ChezDaJez
Posts: 3436
Joined: 11/12/2004 From: Chehalis, WA Status: offline
|
quote:
ORIGINAL: rtrapasso quote:
ORIGINAL: Mike Solli quote:
ORIGINAL: castor troy quote:
ORIGINAL: jwilkerson quote:
ORIGINAL: bigjoe96912 What prevents the japanese player from running the turn multiple times until he gets the best results possible. I have seen in one turn my carriers were in reaction range of his surface force on a bombardment mission and my carriers do nothing. then 2 turns later my carriers react closing twice in one turn towards the same spot, loose all my planes and he doesn't get a scratch. Since the jap player runs the turn and everything has a randomness to it how can you tell he is running it until he gets a more favorible result for him? This has seemed to occur alot, Caps not launching, bombers not attacking, I just can't see the allies being on the loosing end of every engagement, surely a random lucky change out of 300 carrier planes attacking surely 1 would survive once in a while and get a hit. I don't want to accuse but surly the game has to have a one time run check somhow The design is supposed to be that the results will always be the same. However, the reality is that - that is not the case. Exiting the animations can (not always) cause one instance of the so called "synch bug". The workaround is for the Japanese player never to exit the animations. If you have any doubts, engage the services of a neutral third party. You send your turn (the turn in question) to that neutral third party and have your opponent send the third party his password. The results of the third party's run (assuming he does not exit the animations) should be correct and should match your results and your opponents result. 99.9% of the time, if the Japanese player does not exit running animations then there will not be a problem and reruns will always produce the same results. The only further exception is when the files on the two players machines do not match closely enough. The solution to this is for both players to fully reinstall from scratch using the same procedure. This should clear up the remaining major cause of "synch bug". the biggest problem with not exiting the animation is that the Japanese player doesn´t always have the time to watch 3 hours of combat animation from one turn... I had heard that the synch bug occurs if the Japanese player hits the esc key during combat. If you click the button to end the combat (on screen) it doesn't happen. I click the button and don't have problems with the synch bug. i've seen claims to that... i've tested it and gotten mixed results... i suspect it can happen in some cases, but i am not positive (i.e. - the times i've gotten SYNC bug by hitting the ESC key, there were other problems at work as well...) Since i don't normally play Japan, i haven't tried to work all this out in detail yet. EDIT: And, of course, things are complicated by the fact that you can get different things to happen on different machines... which shouldn't happen, but somehow does... That is correct.. do not use the ESC key to exit combat replays. It will cause the sync bug. But using the "end" key to exit a combat sequence will not cause the sync bug. I do this all the time, especially when Brad has sent a horde of bombers against one of my airfields. I'll watch the air-air combat sequence and then as soon as the bombs start to fall, I end that sequence and watch the next. I just don't want to watch several minutes of bomb explosions. Chez
_____________________________
Ret Navy AWCS (1972-1998) VP-5, Jacksonville, Fl 1973-78 ASW Ops Center, Rota, Spain 1978-81 VP-40, Mt View, Ca 1981-87 Patrol Wing 10, Mt View, CA 1987-90 ASW Ops Center, Adak, Ak 1990-92 NRD Seattle 1992-96 VP-46, Whidbey Isl, Wa 1996-98
|