Ships in refit blocked...

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cirrius06
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Re: Ships in refit blocked...

Post by cirrius06 »

by WEXF,
It would be helpful to see the individual ship screens for the 2 CAs. It is interesting that the screens you have posted show no damage to either of the CAs.
Given the 3 ships and what they are in need of it would seem that Yamato has to be in the SY and the 2 CA should be at pier side.
The cruisers are in "pier side" but the next turn the game will automatically move them to "shipyard".
That's the bug.
Pier side or shipyard I have long understood the difference in WitPAE and this is the first time in 2 years in this part that I have this problem.
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Yaab
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Re: Ships in refit blocked...

Post by Yaab »

Just a guess.

Maybe the ships are getting some new device which availability date is still in the future? Say, you have a refit due 1 June 1944, while a fitted device is only available from 1 August 1944 onwards?
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Re: Ships in refit blocked...

Post by RangerJoe »

Chris21wen wrote: Sun Nov 17, 2024 10:45 am Got to admit here I've never noticed this before! Having spent a good three hours trying to find out/work it out I've failed. Anybody know what the Repair Points mean here? It can't be accumulated points as repair points are use or lose.

Capture.JPG
It is how many repair points that are accumulated to repair the next point of damage under that repair mode, the percentage is how much it has been accomplished. Please note that this is not retained when other repair modes are selected, it is reset to zero (0) and going back to that repair mode after leaving the ship and then returning to the ship still returns this to zero.
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WEXF
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Re: Ships in refit blocked...

Post by WEXF »

BBfanboy wrote: Sun Nov 17, 2024 1:37 am
WEXF: I believe all "refits" only create system damage...
This part is not true in all cases. Usually there is only System damage at a refit start but there are exceptions. Below is a screenshot of PH showing DD Ward just starting its transition to an APD. Note the Flotation damage as boilers are removed to make room for berthing or stores. This does require the Drydock at least at the start of the refit. Usually that sort of Float damage is repaired quickly and it is then safe to take the ship out of the Drydock but leave it in Pierside repair to finish its refit.

APD Refit PH.jpg
In your example the DD is "converting" to an APD not "refitting" AKA "upgrade". Conversions and refits (upgrades) are different. Do you know of a refit (upgrade) that creates engine or flotation damage?
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PaxMondo
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Re: Ships in refit blocked...

Post by PaxMondo »

WEXF wrote: Sun Nov 17, 2024 2:48 pm
BBfanboy wrote: Sun Nov 17, 2024 1:37 am
WEXF: I believe all "refits" only create system damage...
This part is not true in all cases. Usually there is only System damage at a refit start but there are exceptions. Below is a screenshot of PH showing DD Ward just starting its transition to an APD. Note the Flotation damage as boilers are removed to make room for berthing or stores. This does require the Drydock at least at the start of the refit. Usually that sort of Float damage is repaired quickly and it is then safe to take the ship out of the Drydock but leave it in Pierside repair to finish its refit.

APD Refit PH.jpg
In your example the DD is "converting" to an APD not "refitting" AKA "upgrade". Conversions and refits (upgrades) are different. Do you know of a refit (upgrade) that creates engine or flotation damage?
I've already answered this ... the scenario designer can do this. You can assign Float, Engine, or System damage to either upgrade or conversion. Please note that the Haguro is undergoing a CONVERSION per the screenshot posted.

However, this is all moot. The OP is about how is this auto changing to SY from pier side. This is a private mod, RHS. You will have to ask the designer about it.

The challenge when you start to make MAJOR modifications to the database without access to the code is that you can unintentionally (and unknowingly) trigger an effect or cross a boundary in a formula. That may be the case here. However, based upon my experience in modding this game, it is more likely that (given the late date of the game) you have sadly suffered a memory leak.
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BBfanboy
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Re: Ships in refit blocked...

Post by BBfanboy »

Pax, there's a gif for that:
doh.gif
doh.gif (424 Bytes) Viewed 841 times
confused.gif
confused.gif (509 Bytes) Viewed 841 times
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WEXF
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Re: Ships in refit blocked...

Post by WEXF »

My comments were based on the original game. As it looks like this thread is dealing with modifications to the original game, it is beyond my knowledge base and I will not offer additional comments here.
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PaxMondo
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Re: Ships in refit blocked...

Post by PaxMondo »

WEXF wrote: Sun Nov 17, 2024 4:42 pm My comments were based on the original game. As it looks like this thread is dealing with modifications to the original game, it is beyond my knowledge base and I will not offer additional comments here.
WEXF
Yep, me too. This is RHS; one of, if not the most extensive mods to the game that there is. Author needs to respond.
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Chris21wen
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Re: Ships in refit blocked...

Post by Chris21wen »

RangerJoe wrote: Sun Nov 17, 2024 1:31 pm
Chris21wen wrote: Sun Nov 17, 2024 10:45 am Got to admit here I've never noticed this before! Having spent a good three hours trying to find out/work it out I've failed. Anybody know what the Repair Points mean here? It can't be accumulated points as repair points are use or lose.

Capture.JPG
It is how many repair points that are accumulated to repair the next point of damage under that repair mode, the percentage is how much it has been accomplished. Please note that this is not retained when other repair modes are selected, it is reset to zero (0) and going back to that repair mode after leaving the ship and then returning to the ship still returns this to zero.
I was about to say I don't understand then it dawned on me. Repairs points don't accumulate but repairs do. In the words of the famous american Homer Simpson. Doh!
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LargeSlowTarget
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Re: Ships in refit blocked...

Post by LargeSlowTarget »

PaxMondo wrote: Sun Nov 17, 2024 3:20 pm the scenario designer can do this. You can assign Float, Engine, or System damage to either upgrade or conversion. Please note that the Haguro is undergoing a CONVERSION per the screenshot posted.
I don't think so.

It is possible to assign float, engine and sys damage to an individual ship and it will show up with that damage on the day it appears on the map.

But an upgrade or a conversion is defined in the ship class tab - and that tab only allows to define a single category of "upgrade damage", which is always just sys damage.

EDIT: Looks like I'm wrong, just checked and the 5 points of "upgrade damage" for my Wickes APDs yield only 2 points of sys but 18 points of eng damage. Huh?

Edit2: "Upgrade damage" in the editor just defines the sys damage for upgrades. I see nothing in the editor that allows defining damage levels for conversions, the sys, eng and float damage upon conversions seems to be handled by the game.
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Re: Ships in refit blocked...

Post by Chris21wen »

LargeSlowTarget wrote: Mon Nov 18, 2024 5:42 pm
I don't think so.

It is possible to assign float, engine and sys damage to an individual ship and it will show up with that damage on the day it appears on the map.

But an upgrade or a conversion is defined in the ship class tab - and that tab only allows to define a single category of "upgrade damage", which is always just sys damage.

EDIT: Looks like I'm wrong, just checked and the 5 points of "upgrade damage" for my Wickes APDs yield only 2 points of sys but 18 points of eng damage. Huh?

Edit2: "Upgrade damage" in the editor just defines the sys damage for upgrades. I see nothing in the editor that allows defining damage levels for conversions, the sys, eng and float damage upon conversions seems to be handled by the game.
Never paid much attention to this before. Looking in the editor and it appears you can: Upgrade causing damage which is always system damage or Convert causing no damage. Both have a delay and both have a minimum shipyard requirement but they only need to be in the shipyard on the trun you start the upgrade of conversions? Latter bit always seems wrong to me but it is what it is.

In practice this is what can happen to a Momi DD for both upgrade and convertion. Notice the mixed damage for the convertion. I cannot find out how to do this in the editor but most know you cannot use hte editor to change some stuff. Seem this is just one more.
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Upgrade.JPG
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PaxMondo
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Re: Ships in refit blocked...

Post by PaxMondo »

LargeSlowTarget wrote: Mon Nov 18, 2024 5:42 pm
PaxMondo wrote: Sun Nov 17, 2024 3:20 pm the scenario designer can do this. You can assign Float, Engine, or System damage to either upgrade or conversion. Please note that the Haguro is undergoing a CONVERSION per the screenshot posted.
I don't think so.

It is possible to assign float, engine and sys damage to an individual ship and it will show up with that damage on the day it appears on the map.

But an upgrade or a conversion is defined in the ship class tab - and that tab only allows to define a single category of "upgrade damage", which is always just sys damage.

EDIT: Looks like I'm wrong, just checked and the 5 points of "upgrade damage" for my Wickes APDs yield only 2 points of sys but 18 points of eng damage. Huh?

Edit2: "Upgrade damage" in the editor just defines the sys damage for upgrades. I see nothing in the editor that allows defining damage levels for conversions, the sys, eng and float damage upon conversions seems to be handled by the game.
LSW, you can. As you may know, certain fields can have multiple definitions depending upon criteria. If the Ship Class file the following fields exist: UpgSysDam UpgEngDam UpgFltDam UpgShipYd specialAttribute

For upgrades, the fields are as they appear. For conversions, they kinda change a bit because for converions you also need to specify how long the conversion will take, but the ability for the scen designer remains: you can assign Sys/Eng/Flt damage, but it does take some testing to dial it in. For conversions UpgFltDam becomes the Conversion Delay in Days. That leaves the other Dam (damage) fields which will distribute damage across Sys/Flt/Eng, this is where you need to some testing to dial it in.

Hope this helps ...
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Sardaukar
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Re: Ships in refit blocked...

Post by Sardaukar »

For those interested how ship repairs generally work, Afred made quite good summary about it:

https://www.matrixgames.com/forums/view ... 3&t=215017
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LargeSlowTarget
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Re: Ships in refit blocked...

Post by LargeSlowTarget »

@PaxMondo I see, you mean dumping the dat files into .csv in order to work with the additional data fields available in the .csv files - but which are not present in the editor. Haven't thought about this! I'm getting rusty, I haven't done much modding for some time... Thanks for the reminder.
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PaxMondo
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Re: Ships in refit blocked...

Post by PaxMondo »

LargeSlowTarget wrote: Tue Nov 19, 2024 4:57 pm @PaxMondo I see, you mean dumping the dat files into .csv in order to work with the additional data fields available in the .csv files - but which are not present in the editor. Haven't thought about this! I'm getting rusty, I haven't done much modding for some time... Thanks for the reminder.
Correct. And don't forget the expanded editor that JWE put up ... quite a few additional fields in almost every file. The device file in particular ... you cannot access all those new fields any other way.


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