Santa came early ...

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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soeren
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RE: Santa came early ...

Post by soeren »

Who says the BB's happened to be tied up in that order? Who says that the order of the air strikes is exactly the same and not shuffled around allowing torpedo strikes to go where there was a ship previously? Who says any torpedoes hit at all? Who says that instead of torpedoes, more 800 kg shells were available and only they were dropped due to fear of netting?


Frag, you are right on target with this


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Luskan
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RE: Santa came early ...

Post by Luskan »

Don't care about the whys and wherefors, there are plenty of startup options to influence the results (although I have had Kido Butai smothered in bad weather and unable to launch in an early build).

I just want to know what Frag's secret is - due to the allied CAP and flak if you pull zeroes off airfield duty, and assign them to naval attack a: their bombs are just too small to matter, and b: your results end up being WORSE for lack of escorts and strafed runways (greater disruption in your bomber waves, less torps and bombs launched - usually you don't sink any bbs by doing this).

Did you change the altitudes a bit? Tweak some squadron leaders?? Just PM it to me and I'll be sure to use it on Raver when we do our beta PBEM (when beta comes out).
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Raverdave
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RE: Santa came early ...

Post by Raverdave »

Yes mate, you go and get all the hints you can because you NEED them !
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Mr.Frag
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RE: Santa came early ...

Post by Mr.Frag »

ORIGINAL: Luskan

Don't care about the whys and wherefors, there are plenty of startup options to influence the results (although I have had Kido Butai smothered in bad weather and unable to launch in an early build).

I just want to know what Frag's secret is - due to the allied CAP and flak if you pull zeroes off airfield duty, and assign them to naval attack a: their bombs are just too small to matter, and b: your results end up being WORSE for lack of escorts and strafed runways (greater disruption in your bomber waves, less torps and bombs launched - usually you don't sink any bbs by doing this).

Did you change the altitudes a bit? Tweak some squadron leaders?? Just PM it to me and I'll be sure to use it on Raver when we do our beta PBEM (when beta comes out).

You want the real laugh? I did absolutely nothing ... that was a turn 1 with no player changes allowed! [:D]

You are safe Raver, the more he tweeks, the worse he'll get. [:'(]
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Bulldog61
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RE: Santa came early ...

Post by Bulldog61 »

ORIGINAL: Luskan

Don't care about the whys and wherefors, there are plenty of startup options to influence the results (although I have had Kido Butai smothered in bad weather and unable to launch in an early build).

I just want to know what Frag's secret is - due to the allied CAP and flak if you pull zeroes off airfield duty, and assign them to naval attack a: their bombs are just too small to matter, and b: your results end up being WORSE for lack of escorts and strafed runways (greater disruption in your bomber waves, less torps and bombs launched - usually you don't sink any bbs by doing this).

Did you change the altitudes a bit? Tweak some squadron leaders?? Just PM it to me and I'll be sure to use it on Raver when we do our beta PBEM (when beta comes out).
I've had several ocasions where I've seen 5 battleships sunk, I've also had some ocasions where I've had no battleships sunk but 99 Sys and Float damage on most BB's.
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CMDRMCTOAST
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RE: Santa came early ...

Post by CMDRMCTOAST »

ORIGINAL: mdiehl

Pretty generous results. Way too many torpedo hits to be realistic. Both on the light vessels and on the BBs (of which only about half COULD be hit by torps since the other half were inboard to the berths).

The battleship Arizona was actually hit forward in the first attack wave by a torpedo before the second wave hit her and the subsequent catastrophe.
a japanese photo from the first strike force shows the arizona with forward torpedo damage before her demise.
Looks like the only ship that couldn't be hit by a torp would be the Tennessee
as the the Maryland could be hit aft.
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Mike Solli
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RE: Santa came early ...

Post by Mike Solli »

ORIGINAL: Luskan

Tweak some squadron leaders??

Squadron Leaders? Are they historical? Obviously they have stats. What kind of stats? I keep learning more and more all the time. I can't wait for the game.
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Mike Scholl
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RE: Santa came early ...

Post by Mike Scholl »

ORIGINAL: rogueusmc

The Utah moved....It lays on the other side of Ford Island. Ships moved during the attack....they didn't stand still. Thus, it is feasible to have any or all the BBs hit with torps.
UTAH didn't move..., that's where it was docked. It was used as a "target ship" for
gunnery practice and had a lot of timber reinforcement on the topsides. Speculation
is that it attracted as much attention as it got because from altitude it was mistaken
for a carrier.
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Rendova
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RE: Santa came early ...

Post by Rendova »

Hey Mike Solli you live in Hilliard?!? I used to live in Dublin, and my dad used to work for Conrail at Buckeye yard... small world
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mogami
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RE: Santa came early ...

Post by mogami »

ORIGINAL: Mike Scholl
ORIGINAL: rogueusmc

The Utah moved....It lays on the other side of Ford Island. Ships moved during the attack....they didn't stand still. Thus, it is feasible to have any or all the BBs hit with torps.
UTAH didn't move..., that's where it was docked. It was used as a "target ship" for
gunnery practice and had a lot of timber reinforcement on the topsides. Speculation
is that it attracted as much attention as it got because from altitude it was mistaken
for a carrier.


Hi, And that after the Japanese pilots had been briefed on it's location and actual status. To make it more curious I think she was painted with red and white stripes so much for elite pilots.

"I hit the big red and white aircraft carrier"
"Me too"
"Me three"
(followed by sound of stooge slap "whack whack whack")
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mdiehl
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RE: Santa came early ...

Post by mdiehl »

Who says the BB's happened to be tied up in that order? Who says that the order of the air strikes is exactly the same and not shuffled around allowing torpedo strikes to go where there was a ship previously?

OK, I'll lead you through the logic since you seem to have missed it. You've got, IIRC, 5 BB berths (sans the target ship Utah at a different berth). One of these has a minelayer inboard (iirc Oglala) and no ship outboard. The PH scenario begins with the assumption that the BBs are "in Pearl Harbor" and docked when the attack arrives. There are, therefore, at least three BBs that are screened of torpedoes, unless in your alternate universe Pearl Harbor has subsantially MORE BB berths than the real Pearl Harbor had.

Now, for simplicity of code, rather than requiring an autocad drawing of PH and a Cray driven AI selecting targets from the autocad drawing (which seems to be the only way you can imagine handling the problem), assume that "It does not matter which BBs are stationed where because if they're all in port and docked then at least 3 of them are screened from torpedoes." So, all you have to do each time a torpedo launch is conducted is to randomly select a BB. After 4 BBs have been targeted by torpedoes, the rest become immune to torpedo attack. Or, alternatively, you can allow that BB to be targeted and if hit, apply the hit to one of the (ranomly selected) previousy torpedoed BBs. It's a bunch of if-then statements (maybe six) and a special array (perhaps) that gets used only if Pearl Harbor is attacked. It isn't complex at all.
Who says any torpedoes hit at all? Who says that instead of torpedoes, more 800 kg shells were available and only they were dropped due to fear of netting?

Torpedo hits are generated the same way they are the rest of the game. As to "more 800 kg shells" ... the PH attack begins with a set of "historical load outs." If you want something different, that's separate from how torpedoes are targeted in an attack on PH. The phenomena of whether torpedoes hit anything at all or whether more 800kg rather than torpedoes have no logical connection to the problem of how you apply a torpedo hit to a BB in the BB berths.

Someone else brought up moving ships. The game does not allow any function for BBs changing from "in port" to underway during the resolution of the attack subroutine. Moreover, this is not terribly important, since the only BBs at PH that were capable of moving were the ones that were outboard anyhow.
Show me a fellow who rejects statistical analysis a priori and I'll show you a fellow who has no knowledge of statistics.

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Mr.Frag
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RE: Santa came early ...

Post by Mr.Frag »

Torpedo hits are generated the same way they are the rest of the game. As to "more 800 kg shells" ... the PH attack begins with a set of "historical load outs." If you want something different, that's separate from how torpedoes are targeted in an attack on PH. The phenomena of whether torpedoes hit anything at all or whether more 800kg rather than torpedoes have no logical connection to the problem of how you apply a torpedo hit to a BB in the BB berths.

No they are not and it is not a simple matter of a few if else statements.

Aircraft are flipping already between multiple states when attacking a port.

General aircraft rolls to see if it attacks a ship or the port itself AND if attacking a ships then it randomizes which ship gets targeted based on various factors which tend to allow bigger ships to get more attention.

Torpedo aircraft rolls to see if it attacks a ship or the port itself AND if attacking a ships then it randomizes which ship gets targeted based on various factors which tend to allow bigger ships to get more attention AND if attacking a ship then it randomizes it's loadout.

Now you want to add another nesting in the code that keeps track of a state that is currently not tracked ... has a ship already been hit and was the hit a torpedo type of weapon.

This is not a simple if ... then ... else as you might want to lead the world on with.

You are talking about a far more complex model where the port entity now has berths (ships) that tracks if the berth has been a target already and potentially disallows the use of certain types of weapons (that themselves are currently not tracked as to type of use allowed). This in turn means the attack function has to be completely rewritten to shift aircraft selection for the target to be aircraft that can properly attack the target based on weapon load that at this point is randomly determined which would no longer be possible. You can't go down the path you suggested as where does the hit get relocated to? an already sunk ship? another ship that might not be an allowed target? a ship that has already had it's fill of torpedoes?

Now to be fair to you, it would be great to have much more complex modelling within the game to be able to deal with the many differing factors that present themselves, but as you will be forced to admit, not at the price this game is going to sell at, and certainly not in a timeframe that will make anyone happy.

It sounds like you want Harpoon III level of detail with real time vector based calculation in a turn based game that has 24 hour turns instead of sub second turns.
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Becket
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RE: Santa came early ...

Post by Becket »

Not to take the thread off its current course, but I just noticed the ship type selector thingys at the top of Mr. Frag's initial screenshot. Looks to me like, in a crowded port (or, hopefully, the ship availability screen? Please?) you can click an option to only show a certain type of ship.

Grooooooovy.

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mdiehl
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RE: Santa came early ...

Post by mdiehl »

Look. The strike occurs at a hex number. The attack subroutine directs you to special subroutine for attacking PH. In it the BBs in port are dropped in a 2xn array where n is the number of BBs. One column of the array has the BB name. The other a bit. When a torpedo is launched and hits a BB:

If counter <4 then
randomly select a target from the array
apply the torpedo hit
mark the hit BB in the array
counter = counter+1

Else
randomly select a marked BB from the array
apply the torpedo hit

At the end of the attack don't forget to reset the counter to zero and clear the array.
You are talking about a far more complex model where the port entity now has berths (ships) that tracks if the berth has been a target already and potentially disallows the use of certain types of weapons (that themselves are currently not tracked as to type of use allowed).

That's doing it the hard way. I'm suggesting that you don't track berths and you don't "disallow" weapons. My suggestion is exceedingly simple. You just (temporarily) track BBs and selectively apply torpedo hits to some of the BBs if a torpedo hits any BB. Piece of cake.

Any further questions?[8|]
Show me a fellow who rejects statistical analysis a priori and I'll show you a fellow who has no knowledge of statistics.

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Mr.Frag
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RE: Santa came early ...

Post by Mr.Frag »

ORIGINAL: Becket

Not to take the thread off its current course, but I just noticed the ship type selector thingys at the top of Mr. Frag's initial screenshot. Looks to me like, in a crowded port (or, hopefully, the ship availability screen? Please?) you can click an option to only show a certain type of ship.

Grooooooovy.

Yep, helpful for busy ports.
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RE: Santa came early ...

Post by rogueusmc »

Also......the California had the band on deck when the attack started.......the bands finished Colors prior to turning to general quarters...(two or three strafing passes and not a soul hit prior to turning to general quarters.......cool)......that means Cali could havebeen underway sooner that it did Historically.
One little thing like that can alter the sequence of movement for any other ship that she may, or may not have been an obstacle for.
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tiredoftryingnames
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RE: Santa came early ...

Post by tiredoftryingnames »

ORIGINAL: mdiehl
Besides who wants to play a game that plays out exactly as history did.

This non-sequitur gets deployed so often it deserves a name. How about "The Logical Fallacy Involving the Crate of Raw Eggs, the Fourth Floor Roof, and the Blind Experimentalist."

For simplicity we'll refer to it as: "Why Does It Always Go Splat? Fallacy" or the WDIAGS Fallacy.

Mike Scholl, Pasternakski, what do you think?

Tired... do you really need to be led through an explanation of the difference between deterministic vs. central tendency models?

I almost typed an answer. But I realized there was no need. You wouldn't get it and since everyone in this thread is happy the way it is and you're the only one worried about BBs being tied up next to one another on one day of combat it really doesn't matter.
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mdiehl
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RE: Santa came early ...

Post by mdiehl »

Since it does not really matter then Matrix is free to conclude that you withdraw any objections to implementing the change that I described above. Thank you for that.
You wouldn't get it


No doubt about that.
Show me a fellow who rejects statistical analysis a priori and I'll show you a fellow who has no knowledge of statistics.

Didn't we have this conversation already?
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Mr.Frag
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RE: Santa came early ...

Post by Mr.Frag »

So the AA gunfire from your wonderful solution comes from the wonderfully undamaged unhittable ships but the damage gets applied to others.

(Your solution) All the Japan folks will love the fact they get to fly the attack against a BB that is out of ammo and have their hits applied against ships that have tons of ammo but no targets. Great, works for me [8|]

You can't relocate the damage ... you have to adjust the target prior to resolution of the attack to have anything remotely resembling something that make sense.
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RE: Santa came early ...

Post by TIMJOT »

ORIGINAL: mdiehl

You've got, IIRC, 5 BB berths (sans the target ship Utah at a different berth). One of these has a minelayer inboard (iirc Oglala) and no ship outboard. The PH scenario begins with the assumption that the BBs are "in Pearl Harbor" and docked when the attack arrives. There are, therefore, at least three BBs that are screened of torpedoes, unless in your alternate universe Pearl Harbor has subsantially MORE BB berths than the real Pearl Harbor had.

What if one of the BBs where berthed outboard of the Oglala?

Someone else brought up moving ships. The game does not allow any function for BBs changing from "in port" to underway during the resolution of the attack subroutine. Moreover, this is not terribly important, since the only BBs at PH that were capable of moving were the ones that were outboard anyhow.

What if the outboard BBs did get underway, wouldnt that now open the inboard BBs to torpedo attacked?
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