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Re: Naval Support - too abstracted?
Posted: Fri Feb 16, 2024 9:00 pm
by anarchyintheuk
You get what you asked for even if it's not what you wanted.
Re: Naval Support - too abstracted?
Posted: Fri Feb 16, 2024 9:10 pm
by Arkham
anarchyintheuk wrote: Fri Feb 16, 2024 9:00 pm
You get what you asked for even if it's not what you wanted.
Yeah, that was another type of 'naval support' o_O
Re: Naval Support - too abstracted?
Posted: Fri Feb 16, 2024 10:09 pm
by RangerJoe
Arkham wrote: Fri Feb 16, 2024 7:16 pm
Yaab wrote: Fri Feb 16, 2024 4:56 pm
RangerJoe wrote: Fri Jan 19, 2024 12:35 pm
Are you implying that the men in the naval squads are disassembled and have to have their arms and legs attached like the crated aircraft have their wings. propellers, and other parts removed? The naval support squads are men, they are not equipment like cranes, forklifts, or other needed things like cargo nets. The equipment like the cranes, forklifts, cargo nets and other equipment is represented by the port size which also represents the inherent repair facilities available at the base so a player does not have to build things like machine shops, welding shops, plumbing shops, vehicle repair shops and so on to repair the cranes and other equipment represented by the port facilities. The port size would also include the lighters, barges, and other small craft.
You see, if you put a big USN BF with 500 Naval Support on an island with port level 0, you get:
- nothing in loading/unloading ships as the port total turnover is just 100 supply points per turn.
- a whopping 2500 rearm level which lets you reload 12inch shells (1000lb each) with no cranes, forklifts etc. Similar rearm level you normally achieve with port level 7 when ther is 0 naval support present. Yet, those naval support men can somehow load those shells on heavy CAs and BBs
I unthinkingly did a google search for 'muscular navy men' to post something here as a gag. I need to grab some eye-bleach now instead.
What you need to do is look up how Archimedes moved a fully loaded ship smoothly across the ground . . .
"Archimedes chose for his demonstration a three-masted merchantman of the royal fleet, which had been hauledashore with immense labour by a large gang of men, and he proceeded to have the ship loaded with her usual freight and embarked a large number of passengers. He then seated himself at some distance away and without using any noticeable force, but merely exerting traction with his hand through a complex system of pulleys, he drew the vessel towards him with as smooth and even a motion as if she were gliding through the water."
https://www.hellenicaworld.com/Greece/T ... cusia.html
Re: Naval Support - too abstracted?
Posted: Sat Feb 17, 2024 4:56 pm
by Yaab
OK, now I get it.
Naval support squads (men) land with their tools on a completely undeveloped island. With their tools and knowledge they create temporary ad-hoc devices that help load/unload/rearm ships. Those devices do not change port level - they are not permanent infrastructure. Once the naval support squads leave the island, the port level remains 0.
And since port level 0 have 100 supply point limit, thse naval squads would probably reload i.e two turrets per day. (formula, manual p. 284)
Re: Naval Support - too abstracted?
Posted: Sat Feb 17, 2024 5:13 pm
by BBfanboy
IIRC, the 100 points of supply limit is how much can be unloaded each phase from an amphib loaded ship. I think the supply stockpile limit is in the low 1000s.
Re: Naval Support - too abstracted?
Posted: Sun Feb 18, 2024 12:35 am
by bradfordkay
A size 0 port with size 0 airfield can still hold a total of 5000 supply and 1000 fuel.
Re: Naval Support - too abstracted?
Posted: Sun Feb 18, 2024 8:43 am
by Sardaukar
DaBabes and some other mods makes distiction between stevedores and NS that also helps to repair. Adds bit of realism.
Re: Naval Support - too abstracted?
Posted: Sun Feb 18, 2024 8:54 am
by Yaab
True, but unit screens lack any identification which devices have Shore Party capability which makes identifying them a major PITA. You have to keep a reference sheet. Plus, when you have many BF units in one base like PH it gets even more tiresome to find units with SP devices. Nice idea, so-so execution.
Just put some sign ( i.e "/" or "~") next to a device to denote its Shore Party capability.