Ship Repair 101 Guide

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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bigred
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RE: Ship Repair 101 Guide

Post by bigred »

bump
---bigred---

IJ Production mistakes--
tm.asp?m=2597400
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n01487477
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RE: Ship Repair 101 Guide

Post by n01487477 »

Just trying to work out a better repair scheme for Tracker but also came up with a problem in my recent game ...

Any thoughts why ??
Also Alfred didn't elude to ...

Damaged ships are evaluated for repair, based on their “tonnage”, as well as the extent and
“type” of damage.


And for clarity ...

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.


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Bullwinkle58
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RE: Ship Repair 101 Guide

Post by Bullwinkle58 »

If I get a vote, please don't change the Tracker ship repair reports. They are perfect now!

As for Yamato, what is the question?
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LoBaron
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RE: Ship Repair 101 Guide

Post by LoBaron »

I guess Damian´s question is why Yamato stopped repairing completely when switching repair mode from readiness to shipyard on turn 232.

Don´t really have an explanation for this either.

She is the only ship in that mode, and Kure naval yard provides enough WRP and IRP to replace the weapon and repair major damage.

Heres a vary vague attempt at solving the riddle:
Is it possible that a repair yard requires 20k supplies to replace devices? Then this could be the result of the engine attempting to
replace the weapon first, and in failing it stops doing anything else. I am most probably wrong though...

Edit: skip the above attempt, not plausable...

Just calculated est. repair time / Total POD. Result is a bit over 5 days per repair point, so could even be a coincidence that it did not
repair a single POD during those 6 days...

Looking forward to an explanation from the pros. [:)]
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Don Bowen
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RE: Ship Repair 101 Guide

Post by Don Bowen »


When the ship went from Readiness to Shipyard repairs on major damage began. Major damage is much harder to repair. Note the Repair points in the first screen (79%). I would guesstimate that another day or two would show repair of one point of major flood damage.

Weapons repair does not directly interfere with other repairs, except that it might consume repair resources. Weapons not being repaired would not impede other repairs in any way. No supplies are consumed in weapons repair.
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Bullwinkle58
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RE: Ship Repair 101 Guide

Post by Bullwinkle58 »

I thought that was his question, but wasn't sure. I saw the 79%.

I think of BBs as "repair dense." I have had three in the EC shipyard, the biggest in the game, at once and not had any do a point of repair for up to four days. One of the hardest lessons to learn for me has been to leave two at the pier to plug away at system, no matter how slow, and let the points accumulate on one at a time for the major damage in the drydock.
The Moose
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LoBaron
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RE: Ship Repair 101 Guide

Post by LoBaron »

Was beginning to suspect that, thanks to both of you for confirming!

Stupid question regarding repair points: 79% simply states that 79% the repairyard-generated IRPs are used, correct? Or is that more complicated and includes WRPs
and naval support squads at the base as well?
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Don Bowen
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RE: Ship Repair 101 Guide

Post by Don Bowen »


It means the ship is 79% of the way to having one damage point repaired.
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n01487477
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RE: Ship Repair 101 Guide

Post by n01487477 »

Yes, unusual for me to not make myself clear on the question...You are right, I was wondering why it hasn't repaired a point and then I checked my saves and the last two days repairs remain at the same percentage... of 79%. Now, I'm not suggesting bug here until my next turn comes through - but there is no logical reason for this.

Anyway, I'm a "curious" guy (not in the sense of British vernacular)and usually test all this stuff myself ... so I'll report back in this thread and hopefully Alfred will take some of my results and refine his very will done guide. I'm not intending on changing the Tracker repair reports but I am looking at more detailed info in the repair screen.

1. Tonnage does matter - taking tonnage away from Yamato reduces the repair est. With the current set up placed into my Truk Is. sandbox) I can manipulate the numbers and see the output quickly...
- With everything constant so far 1000 tonne = 2 days variability.

Now, to test this with other variables such as port, yard size, etc to make a better equation.
2. Repair yard size seems to affect the repair estimate in an unexpected way. I went down from 100 to 70 with no effect (I have Yamato at 15K tonnage), then at 60 a drop in repair estimate... now, that needs to be explored more.
3. Port size has not so far affected the repair estimate.(size 9 -> 6)
4. Major Damage and minor damage impinge on the repair estimate, and I would contend are treated differently.

I guess what I need to do is set a real test over a number of turns and crunch the numbers more ...

I'll post my results when I've finished.


Thanks for the posts and the PM ...

Cheers

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n01487477
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RE: Ship Repair 101 Guide

Post by n01487477 »

Other information I have gleaned from my testing so far:-

Each ship's Pt's needed are defined by their tonnage and maybe to some small extent their durability.

eg. Take the Yamato. Actual points needed per repair = 1,333 . So, (67,128 tonnes)*2 = 134,256/100 = 1342 (the 9 pts diff are attributed to something else which I haven't determined yet - I suspect durability or devices)

This is not affected by the amount of damage.
Easy to replicate all you need to do is check for yourself with the same ship with different damage. Pts remain the same.

AE repairs work by changing the amount of points the shipyard repairs each turn. This can be affected by shipyard size(see a), the amount of damage(b) and what damage is being repaired(c)
a. There are no differences in repair pts generated by different sized repair yards. You need to double the Repair yard to the tonnage of the repaired ship to see any substantial difference. A tripling will give no substantial difference. This is something I wish to take up with MichaelM - I would think there should be a graduated benefit here.
b. Higher levels of damage affect the repair points generated. I could pull out the data from the following tracker screenshot but I'll leave that for my Econ101 doc.
c. Sys / Eng / Float have different multipliers for repair points generated.

AE repairs also seem to be affected by engineers at base - still testing this proposition though
I was testing an Allied BB and Japanese BB of same specs and I saw a very small difference ... I don't believe the algorithm is skewed for the allies, the only diff was engineers at base. I'll get back about this.

There is other information I have gotten - but I'll leave that for another day.

edit: for ppl with a slow internet connection ... there is a picture loading below
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DanSez
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RE: Ship Repair 101 Guide

Post by DanSez »

Bump due to recent reference to this excellent explanation on repair.
Also a side note - the link above (post 72 - CaptDave) to the AE Wiki page just comes up as a blank page for me.

Thanks for breaking this stuff out. It really helps.

The Commander's job is to orchestrate and direct the three major dimensions of combat - space, time and force. Shattered Sword, the Untold Story of the Battle of Midway
CaptDave
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RE: Ship Repair 101 Guide

Post by CaptDave »

Hmm... I just checked the Wiki link, and it's working fine for me (my editing rights seem to have changed slightly since I first started adding to it, but it's still displaying correctly). Anybody else having any problems with it?
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zuluhour
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RE: Ship Repair 101 Guide

Post by zuluhour »

thank you
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nashvillen
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RE: Ship Repair 101 Guide

Post by nashvillen »

Wiki works fine for me. If you haven't read this thread, go back to post 1 and do so!
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geofflambert
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RE: Ship Repair 101 Guide

Post by geofflambert »

This thread's expiration is (was) about January of 2015, I'm posting (before I forget) just to extend that by three months

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cohimbra
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RE: Ship Repair 101 Guide

Post by cohimbra »

BUMP!
wegman58
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RE: Ship Repair 101 Guide

Post by wegman58 »

I think this needs to get stickied.
Bill Goin
LeeChard
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RE: Ship Repair 101 Guide

Post by LeeChard »

ORIGINAL: wegman58

I think this needs to get stickied.
+1
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Yaab
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RE: Ship Repair 101 Guide

Post by Yaab »

No, it is the repair ship thread, it should be glued and taped.
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zuluhour
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RE: Ship Repair 101 Guide

Post by zuluhour »

Always impressed by this "simulation". .....  Alfred, thank you for your tutelage during my formative months and continued value added expertise. I think one reason I can't put it down has to do with how often the game has opened new doors for me in regards to the mechanics as well as the history and geography of the other half of the globe. I never surfed or googled much until I started my first PBEM. I almost wrote PBM. lol. That was a long time ago, Panzer Blitz in '74 maybe.

ps. Anyone ever play PBSL? (play by school library) ie. die rolls at lunch.
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