Odd ship movement after combat

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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Chris21wen
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Odd ship movement after combat

Post by Chris21wen »

V26b
At the top is a mini sub, the other is it's carrier.

In the turn just executed I'd set the carrier with mini to move from one hex off of Newcastle and to patrol one hex off of Brisbane, where the mini sub is. At the highlighted hex it was attacked by a DD suffering 24 sys and 43 float damage rendering it a cripple. The mini sub has ended up patrolling the hex I'd set but it does not have the speed, nor critically the range to get there under it's own steam.

ASW attack near Newcastle at 95,166

Japanese Ships
SS I-24, hits 8

Allied Ships
xAK Tjikarang
DD Taylor

SS I-24 is sighted by escort
DD Taylor fails to find sub, continues to search...
DD Taylor attacking submerged sub ....
DD Taylor fails to find sub, continues to search...
DD Taylor fails to find sub, continues to search...
DD Taylor attacking submerged sub ....
Escort abandons search for sub
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Chris21wen
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Re: Odd ship movement after combat

Post by Chris21wen »

Further, the mini subs current TF is shown as a midget sub carrier. I can aslo mege the crippled sub's TF the this TF but I cannot merge the other way round.
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RangerJoe
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Re: Odd ship movement after combat

Post by RangerJoe »

If you can turn the damaged submarine around, it might be able to load the mini-submarine.

You can have the mini-submarine patrol that hex until it can be recovered.
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Chris21wen
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Re: Odd ship movement after combat

Post by Chris21wen »

The merging bit is a minor problem, easy to get round. The real problem is the midget sub should not be in where it is, outside of brisbane. The attack damaged the carrier and in the process the mini sub became detached and should be still in the same hex or at least close to the carrier not 200 miles away.

The original move distance is 9 Hex the carrier dould in theory move that distant in one turn at max speed (23kt) but it's set to mission. The mini sub could not, its max speed is 9kt it could get not much further than where the carrier is now under it's own steam. Further I've compare the fuel the mini sub had before the attack and after and they are the same so it used no fuel 'teleporting' to its destination.

For me I think the routines have mixed up the subs, the carrier should be outside Brisbane not the mini and it was the mini sub that was damaged and force to detach. This is backed up by the TF 310 is shown as a midget sub carrier but has a mini sub in it.

I don't expect this to be fixed but be aware there is a problem.
Chris21wen
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Re: Odd ship movement after combat

Post by Chris21wen »

There is a definite bug with the midget sub routines.

This pic shows a carrier and midget sub enroute to patrol off Colombo. Next turn I planned to set a mini to patrol Colombo, leaving the carrier in place but on the turn it arrive it was attack. The carrier was damaged, jetisoned the mini and set course for Rangoon as a sub TF and not a midget sub carrier. The midget stayed in the combat hex.
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I set the midget to return to Port Blair, the closest base and reset the TF to a carrier and to merge with midget with Port Blair as the dest. I did this as the midget doesn't have the fuel to reach Port Blair and I hoped the carrier would merge (sometimes a damaged midget carrier won't merge).

He's the problem. Next turn the midget had teleported to Port Blair. The othe sub in the pick is the damage midget carrier.
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BBfanboy
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Re: Odd ship movement after combat

Post by BBfanboy »

Only time I have seen ships teleport is when the Computer is controlling that side. You would have had to take control of the Japanese side to give orders to the Carrier Sub and Mini but if you set the turn to run under computer control it might do the teleportation.
If not, it might be that the Mini sub cannot redock with a damaged mother sub. I expect that a damaged sub would jettison the mini (so it will not slow down the return to base for repairs). Thus the computer routines might not know what to do with an attempt to re-acquire the mini on a damaged sub. Since it was not allowed, the game took control of the mini and teleported it to nearest friendly port?
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Chris21wen
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Re: Odd ship movement after combat

Post by Chris21wen »

BBfanboy wrote: Tue Jan 20, 2026 3:42 pm Only time I have seen ships teleport is when the Computer is controlling that side. You would have had to take control of the Japanese side to give orders to the Carrier Sub and Mini but if you set the turn to run under computer control it might do the teleportation.
If not, it might be that the Mini sub cannot redock with a damaged mother sub. I expect that a damaged sub would jettison the mini (so it will not slow down the return to base for repairs). Thus the computer routines might not know what to do with an attempt to re-acquire the mini on a damaged sub. Since it was not allowed, the game took control of the mini and teleported it to nearest friendly port?
Not AI, I'm the Japanese. Yes it might not be able to dock I took step in case it could not, the order to merge was more in hope than expectation.

The location the midget was jetison, one hex off Colombo. Port Blair is 26 hexes away form that hex, (1040 miles), over twice the range of the midiget (500) but at cruise speed it could not have reached Port Blair in one turn. Impossible.

This is the second time I've had this problem. I'm playing 26b hopefully it's been corrected in the new beta.
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RangerJoe
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Re: Odd ship movement after combat

Post by RangerJoe »

Chris21wen wrote: Wed Jan 21, 2026 6:33 am
BBfanboy wrote: Tue Jan 20, 2026 3:42 pm Only time I have seen ships teleport is when the Computer is controlling that side. You would have had to take control of the Japanese side to give orders to the Carrier Sub and Mini but if you set the turn to run under computer control it might do the teleportation.
If not, it might be that the Mini sub cannot redock with a damaged mother sub. I expect that a damaged sub would jettison the mini (so it will not slow down the return to base for repairs). Thus the computer routines might not know what to do with an attempt to re-acquire the mini on a damaged sub. Since it was not allowed, the game took control of the mini and teleported it to nearest friendly port?
Not AI, I'm the Japanese. Yes it might not be able to dock I took step in case it could not, the order to merge was more in hope than expectation.

The location the midget was jetison, one hex off Colombo. Port Blair is 26 hexes away form that hex, (1040 miles), over twice the range of the midiget (500) but at cruise speed it could not have reached Port Blair in one turn. Impossible.

This is the second time I've had this problem. I'm playing 26b hopefully it's been corrected in the new beta.
I don't even know if that was reported. It is something that I have never seen. I would have just left that minisub to patrol that one hex, the crew can live of raw fish that they would catch and any floating seaweed.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


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