Ship repairs

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Lokasenna
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RE: Ship repairs

Post by Lokasenna »

ORIGINAL: BBfanboy

ORIGINAL: Lokasenna

Then, as if by Uncle Sam's Birthday Magic, on July 4, 1944 I see this (which is finally a "real" repair estimate):

Image

I don't know if this is caused by me having her in the Shipyard and taking her out once she had reached the 5-or-less floatation/engine damage threshold for pier side repairs, but I think maybe? I've only ever seen this happen when a ship has come out of the yard or out of an ARD.

Maybe it's related to that last point of minor engine damage finally being knocked off? The real repair estimate showed up on the day that all remaining engine/floatation damage was major, no minor points left.

Or maybe engine damage itself is just screwing with repair estimates - if there is both minor and major engine damage, it seems to show the white X and add a # symbol to the repair interface even if we as players know that the Port 7+ can repair the damage at Pier Side. Every ship I've seen the ridiculous 700+ days repair estimate on has had engine damage, possibly both minor and major.
Don't know if it is relevant to this situation, but every time I remove a ship from shipyard repair while it still has some floatation or engine damage, there is a three-day period to get it back in operation. Could that bit of code be clashing with whatever else is going on?

There's a 3-day delay to go back to Readiness (and be able to put the ship into a TF), yes.

But moving a ship from Shipyard back to Pier Side functions normally 99% of the time - the ship just switches to repairing at Pier Side, and gains points towards damage that the piers can fix. To be clear, I wasn't trying to put the ship to Readiness, in which case I don't really care if it gains repair points or not (although it should, towards damage that can be repaired by the ship itself when in Readiness mode). What I was doing was moving the ship from Shipyard to Pier Side, and it gave the ridiculous 701# day estimate until all minor engine damage was taken care of. After that it gave a proper estimate.
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michaelm75au
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RE: Ship repairs

Post by michaelm75au »

ORIGINAL: Lokasenna

Here is a picture of the CVs to demonstrate the "X" for them, and to show that this damage is supposed to be able to be repaired by a level 7 port.

The changes in the settings are what I am going to try on the turn moving forward to see if they accumulate any points. Note that I changed the LST back to High priority as well.

Image

Major float is repairable at the port, but major engine isn't; it wont be repairable until the normal engine damage is repaired and only major engine left.
Michael
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michaelm75au
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RE: Ship repairs

Post by michaelm75au »

While tracking thru the repair logic, I did notice a condition that seems off, and could reinforce L. When checking for major port repairs, if the major Engine damage can be repaired, and there is any major float damage, it is not being classed as 'can be repaired by port'. I suspect the test should be 'there is no major float damage'. These tests are to cover where there is only major damage of one type, and set the 'can be repair by port' condition.
Michael
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BBfanboy
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RE: Ship repairs

Post by BBfanboy »

Thanks for the clarification Lokasenna. I could not remember whether moving to pierside had the same delay as moving to readiness.

One other thought occurred to me - I have seen that 700 day delay when there is a DEVICE on board that requires repair beyond the ability of the port and any supporting Naval Support points, or a large enough shipyard. There is also normally a minimum one day for the ship to be in a dockyard before the damaged device is fully assessed and the actual repair time added to the ship.

Typically this is a main turret for a BB or something like that, and I can't imagine a CV/CVE has any devices that need that kind of repair power beyond a level 7 port, but maybe radar repair is considered high level? Worth looking at the ships in question.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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Lokasenna
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RE: Ship repairs

Post by Lokasenna »

ORIGINAL: michaelm

While tracking thru the repair logic, I did notice a condition that seems off, and could reinforce L. When checking for major port repairs, if the major Engine damage can be repaired, and there is any major float damage, it is not being classed as 'can be repaired by port'. I suspect the test should be 'there is no major float damage'. These tests are to cover where there is only major damage of one type, and set the 'can be repair by port' condition.

OK, so that covers the engine bit (and might also fix that weird 701# day estimate thing)...

Any idea on why the CVs aren't receiving any repair points? I can provide tons of save files on it.
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Lokasenna
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RE: Ship repairs

Post by Lokasenna »

ORIGINAL: BBfanboy

Thanks for the clarification Lokasenna. I could not remember whether moving to pierside had the same delay as moving to readiness.

One other thought occurred to me - I have seen that 700 day delay when there is a DEVICE on board that requires repair beyond the ability of the port and any supporting Naval Support points, or a large enough shipyard. There is also normally a minimum one day for the ship to be in a dockyard before the damaged device is fully assessed and the actual repair time added to the ship.

Typically this is a main turret for a BB or something like that, and I can't imagine a CV/CVE has any devices that need that kind of repair power beyond a level 7 port, but maybe radar repair is considered high level? Worth looking at the ships in question.

I've seen that also, when there's a large device to be repaired that the port can't handle. The CVs above have no devices in need of repair, just points of damage.
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Lokasenna
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RE: Ship repairs

Post by Lokasenna »

Update and demonstration of interference in Priority modes.

The 2 CVs that weren't receiving repair points have returned to readiness after the 3 day delay. It seems the return to readiness is before Repair Points are accumulated, as they now have more repair points than they did last turn:

The CV at 18/4/5 damage has 83% repair points towards the next point of damage.
The CV at 16/4/7 now has 98% repair points towards next point of damage. This is +60% from the Stuck Mode Repair Stasis.


I'm now going to put them back on Pier Side, and they'll repair properly... I have no real idea what causes this to happen, but somehow ships can get into Stuck Mode. AK Situla was another of those that was in Stuck Mode, I think.

Image

Note that the CVs and the SS are all on High. This causes the ARD to "malfunction" for SS Albacore.

This point is moot if I am wrong that Repair Ship should be what you set ships to if you want the ARD to repair them.
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Lokasenna
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RE: Ship repairs

Post by Lokasenna »

Here is what happens when I change SS Albacore to Critical.

I did notice that there is a difference between having the CVs at Normal vs. High, and Albacore at High vs. Critical. I assume this is because there is also an AR at the port, so Albacore might be receiving additional repair assistance from the AR when at Critical than while at High... assuming that an ARD always applies 100 repair points, and that's it.

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RE: Ship repairs

Post by Lokasenna »

Here is what I mean by the last comment in the previous post.


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michaelm75au
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RE: Ship repairs

Post by michaelm75au »

ORIGINAL: Lokasenna
ORIGINAL: michaelm

While tracking thru the repair logic, I did notice a condition that seems off, and could reinforce L. When checking for major port repairs, if the major Engine damage can be repaired, and there is any major float damage, it is not being classed as 'can be repaired by port'. I suspect the test should be 'there is no major float damage'. These tests are to cover where there is only major damage of one type, and set the 'can be repair by port' condition.

OK, so that covers the engine bit (and might also fix that weird 701# day estimate thing)...

Any idea on why the CVs aren't receiving any repair points? I can provide tons of save files on it.
This actually is the source of the problem. Once I fixed it, the CVs both got repair points each day while at the pier. It was really a case of:
he thought his mate was repairing, and his mate thought he was repairing, resulting in no-one repairing. It came down to a certain set of conditions that locked out the repair cycle. And not report it as 'no resources available'.
I'll be posting an exe soon so you can try it out.
Michael
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michaelm75au
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RE: Ship repairs

Post by michaelm75au »

With the simple fix in place (and after 2 days of trying to work thru the 'repair' code), I ran the first 10 turns from the original save (without any changes to mode/priority) and looked at the performance of the two CVs in the port. The last few turns, I upped the priority on them.
The repairs on the CV was constantly happening. The AFD was used sometimes - the new report line when the ARD is used should be helpful to see who/when it is actually being used.
In the first few turns, the AFD was assigned to one ship that was under 'Repair ship' mode. After 4 turns, all float damage was repaired and it was available for pier-side or readiness mode ships.
In the last turn, the engine damage that was stopping the CV from being fully repair by the port, was fixed and the port can now do major repair on them.


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Lokasenna
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RE: Ship repairs

Post by Lokasenna »

ORIGINAL: michaelm
ORIGINAL: Lokasenna
ORIGINAL: michaelm

While tracking thru the repair logic, I did notice a condition that seems off, and could reinforce L. When checking for major port repairs, if the major Engine damage can be repaired, and there is any major float damage, it is not being classed as 'can be repaired by port'. I suspect the test should be 'there is no major float damage'. These tests are to cover where there is only major damage of one type, and set the 'can be repair by port' condition.

OK, so that covers the engine bit (and might also fix that weird 701# day estimate thing)...

Any idea on why the CVs aren't receiving any repair points? I can provide tons of save files on it.
This actually is the source of the problem. Once I fixed it, the CVs both got repair points each day while at the pier. It was really a case of:
he thought his mate was repairing, and his mate thought he was repairing, resulting in no-one repairing. It came down to a certain set of conditions that locked out the repair cycle. And not report it as 'no resources available'.
I'll be posting an exe soon so you can try it out.

You rock Michael. Your continued (volunteer!) support is very much appreciated.
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Bullwinkle58
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RE: Ship repairs

Post by Bullwinkle58 »

ORIGINAL: Lokasenna

You rock Michael. Your continued (volunteer!) support is very much appreciated.

I heartily agree. The repair code has to be some of the most snarly in the game, but maximizing repair effort is about the most fun too. Glad it will be working better going forward.
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RE: Ship repairs

Post by BBfanboy »

ORIGINAL: Bullwinkle58

ORIGINAL: Lokasenna

You rock Michael. Your continued (volunteer!) support is very much appreciated.

I heartily agree. The repair code has to be some of the most snarly in the game, but maximizing repair effort is about the most fun too. Glad it will be working better going forward.
Amen, brothers!
And Kudos to Lokasenna too for bringing up the issue and providing all his research on the problem that enabled Michael to zero in on it!
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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Lokasenna
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RE: Ship repairs

Post by Lokasenna »

ORIGINAL: Bullwinkle58

ORIGINAL: Lokasenna

You rock Michael. Your continued (volunteer!) support is very much appreciated.

I heartily agree. The repair code has to be some of the most snarly in the game, but maximizing repair effort is about the most fun too. Glad it will be working better going forward.

Looking forward to getting the new update downloaded - those 2 CVs entered "Stuck Mode" again on the latest turn, after only getting 1 turn of repair points [:D].
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RE: Ship repairs

Post by Tejszd »

Great job by all involved to improve the game!
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michaelm75au
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RE: Ship repairs

Post by michaelm75au »

Beta updated with changes
fix ship repair screen that used ARD in calculations for all repair modes
fix 'major repair by large port' setting due needing major float to do major engine
added ops message when ARD being used by ship for repairs


Let me know if this works better. :)
Michael
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