My TF wont move

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Gratch1111
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My TF wont move

Post by Gratch1111 »

So I have a TF at an island, the island is small with limited fuel, however my TF has about +100 hexes worth of fuel but it wont move and it has a small green circle around it. No matter what base I have as homeport or destination, it wont move/still has the green circle. I created a TF with surface ships out of the TF and the circle is gone but any TF with Carriers in it is stuck.

I redid the TF and 3 carriers are still the problem and wont move, they have 100% fuel.

I restarted turn and If I remove ships I can move but if I add ships that can move on their own, not carriers, into the TF, Im again where the TF wont move.

What is the problem? Since there is no logic, except that 3 of the carriers wont move no matter what

Running the 1.8.11.27.2 version
Panjack
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Re: My TF wont move

Post by Panjack »

A green circle can indicate that some ship(s) in the TF do not have adequate fuel to make the journey that the TF is assigned. Yes, some other ships in the TF might have enough for them to make the journey, but these other ships don't want to share their fuel with the low-fuel ship(s). Why? Because if they did share their fuel with the low-fuel ships, these other ships might not have adequate reserves for the journey.

In any case, a screenshot of the TF ships and their fuel situation would help with the diagnosis.
Panjack
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Re: My TF wont move

Post by Panjack »

One thing you might attempt is to put the low-fuel ship(s) in a TF with a ships or more that do have lots of fuel. Then, tell the ships to "replenish at sea."This might lead to low-fuel ships to take fuel from the ships with adequate fuel. The, once the low-fuel ships have more fuel, you might be able to create the task force you want, but now with all ships having enough fuel to make the journey.
Gratch1111
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Re: My TF wont move

Post by Gratch1111 »

I tried to refuel from the port last turn but there wasnt enough refuel capacity to refuel them all, when the new turn comes they have decided that the order from last turn stands so they are refueling from the port again. And there is no way to stop them from refueling since I cant move them. So the only solution is to let them refuel until they are satisfied. However they did have about 50% fuel and could go +100 squares so there is really no need to refuel. Stupid program to have them refuel at the new turn by Auto, I saw this as, as the fuel was about 4800 when I sent the turn away and when I got it back it was 9700. So without an order they refueled on their own
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LargeSlowTarget
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Re: My TF wont move

Post by LargeSlowTarget »

It's not the program that's stupid. TFs will refuel by default unless the player sets the refuel toggle to "do not refuel '.
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btd64
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Re: My TF wont move

Post by btd64 »

Again, post pictures of the TF....GP
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LargeSlowTarget
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Re: My TF wont move

Post by LargeSlowTarget »

Concerning the "green circle" there is misinformation above.

From the manual:

The TF Move Radius switch toggles whether or not range circles appear on the game map
around the selected task force. If toggled on, a green circle will appear around the task force
indicating the maximum distance the task force will be able to travel at cruising speed during
that turn and a yellow one for the maximum distance at flank speed. This can be toggled
playing the game by pressing the F4 key.


So, if there is a green circle, it indicates that the TF should be able to move within the radius of the circle.

The presence of a green circle has little to do with "not enough fuel available" but more with speed and ops points.

Even if a TF is completely out of fuel, it will still have a (very small) small green circle and it will still move (very slowly) at one hex per turn - this simulates towing operations.

In general, a slow TFs will have a smaller green circle than a fast TFs because the fast TF can cover more hexes in a given time - but only if the TFs have enough ops points left to actually move the distance their speed would allow!

A TF that has few ops points left, shows a smaller green circle and won't move far, regardless of its speed.

Ops points are a bit of a time factor simulation : If you have used say 90% of the ops points i.e. almost 22 hours for refueling in a turn, you have only 10% ops points - a bit more than 2 hours - of the turn left to move. And even if you move fast, you can only get so far in the 2 hours remaining before the end of the turn.

See example - two ships in the TF have used the maximum 1000 ops points allowance for replenishing in port and thus the entire TF won't move at all, as indicated by the very small green circle.

Image

Now, if the topic starter could provide a screenshot of the TF in question, we might be able to help him!

Edit: Maybe the three carriers that don't want to move have spent all their ops points on refueling?
Last edited by LargeSlowTarget on Fri Oct 04, 2024 3:40 pm, edited 5 times in total.
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BBfanboy
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Re: My TF wont move

Post by BBfanboy »

First - an explanation of the Forum setup. The Tech Section is for problems with your computer not running the program or displaying it the way you want. Those are hardware or setup issues, not problems within the game. For the latter problems, you should post once on either the Main Forum or the War Room section.

Second - there could be other issues. In a small port it can take several turns to replenish fuel, ammo and torpedoes on Aircraft Carriers, especially if they cannot dock and there is no Naval Support at the base. Check the Operations Points used on each ship. If it reads 1000, that is all you or the game engine can do in that 12-hour period.

Third- What threat tolerance have you set in the Routing orders for the TF? The lower the threat tolerance the more the TF will want to stay in port, especially if the TF leader is low on Aggression. And you may not see any enemy threats but the game movement AI 'knows' when there are threats from subs, ships or aircraft and those could make the TF balk at leaving port.

SO ... post screenshots of the Base screen, TF main screen and routing screen and individual ships that are problematic. Only then can forumites get an accurate read on the problem. If you don't know how to do that, ask the question on the main forum.
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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