Aye, the problem is that, for me at least, in the meantime when I go to the Reserve Pilots pool and use the "Draw 10" pilots button to draw pilots to another group it is drawing the pilots which are waiting to be activated in the first group ( which may have too few planes or unfatigued pilots ) into the 2nd group.
Essentially I'm juggling the top 20 or so pilots from squadron to squadron instead of sending 20 to replace my losses in one squadron then another batch of 20 to replace losses in a 2nd squadron and so on and so forth.
Right now the "draw 10 pilots" button isn't that useful to me as it ends up re-assigning pilots I've already assigned to airgroups and thus the first group ends up with too few pilots while the 2nd has 10 pilots. If I then work on a 3rd group the 3rd group will probably pull 4 or 5 new pilots plus 5 to 6 of the pilots which had been, initially, sent to the 2nd airgroup. And so on and so forth.
Sounds like a unique approach. AFAIK most people are using those multiple draw buttons for pilots to and from the reserve.
[1108q9] Changed Location of Show TOE button on LCU screen [MEM] Added Option to stop upgrades in LCU [MEM] Tweak Made new stacking levels from pwhex override the default island stack size if present [MEM] Tweak Enabled lcu on ship to be seen on prev/next from army list [MEM] Tweak Allow prev/next on lcus on ships in a tf hex [MEM] Fixed Repair of Air Hq devices with Replacements denied [MEM] Fixed LCU replacements could cause 'free' upgrade sometimes [MEM] Tweak Added monsoon effect to aircraft support affecting AF (0-4) service level [MEM] Fixed Low level altitude penalty using wrong altitude [MEM] Fixed Defender pilot not always getting fatigue from high altitude penalty [MEM] Tweak Independent group co-ordination failing [MEM]
Michael, do you plan a hot key to display the actual stacking limit of each hex?
Reserve Pool: 50 pilots. 5 airgroups each needing 10 pilots.
Logically the draw 10 button would draw 10 pilots into each airgroup and I'd be left with none in the pools.
What is actually happening is as follows: Airgroup 1: I hit "Draw 10 pilots" from the pools and 10 pilots are drawn into the GROUP RESERVE. Let's say 3 have a Delay of 1 the other 7 have Delays of +1
Airgroup 2: I hit the "Draw 10 pilots" from the pools button and I'm expecting to draw the 11th to 20th best pilots in the RESERVE POOL. Instead what happens is that I draw some of the 7 who were already drawn into Airgroup 1 plus whatever number is needed to make up the number 10. So, let's say 3 from Airgroup 1 who have a Delay of +1 and 7 more from the reserve pool.
Instead of pulling 20 pilots from the RESERVE POOL I have only drawn 17 and instead of having 10 pilots each waiting to join airgroup 1 and 2 I have 10 pilots waiting to join airgroup 2 but only 7 waiting to join airgroup 1.
If you repeat this for multiple airgroups you end up with Airgroup 1 losing all the pilots with a Delay of +1 and only use about 50% of the pilots in the RESERVE POOL that you would be expecting to use.
A simple fix would be to remove the pilots from the RESERVE POOL once they are drawn into the GROUP RESERVE. That way they couldn't be pulled from the reserve pool into another group inadvertently.
Or am I missing something? I can't believe this is WAD.
_____________________________
John Dillworth: "I had GreyJoy check my spelling and he said it was fine." Well, that's that settled then.
Reserve Pool: 50 pilots. 5 airgroups each needing 10 pilots.
Logically the draw 10 button would draw 10 pilots into each airgroup and I'd be left with none in the pools.
What is actually happening is as follows: Airgroup 1: I hit "Draw 10 pilots" from the pools and 10 pilots are drawn into the GROUP RESERVE. Let's say 3 have a Delay of 1 the other 7 have Delays of +1
Airgroup 2: I hit the "Draw 10 pilots" from the pools button and I'm expecting to draw the 11th to 20th best pilots in the RESERVE POOL. Instead what happens is that I draw some of the 7 who were already drawn into Airgroup 1 plus whatever number is needed to make up the number 10. So, let's say 3 from Airgroup 1 who have a Delay of +1 and 7 more from the reserve pool.
Instead of pulling 20 pilots from the RESERVE POOL I have only drawn 17 and instead of having 10 pilots each waiting to join airgroup 1 and 2 I have 10 pilots waiting to join airgroup 2 but only 7 waiting to join airgroup 1.
If you repeat this for multiple airgroups you end up with Airgroup 1 losing all the pilots with a Delay of +1 and only use about 50% of the pilots in the RESERVE POOL that you would be expecting to use.
A simple fix would be to remove the pilots from the RESERVE POOL once they are drawn into the GROUP RESERVE. That way they couldn't be pulled from the reserve pool into another group inadvertently.
Or am I missing something? I can't believe this is WAD.
Oh, that sounds NOT like what Michael intended. Let's see what he says.
Posts: 164
Joined: 6/6/2002 From: Southern California Status: offline
Michael;
Am seeing an across the board increase in aircraft group fatigue with units set to training 100%, range zero. Until the latest patch they accumulated next to no fatigue, now in a few turns they are exceeding 50%. This is regardless of location, San Francisco, Sydney, Bombay etc. All airfields are above the level 4 threshold and outside the designated monsoon area.
Units flying missions other than training do not appear to be impacted.
Playing as the allies, Big Babes, two day turns. Can't attach a save at the moment but shout if you deem one necessary.
Posts: 2582
Joined: 2/8/2004 From: University Park, Texas Status: offline
quote:
ORIGINAL: Gary D
Michael;
Am seeing an across the board increase in aircraft group fatigue with units set to training 100%, range zero. Until the latest patch they accumulated next to no fatigue, now in a few turns they are exceeding 50%. This is regardless of location, San Francisco, Sydney, Bombay etc. All airfields are above the level 4 threshold and outside the designated monsoon area.
Units flying missions other than training do not appear to be impacted.
Playing as the allies, Big Babes, two day turns. Can't attach a save at the moment but shout if you deem one necessary.
I'm having a problem that has finally gotten me to post.
I've been incrementing the beta builds. In the previous build I was noticing an exact 8 second delay between animation screens during playback. I would get a message along the lines of TF58 encounters Enemy TF at position X. And then exactly 8 seconds later the combat animation would begin.
This has cleared up for me in the latest build. However now I get a very protracted and distinct lag when clicking on various hexes during the Orders phase. Both problems only occur on my tower PC, not on my laptop, and for both problems. In other words both builds ran fine on my older laptop running the same turn.
Since it does run fine on older machines I suspect it's a possible switch problem, although I may be way off in this. Right now I am only using a switch to set 1600 x 900 full screen resolution on the problem machine, and 1280 x 800 on my LT. I should add both machines run fine loaded with the latest public build.
Any thoughts, tips, suggestions, etc., are greatly appreciated.
Posts: 164
Joined: 6/6/2002 From: Southern California Status: offline
Pompack;
10K is what most are set at for the "only want to check these guys once a month training routine". I guess I fall into the category of player that finds the amount of time devoted to pilot training management less captivating than some of our other shipmates. :)
Posts: 838
Joined: 10/20/2005 From: Gizycko, Poland, EU Status: offline
quote:
ORIGINAL: michaelm
Planes flying at higher than 75% of their max altitude gain extra fatigue. Low flying LBs gain extra fatigue also. Attack bombers and torpdeo LBA are excluded from the low level check.
Extra undocumented features? Never heard of the "altitude penalty" and 75% max alt penalty... I feel after Michael finishes his "beta-series" thread the new manual should be twice its size... I just looove finding such gems here...
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Przy lackim orle, przy koniu Kiejstuta Archanioł Rusi na proporcach błysł
I think there might be a problem with the function to draw 5/10 pilots into a group... it won't let me overfill my groups using this function, even to 125 or 133% (whatever the allowable overfill is).
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: GI Jive
I just installed the latest Beta. I'm playing against the AI with a mod of my own. I had "Unit Withdrawals" turned off. In the saved game I was playing, ground units and ships did not withdraw, however certain air groups still needed to withdraw. Now there is no longer a withdraw requirement for the air groups. I think some air groups have to withdraw in order for their upgraded versions to appear later. Is this a "fix" or a mistake?
If withdraws are off, then requirement to withdraw is no longer valid. If a group needs to withdraw and doesn't, then any downstream upgrade wont happen.
I know that seems to be a case of wanting to have both pieces of the pie. The last change I made (1108q8) was to suppress the viewable options, not the withdraw itself.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: witpqs
quote:
ORIGINAL: michaelm
[1108q9] Changed Location of Show TOE button on LCU screen [MEM] Added Option to stop upgrades in LCU [MEM] Tweak Made new stacking levels from pwhex override the default island stack size if present [MEM] Tweak Enabled lcu on ship to be seen on prev/next from army list [MEM] Tweak Allow prev/next on lcus on ships in a tf hex [MEM] Fixed Repair of Air Hq devices with Replacements denied [MEM] Fixed LCU replacements could cause 'free' upgrade sometimes [MEM] Tweak Added monsoon effect to aircraft support affecting AF (0-4) service level [MEM] Fixed Low level altitude penalty using wrong altitude [MEM] Fixed Defender pilot not always getting fatigue from high altitude penalty [MEM] Tweak Independent group co-ordination failing [MEM]
Michael, do you plan a hot key to display the actual stacking limit of each hex?
No. The limits are visible on the lcu list screen and the base screen.
Just had a thought that it probably wont be visible if the LCU is in a non-base screen. Unless the LCU list is shown.
Doing hotkey scans of the map seems to stretching the performance of this code at this time.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: rader
I think there might be a problem with the function to draw 5/10 pilots into a group... it won't let me overfill my groups using this function, even to 125 or 133% (whatever the allowable overfill is).
When I first introduced the extra draw buttons, it does not overfill groups as that is not its intended (ab)use.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: Lecivius
I'm having a problem that has finally gotten me to post.
I've been incrementing the beta builds. In the previous build I was noticing an exact 8 second delay between animation screens during playback. I would get a message along the lines of TF58 encounters Enemy TF at position X. And then exactly 8 seconds later the combat animation would begin.
This has cleared up for me in the latest build. However now I get a very protracted and distinct lag when clicking on various hexes during the Orders phase. Both problems only occur on my tower PC, not on my laptop, and for both problems. In other words both builds ran fine on my older laptop running the same turn.
Since it does run fine on older machines I suspect it's a possible switch problem, although I may be way off in this. Right now I am only using a switch to set 1600 x 900 full screen resolution on the problem machine, and 1280 x 800 on my LT. I should add both machines run fine loaded with the latest public build.
Any thoughts, tips, suggestions, etc., are greatly appreciated.
If you are using a multi-core PC, then you should use the cpu switches as outlined in the readme/WhatsNew files or the ReadmePatch6 in the beta2 directories.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: viberpol
quote:
ORIGINAL: michaelm
Planes flying at higher than 75% of their max altitude gain extra fatigue. Low flying LBs gain extra fatigue also. Attack bombers and torpdeo LBA are excluded from the low level check.
Extra undocumented features? Never heard of the "altitude penalty" and 75% max alt penalty... I feel after Michael finishes his "beta-series" thread the new manual should be twice its size... I just looove finding such gems here...
That was added quite awhile back when players were flying their a/c at maximum altitude in order to get the 'bounce' on enemy planes.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: Gary D
Michael;
Am seeing an across the board increase in aircraft group fatigue with units set to training 100%, range zero. Until the latest patch they accumulated next to no fatigue, now in a few turns they are exceeding 50%. This is regardless of location, San Francisco, Sydney, Bombay etc. All airfields are above the level 4 threshold and outside the designated monsoon area.
Units flying missions other than training do not appear to be impacted.
Playing as the allies, Big Babes, two day turns. Can't attach a save at the moment but shout if you deem one necessary.
Thank you, Gary
Attach a save. I hadn't noticed this in my test runs last night.
I just tried it again and the fatigue has gone wild since I checked it last night. Okay. I can see why this test file I am running is showing high fatigue now. The groups are HLBA training at 1000' and are being picked upon due to the low altitude.
< Message edited by michaelm -- 10/25/2011 9:39:08 AM >
I noticed the same as Gary D. Fatigue explodes, morale implodes (result of high fat) when training is set to 100. Took me some turns to notice, but suddenly i lost more planes to trainning then to fights at the front.
Played a bit around to find the "perfect training mode", but couldn't find any. Even at 70% training groups get 8-15 fatigue a day. Altitude was always set to 6-10k, depending on what skill to train.
Will see if i can provide a save when back home from work.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: DmitryZ
Michael, what about my question at posts 954-955? Is this a known problem with diferrent combat-saves in PBEM? Can we repair it someway?
This might happen on the upgrade from one beta to the next, but is okay after the next turn.
If this has been happening for several turns, I think one of you is not using the same EXE as the other. Do either of you get a warning message about the save being from a different version?
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: Nemo121
witpqs,
No, I've been unclear. Here's the situation.
Reserve Pool: 50 pilots. 5 airgroups each needing 10 pilots.
Logically the draw 10 button would draw 10 pilots into each airgroup and I'd be left with none in the pools.
What is actually happening is as follows: Airgroup 1: I hit "Draw 10 pilots" from the pools and 10 pilots are drawn into the GROUP RESERVE. Let's say 3 have a Delay of 1 the other 7 have Delays of +1
Airgroup 2: I hit the "Draw 10 pilots" from the pools button and I'm expecting to draw the 11th to 20th best pilots in the RESERVE POOL. Instead what happens is that I draw some of the 7 who were already drawn into Airgroup 1 plus whatever number is needed to make up the number 10. So, let's say 3 from Airgroup 1 who have a Delay of +1 and 7 more from the reserve pool.
Instead of pulling 20 pilots from the RESERVE POOL I have only drawn 17 and instead of having 10 pilots each waiting to join airgroup 1 and 2 I have 10 pilots waiting to join airgroup 2 but only 7 waiting to join airgroup 1.
If you repeat this for multiple airgroups you end up with Airgroup 1 losing all the pilots with a Delay of +1 and only use about 50% of the pilots in the RESERVE POOL that you would be expecting to use.
A simple fix would be to remove the pilots from the RESERVE POOL once they are drawn into the GROUP RESERVE. That way they couldn't be pulled from the reserve pool into another group inadvertently.
Or am I missing something? I can't believe this is WAD.
What beta are you using? I see it doing the correct thing in Q9 as the pilots from the group #1 release don't show in the RESERVE list when I call it up for group #2. They WOULD still be in the GROUP pool though. What you are describing would be true if the pool being drawn from in group #2 was the "Show pool: Group" rather than the "Show pool: Reserve".
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
Quick fix to issues [1108q9a] Tweak Show group returning info even if withdrawal OFF [MEM] Fixed Fatigue on groups at range 0 - error exposed in 1108q9 [MEM] Fixed Railway move of groups at heavily damaged AFs not always working [MEM]
I'm still seeing OOBs in the locations' LCU list for each nationality, for example, Manila has all phillipine OOBs displayed in the LCU list along with the actual LCUs. Is this part of the patch or a bug?
I'm still seeing OOBs in the locations' LCU list for each nationality in the editor, for example, Manila has all phillipine OOBs displayed in the LCU list along with the actual LCUs. Is this part of the patch or a bug?
< Message edited by dbmsts -- 10/25/2011 12:54:28 PM >
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: dbmsts
sorry this was meant to be a reply to michealm
I'm still seeing OOBs in the locations' LCU list for each nationality in the editor, for example, Manila has all phillipine OOBs displayed in the LCU list along with the actual LCUs. Is this part of the patch or a bug?
Are you talking about the Editor?
If so, nothing has been done with the Editor since Jan 2010 from memory.
Just guessing, it might be showing the OOBs in the national home base.
< Message edited by michaelm -- 10/25/2011 1:28:45 PM >
Wait, are you saying that players shouldn't be overfilling groups? Is there any intention to allow these functions to overfill? (Didn't understand the response...)
Andrew
quote:
ORIGINAL: michaelm
quote:
ORIGINAL: rader
I think there might be a problem with the function to draw 5/10 pilots into a group... it won't let me overfill my groups using this function, even to 125 or 133% (whatever the allowable overfill is).
When I first introduced the extra draw buttons, it does not overfill groups as that is not its intended (ab)use.