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RE: Patch 07 - Unofficial Public Beta - 1120 updated

 
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RE: Patch 07 - Unofficial Public Beta - 1120 updated - 12/9/2012 1:58:49 AM   
Dan Nichols


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I almost hate to ask, but is there a possibility of having a toggle switch to turn off this function for a TF? One problem I see is a damaged TF that ends its movement at a dot base and disbands to pierside repair is not going to repair much and waste three days before it can be sent on its way to a larger port.

(in reply to michaelm75au)
Post #: 391
RE: Patch 07 - Unofficial Public Beta - 1120 updated - 12/9/2012 2:46:18 AM   
Itdepends

 

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There may be circumstaces when you don't want this to happen though- it would mean if you were base hopping a damaged ship away from enemy air cover (where you have it disband in small/dot base ports to avoid enemy naval strikes)- you'd be stuck with it in pierside repair mode for 3 turns (getting it back to readiness).

Edit:- emu'd- should have read the next page

(in reply to michaelm75au)
Post #: 392
RE: Patch 07 - Unofficial Public Beta - 1120 updated - 12/9/2012 2:59:23 AM   
ny59giants


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If you set your Escort TF (or Cripple) to "Do Not Disband" then you will not run into this problem. If they have either System or Float damage above those that Michael proposed, are in an Escort (or Cripple as subs don't have an Escort Sub TF) TF, have orders to Disband, and have reached their home port, then this option would happen. If there are other conditions (or a set that Michael lays out) that need to be met for a TF to Disband and go into pierside repair mode after reaching its home port at the end of either Naval Movement phase, then he can list them for us.

< Message edited by ny59giants -- 12/9/2012 3:00:17 AM >


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Post #: 393
RE: Patch 07 - Unofficial Public Beta - 1120 updated - 12/9/2012 4:20:50 AM   
michaelm75au


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I think that a limit on port size should also apply (3 or higher).

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Michael

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Post #: 394
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/9/2012 9:38:30 AM   
Chris21wen

 

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I think spliting LCU Upgrade from Replacement so both can be used independently needs somehow to be reflected in the LCU list, Maybe N-No, U-Upgrade Only, R-Replacement Only, or B-Both as oopesed to just Y and N.

(in reply to michaelm75au)
Post #: 395
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/9/2012 9:50:33 AM   
Chris21wen

 

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I also spotted another problem with LCU Upgrades and replacement. Fragments cannot recieve replacements, it's greyed out, but can upgrade. I think this should be the other way round. Removed the last sentence it was rubbish.





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< Message edited by Chris H -- 12/9/2012 9:53:18 AM >

(in reply to michaelm75au)
Post #: 396
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/9/2012 10:14:16 AM   
michaelm75au


Posts: 13500
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I think that the upgrade button is there but it wont change to Upgrade Allowed.

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Michael

(in reply to Chris21wen)
Post #: 397
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/9/2012 12:53:13 PM   
Chris21wen

 

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quote:

ORIGINAL: michaelm

I think that the upgrade button is there but it wont change to Upgrade Allowed.


OK

(in reply to michaelm75au)
Post #: 398
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/9/2012 1:10:10 PM   
Jace11

 

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Can you fix graphics bugs in these beta patches? If not no problem. There is a problem with strafing aircraft. They appear outside the combat dialogue box, not sure if its cause I run at a higher resolution. everything else that appears during combat is fine; ships, explosions etc. It's just planes that are strafing that leave the box...

They might have an incorrect position / scaling in relation to window size, I don't know.




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< Message edited by Jace11 -- 12/9/2012 1:14:18 PM >

(in reply to Chris21wen)
Post #: 399
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/10/2012 5:24:17 AM   
Oberst_Klink

 

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Michael,

slightly off-topic, alas... is it possible, like in Pacific War (WitP AE's grandfather) to computer control whole commands, e.g. ABDA, etc.or is it hard-coded in the game? Not that I shun micromanagement, but..

Klink, Oberst

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(in reply to Jace11)
Post #: 400
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/10/2012 11:09:09 AM   
n01487477


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quote:

ORIGINAL: Oberst_Klink

Michael,

slightly off-topic, alas... is it possible, like in Pacific War (WitP AE's grandfather) to computer control whole commands, e.g. ABDA, etc.or is it hard-coded in the game? Not that I shun micromanagement, but..

Klink, Oberst

Asked and answered before. The new AI is not compatible with this.So, No

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(in reply to Oberst_Klink)
Post #: 401
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/10/2012 2:32:27 PM   
Oberst_Klink

 

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quote:

ORIGINAL: n01487477
Thanks for clarification. Must have missed it while browsing and searching various threads. Anyway, keep up the bloody nice work you're doing with the updates!

Klink, Oberst

quote:

ORIGINAL: Oberst_Klink

Michael,

slightly off-topic, alas... is it possible, like in Pacific War (WitP AE's grandfather) to computer control whole commands, e.g. ABDA, etc.or is it hard-coded in the game? Not that I shun micromanagement, but..

Klink, Oberst

Asked and answered before. The new AI is not compatible with this.So, No



_____________________________

My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.

(in reply to n01487477)
Post #: 402
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/11/2012 9:41:08 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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quote:

ORIGINAL: Jace11

Can you fix graphics bugs in these beta patches? If not no problem. There is a problem with strafing aircraft. They appear outside the combat dialogue box, not sure if its cause I run at a higher resolution. everything else that appears during combat is fine; ships, explosions etc. It's just planes that are strafing that leave the box...

They might have an incorrect position / scaling in relation to window size, I don't know.


Haven't noticed that before. Plane positioning uses same code for the air-naval screen.
I'll have another look to see if strafing is different somehow.

_____________________________

Michael

(in reply to Jace11)
Post #: 403
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/11/2012 11:42:30 AM   
castor troy


Posts: 14330
Joined: 8/23/2004
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quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Jace11

Can you fix graphics bugs in these beta patches? If not no problem. There is a problem with strafing aircraft. They appear outside the combat dialogue box, not sure if its cause I run at a higher resolution. everything else that appears during combat is fine; ships, explosions etc. It's just planes that are strafing that leave the box...

They might have an incorrect position / scaling in relation to window size, I don't know.


Haven't noticed that before. Plane positioning uses same code for the air-naval screen.
I'll have another look to see if strafing is different somehow.



have had the same thing happening since release, not really related to the betas I think. Other players don't have this happening so I'm not sure what the fault is.

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Post #: 404
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/12/2012 3:17:32 AM   
PaxMondo


Posts: 9750
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quote:

ORIGINAL: castor troy

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Jace11

Can you fix graphics bugs in these beta patches? If not no problem. There is a problem with strafing aircraft. They appear outside the combat dialogue box, not sure if its cause I run at a higher resolution. everything else that appears during combat is fine; ships, explosions etc. It's just planes that are strafing that leave the box...

They might have an incorrect position / scaling in relation to window size, I don't know.


Haven't noticed that before. Plane positioning uses same code for the air-naval screen.
I'll have another look to see if strafing is different somehow.



have had the same thing happening since release, not really related to the betas I think. Other players don't have this happening so I'm not sure what the fault is.

I'm not seeing this. might be op sys related?

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Pax

(in reply to castor troy)
Post #: 405
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/12/2012 4:03:20 AM   
sanch

 

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I've had times when there's no Air Combat Screen, nor clouds, nor water. Just aircraft, ships and messages on the WITP map (where the Air Combat Screen should be).

But, restart WITP, and it's fine. Go figure.

(in reply to PaxMondo)
Post #: 406
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/12/2012 5:18:59 AM   
Dan Nichols


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quote:

ORIGINAL: sanch

I've had times when there's no Air Combat Screen, nor clouds, nor water. Just aircraft, ships and messages on the WITP map (where the Air Combat Screen should be).

But, restart WITP, and it's fine. Go figure.



I've had this happen a few times also.

(in reply to sanch)
Post #: 407
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/12/2012 11:42:57 PM   
pompack


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From: University Park, Texas
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me too

When in doubt restart WitP each time instead of leaving it in the background

(in reply to Dan Nichols)
Post #: 408
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/13/2012 1:11:06 PM   
Itdepends

 

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Joined: 12/12/2005
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Using beta 1120c
Is there still an issue with the replay for the allies giving different results to the turn? I've tried re running the replay multiple times but I can't get the same result as the turn. The combatreport.txt file generated when I load the turn is different to the combatreport_430817.txt file.

The files are identical until part way through the morning air attacks on the first day (2 day turns) and then they start to diverge.

e.g.

Night Time Surface Combat, near Marcus Island at 123,85, Range 11,000 Yards

Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate

Allied Ships
DD Ammen
DD Boyd, Shell hits 1
DD Halford, Shell hits 1

Improved night sighting under 92% moonlight
Maximum visibility in Partly Cloudy Conditions and 92% moonlight: 11,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
Range closes to 23,000 yards...
Range closes to 21,000 yards...
Range closes to 19,000 yards...
Range closes to 17,000 yards...

vs

Night Time Surface Combat, near Marcus Island at 123,85, Range 29,000 Yards

Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate

Allied Ships
DD Ammen
DD Boyd
DD Halford

Low visibility due to Thunderstorms with 92% moonlight
Maximum visibility in Thunderstorms and 92% moonlight: 2,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
CONTACT: Allies radar detects Japanese task force at 25,000 yards
Range increases to 28,000 yards...
Range increases to 29,000 yards...
Japanese Task Force Manages to Escape
Japanese Fast Transport TF evades combat

(in reply to pompack)
Post #: 409
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/13/2012 11:32:25 PM   
zuluhour


Posts: 5244
Joined: 1/20/2011
From: Maryland
Status: offline
Anyone know what this means?




Attachment (1)

(in reply to Itdepends)
Post #: 410
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/13/2012 11:33:39 PM   
zuluhour


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From: Maryland
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whoops, think I figured it out, a bit hasty on my part.

(in reply to zuluhour)
Post #: 411
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/14/2012 9:21:11 AM   
michaelm75au


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

quote:

ORIGINAL: Itdepends

Using beta 1120c
Is there still an issue with the replay for the allies giving different results to the turn? I've tried re running the replay multiple times but I can't get the same result as the turn. The combatreport.txt file generated when I load the turn is different to the combatreport_430817.txt file.

The files are identical until part way through the morning air attacks on the first day (2 day turns) and then they start to diverge.

e.g.

Night Time Surface Combat, near Marcus Island at 123,85, Range 11,000 Yards

Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate

Allied Ships
DD Ammen
DD Boyd, Shell hits 1
DD Halford, Shell hits 1

Improved night sighting under 92% moonlight
Maximum visibility in Partly Cloudy Conditions and 92% moonlight: 11,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
Range closes to 23,000 yards...
Range closes to 21,000 yards...
Range closes to 19,000 yards...
Range closes to 17,000 yards...

vs

Night Time Surface Combat, near Marcus Island at 123,85, Range 29,000 Yards

Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate

Allied Ships
DD Ammen
DD Boyd
DD Halford

Low visibility due to Thunderstorms with 92% moonlight
Maximum visibility in Thunderstorms and 92% moonlight: 2,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
CONTACT: Allies radar detects Japanese task force at 25,000 yards
Range increases to 28,000 yards...
Range increases to 29,000 yards...
Japanese Task Force Manages to Escape
Japanese Fast Transport TF evades combat


attach the replay and original turn so I can play them out. No known errors, but there could still be unknown ones.

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Michael

(in reply to Itdepends)
Post #: 412
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/14/2012 10:39:29 AM   
LargeSlowTarget


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There is a "divide" problem with some air units.

Some air units have detachments with different plane type at scenario start, e.g. 76th I.F. Chutai at Takao with Ki-15 in parent and Ki-46 in the detachment.

If the detachment is disbanded, the parent unit does NOT gain the ability to divide into sub-units (furthermore, the "Unit OOB" button remains active even if all sub-units have been disbanded).

If the detachment is upgraded to the same plane type than the parent unit and then "ReAttached", then no problem - the parent unit can sub-divide again.

But since in some cases there are not enough planes in the pool to upgrade and "ReAttach", it would be nice if we could use the disband function without loss of the divide function.

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Post #: 413
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/14/2012 1:21:35 PM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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The parent (76th IF) is not set to allow it to "Divide unit".
[edit] Retract that. The scenario I was looking at didn't.

Having detachments is not an indication that a group can divide into /a/b/c.

The OOB list for the parent is not being cleared when a unit disbands. It should eventually clean itself up, but I'll force it when the parent is viewed.

< Message edited by michaelm -- 12/14/2012 1:34:04 PM >


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Michael

(in reply to LargeSlowTarget)
Post #: 414
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/14/2012 8:50:31 PM   
LargeSlowTarget


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Sorry, should have specified the scenario (DBB-C)

Of course I checked the parent for split allowed before 'complaining' here .

Thx for fixing!

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Post #: 415
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/15/2012 3:04:34 AM   
Itdepends

 

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Hi Michael here's the replay


Attachment (1)

(in reply to LargeSlowTarget)
Post #: 416
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/15/2012 3:06:15 AM   
Itdepends

 

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and the turn that was used to generate the replay. Let me know if you need the Japanese password and I'll ask the LYB to send it to you- otherwise.........I'm sure you have ways


Attachment (1)

(in reply to Itdepends)
Post #: 417
RE: Patch 07 - Unofficial Public Beta - 1120 updated - 12/16/2012 8:52:57 AM   
Chris21wen

 

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From: Cottesmore, Rutland
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michaelm

The link still points to 1120f

(in reply to michaelm75au)
Post #: 418
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/16/2012 9:43:54 AM   
LoBaron


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From: Vienna, Austria
Status: offline

quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: castor troy

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Jace11

Can you fix graphics bugs in these beta patches? If not no problem. There is a problem with strafing aircraft. They appear outside the combat dialogue box, not sure if its cause I run at a higher resolution. everything else that appears during combat is fine; ships, explosions etc. It's just planes that are strafing that leave the box...

They might have an incorrect position / scaling in relation to window size, I don't know.


Haven't noticed that before. Plane positioning uses same code for the air-naval screen.
I'll have another look to see if strafing is different somehow.



have had the same thing happening since release, not really related to the betas I think. Other players don't have this happening so I'm not sure what the fault is.

I'm not seeing this. might be op sys related?


I have been able to reproduce such situations since game release.

The issue can be replicated by launching the game and doing all kinds of stuff, loading saves, exiting, alt tabbing back to DT, all things that mess with
game memory reservations/assignment. If you then do not restart the game, but simply load the turn replay, there is a pretty high chance you
see such graphical artefacts.

To me it never happens if I run a "clean" replay right after launching the game.

_____________________________


(in reply to PaxMondo)
Post #: 419
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/16/2012 11:11:44 AM   
JocMeister

 

Posts: 8262
Joined: 7/29/2009
From: Sweden
Status: offline
Just for information I also get the "strafing outside the box". Havn´t tried with fighters but it happens 100% of the time when B25 drops down to strafe after using their bombs. They then "stack" on top of each other outside the box. Very strange!

(in reply to LoBaron)
Post #: 420
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