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Learned Something New about Ship Upgrades

 
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Learned Something New about Ship Upgrades - 12/21/2018 7:58:43 PM   
apbarog


Posts: 2352
Joined: 5/23/2002
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I've had an AS at Pearl Harbor and an AE at San Francisco. Both are overdue for an upgrade, and both have been set to upgrade for days. Neither would do so. They both require at least a size 5 shipyard, and that is satisfied. I couldn't figure out why they wouldn't upgrade.

Then I noticed that they are using 1000 ops points every day. I don't know why that is, as neither is required for operations at these large ports, but both had supply loaded and were using points every day. Apparently this can prevent the ship from upgrading.

I unloaded the supply from the AS and, sure enough, it went into upgrade. I'm in the process of doing the same with the AE.

Tens of thousands of hours playing the game, and still learning.
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RE: Learned Something New about Ship Upgrades - 12/21/2018 9:49:31 PM   
BBfanboy


Posts: 12521
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
I have known for a long time that the ship must be unloaded before the upgrade can start, but just a week or two ago found out that the ship will start self-unloading if the upgrade is set to Yes and it is disbanded with supply still on board.

And then of course once the upgrade starts you can use the "Load Tender" button to put the supply right back on board!

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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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RE: Learned Something New about Ship Upgrades - 12/21/2018 10:57:00 PM   
apbarog


Posts: 2352
Joined: 5/23/2002
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Ah ok. That would explain why the ship was using 1000 Ops points and slowly unloading its supply. I couldn't figure that out. I could see that there were no subs needing the AS or any ships needing rearming from the AE. It was set to not unload, so it was a mystery.

Thanks BBfanboy.

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RE: Learned Something New about Ship Upgrades - 12/22/2018 1:30:45 PM   
Kull


Posts: 1387
Joined: 7/3/2007
From: El Paso, TX
Status: offline
quote:

ORIGINAL: BBfanboy

I have known for a long time that the ship must be unloaded before the upgrade can start, but just a week or two ago found out that the ship will start self-unloading if the upgrade is set to Yes and it is disbanded with supply still on board.

And then of course once the upgrade starts you can use the "Load Tender" button to put the supply right back on board!


That is some smart programming! Cheers to the devs!

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RE: Learned Something New about Ship Upgrades - 12/24/2018 2:04:33 PM   
Macclan5


Posts: 855
Joined: 3/24/2016
From: Toronto Canada
Status: offline
Yes I learned this too albeit with precious AO's !!

Every turn I was 'Loading tenders'. And every turn next they were at less than maximum and draining into Port.

Being somewhat OCD of course (I do love this game) I want my entire flotilla disbanded in port to contain the maximum support supplies every turn LOL

However as I missed a port over a couple turns the AO's went into pier side status and updated solving the conundrum.



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A People that values its privileges above it's principles will soon loose both. Dwight D Eisenhower.

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RE: Learned Something New about Ship Upgrades - 12/26/2018 7:30:43 PM   
Korvar


Posts: 563
Joined: 9/3/2014
Status: offline
I find that one of the (many) areas where Tracker shines is for making preparations for ship upgrades.

At the beginning of any game month, I begin looking at the ship upgrades due next month - looking first at what ships require a certain level of shipyard to upgrade. Then I evaluate how far each ship currently is from an appropriate port/shipyard, and make plans to begin winding them down from operations to begin making the transit in the 2nd and 3rd weeks (depending on distance to port). For any cargo-carrying vessels (including auxiliaries), I put them into temporary Transport TFs in port and set them to unload while docked (if possible) and then to auto-disband in port. For the most part I get a good proportion of available upgrades to fire at the beginning of the month, with the only limitation usually being shipyard capacity. Setting the now-upgrading ships from Shipyard to Pierside repair mode then frees up shipyard capacity for the next batch of ships to begin upgrading on the next turn.

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