Loading Bugs

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Cpt Sherwood
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RE: Loading Bugs

Post by Cpt Sherwood »

The bug is easy to duplicate. Just disband a TF at the same port you have a TF loading. The next higher numbered TF will have its load orders cancelled.
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pompack
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RE: Loading Bugs

Post by pompack »

ORIGINAL: mantill
ORIGINAL: Tallyho!

I have NO problems with loading under 1.804. Mind you I do have a process.

1. I always open the individual unit screen to see the real load requirement.
2. Allocate upto 50% extra ship capacity
3. Create small TFs to load 1 unit at a time - then combine them after load complete
4. Always set 'do not unload' before clicking 'load unit'
5. Never set destination until loading is complete
6. Never use a ship that has over 500 op points used for refuelling in port - prefer not to use ships that have refuelled at all

This may take a day or two longer but IT WORKS FOR ME

I use Tallyho!'s method, except that I never use ships with op points. I have had only one failure to load properly using this method, an EAB in San Franscisco. But as Mynok says, in these cases the best thing to do is to form a seperate TF, load the fragment onto it and then combine with the parent's TF.

I also have trouble with TF's loadiung supplies sometimes. Quiet often they will half load and then just stop for no apperent reason. You can tell them to start loading again and this works fine.

It is an annoying little bug that's crept in. It just requires more micromanagment than usual to offset

I use a modification of both methods and I have not had a problem since:

1. Look in unit screen to deltermine true requirements for a single unit
2. Create a TF for that size plus 10% from ships with zero expended load points
3. Load unit
4. Repeat for all units to be loaded
5. Merge all single-unit TFs together, set destination
6. Monitor load status each turn, eyball remaining load capacity vice required loadpoints for each unit: Remember the plus 10% and if it looks tight (or you get in a hurry) create a one or two ship TF for each unit you want to "rush", order the load and then merge the little TF in with the big one.
7. NEVER,NEVER,NEVER disband a TF in the port when you are still loading; if you do and your TF stops loading the only way to prevent massive fragments is to unload everybody and start over (I learned that one the hard way)

Note that I never found it necessary to set "do not unload". Also I found that even with a 30% excess I still sometime had to add extra "rush" ships; since I had to monitor progress anyway I dropped the requirement to 10% (I never tried Tallyho!'s 50% excess)

Snowman999
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RE: Loading Bugs

Post by Snowman999 »


[/quote]

I also have trouble with TF's loadiung supplies sometimes. Quiet often they will half load and then just stop for no apperent reason. You can tell them to start loading again and this works fine.

It is an annoying little bug that's crept in. It just requires more micromanagment than usual to offset
[/quote]

As I said, I've seen load orders changed across a save-reload cycle. For what you describe, perhpas the "disband bug" discussed here is the culprit?

I've had one oddity I've seen several times with oil loads as allies. (Again, perhaps it's Op point related.) In early war I send tanker TFs formed in SF to San Diego to load oil for Sydney. Usually SD has about 40k oil in storage (from memory.) The tanker TF has more capacity than that; maybe 90k roughly. I order the load, set Sydney as the new home port, set a destination south of Japanese LBA radius (around Suva maybe), and go do other things. Several turns later I find the tankers on their way with about 30% of a full load each. I'd assumed they would wait for the oil stocks to flow in across multiple turns, but they seem to load what's there and leave.

This doesn't seem to be the case for fuel or supplies. In fact, I'd like it to be the case for supplies. Often, later in the war when I'm leap-frogging islands, I try to strip an unneeded rear base of all supplies and fuel to carry forward, but the TF just sits there when the base supply goes to zero. I have to babysit them by Undocking and sending them on their way partly loaded.

I realize this stuff is old-hat to most of you playing this game for years now. <g>
Snowman999
Snowman999
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RE: Loading Bugs

Post by Snowman999 »

[/quote]
6. Monitor load status each turn, eyball remaining load capacity vice required loadpoints for each unit: Remember the plus 10% and if it looks tight (or you get in a hurry) create a one or two ship TF for each unit you want to "rush", order the load and then merge the little TF in with the big one.
[/quote]

This brings up a question I haven't tested, but someone probably has (with spreadsheets!)

Say you want to load a large division. You create not one but two transport TFs, each large enough to take the whole thing. You order them to load on the same turn. What does the game code do? Is it different if you order one to load with supplies and the other without? What if you order one to load on turn 1, and the other to load on turn 2 while the first is still in mid-load?

I ask this because, in my attempts to load final fragments, I've often made single-ship TFs begin "cleaning up" before the large one is quite finished, in order to save days. Usually the first is topping off with supplies, but there are still troops on the pier. (I know I shouldn't load with supplies anymore, but the game code allows this.)

Also, as to TF load size requirements, why does the game give two different numbers, sometimes several thousand units different, on the summary screen and the LCU detail screen? Is the detail screen the accurate figure?
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Gem35
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RE: Loading Bugs

Post by Gem35 »

Also, as to TF load size requirements, why does the game give two different numbers, sometimes several thousand units different, on the summary screen and the LCU detail screen? Is the detail screen the accurate figure?

The individual unit's screen will tell you exactly how much capacity will be needed for an AK, AP etc...
That is how I determine which transports to use.
For example , tank units are more efficiently loaded on an AK as opposed to an AP.
It doesn't make any sense, Admiral. Were we better than the Japanese or just luckier?

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saj42
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RE: Loading Bugs

Post by saj42 »

ORIGINAL: pompack

I use a modification of both methods and I have not had a problem since:

1. Look in unit screen to deltermine true requirements for a single unit
2. Create a TF for that size plus 10% from ships with zero expended load points
3. Load unit
4. Repeat for all units to be loaded
5. Merge all single-unit TFs together, set destination
6. Monitor load status each turn, eyball remaining load capacity vice required loadpoints for each unit: Remember the plus 10% and if it looks tight (or you get in a hurry) create a one or two ship TF for each unit you want to "rush", order the load and then merge the little TF in with the big one.
7. NEVER,NEVER,NEVER disband a TF in the port when you are still loading; if you do and your TF stops loading the only way to prevent massive fragments is to unload everybody and start over (I learned that one the hard way)

Note that I never found it necessary to set "do not unload". Also I found that even with a 30% excess I still sometime had to add extra "rush" ships; since I had to monitor progress anyway I dropped the requirement to 10% (I never tried Tallyho!'s 50% excess)
The extra 50% is so I get supplies loaded as well. This setup is obviously for moving units from rear areas to staging bases using large APs and AKs (the supply is there as insurance - and no wasted capacity). For amphibious assaults I would use small APs and dedicated amph shipping and only loading what will unload in one turn (phase) for an atoll invasion (to avoid follow-on shock attacks).

The 'cancel loading due to TF disband' BUG is a real pain [:@]
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Oldguard1970
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RE: Loading Bugs

Post by Oldguard1970 »

Is there a good way to ensure that the toops loaded on a transport can unload in one phase?
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"For amphibious assaults I would use small APs and dedicated amph shipping and only loading what will unload in one turn (phase) for an atoll invasion (to avoid follow-on shock attacks). "
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