Ship Repair 101 Guide

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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Admiral DadMan
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RE: Ship Repair 101 Guide

Post by Admiral DadMan »

Fine work Alfred. Did you use a spreadsheet to calculate values? It would be cool to have one to plug in numbers and look at results.

If not, I'm fooling around with an Excel file to do that.
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Admiral DadMan
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RE: Ship Repair 101 Guide

Post by Admiral DadMan »

Alfred, question:

What if you have this setup:

Sydney, Aus
Port 8
Shipyard 30
No Naval Support
No other ships under repair

And you bring in a ship to the Shipyard:

10,000 ton USN CL
9 System
48 Float
48 Major Float

Will setting her to Critical have an impact on the speed or the repair, or is that just wasting RW?

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Lowpe
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RE: Ship Repair 101 Guide

Post by Lowpe »

ORIGINAL: Admiral DadMan

Alfred, question:

What if you have this setup:

Sydney, Aus
Port 8
Shipyard 30
No Naval Support
No other ships under repair

And you bring in a ship to the Shipyard:

10,000 ton USN CL
9 System
48 Float
48 Major Float

Will setting her to Critical have an impact on the speed or the repair, or is that just wasting RW?


I am not Alfred.[:)]

But my understanding is that if you have only one ship in port, changing to critical will have absolutely no impact.

That is also my experience. I would humbly reply that you didn't read the 101 closely enough.[;)]
Numdydar
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RE: Ship Repair 101 Guide

Post by Numdydar »

If you only have a single ship in a yard. Everyone will be working on her already since there is nothing else competing for the work. If you have 10 ship waiting to be repaired, then the settings will matter. Even with just two ships (depending on damage) the setting can make a difference.
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cohimbra
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RE: Ship Repair 101 Guide

Post by cohimbra »

up
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cohimbra
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RE: Ship Repair 101 Guide

Post by cohimbra »

BUMP
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Macclan5
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RE: Ship Repair 101 Guide

Post by Macclan5 »

Thank Alfred and Bullwinkle.

Wonderful explanation.

One other "topic" within repairs not specifically in your thesis is "switching modes of repair" between i.e. Shipyard and Pierside.

I scanned the thread but didn't find it 'in one post' so to speak.

--

I am not altogether certain you would want it included either.

Is switching i.e. from Shipyard to Pierside ~ especially during upgrades / repairs at the 'tail end' of finishing ~ deemed an exploit for example ?

Or is that sound management of resources ?

It is in effect covered in the the math of IRP and RW to a certain degree albeit it is inferred not directly explained.

Further in switching once or perhaps even multiple times is a 'penalty applied' to RW ?

Regards
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Bullwinkle58
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RE: Ship Repair 101 Guide

Post by Bullwinkle58 »

ORIGINAL: Macclan5

Thank Alfred and Bullwinkle.

Wonderful explanation.

One other "topic" within repairs not specifically in your thesis is "switching modes of repair" between i.e. Shipyard and Pierside.

I scanned the thread but didn't find it 'in one post' so to speak.

--

I am not altogether certain you would want it included either.

Is switching i.e. from Shipyard to Pierside ~ especially during upgrades / repairs at the 'tail end' of finishing ~ deemed an exploit for example ?

Or is that sound management of resources ?

It is in effect covered in the the math of IRP and RW to a certain degree albeit it is inferred not directly explained.

Further in switching once or perhaps even multiple times is a 'penalty applied' to RW ?

Regards

To be clear and update former statements, the Repair Guide is Alfred's. I made a few suggestions on format and clarity, but he researched and wrote it.

As for switching between pier and yard, IMO there's no exploit. It's the way it was designed. In real life moving from a yard berth, up on blocks, basin drained, back to pierside is a major evolution. I did it a couple of times in a floating drydock. It's all day each way, sometimes more if the blocks have a complex pattern. In the game it's instant. Given how the repair models work in many ways it's needed. On the one hand ships accumulate system damage too quickly IMO; on the other hand complex repairs happen WAY faster than in RL. In the game repairs that would probably take a yard in RL can be done at the pier, up to a point. It's abstracted within limits. Juggling repair resources is a big part of the game and I think it's at the correct level of complexity.

OTOH, the game shifts a now pristine ship finishing pierside repair to readiness status instantly. But if the player wants to force a ship out of pierside, or yard, it normally takes three days. This is also a good thing, forcing trade offs and planning. It makes it risky to undertake pierside repair too far forward for example. It forces transit time loss in exchange for risk reduction.

For your last question, to my knowledge there is no penalty in switching between pierside and yard mode repeatedly. I do it all the time. I don't see it as any kind of exploit.

There is, however, a way to use pierside mode to accumulate repair points, and then shift to yard at the last minute to axe a point of major float faster than possible if the ship were in yard the whole time. Some see this as an exploit, while others don't. If you plan to do it you might discuss with your opponent.
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LoBaron
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RE: Ship Repair 101 Guide

Post by LoBaron »

Should be bumped everytime one reads it.

Much too valuable to disappear into the vastness of the WitP AE forum past.
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BillBrown
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RE: Ship Repair 101 Guide

Post by BillBrown »

I have a link to all of Alfreds guides.
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RE: Ship Repair 101 Guide

Post by Tony4245 »

ORIGINAL: Yaab

No, it is the repair ship thread, it should be glued and taped.

Duct taped, along with Scotch tape and chewing gum, of course. Glad I found this thread, even if it did take me a while! Thanks for the great info.
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RE: Ship Repair 101 Guide

Post by wwengr »

Bump
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Kull
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RE: Ship Repair 101 Guide

Post by Kull »

This thread probably belongs in the War Room. Keeping it in this forum is like running a 75+ float-damaged ship at Mission Speed......it sinks faster!
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RE: Ship Repair 101 Guide

Post by Kursk1943 »

ORIGINAL: BillBrown

I have a link to all of Alfreds guides.
...and are you kindly sharing it with us?[&o]
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Edward75
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RE: Ship Repair 101 Guide

Post by Edward75 »

Table B: WRP generated by shipyards, ports and tenders for weapon repairs

Where to find this table?

I think that such a thread should be attached separately!
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RE: Ship Repair 101 Guide

Post by BBfanboy »

The table is in the manual. Look in the Ports section and if not there, in the Appendices at the back of the manual.
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RE: Ship Repair 101 Guide

Post by btd64 »

Bump....GP
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RE: Ship Repair 101 Guide

Post by sh0nyu »

Just a question about ARD Dublon (starting at Truk for the Japanese):
is it capable of repairing even CVs? Its capacity is listed with 3,000 tons - we are discussing if it just fits for smaller ships.

Since it has been sunk near Rabaul during our actual game we are disussing how bad the loss really is :D
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obvert
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RE: Ship Repair 101 Guide

Post by obvert »

ORIGINAL: sh0nyu

Just a question about ARD Dublon (starting at Truk for the Japanese):
is it capable of repairing even CVs? Its capacity is listed with 3,000 tons - we are discussing if it just fits for smaller ships.

Since it has been sunk near Rabaul during our actual game we are disussing how bad the loss really is :D

Just smaller ships. DDs and escorts really.
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RE: Ship Repair 101 Guide

Post by jdsrae »

ORIGINAL: sh0nyu

Just a question about ARD Dublon (starting at Truk for the Japanese):
is it capable of repairing even CVs? Its capacity is listed with 3,000 tons - we are discussing if it just fits for smaller ships.

Since it has been sunk near Rabaul during our actual game we are disussing how bad the loss really is :D

It is very useful for repairing subs with float damage.
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