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Using ARDs - 4/6/2012 5:19:54 PM   
hbrsvl

 

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Hi-Scen.9, 5/14/43, Allies, v ...r9. What is best use for ARDs? My first one has just departed Victoria for Midway. I have 2 OBBs- West Virginia and California still in PH. The float damage is 63 and 62(both in the red). One has 0 sys damage, the other in the 30s. Estimated repair time is 507 for W.Va, 476 for Calif.

After reading 14.2, I understand that ARDs can repair major Float damage. I'd really like to get these BBs to the US mainland. Should I send the ARD to Pearl?

Comments, please.

Thanks, Hugh Browne
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RE: Using ARDs - 4/6/2012 5:27:31 PM   
Sardaukar


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ARD can repair smaller amounts of major float dmg, but note that only ships whose tonnage is smaller than ARD capacity will fit in. So most are best for emergency repairs for smaller ships. Most ARDs cannot take BB. And PH has repair yard, so ARD would be bit pointless there.

You can make pretty good forward sub base in Midway or in Aleutians (I think Adak I. can be built up to lvl 7 port or so) by getting ARD, AR and AS into same base.

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RE: Using ARDs - 4/7/2012 3:00:32 AM   
jmalter

 

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quote:

ORIGINAL: Sardaukar
You can make pretty good forward sub base in Midway or in Aleutians (I think Adak I. can be built up to lvl 7 port or so) by getting ARD, AR and AS into same base.

took awhile, but i managed to withdraw the small Dutch ARDs to small ports in North Oz, along w/ some repair ships & float-plane support. now i've got functioning sub-bases & a reasonable DEW-line of patrol-plane bases, out of range from air-attack (until the AI finishes reducing Sumatra).

took me awhile to figure out ARDs, they just need to be disbanded in a supplied port in order to lend their float-repair ability to any ship (smaller than the ARD's capacity) that needs it.

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RE: Using ARDs - 4/7/2012 6:09:27 PM   
crsutton


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Behind the lines out of bomber range but close enough for emergency repairs on damaged ships. Larger ports are better. I find them redundant if used in a base with a repair yard. Very useful things for the Allies.

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RE: Using ARDs - 4/8/2012 5:51:26 PM   
hbrsvl

 

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Hi-Thanks to all that answered. A ?. How do the ARDs work? Does the player put a ship into the ARD? If, as one of you stated, you have to disband the ARD TF, how are repairs accomplished?

This ARD has a lift capacity of 55K tons. Can you put 2 or more smaller ship-DD,DE, etc. into the dock at the same time?

Comments, please. Thanks HB

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RE: Using ARDs - 4/8/2012 9:23:16 PM   
John 3rd


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Being too lazy to pull up a current turn, may I ask where one sees the tonnage limit for an ARD?


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RE: Using ARDs - 4/8/2012 11:00:32 PM   
Mundy


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Right in its regular stats screen -- bottom right.

Ed-

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RE: Using ARDs - 4/9/2012 12:51:44 AM   
jmalter

 

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hi HB,
best i can tell, a disbanded ARD automatically lends its repair capability to any disbanded ship in the port that needs its services, up to the limit of its tonnage capacity, if the damaged ship is in pierside or repair-ship mode. there's no way to assign a ship to an ARD, nor does it seem possible to load supply onto it - a suspect its supply cap is only a handy place for 'remembering' its tonnage capacity for game-engine purposes.

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RE: Using ARDs - 4/9/2012 1:45:46 PM   
hbrsvl

 

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jmalter(and all)- Thanks. I'll see if it works the way you mentioned. HB

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RE: Using ARDs - 4/9/2012 3:19:37 PM   
Sardaukar


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And..you can manually assign ships to it from repair screen, since ARD is "Repair ship".

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RE: Using ARDs - 5/25/2016 1:58:58 AM   
John B.


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Old topic but new question. I have an ARD disbanded in a forward base. But, it does not seem to be repairing flotation damage on ships that are well within its lift capacity. When I set the ship repair to repair ship, for example, the repair time is set in red and no flotation damage has been repaired in 14 days or so (ship is at 6 flotation). Am I doing something wrong? The only thing I see is that the ARD has 1 flotation damage itself and 8 systems damage presumably from it's cross sea journey. Do they need to be in perfect shape before they're useful?

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RE: Using ARDs - 5/25/2016 2:32:32 AM   
BBfanboy


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The ship must be IN the dock for the floatation damage to be repaired. And of course, capacity cannot be exceeded so if you already have a ship in the dock ...

EDIT: I see you already tried assigning to "Repair Ship", so do you also have an AR at the base. You might have to use the "manage ships in repair" screen to select the ARD?

Don't know the answer about the ARD damage . Best review Alfred's ship repair guide.

< Message edited by BBfanboy -- 5/25/2016 2:36:58 AM >


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RE: Using ARDs - 5/25/2016 2:36:49 AM   
John B.


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I'm not sure how you put it "in the dock." It only gives me the pierside option when I stand the ship I wish to repair down. It does not give me repair ship or drydock or ARD as an option.

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RE: Using ARDs - 5/25/2016 2:40:48 AM   
BBfanboy


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quote:

ORIGINAL: John B.

I'm not sure how you put it "in the dock." It only gives me the pierside option when I stand the ship I wish to repair down. It does not give me repair ship or drydock or ARD as an option.

Then the damage to the ARD must be preventing it from functioning.

Here is Alfred's Ship Repair 101 link:

http://www.matrixgames.com/forums/tm.asp?m=2990845

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RE: Using ARDs - 5/25/2016 2:43:49 AM   
nashvillen


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BBfanboy has it. The ARD has to be fully repaired to work.

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RE: Using ARDs - 5/25/2016 1:50:29 PM   
VukyTzar


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I have always loaded my ARDs with supplies... Are supplies required for ARD to repair?

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RE: Using ARDs - 5/25/2016 2:20:40 PM   
John B.


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Perfect. Thanks for all of the tips!

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RE: Using ARDs - 5/25/2016 4:20:03 PM   
BBfanboy


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quote:

ORIGINAL: VukyTzar

I have always loaded my ARDs with supplies... Are supplies required for ARD to repair?

You must be confusing with ADs or AVDs. AR and ARDs cannot load supplies.

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RE: Using ARDs - 5/25/2016 5:51:41 PM   
Admiral DadMan


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Undamaged, disbanded ARD used only for flotation repair on one ship at a time.



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RE: Using ARDs - 5/25/2016 7:35:12 PM   
Bullwinkle58


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The thread eventually got to the right answers.

Additionally, I believe Michael put new code in a recent beta patch to report exactly which ship, by name, is in each ARD when one is in the ARD. Anyway, it's there, and I don't recall it being there before. In aopeationsreport.txt

< Message edited by Bullwinkle58 -- 5/25/2016 7:37:15 PM >


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RE: Using ARDs - 5/25/2016 7:42:36 PM   
Lokasenna


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quote:

ORIGINAL: Bullwinkle58

The thread eventually got to the right answers.

Additionally, I believe Michael put new code in a recent beta patch to report exactly which ship, by name, is in each ARD when one is in the ARD. Anyway, it's there, and I don't recall it being there before. In aopeationsreport.txt


I think it was put in because there were some issues with them even getting used when ships were set to Repair Ship. We also got some info that ARDs will add 100 repair points per turn, but I've noticed in tracking one of my repairing ships that it's gaining more like 125-130 points per turn - so either it's getting assistance from the ship crew, or other factors, in addition to the ARD or the ARD doesn't add just a flat 100 points. I've also noticed that the repair priority matters. On High priority, the ship was only getting around 70 points per turn. On Critical, it's getting the 125.

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RE: Using ARDs - 5/25/2016 8:33:35 PM   
jmalter

 

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Ughfortunately, it ain't possible to assign a specific ship to ARD repair, one must depend on the game-engine's 'repair manager' to do the right thing.

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RE: Using ARDs - 5/25/2016 8:39:17 PM   
Bullwinkle58


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quote:

ORIGINAL: jmalter

Ughfortunately, it ain't possible to assign a specific ship to ARD repair, one must depend on the game-engine's 'repair manager' to do the right thing.


If the port has no ARs, but only an ARD, setting one ship to Repair Ship-type repair should put it in the ARD 100% of the time. When there is an AR, as in some of the Marshalls major bases, I have sometimes put the ARD at a nearby dot hex, and moved ships there one at a time to fix the float, then a hex back to fix the rest pierside. That lets the AR contribute its repair points to the pierside effort without complicating repair manager efforts to figure out what gets the ARD.

< Message edited by Bullwinkle58 -- 5/25/2016 8:46:38 PM >


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RE: Using ARDs - 5/25/2016 8:40:32 PM   
Bullwinkle58


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quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Bullwinkle58

The thread eventually got to the right answers.

Additionally, I believe Michael put new code in a recent beta patch to report exactly which ship, by name, is in each ARD when one is in the ARD. Anyway, it's there, and I don't recall it being there before. In aopeationsreport.txt


I think it was put in because there were some issues with them even getting used when ships were set to Repair Ship. We also got some info that ARDs will add 100 repair points per turn, but I've noticed in tracking one of my repairing ships that it's gaining more like 125-130 points per turn - so either it's getting assistance from the ship crew, or other factors, in addition to the ARD or the ARD doesn't add just a flat 100 points. I've also noticed that the repair priority matters. On High priority, the ship was only getting around 70 points per turn. On Critical, it's getting the 125.


I always set my ARD ships to Critical. Just always have. Haven't noticed any odd point differences, but I don't track them either.

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RE: Using ARDs - 5/25/2016 9:03:39 PM   
Lokasenna


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quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Bullwinkle58

The thread eventually got to the right answers.

Additionally, I believe Michael put new code in a recent beta patch to report exactly which ship, by name, is in each ARD when one is in the ARD. Anyway, it's there, and I don't recall it being there before. In aopeationsreport.txt


I think it was put in because there were some issues with them even getting used when ships were set to Repair Ship. We also got some info that ARDs will add 100 repair points per turn, but I've noticed in tracking one of my repairing ships that it's gaining more like 125-130 points per turn - so either it's getting assistance from the ship crew, or other factors, in addition to the ARD or the ARD doesn't add just a flat 100 points. I've also noticed that the repair priority matters. On High priority, the ship was only getting around 70 points per turn. On Critical, it's getting the 125.


I always set my ARD ships to Critical. Just always have. Haven't noticed any odd point differences, but I don't track them either.


After Michael said the 100 point thing, I got curious because my casual check-ins on the ships under repair didn't seem to point to that being the case.

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RE: Using ARDs - 5/26/2016 12:24:36 AM   
BBfanboy


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quote:

ORIGINAL: Bullwinkle58

quote:

ORIGINAL: jmalter

Ughfortunately, it ain't possible to assign a specific ship to ARD repair, one must depend on the game-engine's 'repair manager' to do the right thing.


If the port has no ARs, but only an ARD, setting one ship to Repair Ship-type repair should put it in the ARD 100% of the time. When there is an AR, as in some of the Marshalls major bases, I have sometimes put the ARD at a nearby dot hex, and moved ships there one at a time to fix the float, then a hex back to fix the rest pierside. That lets the AR contribute its repair points to the pierside effort without complicating repair manager efforts to figure out what gets the ARD.

Great idea Bullwinkle! If I ever get an ARD I will use your method.

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RE: Using ARDs - 5/26/2016 3:01:57 PM   
Bullwinkle58


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quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: Bullwinkle58

quote:

ORIGINAL: jmalter

Ughfortunately, it ain't possible to assign a specific ship to ARD repair, one must depend on the game-engine's 'repair manager' to do the right thing.


If the port has no ARs, but only an ARD, setting one ship to Repair Ship-type repair should put it in the ARD 100% of the time. When there is an AR, as in some of the Marshalls major bases, I have sometimes put the ARD at a nearby dot hex, and moved ships there one at a time to fix the float, then a hex back to fix the rest pierside. That lets the AR contribute its repair points to the pierside effort without complicating repair manager efforts to figure out what gets the ARD.

Great idea Bullwinkle! If I ever get an ARD I will use your method.


To be clear, this was more useful pre-Michael's beta patch fixes on ARD assignment. But it's still an organizational tool if you like tidy.

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RE: Using ARDs - 5/26/2016 4:07:50 PM   
BBfanboy


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I am not running Beta so it will be useful!

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RE: Using ARDs - 5/26/2016 4:13:46 PM   
Lokasenna


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quote:

ORIGINAL: BBfanboy

I am not running Beta so it will be useful!


Not only useful, but it will prevent a bug where your ships won't use the ARD at all.

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RE: Using ARDs - 5/26/2016 4:17:29 PM   
Bullwinkle58


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quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: BBfanboy

I am not running Beta so it will be useful!


Not only useful, but it will prevent a bug where your ships won't use the ARD at all.


Yep. And it's not that easy to notice all the time. The beta is your friend.

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