Time to travel?

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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jamesjohns
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Time to travel?

Post by jamesjohns »

Is there a way to determine how long it will take a naval task force to sail from one location to another? I know I can look at moves per turn and calculate total distance using a calculator. But is this information displayed somewhere on the task force screen or elsewhere by the computer for me to see?
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btd64
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RE: Time to travel?

Post by btd64 »

I haven't seen it broken down into days before. Always did the math....GP
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dcpollay
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RE: Time to travel?

Post by dcpollay »

It's hard to tell an accurate time, because the transit path and speed can be affected by a number of things, such as maneuvering to avoid subs or enemy forces.
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geofflambert
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RE: Time to travel?

Post by geofflambert »

ORIGINAL: Colonel Mustard

It's hard to tell an accurate time, because the transit path and speed can be affected by a number of things, such as maneuvering to avoid subs or enemy forces.

and heavy seas

oaltinyay
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RE: Time to travel?

Post by oaltinyay »

sometimes they never arrive...
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BBfanboy
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RE: Time to travel?

Post by BBfanboy »

ORIGINAL: jamesjohns

Is there a way to determine how long it will take a naval task force to sail from one location to another? I know I can look at moves per turn and calculate total distance using a calculator. But is this information displayed somewhere on the task force screen or elsewhere by the computer for me to see?
A calculator should not be required. The TF screen shows the distance in hexes to destination in the top left area, so if you know the number of hexes traveled per turn you can easily divide in your head. I use the TF move radius rings to show the hexes traveled per phase - (distance to the inner ring of the move radius) and double it.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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geofflambert
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RE: Time to travel?

Post by geofflambert »

I have a friend who is a CPA and also a CFO of a not too small company. He likes to leave 20% tips at restaurants. He used to have to get out a calculator to determine the tip. Nowadays he needs to have cataract removal and can't do that so he has one of his kids calculate it (if they are present). Me, I just move the decimal one place and double the result. What's so hard about that?

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dcpollay
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RE: Time to travel?

Post by dcpollay »

ORIGINAL: geofflambert

ORIGINAL: Colonel Mustard

It's hard to tell an accurate time, because the transit path and speed can be affected by a number of things, such as maneuvering to avoid subs or enemy forces.

and heavy seas
I was going to mention weather, then decided I didn't really know if that affected speed or course. I guess I got tipped off here.
"It's all according to how your boogaloo situation stands, you understand."

Formerly known as Colonel Mustard, before I got Slitherine Syndrome.
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rustysi
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RE: Time to travel?

Post by rustysi »

ORIGINAL: Colonel Mustard

It's hard to tell an accurate time, because the transit path and speed can be affected by a number of things, such as maneuvering to avoid subs or enemy forces.

Don't know if weather has an effect, but it makes sense. Another thing not mentioned here is if ships require in route refueling. As in the legs of the escort are too short to make the trip. Will slow the TF down when they refuel.
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RagingKrikkit
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RE: Time to travel?

Post by RagingKrikkit »

Short version: assuming no other issues, days=hexes to travel/(TF speed in hexes*2)
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BBfanboy
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RE: Time to travel?

Post by BBfanboy »

ORIGINAL: RagingKrikkit

Short version: assuming no other issues, days=hexes to travel/(TF speed in hexes*2)
the *2 applies if you are using the inner range circle hex count because that is one phase (12 hours).
If you are using the TF cruise speed X24hours/40 nm that is one entire day's travel - and for that you might want a calculator.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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RagingKrikkit
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RE: Time to travel?

Post by RagingKrikkit »

ORIGINAL: BBfanboy

ORIGINAL: RagingKrikkit

Short version: assuming no other issues, days=hexes to travel/(TF speed in hexes*2)
the *2 applies if you are using the inner range circle hex count because that is one phase (12 hours).
If you are using the TF cruise speed X24hours/40 nm that is one entire day's travel - and for that you might want a calculator.

That's at mission speed, right? What I meant was that the TF speed line lists speed as [Max Kts]/[Cruise Kts] (Max Hex/Cruise Hex) when at mission speed. Altering to cruise or max will change the whole line to that speed, while mission will default to cruise unless circumstances warrant (things like retreating, sprinting to a target under cover of night, intercepting a hostile TF, etc.)
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BBfanboy
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RE: Time to travel?

Post by BBfanboy »

There are really only two speeds -cruise and full.
Mission speed is a setting that has the ship normally travel at cruise speed but able to use full speed if it needs to (e.g. when an enemy SCTF is sighted nearby).

The AI will decide when and for how long to use the full speed. There are heavy penalties in fuel usage and sometimes damage to systems and engines when you use Full Speed setting.

So base your travel calculations on the lowest advertised cruise speed of any of the ships in the TF.
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Alfred
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RE: Time to travel?

Post by Alfred »

ORIGINAL: RagingKrikkit

Short version: assuming no other issues, days=hexes to travel/(TF speed in hexes*2)

Correct.

Alfred
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RE: Time to travel?

Post by Alfred »

ORIGINAL: Colonel Mustard

ORIGINAL: geofflambert

ORIGINAL: Colonel Mustard

It's hard to tell an accurate time, because the transit path and speed can be affected by a number of things, such as maneuvering to avoid subs or enemy forces.

and heavy seas
I was going to mention weather, then decided I didn't really know if that affected speed or course. I guess I got tipped off here.

There is no sea state condition in AE. Weather is represented only by atmospherics.

Weather has neither direct impact on sea travel time in AE nor in AI determined course. Travelling in a Cold Zone (a fixed climatic zone) inflicts double the normal operational system damage than normal. The greater the operational system damage incurred whether from a climatic zone, or speed mode adopted, or fuel status, the greater the reduction in TF speed.

Alfred
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RE: Time to travel?

Post by Alfred »

ORIGINAL: BBfanboy

There are really only two speeds -cruise and full.
Mission speed is a setting that has the ship normally travel at cruise speed but able to use full speed if it needs to (e.g. when an enemy SCTF is sighted nearby).

The AI will decide when and for how long to use the full speed. There are heavy penalties in fuel usage and sometimes damage to systems and engines when you use Full Speed setting.

So base your travel calculations on the lowest advertised cruise speed of any of the ships in the TF.

The Task Force screen already shows what is the average hex distance which will be traversed each 12 hour phase based on the selected speed mode.

Set to "Mission" speed mode, it is only a rare occurrence that the TF will move to "full" speed. This acceleration mainly occurs for a Bombardment or Fast Transport TF, both of which stand off their target at full speed calculation.

Alfred
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