Strange BB Damage

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ReadyR
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Strange BB Damage

Post by ReadyR »

Can anyone give me advice on what, if anything, I can do to repair Royal Sovereign. In current PBEM game I had a scrap with some Japanese CVs. Most of damage was repaired in Colombo...but I can't repair the final bit there, or in Cape Town. And the number in red seems really strange.

Grateful for any advice anyone has to offer.



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ReadyR
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RE: Strange BB Damage

Post by ReadyR »

Here is a second screenshot.

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Lecivius
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RE: Strange BB Damage

Post by Lecivius »

The turrets require serious yard work. You will need to move it to the UK, or the East Coast, etc.
If it ain't broke, don't fix it!
ReadyR
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RE: Strange BB Damage

Post by ReadyR »

Many thanks! I had that suspicion...but didn't want to move it so far if there was another option.
jwolf
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RE: Strange BB Damage

Post by jwolf »

I'm surprised Capetown isn't good enough (or big enough) to do the job. Is it an issue of naval support as well as the yard size?

Note to ReadyR: be careful about moving this ship anywhere if it is due to be withdrawn soon.
Kursk1943
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RE: Strange BB Damage

Post by Kursk1943 »

Your first screen: Damage will not be repaired in "readiness" you have to click on "readiness" and select "pier" or "shipyard". Have you tried it? I repaired BBs at Capetown with damage levels being in the 60ies and 70ies, it must work!
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Lecivius
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RE: Strange BB Damage

Post by Lecivius »

True to all of the above. But I recall reading somewhere that when a major naval rifle barrel is damaged or destroyed, it requires a LOT of resources. Am I wrong? I know CT was not big enough to fix the Arizona, once upon a time.
If it ain't broke, don't fix it!
Kursk1943
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RE: Strange BB Damage

Post by Kursk1943 »

ORIGINAL: Lecivius

True to all of the above. But I recall reading somewhere that when a major naval rifle barrel is damaged or destroyed, it requires a LOT of resources. Am I wrong? I know CT was not big enough to fix the Arizona, once upon a time.
I never experienced such a case. I'm surprised that such a major damage to the gun is only listed as system damage level 1. Let's hear what ReadyR will report next.
Alfred
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RE: Strange BB Damage

Post by Alfred »

There is nothing strange about the damage.
 
Read the Ship Repair Guide
 
http://www.matrixgames.com/forums/tm.asp?m=2990845&mpage=1&key=repair&#2990845
 
for the details on repairing ship and weapon damage.
 
Alternatively read the manual which has all the information.
 
Either approach beats hands down speculation.
 
Alfred
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Lecivius
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RE: Strange BB Damage

Post by Lecivius »

As usual, Alfred has the details at his fingertips [;)]
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ReadyR
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RE: Strange BB Damage

Post by ReadyR »

Thanks all. Just to respond to the suggestions...

1. Alfred, thanks for the exhortation to re-read the ship repair guide. I will do that asap
2. Kursk1943, I have had it in both pier and shipyard before...no more luck than in readiness. It's in readiness in case I have to move it
3. jWolf, thanks for your reminder about withdrawal. We are in August 1942, so I still have plenty of time to use this BB

I'll work away at this and report my results.
ReadyR
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RE: Strange BB Damage

Post by ReadyR »

So, I have put my retired brain to work, following a read of the Ship Repair Manual and come up with the following answer to my question. As they said in school, its when you work through the problem yourself that you learn something…Pls chime in if anyone has a different conclusion.

The operative bit of the Ship Repair Guide is Para 7 and 8

7. Cost of Repairs

Ship repairs are paid for in the currency of “repair points”. The actual amount it will cost in “repair points” to effect a repair is dependent on whether it is a WR or an IR. Accordingly I separate “weapon repair point” (“WRP”) from “integrity repair point” (“IRP”).

For weapons, the actual cost in WRP is dependent on the type of weapon which needs to be repaired. A sliding scale cost is applicable to guns, all other weapon types have a fixed cost dependent on weapon type. These costs are detailed in table A.

Table A: Weapon Repair Costs

Rockets (all types) cost 50 WRP
Radars and ASW detectors cost 90 WRP
Mines and Torpedoes cost 120 WRP
Guns cost WRP equal to the effect value of the gun

8. Weapon Repair Point Sources

WRP are generated by only three sources:
• Shipyards
• Tenders
• Ports

These WRP are generated at a different rate than IRP are generated. Hence it is possible for a ship to have all of its IR damage repaired but still have its weapons unrepaired because the IR were effected at a location which lacked suitable facilities for WR.
It is very important to realise that WRP do not accumulate over turns. There is no WRP stockpile. A weapon will not be repaired if the ship has been sent to a WRP source which each turn generates fewer WRP than the amount needed to repair the weapon.

Table B: WRP generated by shipyards, ports and tenders for weapon repairs
(Shipyard size x 20) [NB: there is a maximum cap of 300 on shipyard size]
(Tenders generate a fixed 250 WRP)
(Port size x 25)

Exemplar B: As seen in table A, the WRP cost to repair a single 16in/50 Mk 7 gun is 2700. Only a shipyard sized 135 will generate sufficient WRP in a turn to repair a single 16in/50 Mk 7 gun. If the damaged weapon were instead a torpedo which requires only 120 WRP, the repair could be effected at a shipyard sized 6 or alternatively by an appropriate tender for the type of vessel or alternatively at a port sized 5.
Note the WRP listed in table B are from undamaged facilities. A shipyard sized 10 which generates 200 WRP if undamaged, will only generate 100 WRP if the shipyard is 50% damaged. A port sized 4 which is 75% damaged will generate only 25 WRP instead of the 100 WRP it would generate if not damaged


In my case, BB Royal Sovereign needs to repair 15inch/42BL MK1 gun. Based on the data for this gun in order to repair the damage the WRP needed = 1938
So where can this be performed?
The calculation is as follows:

Cape Town (Port Size 7; Shipyard Size 80)
WRP available = From the Shipyard 80x20 = 1600
From the Port 7x25 = 175
No Tenders = 0
Total = 1775 Not sufficient to do the repair

East Coast US (Port Size 10; Shipyard Size 300)
WRP available = From the Shipyard 300x20 = 6000
From the Port 10x25 = 250
No Tenders = 0
Total = 6250 Sufficient to do the repair

United Kingdom (Port Size 10; Shipyard Size 100)
WRP available = From the Shipyard 100x20 = 2000
From the Port 10x25 = 250
No Tenders = 0
Total = 2250 Sufficient to do the repair

I think the Royal Navy will be spending some time on the East Coast of the US…

Thanks again to all.

Rob
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Jorge_Stanbury
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RE: Strange BB Damage

Post by Jorge_Stanbury »

Let Montgomery repair it, just use it with one less rifle until you have to withdraw it...

it won't matter too much against the likely targets, this is an old/ slow/ barely modernized BB, its 2 main uses are shore bombardment and torpedo magnet; it can perform both perfectly ok with one less rifle; I can guarantee the poor bastards on the receiving end shore won't notice
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AleRonin
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RE: Strange BB Damage

Post by AleRonin »

ORIGINAL: Alfred

There is nothing strange about the damage.

Read the Ship Repair Guide

http://www.matrixgames.com/forums/tm.asp?m=2990845&mpage=1&key=repair&#2990845

for the details on repairing ship and weapon damage.

Alternatively read the manual which has all the information.

Either approach beats hands down speculation.

Alfred

Thanks, really a well explained post even for me that I'm not a mother tounge [:)]
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jdsrae
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RE: Strange BB Damage

Post by jdsrae »

You could also send an AR to Cape Town

Was well worth reading that guide again. I’ve just started a new scenario 1 as Japan and have converted all Ehime to AD and the smallest xAKL thatcan to AG. I was holding off my AGP conversions until more MTB/MGB arrived not realising I can use them immediately to help repair PB and SC in my ASW divisions. Better than have them doing nothing in port as xAKL

AD – DD/DE/APD/DMS/DM/AVD/E/TB/KV/PF/PB/PC/SC/AM/ML
AG – DE/APD/DMS/DM/AVD/E/TB/KV/PF/PB/PC/SC/AM/ML/HDML/MGB/YP/YMS/AMc
AGP – PT/MTB/MGB/PB/PC/SC/AM/ML/HDML/YP/YMS/AMc
Currently playing my first PBEM, no house rules Scenario 1 as IJ.
AAR link (no SolInvictus): https://www.matrixgames.com/forums/tm.asp?m=4684655
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USSAmerica
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RE: Strange BB Damage

Post by USSAmerica »

What size is Pearl Harbor's shipyard? I'm at work, but I seem to remember it's 100, which would be enough to repair that weapon without sending her to the East Coast or UK. Certainly, any of the major ports on the West Coast have big enough shipyards as well.
Mike

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"They need more rum punch" - Me

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Lecivius
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RE: Strange BB Damage

Post by Lecivius »

I am pretty sure even Pearl is not big enough, by itself, to replace a main gun on a BB. But I don't have it open atm.
If it ain't broke, don't fix it!
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USSAmerica
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RE: Strange BB Damage

Post by USSAmerica »

ORIGINAL: Lecivius

I am pretty sure even Pearl is not big enough, by itself, to replace a main gun on a BB. But I don't have it open atm.

Yeah, shipyard size 100 isn't enough for the US 16 inch guns to repair, as their effect value is well over 2000. The Brit BB in question has guns with an effect value of 1938, so shipyard 100 would be large enough.
Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me

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