Ship repair points

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Chris21wen
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Ship repair points

Post by Chris21wen »

I know what they are and what there used for but what I can't work out is what these tow figures mean. It is something to do with the ship and not the repair process as the figures never change when to alter it or any other ships priority or repair method. I know what I thought it was but the numbers don't add up.
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I must have been into this screen thousands of times but never noticed it until two days ago when I started to repair damage after first turn strike.
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BBfanboy
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Re: Ship repair points

Post by BBfanboy »

I read that as 290 repair points are allocated to repair of that ship and that number is 41% of the available repair points in the Port (Shipyard not included).
So in Readiness state, the work can only repair the minor damage and that will take an estimated 28 days. I think the ship must be in Pierside repair for the priority system to work.
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Sardaukar
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Re: Ship repair points

Post by Sardaukar »

Readiness repair uses only ship's own crew.

To take advantage of Port facilities, ship has to be in Pierside mode.
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Don Bowen
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Re: Ship repair points

Post by Don Bowen »

[quote=Chris21wen post_id=5281469 time=1782723934 user_id=88750]
I know what they are and what there used for but what I can't work out is what these tow figures mean. It is something to do with the ship and not the repair process as the figures never change when to alter it or any other ships priority or repair method. I know what I thought it was but the numbers don't add up.

Screenshot 2026-06-28 182223.png

I must have been into this screen thousands of times but never noticed it until two days ago when I started to repair damage after first turn strike.
[/quote]

It's been quite a while so this is to the best of my memory.

There is considerable complexity in the ship repair process. Note that the damage level (System, Flotation, Engine and Fire) are expressed in percentage points. i.e. a ship with 50% flotation damage is half way to sinking. This is the same for all ships but, obviously, a battleship 50% of the way to sinking requires much more repair than a patrol craft or a PT boat that is half way to sinking. The relative difficulty in repairing a particular ship is set by calculating the difficulty of repairing a single percentage point. This difficulty is calculated for each ship based on its displacement, armor, speed, armament, and some other factors. The bigger, faster, stronger, better equipped a given ship is, the harder it is to repair each percentage point of damage.

In your example the Arizona requires just over 700 ship repair points to accumulate enough repair activity to reduce one percentage point of damage and has currently accumulated 290 ship repair points - about 41% of the repairs necessary to reduce that one percentage point of damage.
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Re: Ship repair points

Post by Chris21wen »

BBfanboy wrote: Mon Jun 29, 2026 11:15 am I read that as 290 repair points are allocated to repair of that ship and that number is 41% of the available repair points in the Port (Shipyard not included).
So in Readiness state, the work can only repair the minor damage and that will take an estimated 28 days. I think the ship must be in Pierside repair for the priority system to work.
Got the wrong highlight ship should have been California. %^$^
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However what you said is exactly what I thought but the numbers don't add up. If you add up all the percentage of ships being repaired by the shipyard it comes to 200% ish, 84% for the DMS on its own. It also could not because they do not alter when you change a ships repair mode, say I took the Maryland out of shipyard to pier.

Don's explanation is the answer. If you work out what 100% is for any of the BB in the pic they are all around the 730 except for the Oklahoma at 645, which lighter. The Honolulu is 243, the DMS 46.

In other words the higher the ships tonnage is the more repair points needed to repair one point of damage.
Don Bowen wrote: Mon Jun 29, 2026 6:02 pm .......
In your example the Arizona requires just over 700 ship repair points to accumulate enough repair activity to reduce one percentage point of damage and has currently accumulated 290 ship repair points - about 41% of the repairs necessary to reduce that one percentage point of damage.
The manual states this. The first line makes sense, paragraph 2 does not. It does not take 100 repair points to repair 1 damage point, that varies depending upon tonnage etc. I suspect it did originally but has since been changed.
14.2.3.1 Shipyard Repair
Damaged ships are evaluated for repair, based on their “tonnage”, as well as the extent and “type” of damage.......
.......
2. Repair Capacity. Repairs are calculated in repair points. It takes 100 repair points to repair 1 damage point. ......
.....
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Sardaukar
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Re: Ship repair points

Post by Sardaukar »

Alfred's Ship Repair 101 explains things well (it is almost mandatory reading about ship repairs):

https://forums.matrixgames.com/viewtopi ... 3#p2847023
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Re: Ship repair points

Post by Chris21wen »

Sardaukar wrote: Tue Jun 30, 2026 7:34 am Alfred's Ship Repair 101 explains things well (it is almost mandatory reading about ship repairs):

https://forums.matrixgames.com/viewtopi ... 3#p2847023
Yes I know and that's what throwing me. Things are contradictory.. The manual and Alfred's 101 talk about repair having a fixed cost of 100 RP to remove 1 POD but that isn't what's happening if the repair points associated with a ship are to be believed and also what Don said. In California case 268 repair points(37%) is 724 round down per damage point.
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Re: Ship repair points

Post by Chris21wen »

Sardaukar wrote: Tue Jun 30, 2026 7:34 am Alfred's Ship Repair 101 explains things well (it is almost mandatory reading about ship repairs):

https://forums.matrixgames.com/viewtopi ... 3#p2847023
duplicate
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Sardaukar
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Re: Ship repair points

Post by Sardaukar »

Those percentages are per ship, they don't consist of total percentage or something like that. You cannot add them together for some "overall percentage".

Port creates the repair points (with all assorted repair ships, shipyard, port size, naval support and whatnot), which are the determining factor. Percentage per ship is just indicator how far repairs are PER SHIP to remove one damage point.

It is actually pretty simple way to illustrate the progress of repairs.

Then there are possible destroyed weapons, which are PITA to repair, especially BB main guns. As happened to me in recent AI game, BC Repulse lost frontal turret and only place I could get it repaired was East Coast massive shipyard. Pretty realistic.
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Re: Ship repair points

Post by Chris21wen »

Sardaukar wrote: Tue Jun 30, 2026 4:59 pm Those percentages are per ship, they don't consist of total percentage or something like that. You cannot add them together for some "overall percentage".

Port creates the repair points (with all assorted repair ships, shipyard, port size, naval support and whatnot), which are the determining factor. Percentage per ship is just indicator how far repairs are PER SHIP to remove one damage point.

It is actually pretty simple way to illustrate the progress of repairs.

Then there are possible destroyed weapons, which are PITA to repair, especially BB main guns. As happened to me in recent AI game, BC Repulse lost frontal turret and only place I could get it repaired was East Coast massive shipyard. Pretty realistic.
Everything you said I total agree with and once i knew what the Repair Point mean it became even more clear. My problem is this statement in the manual, it's wrong and is repeated in the 101. It was probably correct when it was written back in 2011 but there have been changes. See Don's reply.
14.2.3.1 Shipyard Repair
...
2. Repair Capacity. Repairs are calculated in repair points. It takes 100 repair points to repair 1 damage point.
I've been checking the repair system and there are three or four differences between then and now. I'll put everything I've found in a separate post so please wait before replying.
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Sardaukar
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Re: Ship repair points

Post by Sardaukar »

Manual is very outdated.
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Re: Ship repair points

Post by Sardaukar »

It definitely takes more than 100 repair points to repair 1 damage when ship is big one.

In example of first post, it has already taken 290 RP to get to 41% to repair 1 flooding point (which happens when percentage reaches 100%).

It is pretty self-explanatory.

To clarify even more, percentage has nothing to do with overall repair, but to reach to repair NEXT damage/flooding/engine damage point.
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Re: Ship repair points

Post by Chris21wen »

Sardaukar wrote: Fri Jul 03, 2026 1:34 pm It definitely takes more than 100 repair points to repair 1 damage when ship is big one.

In example of first post, it has already taken 290 RP to get to 41% to repair 1 flooding point (which happens when percentage reaches 100%).
Yes it does and that's why I'm posting the manual is wrong, as is the 101.
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Re: Ship repair points

Post by Chris21wen »

First the 101 is excellent and explains how the repair system works and it is complex but it was written in 2011 and there have been changes. The following covers these change and how I think it now works but I do not have access to the code so it's pure observation and testing and there's a lot that doesn't make sense.

As a result of my initial question I've done some checking and there are some differences.
There's only one difference with the repair shipyard mode, the statement '2. Repair Capacity. Repairs are calculated in repair points. Except for It takes 100 repair points to repair 1 damage point.' It's wrong but its wrong across all repair modes. Everything else works as stated in the manual and 101.

The problems are with the ready and pier side modes. I've not tests Repair ship mode.

The other thing is the repair manage always gives an estimate as to how long a repair going to take repair in the various repair modes. Believe them, that are accurate but there is some randomness in all repair so they can be one or at the outside 2 days out.

There are two repair phases, one in each pulse (night and day) which I think I knew but paid no heed to.

Here's the set up.

Base is Stockton, level 3P (12,000t), which generates 27RP with 81PW (port workers, port assist Pts. section 14.2 manual). There are no naval support squads nor any aux repair ships.

It has a level 10 repair shipyard capable of taking a 10000t ship and generates 100RP per turn.

CA San Francisco, 9950t always with 10 damage, either float, eng or sys. Crew ex 57. It will fit in the port so pier side mode is possible.

Here's the results of 9 tests.
Screenshot 2026-07-04 104548.png
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Repair points
Its the repair points that started this all off, my misunderstanding of what it means. A 215(86%) means it has used 215RP, 86% towards the repair of 1 point of damage. To repair 1 POD in total must therefore be 250 approx. for the CA, and NOT 100 as stated across the board. I do not know how the actual figure is worked out but a BB is 730ish while a DD is 48ish.

For the CA a total of 10x250=2500 repair points are required to completely repair the ship.

Basically the larger, and I'm assuming, durable a ship is the more RP are needed to repair one point of damage. How the exact figures are not really needed.

Repair priorities
Shipyard repair prioritise damage repair in this order flood, engine, system. The same thing happens in ready an pier side, further they are different waits applied to each one. Take pier side, using the estimates, flood 4, engine 5 and system 17. There's a considerable difference between sys and the other two. I've no idea how these are worked out.

Port repair points
According to the manual and 1001 a level 3 port generates 27RP per turn. I have no reason to believe this to be incorrect.

Crew repair points
Again as the manual/101 RP generated by the ship Ex/8. 57/8=7RP per turn.

Total repair points
In ready and pier side mode all repair points generated by the port, repair ships, naval support and crew are added together. If this is the case that's 27+7=35RP per turn. There are no naval squads nor repair ship.

Port workers
The manual use Ops Assist points, 81 PW for a level 3 port. The 101 use repair workers.

Every ship requires a finite number of PW to efficiently repair a ship this is calculated for this CA in pier side as
(damage x 10) + (Ship tonnage/500) = (10x10) + (9950/500) = 119.9.

In this instance there are not enough workers so the ship repair speed will be lower than it should be. The % difference being 81/119.9 =67%.

Now this is the point that I'm completely lost, 67% of what. 101 say this 'When there is a shortage of RW, the rate of repairing the integrity damage is accordingly reduced to match the percentage of RW able to work on the ship.'

To me this means that the number of repair points each turn isn't 35 but 35 x 67% = 23RP

Problem
This figure, 23RP per turn doesn't match anything in the table for pier side repair? If it was working like that, system pier side repair would take 108 days??

It is entire possible I've got something screwed but if it is, it's with the port workers and how that is applied.

Any insights, preferable by those doing the update.
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Re: Ship repair points

Post by Sardaukar »

I'd guess that needed RP amount to repair one point is directly related to ship tonnage, which would be logical.

On the other hand, this is originally Gary Grigsby game... :D 8-)
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Re: Ship repair points

Post by Chris21wen »

In v28.4 is this a problem, it appears wrong to me.

Ships placed in a repair yard are not placed in a queue, they are all worked on simultaneously as they are in pier side etc. See the two images, top on the 8th Dec after PH, bottom 5 days later. All four of the BB in the yard have had damage removed from them despite here being twice as much BB tonnage than the yard's capacity. Only two should fit, the other two in a queue. If the queue rule was correct only two of them would have had damage removed, those being the two with the most flooding?
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1. Yard Capacity. The Repair Yard must have an available capacity equal to, or greater than, the “tonnage” of the damaged
vessel. Repair Yard capacity is the Shipyard size, times 1000. A size 50 Repair Yard has the capacity to accommodate a
vessel of 50,000 tons.

A repair yard can have more tonnage assigned to it than its rating (but cannot have a single ship larger than its tonnage
limit). The ships that exceed the capacity of the yard will be put in a queue and repaired as soon as the yard can manage
to get them in. This allows players to “load up” a yard and leave it to sort out the repairs.
I could possible understand this if the repair manager moved ships in and out of the queue each day so that only two that fitted had damage removed but this isn't happening either. Even if it was it goes against real life. This image is from the 9th Dec and it clearly shows all four BB having flooding removed. This should not be possible according to the above rule.
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Is it me misunderstanding?
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Sardaukar
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Re: Ship repair points

Post by Sardaukar »

Maybe it's using Shipyard repair points for those ships that fit into yard and Pierside points for the rest?
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Re: Ship repair points

Post by BBfanboy »

The Shipyard is not just the Repair Dock - it also has cranes, pumps, shore-based electrical power and skilled men to assist the ships. The minor float damage can be removed without using the drydock. I think you need to look at each ship to see whether minor or major damage is being removed.
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Re: Ship repair points

Post by Chris21wen »

According to the rules, vessels placed in a repair yard do not get any assistance from any other source but the shipyard. Here's the full section on Shipyard Repair.
14.2.3.1 Shipyard Repair
Damaged ships are evaluated for repair, based on their “tonnage”, as well as the extent and “type” of damage. Repair Yards
are able to repair all types of damage; System, Floatation, and Engineering damage, as well as Major damage. Major
Damage requires special treatment for repair modes other than Repair Yard repairs. Ships being repaired in a Repair Yard
get no other benefit; the yard does it all, and neither Repair Ships nor Naval Support has any effect.

1. Yard Capacity. The Repair Yard must have an available capacity equal to, or greater than, the “tonnage” of the damaged
vessel. Repair Yard capacity is the Shipyard size, times 1000. A size 50 Repair Yard has the capacity to accommodate a
vessel of 50,000 tons.
A repair yard can have more tonnage assigned to it than its rating (but cannot have a single ship larger than its tonnage
limit). The ships that exceed the capacity of the yard will be put in a queue and repaired as soon as the yard can manage
to get them in. This allows players to “load up” a yard and leave it to sort out the repairs.
2. Repair Capacity. Repairs are calculated in repair points. It takes 100 repair points to repair 1 damage point. Repair
Yard repair points are the Shipyard size, times 10. For example, a size 50 Repair Yard will generate 500 repair points.
3. Priority. Ships may be set to “High Priority” for repairs. This will accelerate the time to perform the repairs, but with a
capacity utilization cost to the Repair Yard. This simulates maximum utilization of available “yard workers” to repair the
High-Priority vessel. Ships on High-Priority will repair at a rate of 1.667 times normal, but with a 2x ops penalty.
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Re: Ship repair points

Post by Chris21wen »

As to fitting in, if a single ship will not fit into a shipyard it cannot be repaired by that shipyard. Trying to fit more that one ship in makes no difference to that even if one or more will fit, those that can't should not be able to be repaired.
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