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Ship repairs

Posted: Thu Jul 30, 2009 6:47 am
by Speedysteve
Hi all,

In short the Shipyard is still the best for repairing and preventing heavily damaged ships from sinking?

In terms of Repair ships - I've noticed ports will allow you to place unlimited ships for repair with repair ships? I assume though a repair ship can only work on 1 ship at a time? Also how dies it assign them? Say I have an ARD and an AR would they both work on a heavily damaged ship if I selected Repair Ship as the type?

Thirdly Pierside - I've noticed that you can put unlimited ships into Pierside repair. Is this the case? Or is there a limit based on something?

Lastly - prioitising a ship repair - if I say prioritised a badly damaged BB over 2 other heavily damaged BB's in Shipyard repair would the others receive no repair at all?

RE: Ship repairs

Posted: Thu Jul 30, 2009 8:39 am
by Don Bowen
ORIGINAL: Speedy

Hi all,

In short the Shipyard is still the best for repairing and preventing heavily damaged ships from sinking?

In terms of Repair ships - I've noticed ports will allow you to place unlimited ships for repair with repair ships? I assume though a repair ship can only work on 1 ship at a time? Also how dies it assign them? Say I have an ARD and an AR would they both work on a heavily damaged ship if I selected Repair Ship as the type?

Thirdly Pierside - I've noticed that you can put unlimited ships into Pierside repair. Is this the case? Or is there a limit based on something?

Lastly - prioitising a ship repair - if I say prioritised a badly damaged BB over 2 other heavily damaged BB's in Shipyard repair would the others receive no repair at all?

First, for all repair methods you can assign more ships than the facilities can handle. The repair processor will queue them up and work on them, based on priorities that you define or ones it uses by default (basically, big ships first).

If you prioritize a given ship it gets more repair but uses more of the available repair ability. It think the factors are in the manual. Anyway, if there is anything left after the high priority ship gets its cut, other ships can get some too.

RE: Ship repairs

Posted: Thu Jul 30, 2009 8:42 am
by John Lansford
On Turn One I decided to put both Warspite and Colorado in to Seattle's shipyard since it had a 200,000 ton capacity and I wanted them fixed quickly.  Colorado went in first, and generated a 19 day turnaround time.  Then I put Warspite in, and Colorado's repair time jumped up to 25 days.
 
The two ships together weren't anywhere close to Seattle's capacity, so why did Colorado jump up in time just because Warspite was in the shipyard at the same time?

RE: Ship repairs

Posted: Thu Jul 30, 2009 8:47 am
by Speedysteve
Thanks Don.
 
How does Pierside work though? As I can't see in the manual that any limit is applied to the number of ships allowed for Pierside repair? For Repair how do you know how many Ops points will be used on a particular ship?

RE: Ship repairs

Posted: Thu Jul 30, 2009 8:48 am
by Terminus
Pierside is linked to the port's docking capacity. If you can tie up any more ships alongside, you can repair them.

RE: Ship repairs

Posted: Thu Jul 30, 2009 9:01 am
by Don Bowen
ORIGINAL: Speedy

Thanks Don.

How does Pierside work though? As I can't see in the manual that any limit is applied to the number of ships allowed for Pierside repair? For Repair how do you know how many Ops points will be used on a particular ship?

Repair "ops points" used for each repair method depend on the type and amount of damage being repaired. Number of available ops points available for pierside depends on size of port.

RE: Ship repairs

Posted: Thu Jul 30, 2009 9:04 am
by Don Bowen
ORIGINAL: John Lansford

On Turn One I decided to put both Warspite and Colorado in to Seattle's shipyard since it had a 200,000 ton capacity and I wanted them fixed quickly.  Colorado went in first, and generated a 19 day turnaround time.  Then I put Warspite in, and Colorado's repair time jumped up to 25 days.

The two ships together weren't anywhere close to Seattle's capacity, so why did Colorado jump up in time just because Warspite was in the shipyard at the same time?

If a shipyard is under-utilized it will assign unused resources to the ships in the yard. More ships = extra resources spread thinner.

The repair processor makes a lot of decisions and attempts to do the best job it can. You don't have to minutely control the details unless you want to.

RE: Ship repairs

Posted: Thu Jul 30, 2009 9:14 am
by Speedysteve
ORIGINAL: Terminus

Pierside is linked to the port's docking capacity. If you can tie up any more ships alongside, you can repair them.

So if it lets me add ships to pierside there's room?

RE: Ship repairs

Posted: Thu Jul 30, 2009 9:16 am
by Speedysteve
ORIGINAL: Don Bowen

ORIGINAL: John Lansford

On Turn One I decided to put both Warspite and Colorado in to Seattle's shipyard since it had a 200,000 ton capacity and I wanted them fixed quickly.  Colorado went in first, and generated a 19 day turnaround time.  Then I put Warspite in, and Colorado's repair time jumped up to 25 days.

The two ships together weren't anywhere close to Seattle's capacity, so why did Colorado jump up in time just because Warspite was in the shipyard at the same time?

If a shipyard is under-utilized it will assign unused resources to the ships in the yard. More ships = extra resources spread thinner.

The repair processor makes a lot of decisions and attempts to do the best job it can. You don't have to minutely control the details unless you want to.

Interesting. So if I just left it ships would be assigned automatically?

RE: Ship repairs

Posted: Thu Jul 30, 2009 9:22 am
by John Lansford
I've noticed that badly damaged ships reaching a port are automatically put in the repair list.  Renown staggered into Singapore with 80 Flotation damage and when I looked in the port listing she wasn't there.  I panicked thinking she sank at the harbor entrance but when I checked the repair routine there she was.
 
Re: Warspite/Colorado; I figured since both ships combined weren't anywhere near the shipyard's capacity that adding another ship (both at normal repair rate) would not change the estimated time to completion for either one.  If one was at high or critical priority I can see the times changing, but with both of them at normal?

RE: Ship repairs

Posted: Thu Jul 30, 2009 9:34 am
by Don Bowen
ORIGINAL: John Lansford

I've noticed that badly damaged ships reaching a port are automatically put in the repair list.  Renown staggered into Singapore with 80 Flotation damage and when I looked in the port listing she wasn't there.  I panicked thinking she sank at the harbor entrance but when I checked the repair routine there she was.

I'll look.

RE: Ship repairs

Posted: Thu Jul 30, 2009 9:36 am
by Don Bowen

1. If there are LESS ships assigned to a repair method than the repair method's capacity, the repair method will speed up repairs on those ships by assigning the left over resource. I think this is all methods but it is in shipyards for sure.

2. If there are MORE ships assigned to a repair method it will process what it can each turn and queue up the rest.


RE: Ship repairs

Posted: Thu Jul 30, 2009 9:58 am
by John Lansford
So if there's only one ship to work on in a shipyard it gets their full attention, and additional ships force them to divert resources to the others; is that how it works?  I figured if there were two 32,000 ton ships in a 200,000 ton capacity shipyard that BOTH could get the shipyard's full attention without hurting the schedule of either one.

RE: Ship repairs

Posted: Thu Jul 30, 2009 10:06 am
by Barb
Say you have 1000 workers in the port. Damaged ship limp in. You surely cannot appoint all those workers aboard!! But say 600 of them could work on it. Other 400 play cards in barracks.... 2nd damaged ships got in. Well you will split those 1000 workers to 500 and 500.

RE: Ship repairs

Posted: Thu Jul 30, 2009 10:37 am
by Andrew Brown
ORIGINAL: John Lansford

So if there's only one ship to work on in a shipyard it gets their full attention, and additional ships force them to divert resources to the others; is that how it works?  I figured if there were two 32,000 ton ships in a 200,000 ton capacity shipyard that BOTH could get the shipyard's full attention without hurting the schedule of either one.

The limitation of a repair shipyard is not just physical size, but workers. Thik of it this way: if a large repair yard has only one ship present, taking up one third of the yard space, that doesn't mean that only one third of the workers work on that ship, while the other two thirds sit around playing cards. They would all pitch in to their maximum capability. Later, if a second ship comes in, the workers would divide their efforts accordingly.

That is the way I see it anyway.

Andrew

RE: Ship repairs

Posted: Thu Jul 30, 2009 10:38 am
by Andrew Brown
ORIGINAL: Barb

Say you have 1000 workers in the port. Damaged ship limp in. You surely cannot appoint all those workers aboard!! But say 600 of them could work on it. Other 400 play cards in barracks.... 2nd damaged ships got in. Well you will split those 1000 workers to 500 and 500.

You beat me with the "playing cards" line! [:)]


RE: Ship repairs

Posted: Thu Jul 30, 2009 10:40 am
by Don Bowen
ORIGINAL: Barb

Say you have 1000 workers in the port. Damaged ship limp in. You surely cannot appoint all those workers aboard!! But say 600 of them could work on it. Other 400 play cards in barracks.... 2nd damaged ships got in. Well you will split those 1000 workers to 500 and 500.

Much too detail. We're surely not going to count workers and we have no data to support the result if we did. Repair facilities have differing levels of repair based on player-set priorities and Repair Processor calculated "spare" capacity. It there is spare, the processor will use it as best it can. More spare = faster repair, more ships = spare capacity spread thinner.

If you want to equate this to real shipyard processing: the repair shops have more time to work on parts for each ship, cranes are available when needed and not busy elsewhere. Welders are standing by on call. The lunch wagon puts on extra hot coffee.

Best I can do.

RE: Ship repairs

Posted: Thu Jul 30, 2009 11:59 am
by dr. smith
Semi-related: if  a ship is doing Pierside repair, wouldn't that impact Cargo on/offloading ability?  i.e. smoking hulk taking up pier space.

After filling Shipyard to capacity, assigned ship to Pierside repair, checked Port, still said nobody docked on pier.

RE: Ship repairs

Posted: Thu Jul 30, 2009 12:13 pm
by JWE
ORIGINAL: dr. smith
Semi-related: if  a ship is doing Pierside repair, wouldn't that impact Cargo on/offloading ability?  i.e. smoking hulk taking up pier space.

After filling Shipyard to capacity, assigned ship to Pierside repair, checked Port, still said nobody docked on pier.
Technically, they should take up some dock space. But doing that would have made it way too extreme. So, they don't. It's basically a dock freebie.

Think of it as maybe 'service' docks, or tied to a mooring with floating repair lighters, or hard up by a mole, something like that.

RE: Ship repairs

Posted: Thu Jul 30, 2009 12:19 pm
by DrewMatrix
I thought the repair routine was excellent. And more than that I thought the interface was excellent. I can see what efffect adding another ship to shipyard or pierside will have on the whole flow of repairs to all ships. This visibility (I guess "having the guy running the repair yard give you an estimate of turnaround time) made things a lot easier to understand. I wouldn't have wanted to set up 6 games and test repairing different ways to learn by doing.