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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

 
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/14/2011 12:37:41 PM   
beppi

 

Posts: 382
Joined: 3/11/2004
From: Austria
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quote:

ORIGINAL: michaelm

Good.
It is repeatable under the current beta.
However, I can only fix it with the current code. Not older one.

The issue was a combination of number of aircraft in the air combat.
One of those 'the right combination of events'.



Wow that was quick, and thanks a lot for the quick fix. Should we install the newest beta patch prior to your new .exe or is it enough to just copy it over ? We have 1108p9b.

(in reply to michaelm75au)
Post #: 631
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/14/2011 12:42:13 PM   
guctony


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Michaelm I would like to thank you for your effort. It is making this great game more and more playable for me.

And how can you be able to do it. Its beyond my scope. All that code stuff is beyond my understanding.

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"Sovereignty is not given, it is taken."
"After having lost their lives on this land they have become our sons as well."
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(in reply to michaelm75au)
Post #: 632
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/14/2011 12:48:15 PM   
SuluSea


Posts: 2358
Joined: 11/17/2006
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Ditto, Michealm's dedication is very much appreaciated and more than what anyone could expect. I'm positive everyone in the community feels the same way about his efforts.

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(in reply to guctony)
Post #: 633
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/14/2011 1:06:59 PM   
bbbf

 

Posts: 493
Joined: 7/16/2000
From: Hobart, Tasmania, Australia
Status: offline
I've tried reading through the patch notes, but can't find this request, my apologies if it is already in there somewhere.

Is it possible to have the aircraft (& engine) pool numbers shown in the industry management screen somewhere? Even if it only comes up when you click on the aircraft/engine and it appears in the change box.

It would make management a lot easier.

Thanks.

_____________________________

Robert Lee

(in reply to SuluSea)
Post #: 634
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/14/2011 1:37:51 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: beppi


quote:

ORIGINAL: michaelm

Good.
It is repeatable under the current beta.
However, I can only fix it with the current code. Not older one.

The issue was a combination of number of aircraft in the air combat.
One of those 'the right combination of events'.



Wow that was quick, and thanks a lot for the quick fix. Should we install the newest beta patch prior to your new .exe or is it enough to just copy it over ? We have 1108p9b.


You can download and unzip into the beta directory to replace the EXE. No need to run the intermediate installer.
It should also address the VF-6 issue too.

< Message edited by michaelm -- 9/14/2011 1:38:46 PM >


_____________________________

Michael

(in reply to beppi)
Post #: 635
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/14/2011 1:57:10 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
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quote:

ORIGINAL: michaelm

Good.
It is repeatable under the current beta.
However, I can only fix it with the current code. Not older one.

The issue was a combination of number of aircraft in the air combat.
One of those 'the right combination of events'.


Great fix Michael!!



_____________________________

Pax

(in reply to michaelm75au)
Post #: 636
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/14/2011 2:05:44 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
Ok, next try to get an answer.

I have q3 installed and want to update my PBEM as japs to Q3a. (could i also just replace my current (q3) exe with the latest one you
posted here ?

Can i do this BEFORE i run the turn or do i have to follow the recomeneded update procedure ?

I would like to continue my game without giving away the position of the half IJN
Please tell me what to do.
Many thanks.

(in reply to PaxMondo)
Post #: 637
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/14/2011 2:18:02 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: seille

Ok, next try to get an answer.

I have q3 installed and want to update my PBEM as japs to Q3a. (could i also just replace my current (q3) exe with the latest one you posted here ?

Yes, you can copy the EXE into the beta directory. Both players would need to do so of course.

quote:


Can i do this BEFORE i run the turn or do i have to follow the recomeneded update procedure ?

I would like to continue my game without giving away the position of the half IJN
Please tell me what to do.
Many thanks.


Changing the EXE will not make the high DL go away (return to 0) if you have already run one or more complete turns under q3. Installing q3a will stop the DL from staying inflated, but DL will decrease normally from turn to turn.

To go back to "no DL" on some TFs would require you to go back to a save from before running the first turn under q3. And then playing from that point.

Both sides would have been affected by this error. So you should see some of the Allied TFs too.

< Message edited by michaelm -- 9/14/2011 2:19:11 PM >


_____________________________

Michael

(in reply to seille)
Post #: 638
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/14/2011 2:21:54 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: bbbf

I've tried reading through the patch notes, but can't find this request, my apologies if it is already in there somewhere.

Is it possible to have the aircraft (& engine) pool numbers shown in the industry management screen somewhere? Even if it only comes up when you click on the aircraft/engine and it appears in the change box.

It would make management a lot easier.

Thanks.

IIRC, the 'In pool' totals for Engines and Air are the totals from the pool.

_____________________________

Michael

(in reply to bbbf)
Post #: 639
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/14/2011 2:30:00 PM   
bbbf

 

Posts: 493
Joined: 7/16/2000
From: Hobart, Tasmania, Australia
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: bbbf

I've tried reading through the patch notes, but can't find this request, my apologies if it is already in there somewhere.

Is it possible to have the aircraft (& engine) pool numbers shown in the industry management screen somewhere? Even if it only comes up when you click on the aircraft/engine and it appears in the change box.

It would make management a lot easier.

Thanks.

IIRC, the 'In pool' totals for Engines and Air are the totals from the pool.


Sorry, didn't make myself clear - I am talking about the actual airframe/engine numbers per type, i.e. A6M2 172 in pool.

I don't believe that information is in the overall industry management screen - but Ihave been badly wrong more than once before!

_____________________________

Robert Lee

(in reply to michaelm75au)
Post #: 640
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/14/2011 2:46:32 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: bbbf


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: bbbf

I've tried reading through the patch notes, but can't find this request, my apologies if it is already in there somewhere.

Is it possible to have the aircraft (& engine) pool numbers shown in the industry management screen somewhere? Even if it only comes up when you click on the aircraft/engine and it appears in the change box.

It would make management a lot easier.

Thanks.

IIRC, the 'In pool' totals for Engines and Air are the totals from the pool.


Sorry, didn't make myself clear - I am talking about the actual airframe/engine numbers per type, i.e. A6M2 172 in pool.

I don't believe that information is in the overall industry management screen - but Ihave been badly wrong more than once before!

The Industry Management screen is for the overall view, not specifics which is under the Aircraft/Engine screen from the Intel screen.

_____________________________

Michael

(in reply to bbbf)
Post #: 641
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/14/2011 6:50:59 PM   
beppi

 

Posts: 382
Joined: 3/11/2004
From: Austria
Status: offline

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: beppi


quote:

ORIGINAL: michaelm

Good.
It is repeatable under the current beta.
However, I can only fix it with the current code. Not older one.

The issue was a combination of number of aircraft in the air combat.
One of those 'the right combination of events'.



Wow that was quick, and thanks a lot for the quick fix. Should we install the newest beta patch prior to your new .exe or is it enough to just copy it over ? We have 1108p9b.


You can download and unzip into the beta directory to replace the EXE. No need to run the intermediate installer.
It should also address the VF-6 issue too.



Again many thanks regarding the fix against the crash. But it seems the second unit is still unable to upgrade. It attached a save of the correspond "message". The unit has size 40, and all remaining fragments are "unknown" -> as far as i remember they are destroyes. But still unable to uprade. This is not a high priority issue.



Attachment (1)

(in reply to michaelm75au)
Post #: 642
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/14/2011 7:21:14 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
(Bump from a coupkle of days ago)..

Hello michaelm..Would it be possible/feasable to make 2 forms of auto convoy:Sea-going and coastal..?

The latter would be entirely historical and could allow smaller craft like LST's to engage in those duties, as IRL..

I like chrome as much as the next guy..



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Post #: 643
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/15/2011 6:48:17 AM   
jmalter

 

Posts: 1673
Joined: 10/12/2010
Status: offline
want to post here my thanks to michaelm for some recent fixes:
[1108q2]
Tweak Allow ships to refuel small amount from port without excessive Ops expenditure [MEM]
[1108q3]
Tweak Limit Ops expenditure for docked TFs to those ships actually doing something [MEM]

they seem to be working well.

(in reply to m10bob)
Post #: 644
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/15/2011 11:34:14 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: m10bob

(Bump from a coupkle of days ago)..

Hello michaelm..Would it be possible/feasable to make 2 forms of auto convoy:Sea-going and coastal..?

The latter would be entirely historical and could allow smaller craft like LST's to engage in those duties, as IRL..

I like chrome as much as the next guy..



I can look into it, but I doubt the current AC structure will support it when large changes.

_____________________________

Michael

(in reply to m10bob)
Post #: 645
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/15/2011 11:34:59 AM   
bbbf

 

Posts: 493
Joined: 7/16/2000
From: Hobart, Tasmania, Australia
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: bbbf


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: bbbf

I've tried reading through the patch notes, but can't find this request, my apologies if it is already in there somewhere.

Is it possible to have the aircraft (& engine) pool numbers shown in the industry management screen somewhere? Even if it only comes up when you click on the aircraft/engine and it appears in the change box.

It would make management a lot easier.

Thanks.

IIRC, the 'In pool' totals for Engines and Air are the totals from the pool.


Sorry, didn't make myself clear - I am talking about the actual airframe/engine numbers per type, i.e. A6M2 172 in pool.

I don't believe that information is in the overall industry management screen - but Ihave been badly wrong more than once before!

The Industry Management screen is for the overall view, not specifics which is under the Aircraft/Engine screen from the Intel screen.


True, but it's quite annoying to be managing your aircraft/engines and having to jump out, look in the intel screen and then return to the industry screen.

I could understand if you couldn't manage production of aircraft and engines by type in the industry screen but you can. Having the info right there would stop a lot of extra clicks to and fro.

_____________________________

Robert Lee

(in reply to michaelm75au)
Post #: 646
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/15/2011 4:46:20 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: m10bob

(Bump from a coupkle of days ago)..

Hello michaelm..Would it be possible/feasable to make 2 forms of auto convoy:Sea-going and coastal..?

The latter would be entirely historical and could allow smaller craft like LST's to engage in those duties, as IRL..

I like chrome as much as the next guy..



I can look into it, but I doubt the current AC structure will support it when large changes.




Thank you michaelm..........

_____________________________




(in reply to michaelm75au)
Post #: 647
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/16/2011 12:48:43 AM   
hades1001

 

Posts: 977
Joined: 12/17/2007
Status: offline
anyone experiencing inconsistency of combat report and 001 after upgrading to 1108q3?
We didn't have the problem when we start the game with 1108q2, but after that I'm have this problem as Allied player.

Any one have the same problem as I do? Thank you.


(in reply to m10bob)
Post #: 648
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/16/2011 9:45:37 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: hades1001

anyone experiencing inconsistency of combat report and 001 after upgrading to 1108q3?
We didn't have the problem when we start the game with 1108q2, but after that I'm have this problem as Allied player.

Any one have the same problem as I do? Thank you.


I suppose it depends if you both are using the same EXE.
The q3 installer and a hotfix q3. Probably is that the save can't tell which one.
I suggest you both compare the date stamp on the EXE in the Beta2 directory.

_____________________________

Michael

(in reply to hades1001)
Post #: 649
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/16/2011 10:14:22 AM   
undercovergeek

 

Posts: 1526
Joined: 11/21/2006
From: UK
Status: offline
Michael do you have access to any code that changes the positioning of the text on the ship info screens, as mentioned in the modding section i want to drop the lines down a tad to free up the top half of the info screen for a bigger .bmp and therefore more detail

(in reply to michaelm75au)
Post #: 650
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/16/2011 10:14:34 AM   
undercovergeek

 

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From: UK
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Michael do you have access to any code that changes the positioning of the text on the ship info screens, as mentioned in the modding section i want to drop the lines down a tad to free up the top half of the info screen for a bigger .bmp and therefore more detail

(in reply to michaelm75au)
Post #: 651
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/16/2011 7:16:26 PM   
hades1001

 

Posts: 977
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Status: offline
Problem solved, thank you

(in reply to michaelm75au)
Post #: 652
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/16/2011 11:21:01 PM   
Numdydar

 

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Well I have to admit that something is definately wrong with Japenese R&D in the p2 patch. It is accelerating planes FAR too fast for some reason. It seems like the R&D factories are producing points based on their monthly totals on a daily basis versus a monthly one. As I have been closely tracking this I can confirm the following as an example of the problem.

I am producing 64 R&D points (under p2) per month for a plane type. This should mean that in about 45 days, I should get a one month advance.
However, I am getting advances every 6 days . Obviously WAY too fast lol.

So while imho R&D factories SHOULD produce points even if damaged, obviously I will need to upgrade ASAP. Otherwise I am going to have 1945 planes in just a few months lol. While I may not mind so much, somehow I think my opponate may

I can only hope that the fix of the fix did not go too far the other way.

(in reply to hades1001)
Post #: 653
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/17/2011 2:31:19 AM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: Numdydar

Well I have to admit that something is definately wrong with Japenese R&D in the p2 patch. It is accelerating planes FAR too fast for some reason. It seems like the R&D factories are producing points based on their monthly totals on a daily basis versus a monthly one. As I have been closely tracking this I can confirm the following as an example of the problem.

I am producing 64 R&D points (under p2) per month for a plane type. This should mean that in about 45 days, I should get a one month advance.
However, I am getting advances every 6 days . Obviously WAY too fast lol.

So while imho R&D factories SHOULD produce points even if damaged, obviously I will need to upgrade ASAP. Otherwise I am going to have 1945 planes in just a few months lol. While I may not mind so much, somehow I think my opponate may

I can only hope that the fix of the fix did not go too far the other way.

Not that I agree with Numdydar on what he wants from R&D, but I have just done a cursory test under 8q3a and I seem to be getting double the points. I'll test some more as time allows.
Regards,

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(in reply to Numdydar)
Post #: 654
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/17/2011 2:49:32 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
[edit]
removed incomplete formula

< Message edited by michaelm -- 9/18/2011 1:43:34 AM >


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Michael

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Post #: 655
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/17/2011 4:00:25 AM   
Numdydar

 

Posts: 3211
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Really?

So according to this, 4 cities with 1 factory each of worth 5, i.e. 5(0) could produce the number of points as 4 cities with 1 factory each worth 1 point each, i.e. 1(0)? So the number of points an R&D factory produces is meaningless? it is just based on number of factories/cities? So any expansion of R&D factories is a waste of time? Talk about not intutive as this is completely different than the regular production.

So a
1 city with 1 factory can produce 1-3 points/turn (I assume that you are garrentteed a 1 point minimum) regardless of factory size
2 cities with 1 factory can produce 2 -6 points/turn
2 cities with 2 factories can produce 4 - 12 points/turn

Well this certainly explains a lot as to why the R&D factories always start damaged. Of course it does not explain why the Hellen Ias are not damaged though (plus one other I can't recall)

So if I had 10 cities with 1 factory each, I could get 10-30 points/day? So every 10 days minimum I would get an acceleration (once all the factories were repaired of course)? All I can say is wow. As far as I know, no one (including me, and I REALLY dug into this to make sure I uderstood this) understands this is the way this works.

It really seems to me that the size of the factory should matter. Below is how I thought it worked and truly think how it should work

Damaged R&D factories produce 0 points towards acceleration
Repaired R&D factories produce their value towards acceleration. A 5(0) will produce 5 points/MONTH, a 20(0) will produce 20 points/month, etc. So factory size will matter

So only the thing that would matter is the factory size versus the number of cities/factories combination. This would match the normal production better and slow down acceleration to a more 'historical' pace.

Because at the rate I am going I will have over a year's advance in a very short period of time lol.

(in reply to michaelm75au)
Post #: 656
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/17/2011 4:36:26 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
[edit]
removed incomplete formula

< Message edited by michaelm -- 9/18/2011 1:43:58 AM >


_____________________________

Michael

(in reply to Numdydar)
Post #: 657
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/17/2011 5:02:54 AM   
FeurerKrieg


Posts: 3397
Joined: 6/15/2005
From: Denver, CO
Status: offline
Wow - this is all very eye opening.

I haven't been following this beta thread until Numy posted in the accelerating frames thread.

So, michaelm, is what you are describing (the factory size of 1-19 = 1, 20-29 =2, 30-39 = 3) the way things are in the currently official build?

Talk about going back to the drawing board. Glad I haven't yet made production changes in the game I'm about to start up. Given the amount of time it takes to repair R&D factories, I think the optimal R&D factory size is 1 then. And for targeted models, you would want to convert several factories to that model in order to gain as many single R&D points per day as possible.

Unless I'm reading this wrong of course.

EDIT: And the random number is just the chance of 1, 2 or 3 right? Zero is not a possible outcome?

< Message edited by Feurer Krieg -- 9/17/2011 5:03:40 AM >


_____________________________


Upper portion used with permission of www.subart.net, copyright John Meeks

(in reply to michaelm75au)
Post #: 658
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/17/2011 5:30:09 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: Feurer Krieg

Wow - this is all very eye opening.

I haven't been following this beta thread until Numy posted in the accelerating frames thread.

So, michaelm, is what you are describing (the factory size of 1-19 = 1, 20-29 =2, 30-39 = 3) the way things are in the currently official build?

Talk about going back to the drawing board. Glad I haven't yet made production changes in the game I'm about to start up. Given the amount of time it takes to repair R&D factories, I think the optimal R&D factory size is 1 then. And for targeted models, you would want to convert several factories to that model in order to gain as many single R&D points per day as possible.

Unless I'm reading this wrong of course.

EDIT: And the random number is just the chance of 1, 2 or 3 right? Zero is not a possible outcome?

It is possible but because there are no damaged devices, '1' gets added as a bonus.
When I had incorrectly allowed factories with damaged devcies to produce R&D, it was possible to get '0'.

_____________________________

Michael

(in reply to FeurerKrieg)
Post #: 659
RE: Patch 06 - Public Beta - Build 1108q3a updated 13 S... - 9/17/2011 5:37:34 AM   
FeurerKrieg


Posts: 3397
Joined: 6/15/2005
From: Denver, CO
Status: offline
Hmmm.. so are you saying a factory with 1(0) device is actually a chance of 1 OR 2?

So, +1 automatically because of zero damaged devices, and then a random chance of one more (due to having 1-19 devices)?



_____________________________


Upper portion used with permission of www.subart.net, copyright John Meeks

(in reply to michaelm75au)
Post #: 660
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