 nautical miles / hour) why do I only travel 4 hexes (120 nautical miles) in one 24 hour peroid and not 9 hexes (360 nautical miles)?
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Oberst_Klink
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RE: Distance - time - speed

Post by Oberst_Klink »

Kamerad Buckeye,

a detailed explanation and video about TF movement can be found here:

https://sites.google.com/site/witpaetf/ ... edirects=0

The site itself provided some excellent tutorials in general.



Klink, Oberst

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Dan Nichols
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RE: Distance - time - speed

Post by Dan Nichols »

ORIGINAL: Cheeks

I'm try to understand items in the manual -vs- game play;

I have 1-day turns.

I understand that there are two 12-hour phases per day (starting with the night phase followed by the day phase)

Here is where I am stumped: If a ship has a listed cruising speed of 15 knots (15 nautical miles / hour) why do I only travel 4 hexes (120 nautical miles) in one 24 hour peroid and not 9 hexes (360 nautical miles)?

Most likely because the TF was in mission speed mode. This means it will move at cruise speed mostly( depends on the type of TF mission and location ). Look at the ships and their cruise speed, that is the speed they are really traveling.
I think that the two obligations you have are to be good at what you do and then to pass on your knowledge to a younger person
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PizzaMan
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Joined: Sat Jul 14, 2007 2:40 am

RE: Distance - time - speed

Post by PizzaMan »

I believe the zip-zag pattern employed by my task forces reduces the distance traveled per day as well. I only wish that the tactic would effectively to foil nip torpedoes.
Alfred
Posts: 6683
Joined: Thu Sep 28, 2006 7:56 am

RE: Distance - time - speed

Post by Alfred »

ORIGINAL: Cheeks

I'm try to understand items in the manual -vs- game play;

I have 1-day turns.

I understand that there are two 12-hour phases per day (starting with the night phase followed by the day phase)

Here is where I am stumped: If a ship has a listed cruising speed of 15 knots (15 nautical miles / hour) why do I only travel 4 hexes (120 nautical miles) in one 24 hour peroid and not 9 hexes (360 nautical miles)?

Read s.6.2.3 of the manual for the details on nautical travel times.

1. Neither a ship nor ships actually travel from A to B.

2. A Task Force, which contains a vessel/s, travels from A to B.

3. A task force may be given one of three speed parameters:
  • maximum speed
  • cruise speed
  • mission speed

the last is generally cruise speed but the task force will shift to maximum speed under certain circumstances

4. The actual speed, and consequently distance travelled by the task force, is limited to the relevant speed capability of the slowest ship in the task force. If 19 ships in the task force are capable of cruising at 15 knots but the 20th ship in the task force is limited to cruising at 8 knots, the entire task force is limited to a cruise speed of only 8 knots.

5. The absolute maximum distance a task force can travel in any 12 hour phase is 9 hexes. Only a few ships out of the entire OOB are capable of achieving that speed when they have zero damage.

6. The conversion of task force speed into hexes travelled per phase is:

[center](knots) x (12) / 40[/center]

this result is then rounded up or down

7. The calculations from point 6 are affected by several other factors such as:
  • any at sea ship refueling (which can occur automatically without player interference)
  • any at sea ship rearming
  • underway damage suffered by any ship in the task force
  • contact with the enemy

Alfred
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