To take this is a different direction, perhaps our problem lies in capacity not numbers. In WiTP my one PBEM that went into 1945 was a BigB 1.4 game. My discussions with Brian (who is stalking these Forums again these days) revealed that one of the things he did in the mod was to alter capacilites. I don't think this was 100% a work around to make the mod work. I think he felt that ships capacities were overstated.
You have so many ways of looking at tonnage/capacity. The standard seems to be GRT with its each ton = 100 cubic feet of volume. Then there is NRT which is probably a better measure but rarely available. GT is probably of little use.
Perhaps the problem is no more complex than the formula for converting GRT/NRT to AE based cargo capacity is just off. I obviously don't have the methodology that was used, but it really does make sense. Would love to hear from JWE or other people in the know on this matter
Things are very different in AE. GRT/NRT don’t mean a thing. If you look around you will occasionally see a “Bale Cubic” or “Grain Cubic” for a ship. That is its actual, physical, volumetric cargo capacity – how many cubic feet of boxes (bales) can you put in the holds. Grain is the same, but includes filling in all the little nooks and crannies between frames, around supports etc.. Either of these are going to be way different from Register Tons. So .. the numbers in AE have nothing whatever to do with GRT/NRT, so there’s no conversion factor because we didn’t care anything about GRT/NRT.
Since everything in the game is in “Tons” of weight, so is the ship cargo capacity. You can fit 444,000 cu feet of toilet paper in a C2-B, but 444,000 cu feet of steel would sink it. What we tried to do with cargo capacity is use “Cargo Deadweight – Design”. Sometimes, we could get the values directly, sometimes we had to calculate it. Design (not maximum) Deadweight minus fuel, stores, water, people, ‘stuff’, comes pretty close. Average industry breakbulk cargo densities factored against Bale Cubic also comes pretty close.
Totals are also lower than they could be, because values are Design values, not Maximum values. Some ships could “overload” by up to 20 weight % (others only by 7 weight %). It was rather extreme allowing some classes to overload while others couldn’t, so everybody uses Design: one big, happy, consistent family, across the board.