Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: WitPTracker AE Release 1.9 Available!

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: WitPTracker AE Release 1.9 Available! Page: <<   < prev  117 118 [119] 120 121   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: WitPTracker AE Release 1.9 Available! - 5/5/2012 11:14:26 PM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline

quote:

ORIGINAL: armin

Is the Floyd_Region_File any better then the Kulls or Nomads version? tried to see the spreadsheet and didnt found any info.


I fixed some errors in the base names for GC1 based on Nomad's version.

(in reply to armin)
Post #: 3541
RE: WitPTracker AE Release 1.9 Available! - 5/5/2012 11:35:12 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
Many thanks for this new version. I've put it to good use almost immediately and I'm impressed.

(in reply to floydg)
Post #: 3542
RE: WitPTracker AE Release 1.9 Available! - 5/5/2012 11:41:30 PM   
VSWG


Posts: 3432
Joined: 5/31/2006
From: Germany
Status: offline
Many thanks!

I've updated without any problems.

_____________________________


(in reply to armin)
Post #: 3543
RE: WitPTracker AE Release 1.9 Available! - 5/5/2012 11:57:31 PM   
nashvillen


Posts: 3836
Joined: 7/3/2006
From: Christiana, TN
Status: offline
CS cargo planning - major drool!

_____________________________


(in reply to nashvillen)
Post #: 3544
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 12:23:33 AM   
JamesM

 

Posts: 1017
Joined: 8/28/2000
From: QLD, Australia
Status: offline
I still can not get this utility to work




Attachment (1)

(in reply to floydg)
Post #: 3545
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 12:31:09 AM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline

quote:

ORIGINAL: jamesm

I still can not get this utility to work



Edit the WitPTracker.bat file and change the startup command to read:

java -Xms384m -Xmx512m -jar "WitPTracker.jar" nomap

If that doesn't work, try this one:

java -Xms512m -Xmx640m -jar "WitPTracker.jar" nomap

(in reply to JamesM)
Post #: 3546
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 12:52:24 AM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline
Just realized that I left out one of the big features for the release... ship movement was added to the map:





Green squares are at-sea locations and green lines are drawn directly to connect them. Blue squares show in port locations.

[EDIT] I know I can do a lot more with it, so suggestions welcome.

Attachment (1)

< Message edited by floydg -- 5/6/2012 12:57:13 AM >

(in reply to floydg)
Post #: 3547
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 1:02:42 AM   
Dan Nichols


Posts: 863
Joined: 8/30/2011
Status: offline
On the Ship Repair/port view screen a number of columns do not sort. The up/down arrow shows up, but the column is not sorted. tot tons, repair cap, yard + PRA, and misc. The filter does not seem to do anything either. Neither does the berthed filter.

The new task force screen looks great and very useful.

(in reply to floydg)
Post #: 3548
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 1:12:55 AM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline
quote:

ORIGINAL: Dan Nichols
On the Ship Repair/port view screen a number of columns do not sort. The up/down arrow shows up, but the column is not sorted. tot tons, repair cap, yard + PRA, and misc. The filter does not seem to do anything either. Neither does the berthed filter.


Yes, the sorting doesn't work for some columns (fixing that now). But the filters work for me no problem...

< Message edited by floydg -- 5/6/2012 1:18:46 AM >

(in reply to Dan Nichols)
Post #: 3549
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 1:51:09 AM   
pws1225

 

Posts: 1166
Joined: 8/9/2010
From: Tate's Hell, Florida
Status: offline
Great work, and much appreciated! Thanks guys.

(in reply to floydg)
Post #: 3550
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 2:58:43 AM   
USSAmerica


Posts: 18715
Joined: 10/28/2002
From: Graham, NC, USA
Status: offline
Thanks, gentlemen!

_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

(in reply to pws1225)
Post #: 3551
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 3:21:27 AM   
Dan Nichols


Posts: 863
Joined: 8/30/2011
Status: offline

quote:

ORIGINAL: floydg

quote:

ORIGINAL: Dan Nichols
On the Ship Repair/port view screen a number of columns do not sort. The up/down arrow shows up, but the column is not sorted. tot tons, repair cap, yard + PRA, and misc. The filter does not seem to do anything either. Neither does the berthed filter.


Yes, the sorting doesn't work for some columns (fixing that now). But the filters work for me no problem...


OK, filters do work, just not as I expected.

(in reply to floydg)
Post #: 3552
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 5:22:12 AM   
nashvillen


Posts: 3836
Joined: 7/3/2006
From: Christiana, TN
Status: offline

quote:

ORIGINAL: floydg

Just realized that I left out one of the big features for the release... ship movement was added to the map:





Green squares are at-sea locations and green lines are drawn directly to connect them. Blue squares show in port locations.

[EDIT] I know I can do a lot more with it, so suggestions welcome.


What about a date or turn number at each box? Not complaining, very happy with it.


_____________________________


(in reply to floydg)
Post #: 3553
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 10:01:51 AM   
fcharton

 

Posts: 1112
Joined: 10/4/2010
From: France
Status: offline
Hello,

When loading a previous game (saved in version 1.8.1) I get the following. Tracker then loads, but the device, ship, spip production upgrade and repairs, and the aircraft comparison tabs are empty. The industry tab graph doesn't work either. (But the task force and ship class screens look ok).

If I revert the .jar file to the previous version, the problem disappears. Apparently, the database is fine.

Thanks in advance
Francois





Attachment (1)

(in reply to nashvillen)
Post #: 3554
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 12:19:42 PM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline

quote:

ORIGINAL: fcharton

Hello,

When loading a previous game (saved in version 1.8.1) I get the following. Tracker then loads, but the device, ship, spip production upgrade and repairs, and the aircraft comparison tabs are empty. The industry tab graph doesn't work either. (But the task force and ship class screens look ok).

If I revert the .jar file to the previous version, the problem disappears. Apparently, the database is fine.

Thanks in advance
Francois






Looks like your database was not upgraded to add the new data points. I don't know how that didn't happen...

(in reply to fcharton)
Post #: 3555
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 1:15:58 PM   
alimentary

 

Posts: 142
Joined: 3/22/2010
Status: offline
I have been struggling to understand the relevance of the cargo efficiency number quoted in Tracker. The column heading is Cargo/(F/H), implying that this is cargo capacity divided by fuel-per-hex. However, that characterization is incorrect.

It seems that the figure is currently computed as speed * cargo * range / bunker

I maintain that the correct figure-of-merit is cargo * range / bunker with
no correction for speed.

Searching the forums, I believe that I have found the posting in which this computation was proposed:


quote:

ORIGINAL: fcharton


quote:

ORIGINAL: n01487477
The table above shows you the pertinent efficiency info Fuel/Mile and cargo(F/M). Higher numbers are better for Cargo(F/M) and lower is better for fuel/mile.


I believe Cargo (M/F) is the right measure, here.

re speed, I think the general idea is that if you double cruise speed, you divide by two the number of convoys at sea at any given time, and therefore fuel usage (convoys loading and unloading are docked, and use no fuel). So perhaps the correct "unit of efficiency" for shipping lane fuel usage (under constraint of port load rates) would be something like

Cargo size x Speed x Endurance / Bunker capacity

under constraints (one day loading/unloading time)
ship tonnage < min ship port rate
nr of ships in convoy < min dock size / ship tonnage
nr of ships in convoy < min total port rate / ship tonnage

(interestingly, the unit here is something like squared miles per hour which corresponds to viscosity in fluid mechanics, not sure how to interpret this...)

Francois


The logic about doubling cruise speed halving the number of convoys at sea and thereby halving fuel consumption is complete poppycock.

Yes, if you move twice as fast, you halve the number of convoys at sea. But every convoy at sea is consuming fuel at double rate because fuel usage is based on hexes, not days and all of those convoys at sea are moving twice as fast and consuming twice as much fuel per day. The net effect is a wash -- speed does not enter in.

A figure computed in cargo ton-hexes per ton of fuel would seem proper. That's what the column heading calls for. That is what should be displayed.


If you wanted a separate column for cargo ton-hexes per ship-day... Speed would be very relevant for that.

(in reply to floydg)
Post #: 3556
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 1:24:17 PM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline
Tried transferring .jar...no love.

Did a clean install...transferred all 90 save game files of current game and reports to new install folder...completed the multi-turn read...so far so good.

Looked at the LCU Production charts...Green line for Units Accumulative Arm Points ...no longer present

IIRC the same is true for vehicles.




Attachment (1)

_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to alimentary)
Post #: 3557
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 1:26:07 PM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline
Version 1.8 screen shot of same information




Attachment (1)

_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to treespider)
Post #: 3558
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 1:27:19 PM   
n01487477


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

quote:

ORIGINAL: treespider

Tried transferring .jar...no love.

Did a clean install...transferred all 90 save game files of current game and reports to new install folder...completed the multi-turn read...so far so good.

Looked at the LCU Production charts...Green line for Units Accumulative Arm Points ...no longer present

IIRC the same is true for vehicles.

That's weird, does a restart of tracker show it ?

_____________________________


(in reply to treespider)
Post #: 3559
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 1:30:48 PM   
n01487477


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

quote:

ORIGINAL: alimentary

I have been struggling to understand the relevance of the cargo efficiency number quoted in Tracker. The column heading is Cargo/(F/H), implying that this is cargo capacity divided by fuel-per-hex. However, that characterization is incorrect.

It seems that the figure is currently computed as speed * cargo * range / bunker

I maintain that the correct figure-of-merit is cargo * range / bunker with
no correction for speed.

Searching the forums, I believe that I have found the posting in which this computation was proposed:


quote:

ORIGINAL: fcharton


quote:

ORIGINAL: n01487477
The table above shows you the pertinent efficiency info Fuel/Mile and cargo(F/M). Higher numbers are better for Cargo(F/M) and lower is better for fuel/mile.


I believe Cargo (M/F) is the right measure, here.

re speed, I think the general idea is that if you double cruise speed, you divide by two the number of convoys at sea at any given time, and therefore fuel usage (convoys loading and unloading are docked, and use no fuel). So perhaps the correct "unit of efficiency" for shipping lane fuel usage (under constraint of port load rates) would be something like

Cargo size x Speed x Endurance / Bunker capacity

under constraints (one day loading/unloading time)
ship tonnage < min ship port rate
nr of ships in convoy < min dock size / ship tonnage
nr of ships in convoy < min total port rate / ship tonnage

(interestingly, the unit here is something like squared miles per hour which corresponds to viscosity in fluid mechanics, not sure how to interpret this...)

Francois


The logic about doubling cruise speed halving the number of convoys at sea and thereby halving fuel consumption is complete poppycock.

Yes, if you move twice as fast, you halve the number of convoys at sea. But every convoy at sea is consuming fuel at double rate because fuel usage is based on hexes, not days and all of those convoys at sea are moving twice as fast and consuming twice as much fuel per day. The net effect is a wash -- speed does not enter in.

A figure computed in cargo ton-hexes per ton of fuel would seem proper. That's what the column heading calls for. That is what should be displayed.


If you wanted a separate column for cargo ton-hexes per ship-day... Speed would be very relevant for that.


So, what do you want a change to the formula, an added column or a change to the heading?

I only added it to give players an idea of better / worse ship classes for cargo hauling...

_____________________________


(in reply to alimentary)
Post #: 3560
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 1:32:58 PM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline

quote:

ORIGINAL: n01487477


quote:

ORIGINAL: treespider

Tried transferring .jar...no love.

Did a clean install...transferred all 90 save game files of current game and reports to new install folder...completed the multi-turn read...so far so good.

Looked at the LCU Production charts...Green line for Units Accumulative Arm Points ...no longer present

IIRC the same is true for vehicles.

That's weird, does a restart of tracker show it ?




Bingo...we have a winner....restart and alles in ordung und bis bald vielen dank.

_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to n01487477)
Post #: 3561
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 2:07:26 PM   
alimentary

 

Posts: 142
Joined: 3/22/2010
Status: offline

quote:

ORIGINAL: n01487477

So, what do you want a change to the formula, an added column or a change to the heading?

I only added it to give players an idea of better / worse ship classes for cargo hauling...


Fair enough. Bitching is easy, design is hard.

My preference would be for two columns. One for the pure fuel efficiency number [expressed in units of kiloton-hexes per ton of fuel] and one for ship usage [expressed in units of kiloton-hexes per ship per day].


The real challenge would be to look at port A, port B with a given flow of goods, factor in cargo handling at both ends and have a tool to compute fuel/day and total-ships-required as a function of ship choice.

Or to compute the maximum achievable rate of goods hauled per day from port A to port B as a function of ship choice.

(in reply to n01487477)
Post #: 3562
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 2:09:51 PM   
n01487477


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

quote:

ORIGINAL: alimentary


quote:

ORIGINAL: n01487477

So, what do you want a change to the formula, an added column or a change to the heading?

I only added it to give players an idea of better / worse ship classes for cargo hauling...


Fair enough. Bitching is easy, design is hard.

My preference would be for two columns. One for the pure fuel efficiency number [expressed in units of kiloton-hexes per ton of fuel] and one for ship usage [expressed in units of kiloton-hexes per ship per day].

Ok. I'll have a think about it... but thanks for sharing.
quote:



The real challenge would be to look at port A, port B with a given flow of goods, factor in cargo handling at both ends and have a tool to compute fuel/day and total-ships-required as a function of ship choice.

Or to compute the maximum achievable rate of goods hauled per day from port A to port B as a function of ship choice.

Sort of done that in the Production area...


_____________________________


(in reply to alimentary)
Post #: 3563
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 3:51:09 PM   
fcharton

 

Posts: 1112
Joined: 10/4/2010
From: France
Status: offline
quote:

ORIGINAL: alimentary
Yes, if you move twice as fast, you halve the number of convoys at sea. But every convoy at sea is consuming fuel at double rate because fuel usage is based on hexes, not days and all of those convoys at sea are moving twice as fast and consuming twice as much fuel per day. The net effect is a wash -- speed does not enter in.


You are right that fuel usage is not reduced in proportion to speed. But speed will play a role unless your convoys spend all their time at sea, are not escorted and face no threat.

If you escort your convoys, the number of escorts (and their fuel cost) will be proportional to the number of ships on the lane (and therefore the cargo speed)
If enemy subs hunt on your lanes, the less cargoes you have the better (and the faster the better if they meet an enemy sub).
(On the other hand, for very short lanes, speed plays almost no role, as the time spent loading and unloading is larger than the time at sea).

I really believe a correction for speed is needed...

Francois



< Message edited by fcharton -- 5/6/2012 3:54:01 PM >

(in reply to alimentary)
Post #: 3564
RE: WitPTracker AE Release 1.9 Available! - 5/6/2012 7:36:48 PM   
alimentary

 

Posts: 142
Joined: 3/22/2010
Status: offline

quote:

ORIGINAL: fcharton

quote:

ORIGINAL: alimentary
Yes, if you move twice as fast, you halve the number of convoys at sea. But every convoy at sea is consuming fuel at double rate because fuel usage is based on hexes, not days and all of those convoys at sea are moving twice as fast and consuming twice as much fuel per day. The net effect is a wash -- speed does not enter in.


You are right that fuel usage is not reduced in proportion to speed. But speed will play a role unless your convoys spend all their time at sea, are not escorted and face no threat.

If you escort your convoys, the number of escorts (and their fuel cost) will be proportional to the number of ships on the lane (and therefore the cargo speed)
If enemy subs hunt on your lanes, the less cargoes you have the better (and the faster the better if they meet an enemy sub).
(On the other hand, for very short lanes, speed plays almost no role, as the time spent loading and unloading is larger than the time at sea).

I really believe a correction for speed is needed...

Francois




If convoys move twice as fast, you need half as many ships at sea and, accordingly, half as many escorts, true enough. But, all things being equal, the escorts will be moving twice as fast and consuming twice as much fuel. So, with respect to fuel consumption it is still a wash.

I do agree that speed has value.

(in reply to fcharton)
Post #: 3565
RE: WitPTracker AE Release 1.9 Available! - 5/7/2012 12:25:57 AM   
JamesM

 

Posts: 1017
Joined: 8/28/2000
From: QLD, Australia
Status: offline

quote:

ORIGINAL: floydg


quote:

ORIGINAL: jamesm

I still can not get this utility to work



Edit the WitPTracker.bat file and change the startup command to read:

java -Xms384m -Xmx512m -jar "WitPTracker.jar" nomap

If that doesn't work, try this one:

java -Xms512m -Xmx640m -jar "WitPTracker.jar" nomap


Thank you for your advice I got it to work. I use the second one but have removed the no map code and it still works.

Thanks again

(in reply to floydg)
Post #: 3566
RE: WitPTracker AE Release 1.9 Available! - 5/8/2012 2:30:12 AM   
scout1


Posts: 2899
Joined: 8/24/2004
From: South Bend, In
Status: offline
Question as to Tracker Exporting info (via CSV format) ....

Looking to export info that covers land unit name, AV value and location (by name rather than just coordinates if it exists) for any given turn. Can Tracker do this ?

(in reply to floydg)
Post #: 3567
RE: WitPTracker AE Release 1.9 Available! - 5/8/2012 3:01:02 AM   
scout1


Posts: 2899
Joined: 8/24/2004
From: South Bend, In
Status: offline

quote:

ORIGINAL: scout1

Question as to Tracker Exporting info (via CSV format) ....

Looking to export info that covers land unit name, AV value and location (by name rather than just coordinates if it exists) for any given turn. Can Tracker do this ?


Never mind ...

One other question .... If I am running 3 games, obviously in 3 different save game slots, do I need to run 3 different occurrences of Tracker ? 3 full independent directories, or is it simplier than that ?

(in reply to scout1)
Post #: 3568
RE: WitPTracker AE Release 1.9 Available! - 5/8/2012 3:03:58 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: scout1

quote:

ORIGINAL: scout1

Question as to Tracker Exporting info (via CSV format) ....

Looking to export info that covers land unit name, AV value and location (by name rather than just coordinates if it exists) for any given turn. Can Tracker do this ?


Never mind ...

One other question .... If I am running 3 games, obviously in 3 different save game slots, do I need to run 3 different occurrences of Tracker ? 3 full independent directories, or is it simplier than that ?

That's how I do it.

(in reply to scout1)
Post #: 3569
RE: WitPTracker AE Release 1.9 Available! - 5/8/2012 3:06:04 AM   
scout1


Posts: 2899
Joined: 8/24/2004
From: South Bend, In
Status: offline

quote:

ORIGINAL: witpqs

quote:

ORIGINAL: scout1

quote:

ORIGINAL: scout1

Question as to Tracker Exporting info (via CSV format) ....

Looking to export info that covers land unit name, AV value and location (by name rather than just coordinates if it exists) for any given turn. Can Tracker do this ?


Never mind ...

One other question .... If I am running 3 games, obviously in 3 different save game slots, do I need to run 3 different occurrences of Tracker ? 3 full independent directories, or is it simplier than that ?

That's how I do it.



did you merely copy the existing directory over and make the appropriate changes to specific files, or did you do a complete re-install into a new location ?

(in reply to witpqs)
Post #: 3570
Page:   <<   < prev  117 118 [119] 120 121   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: WitPTracker AE Release 1.9 Available! Page: <<   < prev  117 118 [119] 120 121   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.688