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[HARDWARE] Hemmoroid

 
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[HARDWARE] Hemmoroid - 11/20/2014 4:41:42 PM   
batek688

 

Posts: 92
Joined: 10/16/2014
Status: offline
Sorry..not trying to be a pain in the arse, but: I'm not having much progress playing more than 10-15 mins of a scenario on build 573 before I get a crash (of the types i've posted further below in the forum -- mostly out of memory relating to the screen buffers). Is there any sort of idea/guestimate/etc on when a newer build will be publicly available for me to try? If it's "2015" then i'm going to have to roll-back to the prior version and try that. There are a few scenarios (like operation brass drum) that I can play further, but only if I play them certain ways and that sort of defeats the purpose =)

FYI -- the "trend" that seems to let me go further is to start with all aircraft/sensors off, big old tomahawk strike, and then very "focused" detection after that. In The Big Stick, example:
If I put up something like a JSTARS and RivetJoint in a North/South orbit off the coast of Syria, I will get a huge number of detections. If I then launch some TLAMs on the shoreline SAM/Radar sites to make a hole -- it crashes when the TLAMs start to hit. However, if I keep all aircraft down, I can send all the TLAMs in and take down every SAM/Radar site on the coast...but once I put that JSTARS up, it starts mapping out all of those mobiles/in-country sites and just sitting there it will eventually crash. These latest "crashes" are just that, "Command has stopped working" Dr. Watson things, not any sort of exception message I can post.

I posted a few examples in this forum over the past couple weeks but have since stopped for 2 reasons: 1) I see you reporting a lot of things resolved in much higher build numbers, and 2) The traces and/or the windows event log addresses are matches for things i've already posted so I don't want to chew up your time looking at 15 examples of the same thing.

Thanks!

B

< Message edited by Sunburn -- 1/2/2015 6:00:49 PM >
Post #: 1
RE: Hemmoroid - 11/20/2014 5:06:50 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Sorry to frustrate you, We're getting closer to a release which should resolve any number of crashes.

Thanks

Mike

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(in reply to batek688)
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RE: Hemmoroid - 11/20/2014 5:45:21 PM   
batek688

 

Posts: 92
Joined: 10/16/2014
Status: offline
Thanks, Mike. I know how defect-resolution cycles work since I'm embroiled in that cycle in my work-life. I just didn't want to go through the trouble of removing/reinstalling and then finding out I could have just waited a brief time more. I can always go back to playing WITP:AE for a bit =)

B

(in reply to mikmykWS)
Post #: 3
RE: Hemmoroid - 1/2/2015 9:11:24 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Is this problem persisting with v1.06 ?

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RE: Hemmoroid - 1/2/2015 3:56:10 PM   
batek688

 

Posts: 92
Joined: 10/16/2014
Status: offline
Close per my other post.

(in reply to Dimitris)
Post #: 5
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