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Riverine Movement

Posted: Wed May 07, 2008 9:56 am
by herwin
Both CHS and RHS use white hexsides (permitting both naval and LCU movement) to model riverine movement and ferries. This works fine as long as the hexside does not correspond to a river or strait. However, when that is the case, LCUs can cross the hexside with no water hexside effects. For AE, you probably need to add a new hexside type--wide river/strait--allowing LCU and limited water vessel movement with the usual effects of a water crossing for LCUs. Either the effect on naval vessels could be the same as for white hexsides, or you could treat wide river hexsides as allowing riverine movement between the hexes on each side of the hexside. This would slow riverine movement down, much like in the game American Civil War, but that's probably accurate. In any case, there would be some programming involved.

RE: Riverine Movement

Posted: Thu May 08, 2008 10:35 am
by Dili
Good idea.

RE: Riverine Movement

Posted: Fri May 09, 2008 2:21 pm
by Andrew Brown
ORIGINAL: herwin

Both CHS and RHS use white hexsides (permitting both naval and LCU movement) to model riverine movement and ferries. This works fine as long as the hexside does not correspond to a river or strait. However, when that is the case, LCUs can cross the hexside with no water hexside effects. For AE, you probably need to add a new hexside type--wide river/strait--allowing LCU and limited water vessel movement with the usual effects of a water crossing for LCUs. Either the effect on naval vessels could be the same as for white hexsides, or you could treat wide river hexsides as allowing riverine movement between the hexes on each side of the hexside. This would slow riverine movement down, much like in the game American Civil War, but that's probably accurate. In any case, there would be some programming involved.

You are right about the difficulty in creating navigable rivers on the current map. It can be tricky to create a navigable river due to the way "white" hexsides work in the game vs river hexsides.

For AE, there is a type of river hexside that retains its "river" effects for LCU combat, but can be crossed by smaller ships. It's pretty much as you describe it, Herwin. This allows navigable rivers to be represented reasonably well.

Andrew

RE: Riverine Movement

Posted: Fri May 09, 2008 4:44 pm
by Dili
If i can ask, how is the ship size determined?

RE: Riverine Movement

Posted: Fri May 09, 2008 6:43 pm
by Don Bowen
ORIGINAL: Dili

If i can ask, how is the ship size determined?

Sure, go ahead (edit: sorry, could not resist)

Ship size is determined by tonnage. AE has added this value specifically to determine size divorced from durability. Everything from river traffic limits to port limits to shipyard limits are based on it.









RE: Riverine Movement

Posted: Fri May 09, 2008 7:55 pm
by witpqs
ORIGINAL: Don Bowen

Ship size is determined by tonnage. AE has added this value specifically to determine size divorced from durability.

Good addition!

[&o]

RE: Riverine Movement

Posted: Sat May 10, 2008 2:30 am
by treespider
ORIGINAL: Dili

If i can ask, how is the ship size determined?

Generally I think they use tape measures.... Of course you can always stand back and hold up a finger and thumb and guesstimate. Sometimes you just can't resist.

RE: Riverine Movement

Posted: Sat May 10, 2008 3:31 pm
by Dili
:) well it was a polite way in case you were resisting to give us all game secrets! Good news about that.

RE: Riverine Movement

Posted: Sat May 10, 2008 11:28 pm
by witpqs
ORIGINAL: treespider

Of course you can always stand back and hold up a finger and thumb and guesstimate.

That would require trigonometry, yes?

RE: Riverine Movement

Posted: Sat May 10, 2008 11:41 pm
by Woos
ORIGINAL: witpqs
That would require trigonometry, yes?
Actually .... No. It's linear.
Cover ship with thumb, measure size of thumb (t) length of arm (a) and distance head (resp. human) to ship (hs) then

size of ship=t*hs/a

RE: Riverine Movement

Posted: Sun May 11, 2008 5:33 pm
by JWE
After all these wonderful witticisms, I feel positively dull, droll, and prosaic.

Since the “tonnage” parameter is used for many different calculations within the AE engine, it was necessary to define certain “adjustments” to a uniform tonnage value. Obviously, one size does not fit all, nor can it given the requirements of the game code.

Warship tonnage is based on listed “standard’ tonnage, with arithmetic adjustments to account for ‘actual trial’ tonnage. Auxiliary tonnages are based on the parameters defined by “US Navy Light”, with arithmetic adjustments to account for external factors, such as Port docking, repair/upgrade/conversion shipyard requirements, economic cost constraints .. etc. Commercial tonnages are based on the parameters defined by “Lloyds/USMC Light”, with arithmetic adjustments to account for external factors, such as Port docking, repair/upgrade/conversion shipyard requirements, economic cost constraints .. etc.

Hope this helps.

John

RE: Riverine Movement

Posted: Sun May 11, 2008 6:26 pm
by witpqs
ORIGINAL: Woos
ORIGINAL: witpqs
That would require trigonometry, yes?
Actually .... No. It's linear.
Cover ship with thumb, measure size of thumb (t) length of arm (a) and distance head (resp. human) to ship (hs) then

size of ship=t*hs/a

Leave it to algebra to ruin a good joke.

RE: Riverine Movement

Posted: Sun May 11, 2008 6:32 pm
by witpqs
ORIGINAL: JWE

After all these wonderful witticisms, I feel positively dull, droll, and prosaic.

Since the “tonnage” parameter is used for many different calculations within the AE engine, it was necessary to define certain “adjustments” to a uniform tonnage value. Obviously, one size does not fit all, nor can it given the requirements of the game code.

Warship tonnage is based on listed “standard’ tonnage, with arithmetic adjustments to account for ‘actual trial’ tonnage. Auxiliary tonnages are based on the parameters defined by “US Navy Light”, with arithmetic adjustments to account for external factors, such as Port docking, repair/upgrade/conversion shipyard requirements, economic cost constraints .. etc. Commercial tonnages are based on the parameters defined by “Lloyds/USMC Light”, with arithmetic adjustments to account for external factors, such as Port docking, repair/upgrade/conversion shipyard requirements, economic cost constraints .. etc.

Hope this helps.

John

John,

Lots of great work there and very much appreciated.

Might it have been easier just to use common tonnage definitions? Like:

- First date tonnage
- Steady girlfriend tonnage
- Fiancee tonnage
- Newlywed tonnage
- Married five years tonnage
- Mother-in-law tonnage

Etc. [:D]

* Any resemblance to real persons alive or dead is purely coincidental. The author denies authoring this and the management denies its existence.

RE: Riverine Movement

Posted: Sun May 11, 2008 6:43 pm
by JWE
ORIGINAL: witpqs
John,

Lots of great work there and very much appreciated.

Might it have been easier just to use common tonnage definitions? Like:

- First date tonnage
- Steady girlfriend tonnage
- Fiancee tonnage
- Newlywed tonnage
- Married five years tonnage
- Mother-in-law tonnage

Etc. [:D]

* Any resemblance to real persons alive or dead is purely coincidental. The author denies authoring this and the management denies its existence.
Oh, definitely, but the "Married five years tonnage" and the "Mother-in-law tonnage" increase so rapidly! Woof!!

RE: Riverine Movement

Posted: Sun May 11, 2008 6:49 pm
by wworld7
ORIGINAL: witpqs

John,

Lots of great work there and very much appreciated.

Might it have been easier just to use common tonnage definitions? Like:

- First date tonnage
- Steady girlfriend tonnage
- Fiancee tonnage
- Newlywed tonnage
- Married five years tonnage
- Mother-in-law tonnage

Etc. [:D]

* Any resemblance to real persons alive or dead is purely coincidental. The author denies authoring this and the management denies its existence.

You forgot the very HEAVY (Money, raw materials, MONEY, sanity, did I say MONEY) ex-wife tonnage

RE: Riverine Movement

Posted: Sun May 11, 2008 8:03 pm
by JWE
ORIGINAL: flipperwasirish

You forgot the very HEAVY (Money, raw materials, MONEY, sanity, did I say MONEY) ex-wife tonnage
Gosh, I forgot about that. Maybe a patch?

John