Ship repair points

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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Sardaukar
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Re: Ship repair points

Post by Sardaukar »

"Repair Manager" works in mysterious ways...

But, as I said before, it is within realm of possibilities, that it uses Pierside repair points towards those ships not inside repair drydock (even when set to Shipyard, but still not in it...).
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Chris21wen
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Re: Ship repair points

Post by Chris21wen »

It does, however it does well, it does it well.
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RangerJoe
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Re: Ship repair points

Post by RangerJoe »

One thing that I think might clarify something. I think that there may be a word missing or should be inserted. "When the RP reaches 100" maybe it should read "when the RP reaches 100 percent."

Also, according to my understanding, those heavily damaged battleships will use those precious shipyard repair points to repair the high system damage before they work on the engine and flood damage. I would move those ships in the "PierSide" mode to free up the shipyard for other ships. Also the repair statuses higher than normal will use a corresponding larger amount of repair points just to repair one point of damage so you might want to change things as far as the priorities are set up.

The Tennessee and the Oklahoma no longer need to be in the shipyard to repair their major damage, the shipyard is overloaded so those ships should be moved to PierSide mode to free up the shipyard space so other ships can be repaired there. I prefer to repair all of the possible system damage in PierSide mode before moving the ships into the shipyard. The DD Bagley can't repair any more damage in PierSide so it can be moved into the shipyard to finish repairs.
Last edited by RangerJoe on Fri Jul 24, 2026 10:52 am, edited 1 time in total.
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Sardaukar
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Re: Ship repair points

Post by Sardaukar »

It's most likely the missing word "percent", since point is repaired when RPs reach 100%.
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GrosserKreuzer
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Re: Ship repair points

Post by GrosserKreuzer »

I would like to think the same way, but the manual makes the connection between repair points and 100=1damage a bit to clear in my opinion.

see the following
(14.2.3.1)
"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."

(14.2.3.6)
"Example - An undamaged level 6 port, with 100 Naval Support squads, repairing a ship with damage of 20 and crew
experience of 80, which is stood down dockside, will generate a maximum of 51 + 46 + 10 = 107 Repair Points, and be able
to repair approximately 1.07 points of ship damage daily. This translates into a minimum of 18 to 19 days of repair time for
that vessel."

107 repair points will repair approximately 1.07 damage; but we know this is not really always the case.

I was reading the ship repair section of the manual somewhat recently and I noticed a couple things.
- the "critical" repair priority is not mentioned at all
- the port repair points mentioned in the text does not match the table on page 203
- we are told repair ships get up to 1000 ops points, but no word on their usage (except high priority=all. Again, what about critical)
- while we are told that shipyard ops cost are doubled for high priority, no word on the baseline number of ops points generated or needed
- 14.2.3.7 would mean that a tender only helps pier side ships if no ships are assigned to repair ships, while 14.2.3.3 says that they can as long as they have ops left after working on the repair ship assigned ships

In general, the manual is great and explains a lot of things, but for some parts it also leaves questions.
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RangerJoe
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Re: Ship repair points

Post by RangerJoe »

GrosserKreuzer wrote: Fri Jul 24, 2026 10:43 pm I would like to think the same way, but the manual makes the connection between repair points and 100=1damage a bit to clear in my opinion.

see the following
(14.2.3.1)
"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."

(14.2.3.6)
"Example - An undamaged level 6 port, with 100 Naval Support squads, repairing a ship with damage of 20 and crew
experience of 80, which is stood down dockside, will generate a maximum of 51 + 46 + 10 = 107 Repair Points, and be able
to repair approximately 1.07 points of ship damage daily. This translates into a minimum of 18 to 19 days of repair time for
that vessel."

107 repair points will repair approximately 1.07 damage; but we know this is not really always the case.

I was reading the ship repair section of the manual somewhat recently and I noticed a couple things.
- the "critical" repair priority is not mentioned at all
- the port repair points mentioned in the text does not match the table on page 203
- we are told repair ships get up to 1000 ops points, but no word on their usage (except high priority=all. Again, what about critical)
- while we are told that shipyard ops cost are doubled for high priority, no word on the baseline number of ops points generated or needed
- 14.2.3.7 would mean that a tender only helps pier side ships if no ships are assigned to repair ships, while 14.2.3.3 says that they can as long as they have ops left after working on the repair ship assigned ships

In general, the manual is great and explains a lot of things, but for some parts it also leaves questions.
The manual leaves questions because the game was updated and new features were added but the manual was not changed.

Repair ships, if no ships are specifically assigned to repair ships, will distribute their repair points to PierSide repairs and the tenders will help those ships that they can resupply with munitions.
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Chris21wen
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Re: Ship repair points

Post by Chris21wen »

First, what As RangerJoe said about the manual. The latest one is slightly better but is also incorrect and leaves thing out. Changes made to the game should have resulted in the manual being updated and they haven't, and there have been many changes.

Being a bit of an OCD merchant this has been annoying me for a very, very long time, 2009 probably so I been updating the manual but it's taking a long time as I do not have access to the code only the experience of other forumites and hours of testing and question on the latest version 28.4.
GrosserKreuzer wrote: Fri Jul 24, 2026 10:43 pm I would like to think the same way, but the manual makes the connection between repair points and 100=1damage a bit to clear in my opinion.

see the following
(14.2.3.1)
"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."
The manual is incorrect. In depends on the size and type of ship.
I was reading the ship repair section of the manual somewhat recently and I noticed a couple things.
- the "critical" repair priority is not mentioned at all
- the port repair points mentioned in the text does not match the table on page 203
- we are told repair ships get up to 1000 ops points, but no word on their usage (except high priority=all. Again, what about critical)
- while we are told that shipyard ops cost are doubled for high priority, no word on the baseline number of ops points generated or needed
- 14.2.3.7 would mean that a tender only helps pier side ships if no ships are assigned to repair ships, while 14.2.3.3 says that they can as long as they have ops left after working on the repair ship assigned ships
-Critical repairs are undertaken 2 times faster than normal rate provided there's sufficient RP present. The trade off now is either 4 x the number of repair workers in port repair or 4 x yard space for shipyards.
-Port repair points are correct but the repair process is extremely complicated and other repair options can make it appear to be incorrect.
-The 1000 ops point has nothing to do with repair. Op points determine how much a ship can do in a turn, move, dock, load, repair etc. It's all accumulative.
-Shipyards do not use Op points, they use repair point. The amount of repair points available to them is there size x 10 per turn.
-Repair ships can repair thing in two way Repair Ship mode where they do it themselves or assist in Port repair. In either case they get 83 repair point per turn. AR can repair up to 5 points of major damage other types it depends see 14.2.1.
Diliwitm
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Re: Ship repair points

Post by Diliwitm »

For me the initial prediction of repair and upgrades scheduled time are often wrong, ie take more time than what is stated end even predicted by the upgrade time, Can be worse by even a week. I think the manual is pretty useless about this-
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Re: Ship repair points

Post by BBfanboy »

Diliwitm wrote: Thu Aug 06, 2026 6:36 am For me the initial prediction of repair and upgrades scheduled time are often wrong, ie take more time than what is stated end even predicted by the upgrade time, Can be worse by even a week. I think the manual is pretty useless about this-
Repair estimates are for the workload apparent at that turn. If you subsequently add more ships in pierside or shipyard mode, the time estimate for all ships is recalculated.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Diliwitm
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Re: Ship repair points

Post by Diliwitm »

I meant also the upgrades, example it says the carrier upgrades in 21 days. It is often more and i haven't find a way to manage it despite the repair shipyard having a lot of free space. Does HI matter for it? Naval and Merchant construction points?
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Re: Ship repair points

Post by BBfanboy »

Refits are, in essence. repairs. Conversions might be different. The Allies do not have any restrictions on HI for repairs, but I don't think any are used - just the Port repair points (based on size) and the SY repair points for ships assigned to the yards. AFAIK the Japanese Naval and Merchant SYs only make points toward building new ships (and perhaps major conversions like the CS to CVL ones).

Edit to add: The repair time is an estimate - subject to variables. There seems to be a die roll on whether a large ship finishes that final repair point or not!
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: Ship repair points

Post by Chris21wen »

Diliwitm wrote: Thu Aug 06, 2026 6:36 am For me the initial prediction of repair and upgrades scheduled time are often wrong, ie take more time than what is stated end even predicted by the upgrade time, Can be worse by even a week. I think the manual is pretty useless about this-
What BBFanboy said on new ships entering the repair system. Every time a new ship enters the port a new calculation is carried out. The port only has so much space and so many workers available adding more ships simply spreads that load out. Then there's the random element to any repair.

The repair manager is very complex but also very good at controlling things but you can prioritise your repair. The default when a ship enters a port for repair is 'normal', set some to 'low' priority and/or leave them in readiness mode until you free one of the other three options.
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RangerJoe
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Re: Ship repair points

Post by RangerJoe »

There is also the random factor involved. Nothing ever goes according to plan.
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”).”
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