A question on load values...

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fumbles
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A question on load values...

Post by fumbles »

I notice that ground units have a load value for AP, AK and LST. When I try to load a unit on an AP I make sure the load value of the AP is greater than the load value of the ground unit yet sometimes part of the unit is left behind, why? Is it the combat ineffective that is left behind or what?
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Feinder
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RE: A question on load values...

Post by Feinder »

It usually tries to reserve about 1/4 of the space for supplies. So if a transport has a capacity of 4000, only about 3000 of it will actually be for transporting troops.

The way to get around that is use the "Load only troops" function. But using the "Load troops" function will actually try to load supplies also.

That being said, yes -sometimes- it will leave behind a fragment of a unit that is all disabled sqauds. It doesn't happen that often, and it's just a matter having to send somebody back for the frament (yes, it's annoyting).

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MarcA
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RE: A question on load values...

Post by MarcA »

ORIGINAL: fumbles

I notice that ground units have a load value for AP, AK and LST. When I try to load a unit on an AP I make sure the load value of the AP is greater than the load value of the ground unit yet sometimes part of the unit is left behind, why? Is it the combat ineffective that is left behind or what?

I have noticed a bug in which it sometimes reports the load requirements incorrectly. The load requirements are reported on the lcu screen, on the load unit screen as well as a 3rd place I forget now. One of these is sometimes in error, being reported as too low. So if in doubt use the larger of those suggested
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tsimmonds
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RE: A question on load values...

Post by tsimmonds »

Another idea would be not to try to cut it so close. All you are doing is making it so it will take longer to load and, most important, unload. Yeah, you are saving a transport or two that you might be able to use for something else this trip, but do you have a shortage of transports?

Don't forget, you will usually be loading up in a large port, and unloading in a much smaller one, or even over a beach. It will take you much longer to unload than it does to load. You need to manage your cargo loading based on what kind of unloading you will be doing.
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fumbles
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RE: A question on load values...

Post by fumbles »

So should I double the amount of transports than what is called for?
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Mike Solli
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RE: A question on load values...

Post by Mike Solli »

Always a good idea.
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Rainer
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RE: A question on load values...

Post by Rainer »

Hi fumbles,
there is another source of confusion.
If you try to load LCUs on barges you will quite often find that remnants have been left behind.
More confusing: you will find sometimes the barges don't even load any troops when they come back to pick up the remnants.
The explanation for this is fairly simple. Barges can't load heavy equipment (like bulldozers or larger guns). This kind of "heavy metal" HAS to be loaded on AKs or APs (check TOE to see the LCU's inventory).
To come back to your original question: be aware there are two values for load values. The first is on the table where all LCUs are listed. This value is ALWAYS too low (say 4500). The second and more accurate value is shown when you click on the LCU. This number is ALWAYS greater and much more accurate (5700 vs 4500 in our example).
To be safe just round up, say 5700 to 6000. That should do the trick.
Best wishes
Rainer

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fumbles
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RE: A question on load values...

Post by fumbles »

Thanks.
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scout1
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RE: A question on load values...

Post by scout1 »

So should I double the amount of transports than what is called for?

3x and the unit will load that turn ....
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acmejeff
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RE: A question on load values...

Post by acmejeff »

From the invasion fleets I have formed up so far I have found that the 1500/3000 capacity APs will load 33% of thier capacity in one turn. For some reason the 4500 capacity AP will only load 22% of its capacity. The 3500/7000 capacity AKs will load 40% of thier capacity in one turn. So, with this in mind I get enough shipping together to load my invasion units. I form a TF for each unit to be loaded meeting the above loading criteria and then merge them afterwards. NEVER load more than one unit at a time as you can get some oddball results. Try not to use more than one ship class per TF. I load supplies on a separate TF and then merge it as well. Then add some firepower and off they go into harms way.

These figures may vary somewhat depending on what size port you are loading in but you can always test it out in the port you are going to use. Save your game. Take one unit and try to load it on a single ship and see what % it loads up to. Do this for each class of ship and you will have your own figures to work with. Now quit the game and reload.

Hope this helps, it has worked well for me in my game.

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pompack
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RE: A question on load values...

Post by pompack »

ORIGINAL: fumbles

So should I double the amount of transports than what is called for?
It depends on what you want to do.

To minimize the number of transports, add 20% to the load cost
To minimize load/unload time, divide load cost by 1000 and use that many TRANSPORTS.

Also, only load one unit per TF. When you have all units loaded, combine the many TFs into one.
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dtravel
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RE: A question on load values...

Post by dtravel »

I recall Mr.Frag once saying that the "Load Costs" displayed are estimates. That the values the player sees are deliberately varied from the actual requirements. You can see this on your own. Check the values of a specific, full strength LCU over the course of several turns. You will see the numbers change from turn to turn (sometimes from view to view during the same turn) even though no elements have been added or lost.
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tsimmonds
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RE: A question on load values...

Post by tsimmonds »

From the invasion fleets I have formed up so far I have found that the 1500/3000 capacity APs will load 33% of thier capacity in one turn. For some reason the 4500 capacity AP will only load 22% of its capacity. The 3500/7000 capacity AKs will load 40% of thier capacity in one turn.
What portion of an LCU may load or unload onto a single transport in a single phase depends solely on the size of the port in the hex. A larger port means more points, a smaller port means fewer points. No port (over the beach) means 200 points. So your loading percentages that you list there will be quite different in a different size port. But at any given location the same number of points will be loaded/unloaded by each transport regardless of its size. There is a table somewhere in the manual that spells out this detail quite nicely.
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