That was a test of the new Japanese pop-up torpedo...it closes in to the target then pops up out of the water and slams down on the deck. I call this test a resounding success!!
Here's the blurb from Alfred's post that details the Weapon Repair stuff:
7. Cost of Repairs
Ship repairs are paid for in the currency of “repair points”. The actual amount it will cost in “repair points” to effect a repair is dependent on whether it is a WR or an IR. Accordingly I separate “weapon repair point” (“WRP”) from “integrity repair point” (“IRP”).
For weapons, the actual cost in WRP is dependent on the type of weapon which needs to be repaired. A sliding scale cost is applicable to guns, all other weapon types have a fixed cost dependent on weapon type. These costs are detailed in table A.
Table A: Weapon Repair Costs
Rockets (all types) cost 50 WRP
Radars and ASW detectors cost 90 WRP
Mines and Torpedoes cost 120 WRP
Guns cost WRP equal to the effect value of the gun
Exemplar A: the 16in/50 Mk 7 gun has an effect of 2700, hence the cost in WRP = 2700. The WRP cost to repair a 20mm Oerlikon AA gun is 15.
As can be seen, the WRP cost for weapons is quite easy to determine in advance. Repairing guns (which are all other weapons other than rockets, radars/ASW detectors, mines and torpedoes) is slightly more complicated in as much the repair bill is affected by the size of the gun, represented by the effect of the gun. Bigger guns consume more WRP. Full details of the effect of each gun are found in the “in game” ship database (short cut key <V>).
All IR have a fixed cost of 100 IRP to remove 1 POD. Thus if a ship has 12 flotation, 6 engine and 9 system damage, it has a total of 27 POD and therefore the total number of IRP needed to fully repair the ship will be 2700.
In terms of IRP costs, repairing “major” damage is not more expensive than repairing “normal” damage. You still need 100 IRP to remove 1 major POD. However the conditions to be met for the repair of “major” POD is much more restrictive than those for repairing “normal” POD. Section 11 deals with the expertise needed to remove “major” damage.
8. Weapon Repair Point Sources
WRP are generated by only three sources:
These WRP are generated at a different rate than IRP are generated. Hence it is possible for a ship to have all of its IR damage repaired but still have its weapons unrepaired because the IR were effected at a location which lacked suitable facilities for WR.
It is very important to realise that WRP do not accumulate over turns. There is no WRP stockpile. A weapon will not be repaired if the ship has been sent to a WRP source which each turn generates fewer WRP than the amount needed to repair the weapon.
Table B: WRP generated by shipyards, ports and tenders for weapon repairs
(Shipyard size x 20) [NB: there is a maximum cap of 300 on shipyard size]
(Tenders generate a fixed 250 WRP)
(Port size x 25)
Exemplar B: As seen in table A, the WRP cost to repair a single 16in/50 Mk 7 gun is 2700. Only a shipyard sized 135 will generate sufficient WRP in a turn to repair a single 16in/50 Mk 7 gun. If the damaged weapon were instead a torpedo which requires only 120 WRP, the repair could be effected at a shipyard sized 6 or alternatively by an appropriate tender for the type of vessel or alternatively at a port sized 5.
Note the WRP listed in table B are from undamaged facilities. A shipyard sized 10 which generates 200 WRP if undamaged, will only generate 100 WRP if the shipyard is 50% damaged. A port sized 4 which is 75% damaged will generate only 25 WRP instead of the 100 WRP it would generate if not damaged.
Tracker says the Effect of the 8in/50 Mk VIII is 256, which seems pretty low, I'd think Brisbane would have enough WRP between the SY and the Port to get that much. :(
Good luck with the repair. Rest assured there will be only minimal attempts by IJN Submarines to intercept her on her way to Sydney!
"La Garde meurt, elle ne se rend pas!"