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RE: WitPTracker AE Release 1.9.2 Available!

 
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RE: WitPTracker AE Release 1.9.2 Available! - 10/11/2012 10:30:32 AM   
Chris21wen

 

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From: Cottesmore, Rutland
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Is there anyway of reading in more than one turn when you initialize tracker?

(in reply to floydg)
Post #: 4051
RE: WitPTracker AE Release 1.9.2 Available! - 10/11/2012 7:55:59 PM   
CyrusSpitama


Posts: 213
Joined: 2/21/2011
From: Naw'lins, Luzianna
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quote:

ORIGINAL: cohimbra

Hi, it isn't an important thing, but ask cost nothing!
I'm in the 130th turn and the tracker need a lot of time to start,
there's a way to make the loading faster? Maybe re-download and
re-copy the trackerdb.* files can be a solution? Thanks in advance.


As previously mentioned in this thread and in many other forum threads. After so many turns of using Tracker, the database becomes bogged down. I personally redo my database every 2 months and Tracker basically starts all over. BTW- I do not mean to sound arrogant mentioning the problem having been solved all over the forums. I just mention it so you can look around and find the many mentions of it with the solution always being to clear the database and start fresh.

What you lose: tracking the trends in things like industry from previous months and anything else you want to observe over long periods.
What you gain: faster loading Tracker and less possible issues with it.

If you want to know how to clear the database, just delete the db files in your tracker folder. If you have any doubts of this method, just d/l or check your d/l copy of the zipped tracker. Note which files it contains and delete the other files. Tracker started without these files, previously, right? :) Start Tracker as if a brand new d/l and enjoy it all over again. If I am concerned about trends ( I am as the war progresses, not so much in the early months), just save your db files rather than deleting them. Move them to another folder with the dates of that database.

I am sure others have possible solutions they may post here about and I hope the creators may have other, more concise solutions than what I have offered. Happy Tracking!

< Message edited by CyrusSpitama -- 10/11/2012 7:56:29 PM >


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(in reply to cohimbra)
Post #: 4052
RE: WitPTracker AE Release 1.9.2 Available! - 10/12/2012 5:01:13 AM   
cohimbra


Posts: 632
Joined: 10/15/2011
From: Italy
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@CyrusSpitama

Thanks

(in reply to CyrusSpitama)
Post #: 4053
RE: WitPTracker AE Release 1.9.2 Available! - 10/12/2012 4:41:37 PM   
Yaab


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From: Poland
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When Data set: Ship Classes is selected, what is the meaning of the column "Ships (D)"? Does (D) stand for the number of disbanded ships in port?

(in reply to cohimbra)
Post #: 4054
RE: WitPTracker AE Release 1.9.2 Available! - 10/12/2012 5:09:09 PM   
Dan Nichols


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That is the number of ships on the map and those that are in the reinforcement que ( D = Delayed )

so 20(4) would mean you have 20 active and 4 of that specific class in the reinforcement que.

< Message edited by Dan Nichols -- 10/12/2012 5:10:39 PM >

(in reply to Yaab)
Post #: 4055
RE: WitPTracker AE Release 1.9.2 Available! - 10/12/2012 5:11:13 PM   
Yaab


Posts: 4552
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From: Poland
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Thanks!

(in reply to Dan Nichols)
Post #: 4056
RE: WitPTracker AE Release 1.9.2 Available! - 10/13/2012 5:01:18 PM   
MAARTENR


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Can there please come a new version of witptracker wich support the new JAVA'S PLEASE?

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Post #: 4057
RE: WitPTracker AE Release 1.9.2 Available! - 10/13/2012 8:36:54 PM   
floydg

 

Posts: 2052
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From: Middletown, NJ
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quote:

ORIGINAL: Chris H

Is there anyway of reading in more than one turn when you initialize tracker?


The first turn reading is special compared to subsequent turns. It's software and (almost) anything could be done, but I think it would be fairly complex, based on how I structured the turn-reading process.

(in reply to Chris21wen)
Post #: 4058
RE: WitPTracker AE Release 1.9.2 Available! - 10/13/2012 8:38:06 PM   
floydg

 

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From: Middletown, NJ
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quote:

ORIGINAL: MAARTENR

Can there please come a new version of witptracker wich support the new JAVA'S PLEASE?


Some day...

(in reply to MAARTENR)
Post #: 4059
RE: WitPTracker AE Release 1.9.2 Available! - 10/13/2012 9:22:15 PM   
Chris21wen

 

Posts: 6249
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From: Cottesmore, Rutland
Status: offline

quote:

ORIGINAL: floydg


quote:

ORIGINAL: Chris H

Is there anyway of reading in more than one turn when you initialize tracker?


The first turn reading is special compared to subsequent turns. It's software and (almost) anything could be done, but I think it would be fairly complex, based on how I structured the turn-reading process.



OK! thanks. I'll change the bat to piont to an earlier save and the multi load after.

(in reply to floydg)
Post #: 4060
Clearing Turn Loaded List - 10/28/2012 7:56:34 AM   
CaptDave

 

Posts: 659
Joined: 6/21/2002
From: Federal Way, WA
Status: offline
Hi, guys. I could swear I've asked this question before, but even searching through all my own posts I don't find it so I must not have. Maybe we did it via PM.

Anyway, using one of my many installations of Tracker, I'm wanting to restart a game. I delete all trackerdb* files, and I've updated to the latest Tracker. When I re-initialize and try to load a turn, I get the "Turn 2 already loaded" message (I'm reusing the same save files, as well, which I also deleted). In the back of my mind is a note that says last time this happened I had to reboot my machine to get rid of something in memory, but that didn't work, either.

It would appear that I need to replace some other file to clear the turn history, but which one might that be?

(in reply to Chris21wen)
Post #: 4061
RE: Clearing Turn Loaded List - 10/28/2012 12:49:20 PM   
floydg

 

Posts: 2052
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From: Middletown, NJ
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quote:

ORIGINAL: CaptDave

Hi, guys. I could swear I've asked this question before, but even searching through all my own posts I don't find it so I must not have. Maybe we did it via PM.

Anyway, using one of my many installations of Tracker, I'm wanting to restart a game. I delete all trackerdb* files, and I've updated to the latest Tracker. When I re-initialize and try to load a turn, I get the "Turn 2 already loaded" message (I'm reusing the same save files, as well, which I also deleted). In the back of my mind is a note that says last time this happened I had to reboot my machine to get rid of something in memory, but that didn't work, either.

It would appear that I need to replace some other file to clear the turn history, but which one might that be?


Maybe you missed one of the trackerdb files (there are usually four when the program is not running). Otherwise, maybe you initialized the DB with turn 2.

That's all I can think of right now....

(in reply to CaptDave)
Post #: 4062
RE: Clearing Turn Loaded List - 10/29/2012 8:53:17 AM   
CaptDave

 

Posts: 659
Joined: 6/21/2002
From: Federal Way, WA
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quote:

ORIGINAL: floydg


quote:

ORIGINAL: CaptDave

Hi, guys. I could swear I've asked this question before, but even searching through all my own posts I don't find it so I must not have. Maybe we did it via PM.

Anyway, using one of my many installations of Tracker, I'm wanting to restart a game. I delete all trackerdb* files, and I've updated to the latest Tracker. When I re-initialize and try to load a turn, I get the "Turn 2 already loaded" message (I'm reusing the same save files, as well, which I also deleted). In the back of my mind is a note that says last time this happened I had to reboot my machine to get rid of something in memory, but that didn't work, either.

It would appear that I need to replace some other file to clear the turn history, but which one might that be?


Maybe you missed one of the trackerdb files (there are usually four when the program is not running). Otherwise, maybe you initialized the DB with turn 2.

That's all I can think of right now....


Exactly right; that's what I get for trying to do this sort of thing after midnight! Simply forgot that initializing the data base loads the turn (didn't think to go look at a dynamic screen other than the default Alerts to see if there was any information!). Force of habit; run a turn, load it into Tracker.

(in reply to floydg)
Post #: 4063
WitPTracker AE Release 1.9.2 Available! - 11/8/2012 2:06:36 PM   
n01487477


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Work still in progress... R&D calculated and approx availability. Still very much a work in progress




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Post #: 4064
RE: WitPTracker AE Release 1.9.2 Available! - 11/8/2012 2:08:29 PM   
n01487477


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Another - added filter or Upgrades




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Post #: 4065
RE: WitPTracker AE Release 1.9.2 Available! - 11/8/2012 3:56:31 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline
Question on USS Colorado upgrade screens:

1/42 upgrade.

Summary in home screen has 5in/51 Mk7 mounts going from 5 to 1, both port and starboard. In the "Compare" detail, before and after, there are both 1 each and 5 each mounts. Probably what this means is explained by the M=1 and A=24 codes, but I have no idea what these refer to. The Compare screen, by use of the blue text, seems to say that the only change is to the radars, but this does not agree with the home screen on the gun mount configs.

Help? How do I read the Compare detail screens here and elsewhere? What do the M= and A= notations tell me?

_____________________________

The Moose

(in reply to n01487477)
Post #: 4066
RE: WitPTracker AE Release 1.9.2 Available! - 11/8/2012 6:09:39 PM   
FeurerKrieg


Posts: 3397
Joined: 6/15/2005
From: Denver, CO
Status: offline

quote:

ORIGINAL: n01487477

Work still in progress... R&D calculated and approx availability. Still very much a work in progress






How are you calculating the estimated repair time? I thought the formula that incorporates a random element based on time until availability wasn't exactly known.

_____________________________


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

(in reply to n01487477)
Post #: 4067
RE: WitPTracker AE Release 1.9.2 Available! - 11/9/2012 12:19:01 AM   
n01487477


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

quote:

ORIGINAL: Bullwinkle58

Question on USS Colorado upgrade screens:

1/42 upgrade.

Summary in home screen has 5in/51 Mk7 mounts going from 5 to 1, both port and starboard. In the "Compare" detail, before and after, there are both 1 each and 5 each mounts. Probably what this means is explained by the M=1 and A=24 codes, but I have no idea what these refer to. The Compare screen, by use of the blue text, seems to say that the only change is to the radars, but this does not agree with the home screen on the gun mount configs.

Help? How do I read the Compare detail screens here and elsewhere? What do the M= and A= notations tell me?

Hi Bullwinkle -
Not sure what is going on here but it looks like a bug in the front screen. I'll investigate and fix it - unless Floyd wants more work to do. This is the first time I've noticed a bug here but I'm sure now I'll find more. The actual comparison pop-up screen is correct. M=mount(Turrets)& A=Ammo.




Attachment (1)

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(in reply to Bullwinkle58)
Post #: 4068
RE: WitPTracker AE Release 1.9.2 Available! - 11/9/2012 12:30:47 AM   
n01487477


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Joined: 2/21/2006
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quote:

ORIGINAL: Feurer Krieg
quote:

ORIGINAL: n01487477
Work still in progress... R&D calculated and approx availability. Still very much a work in progress



How are you calculating the estimated repair time? I thought the formula that incorporates a random element based on time until availability wasn't exactly known.

It isn't exactly know (hence an estimate), but we do have enough evidence to suggest that a factory of any size will repair around a specific time.

I had noticed this a long time before, but hadn't made it public. Alimentary made a script (second link below) that I've modified to give me basically ... I'm taking Alimentary's work further through some testing to give me a slightly different probability analysis ... but for now:

Est_TimeToRepair = Time to Availability * 0.63

Worth reading on this subject
http://www.matrixgames.com/forums/fb.asp?m=3198598 (and the posts from kmitahj)
http://www.matrixgames.com/forums/tm.asp?m=3022096&mpage=2#3094988 (Alimentary and kmitahj)

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(in reply to FeurerKrieg)
Post #: 4069
RE: WitPTracker AE Release 1.9.2 Available! - 11/9/2012 12:45:59 AM   
floydg

 

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

quote:

ORIGINAL: n01487477


quote:

ORIGINAL: Bullwinkle58

Question on USS Colorado upgrade screens:

1/42 upgrade.

Summary in home screen has 5in/51 Mk7 mounts going from 5 to 1, both port and starboard. In the "Compare" detail, before and after, there are both 1 each and 5 each mounts. Probably what this means is explained by the M=1 and A=24 codes, but I have no idea what these refer to. The Compare screen, by use of the blue text, seems to say that the only change is to the radars, but this does not agree with the home screen on the gun mount configs.

Help? How do I read the Compare detail screens here and elsewhere? What do the M= and A= notations tell me?

Hi Bullwinkle -
Not sure what is going on here but it looks like a bug in the front screen. I'll investigate and fix it - unless Floyd wants more work to do. This is the first time I've noticed a bug here but I'm sure now I'll find more. The actual comparison pop-up screen is correct. M=mount(Turrets)& A=Ammo.



Let me take a look -- this section of code is kind of nasty...

(in reply to n01487477)
Post #: 4070
RE: WitPTracker AE Release 1.9.2 Available! - 11/9/2012 2:08:55 AM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: floydg


quote:

ORIGINAL: n01487477


quote:

ORIGINAL: Bullwinkle58

Question on USS Colorado upgrade screens:

1/42 upgrade.

Summary in home screen has 5in/51 Mk7 mounts going from 5 to 1, both port and starboard. In the "Compare" detail, before and after, there are both 1 each and 5 each mounts. Probably what this means is explained by the M=1 and A=24 codes, but I have no idea what these refer to. The Compare screen, by use of the blue text, seems to say that the only change is to the radars, but this does not agree with the home screen on the gun mount configs.

Help? How do I read the Compare detail screens here and elsewhere? What do the M= and A= notations tell me?

Hi Bullwinkle -
Not sure what is going on here but it looks like a bug in the front screen. I'll investigate and fix it - unless Floyd wants more work to do. This is the first time I've noticed a bug here but I'm sure now I'll find more. The actual comparison pop-up screen is correct. M=mount(Turrets)& A=Ammo.



Let me take a look -- this section of code is kind of nasty...



Maybe help, but I did a Search on "Colorado" and got a bunch of threads from long ago discussing breaking the upgrade paths for Colorado-class, WV, and one other old BB into separate paths. (Might have been Oklahoma now that I think about it.) I think Mr. Bowen was involved int he threads. There was a lot of back and forth between several people about the 1943-45 AA suite upgrades for the pre-war BBs, but it devolved into talking about th e1/42 upgrades as well. Apparently WV was unique, and the Colorados were different again.

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The Moose

(in reply to floydg)
Post #: 4071
RE: WitPTracker AE Release 1.9.2 Available! - 11/9/2012 2:13:05 AM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: n01487477


quote:

ORIGINAL: Bullwinkle58

Question on USS Colorado upgrade screens:

1/42 upgrade.

Summary in home screen has 5in/51 Mk7 mounts going from 5 to 1, both port and starboard. In the "Compare" detail, before and after, there are both 1 each and 5 each mounts. Probably what this means is explained by the M=1 and A=24 codes, but I have no idea what these refer to. The Compare screen, by use of the blue text, seems to say that the only change is to the radars, but this does not agree with the home screen on the gun mount configs.

Help? How do I read the Compare detail screens here and elsewhere? What do the M= and A= notations tell me?

Hi Bullwinkle -
Not sure what is going on here but it looks like a bug in the front screen. I'll investigate and fix it - unless Floyd wants more work to do. This is the first time I've noticed a bug here but I'm sure now I'll find more. The actual comparison pop-up screen is correct. M=mount(Turrets)& A=Ammo.





That helps a lot, the M and the A.

Just so I'm clear, after the upgrade, she has 5 5in/51 Mk7 mounts (as a group) on each side, as well as one more mount as a group on each side as well? And why is it M-1 for the five gun group(s)?

_____________________________

The Moose

(in reply to n01487477)
Post #: 4072
RE: WitPTracker AE Release 1.9.2 Available! - 11/9/2012 2:35:22 AM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline
This is what the Editor manual says about turrets:

Turrets. This represents the number of weapons that are grouped together in one turret or bank of
torpedoes that will fire together in combat. As an example, if the number of weapons is 6, and the
number in the turret column is 2, this indicates there are 3 turrets of 2 guns each. In the game, turrets
are the basic unit that can shoot and that can be damaged (i.e. individual weapons in the turret will not
shoot or be damaged separately).

As for the gun changes listed in the main panel, I don't think it's accurate -- checking.

Floyd

(in reply to Bullwinkle58)
Post #: 4073
RE: WitPTracker AE Release 1.9.2 Available! - 11/9/2012 2:41:19 AM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline
quote:

ORIGINAL: floydg

This is what the Editor manual says about turrets:

Turrets. This represents the number of weapons that are grouped together in one turret or bank of
torpedoes that will fire together in combat. As an example, if the number of weapons is 6, and the
number in the turret column is 2, this indicates there are 3 turrets of 2 guns each. In the game, turrets
are the basic unit that can shoot and that can be damaged (i.e. individual weapons in the turret will not
shoot or be damaged separately).

As for the gun changes listed in the main panel, I don't think it's accurate -- checking.

Floyd

OK. Thanks.

Edit: I went and found pictures of the 5in/51 Mk 7 and I better understand how this works now. Single barrel, not in a true mount. Just behind a shield on most classes. Still odd they were grouped 5 and then 1, but so be it. The devs have a lot better references than I do on this stuff.

< Message edited by Bullwinkle58 -- 11/9/2012 2:46:32 AM >


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The Moose

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Post #: 4074
RE: WitPTracker AE Release 1.9.2 Available! - 11/11/2012 9:44:56 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline
Is it posssible under Air Groups to include a filter for Carrier trained or capable.

(in reply to floydg)
Post #: 4075
RE: WitPTracker AE Release 1.9.2 Available! - 11/11/2012 11:01:54 AM   
n01487477


Posts: 4779
Joined: 2/21/2006
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quote:

ORIGINAL: Chris H

Is it posssible under Air Groups to include a filter for Carrier trained or capable.

Something like this ... or do you want a differentiation of CV trained OR CV capable?




Attachment (1)

< Message edited by n01487477 -- 11/11/2012 11:02:43 AM >


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(in reply to Chris21wen)
Post #: 4076
RE: WitPTracker AE Release 1.9.2 Available! - 11/11/2012 3:52:05 PM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline

quote:

ORIGINAL: n01487477

quote:

ORIGINAL: Chris H

Is it posssible under Air Groups to include a filter for Carrier trained or capable.

Something like this ... or do you want a differentiation of CV trained OR CV capable?





Looks like you are already working on it with the speed of your reply. I'd prefer both if possible.

(in reply to n01487477)
Post #: 4077
RE: WitPTracker AE Release 1.9.2 Available! - 11/16/2012 11:52:03 PM   
floydg

 

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

quote:

ORIGINAL: Bullwinkle58

quote:

ORIGINAL: floydg

This is what the Editor manual says about turrets:

Turrets. This represents the number of weapons that are grouped together in one turret or bank of
torpedoes that will fire together in combat. As an example, if the number of weapons is 6, and the
number in the turret column is 2, this indicates there are 3 turrets of 2 guns each. In the game, turrets
are the basic unit that can shoot and that can be damaged (i.e. individual weapons in the turret will not
shoot or be damaged separately).

As for the gun changes listed in the main panel, I don't think it's accurate -- checking.

Floyd

OK. Thanks.

Edit: I went and found pictures of the 5in/51 Mk 7 and I better understand how this works now. Single barrel, not in a true mount. Just behind a shield on most classes. Still odd they were grouped 5 and then 1, but so be it. The devs have a lot better references than I do on this stuff.


Fixed.






Attachment (1)

(in reply to Bullwinkle58)
Post #: 4078
RE: WitPTracker AE Release 1.9.2 Available! - 11/17/2012 12:04:22 AM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline
Excellent. Thank you!

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(in reply to floydg)
Post #: 4079
RE: WitPTracker AE Release 1.9.2 Available! - 11/20/2012 3:02:58 AM   
Insano

 

Posts: 228
Joined: 7/23/2009
From: Joplin, Missouri
Status: offline
Hi guys. I'm trying to get tracker running on my brand new laptop. 64 bit Windows 7. I installed 32 and 64 bit Java. Any ideas based on this screen shot? Thanks in advance.




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Post #: 4080
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