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RE: Patch 07 - Unofficial Public Beta & UI Suggestions

 
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RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/28/2015 4:32:27 PM   
witpqs


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

ORIGINAL: HansBolter


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: HansBolter

Can we get the hex stacking limit text out from under the three buttons in the uppermost right corner at less than maximum resolutions?

Been stuck playing at 1680x1050 due to limitations of my current monitor and it's really tough to get a read on the stacking limits of hexes I don't already control.


I'm having trouble visualizing what you mean.



Take a look at this screenshot. I have targeted a hex in the Korean peninsula that I don't control. The only information you can get on a hex you don't control is in the top bar, ie... weather forecast and stacking limit.
At the 1680x1050 resolution that is the max for my monitor the stacking limit text is hidden under the three buttons in the upper right corner and impossible to read. I have to enter a hex before I can tell what the stacking limits are.






When I look at your pic above and compare it to mine in my last post, things don't look right. Mine is a pic of almost all of the 1366 pixels width. Yours is supposedly 1680 - which is more pixels in width - but looks like it has fewer pixels in width. My guess is that you are not seeing the resolution that you think you have it set for.

< Message edited by witpqs -- 10/28/2015 5:33:16 PM >


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Post #: 31
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/28/2015 5:46:57 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline
Could it be that while I have the desktop set at 1680x1050 the game is defaulting to a lower resolution?

Anyone know what the default game resolution is? Could it be as low as 1024x768?

Is the only way to get a non-default resolution by a adding command line switch?

I'll try adding a 1680x1050 switch and hope I can still read the text.

_____________________________

Hans


(in reply to witpqs)
Post #: 32
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/28/2015 5:54:25 PM   
witpqs


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

quote:

ORIGINAL: HansBolter

Could it be that while I have the desktop set at 1680x1050 the game is defaulting to a lower resolution?
Yes it could totally be that.

Anyone know what the default game resolution is? Could it be as low as 1024x768?
Going from memory, there is a minimum of maybe 1280 x 768?? It's definitely in the documentation/manual somewhere near the beginning. As for default, that might depend on the graphics card. In any event, it's better to specify what resolution you want in a switch.

Is the only way to get a non-default resolution by a adding command line switch?
Yes, AFAIK. Switches are not hard. Lots of pics have been posted of where and how to put them in.

I'll try adding a 1680x1050 switch and hope I can still read the text.
For full screen, IIRC the resolution you specify must be one that is supported by your video card.


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Post #: 33
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/29/2015 12:05:15 AM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Default resolution is 1024 x 768 if the settings you try do not work for some reason.

Wish the game could provide a screen with a drop down list of possible resolutions as I have tried about 6 different resolutions full screen, that I can set my desktop to, but only two work with my Windows 10 install (should have stayed with Win7);

1920x1200 - which is great for how much map you can see but almost everything is too small
1024x768 - default

< Message edited by Tejszd -- 11/22/2015 9:58:35 PM >

(in reply to witpqs)
Post #: 34
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/29/2015 11:45:54 AM   
michaelm75au


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

quote:

ORIGINAL: HansBolter


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: HansBolter

Can we get the hex stacking limit text out from under the three buttons in the uppermost right corner at less than maximum resolutions?

Been stuck playing at 1680x1050 due to limitations of my current monitor and it's really tough to get a read on the stacking limits of hexes I don't already control.


I'm having trouble visualizing what you mean.



Take a look at this screenshot. I have targeted a hex in the Korean peninsula that I don't control. The only information you can get on a hex you don't control is in the top bar, ie... weather forecast and stacking limit.
At the 1680x1050 resolution that is the max for my monitor the stacking limit text is hidden under the three buttons in the upper right corner and impossible to read. I have to enter a hex before I can tell what the stacking limits are.






Are you also using -altFont? It just seems to be a bit more spread out than usual.
I toyed in the past since I started showing SLs how to get the info shown, but that poor old top bar is pretty well populated.

_____________________________

Michael

(in reply to HansBolter)
Post #: 35
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/29/2015 12:35:22 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline
Yes I definitely use -altFont

I have all the negative factors at work that I could have to create this outcome.

I'll try upping the resolution, but am unsure I will be able to read the tiny text that inherently comes with it.

I'm using a fairly old Dell 23" monitor that is limited to max 1680x1050.

Planning to upgrade to a pair of 27" monitors after Christmas.

Surprised no one has commented on the state of affairs in Manchuria in May '42 in my screenshot.

It's a Focus Pacific scenario with the Russkies active at start.

Very bad news for the Japanese.

< Message edited by HansBolter -- 10/29/2015 1:38:23 PM >


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Hans


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Post #: 36
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/29/2015 4:27:18 PM   
Skyros


Posts: 1570
Joined: 9/29/2000
From: Columbia SC
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: HansBolter


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: HansBolter

Can we get the hex stacking limit text out from under the three buttons in the uppermost right corner at less than maximum resolutions?

Been stuck playing at 1680x1050 due to limitations of my current monitor and it's really tough to get a read on the stacking limits of hexes I don't already control.


I'm having trouble visualizing what you mean.



Take a look at this screenshot. I have targeted a hex in the Korean peninsula that I don't control. The only information you can get on a hex you don't control is in the top bar, ie... weather forecast and stacking limit.
At the 1680x1050 resolution that is the max for my monitor the stacking limit text is hidden under the three buttons in the upper right corner and impossible to read. I have to enter a hex before I can tell what the stacking limits are.






Are you also using -altFont? It just seems to be a bit more spread out than usual.
I toyed in the past since I started showing SLs how to get the info shown, but that poor old top bar is pretty well populated.



Well you could change ALLIED PLAYER to PLAYER-A and the date to 05/05/42 and Moonlight to just Moon to free up some space.

(in reply to michaelm75au)
Post #: 37
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/29/2015 4:31:53 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
FYI my sample pic was also with -altFont.

IMO what's needed here to get the bolt fastened is a bigger hammer. Rather than upgrading as you plan, try two 80 inch monitors instead!

How about you post the actual Target line that you are using? Let's have a look at the switches.

Another suggestion. Go to you desktop. Right-click, then click on "Resolution". On that pop-up will be a box with your current resolution. Click on it to activate it as a pull down menu. That will contain a list of resolutions. Write them down. Those probably are the resolutions that your monitor natively supports.

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Post #: 38
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/29/2015 5:08:26 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
I'm no expert, but when I was shopping for computers last it seemed to me the video cards I looked at also had "native resolutions" that it can more easily display.

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(in reply to witpqs)
Post #: 39
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/29/2015 6:47:22 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline
Thanks for the offers of help guys.

I am actually comp savvy enough to know how to look up, choose and set desktop resolutions.

I do build my own systems. Perhaps you saw the thread a while back where I was posting pics of my latest adventure.

It's partially built out and operational with a GT740 2 gig card I had on hand.

The resolution limit is coming form the dated Dell 23" monitor and not the card.

The dual 4 gig cards and the dual 27" monitors have been put off until after Christmas.

At work now so I can't share a copy of my switches.

I have typically only used -altFont and -deepColor.

Never had to mess with resolution switches before.

Never had to bother with multi-core switches either, but wondered if I might need them with this new 4.7ghs 8 core behemoth.

So far no performance glitches.

Prior to this build I was limping along on an old garage box...2.0 ghz P5 with 1gig of ram and a 512mgb card.

Damn was it a dog. I could go get a cup of coffee and spend some time with the cats while it chugged for 5-7 minutes getting through the AI orders phase.

Now I can't even run to the head without the turn starting before I'm back in front of the screen.

< Message edited by HansBolter -- 10/29/2015 7:50:45 PM >


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Hans


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Post #: 40
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/29/2015 7:09:55 PM   
witpqs


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

quote:

ORIGINAL: HansBolter

Thanks for the offers of help guys.


We are willing to go to your house and drink your beer, too!

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Post #: 41
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/29/2015 8:53:41 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
quote:

ORIGINAL: witpqs


quote:

ORIGINAL: HansBolter

Thanks for the offers of help guys.


We are willing to go to your house and drink your beer, too!


+10

quote:

Now I can't even run to the head without the turn starting before I'm back in front of the screen.

That's wrong on so many levels...

< Message edited by Admiral DadMan -- 10/29/2015 9:55:20 PM >


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Post #: 42
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/30/2015 5:21:57 AM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: Admiral DadMan


quote:

Now I can't even run to the head without the turn starting before I'm back in front of the screen.


That's wrong on so many levels...


How so? We all do it during TV commercials!
Better than being uncomfortable!


_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to Admiral DadMan)
Post #: 43
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/31/2015 3:05:07 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
One issue that was talked about, but don't know if it was not done due to space was an option on LCUs to turn on/off device upgrades to the right of the full TO&E. When it come to all the CommonWealth LCUs, I would like to turn on the unit LCU "Upgrade" option, but be able to turn off some individual device upgrades. Especially, artillery and AA devices. Thus, be able to upgrade the infantry and combat engineers, but not the artillery and AA if they were available. Often I divide the LCU and upgrade each part over a series of days, but have seen one section get an upgrade in AA or artillery and thus I'm unable to recombine when the infantry is upgraded (which is what I wanted).

Destroyed LCUs - I wish I could get them to come back with oldest devices. Things like AA destroyed in Malaya may come back with a new TO&E and I would like them to able to fill out with oldest TO&E once other units upgrade and those devices are back in pool.

< Message edited by ny59giants -- 10/31/2015 4:11:21 PM >


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Post #: 44
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 10/31/2015 4:02:43 PM   
witpqs


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

quote:

ORIGINAL: ny59giants

One issue that was talked about, but don't know if it was not done due to space was an option on LCUs to turn on/off device upgrades to the right of the full TO&E. When it come to all the CommonWealth LCUs, I would like to turn on the unit LCU "Upgrade" option, but be able to turn off some individual device upgrades. Especially, artillery and AA devices. Thus, be able to upgrade the infantry and combat engineers, but not the artillery and AA if they were available. Often I divide the LCU and upgrade each part over a series of days, but have seen one section get an upgrade in AA or artillery and thus I'm unable to recombine when the infantry is upgraded (which is what I wanted).

Destroyed LCUs - I wish I could get them to come back with oldest devices. Things like AA destroyed in Malaya may come back with a new TO&E and I would like them to able to fill out with oldest TO&E once other units upgrade and those devices are back in pool.

I second this one.

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Post #: 45
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/1/2015 12:52:52 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Would you have a save that shows this? Trying to get the particular conditions takes time and doesn't always mean I get it right.
quote:

ORIGINAL: Lokasenna

I almost started another thread for this one as it's a bug but it does have to do with the UI...

Managing repair ships is exceedingly annoying, at least when an ARD is involved. There appears to be a bug in the UI and what it displays with regard to Pier Side mode and the presence of an ARD. Specifically, it looks like this:




This is at a Port 6, so it can't fix any major damage. Note that the second ship on the list shows that it will finish repairs in 4 days, even though it has 1 point of (major) flooding damage. It will never repair this at this port, unless I assign it to the ARD (in the screenshot it is at Pier Side).

But the biggie is the ship with more damage in this screenshot. There is only the size 6 port and the ARD in terms of repair facilities at this base, yet the interface implies that each ship will repair its floatation damage despite not using the ARD at all. Given the difficulty in getting ARDs to be used by the ships you want to use them (having to set priorities despite only 1 ship being set to Repair Ship, for example), this makes determining whether your ship is using an ARD or not unnecessarily complicated. Even worse, you can have a ship using the ARD (say the more damaged ship in this case) and another ship at Pier Side (the ship with just 1 point of major damage left to be fixed), and the ship at Pier Side will appear as if it's going to have that 1 point fixed even though the ARD is currently being used by another ship.

So far as I can tell, ARs function fine (they don't cause a bug like this). Basically, ARDs function really queerly in the ship repair interface with the Pier Side/Repair Ship functionality. This may be a tall order in terms of the code, but wouldn't it just be easier to treat them exactly like mobile shipyards - having the Shipyard option appear when an ARD is present, and moving the code for an ARD only working on 1 ship at a time to the Repair Shipyard section(s)? Maybe that's too hard, but since they're basically mobile shipyards... it would make sense and they'd be easier to use/manage.



_____________________________

Michael

(in reply to Lokasenna)
Post #: 46
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/1/2015 2:55:49 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline
quote:

ORIGINAL: michaelm

Would you have a save that shows this? Trying to get the particular conditions takes time and doesn't always mean I get it right.
quote:

ORIGINAL: Lokasenna

I almost started another thread for this one as it's a bug but it does have to do with the UI...

Managing repair ships is exceedingly annoying, at least when an ARD is involved. There appears to be a bug in the UI and what it displays with regard to Pier Side mode and the presence of an ARD. Specifically, it looks like this:




This is at a Port 6, so it can't fix any major damage. Note that the second ship on the list shows that it will finish repairs in 4 days, even though it has 1 point of (major) flooding damage. It will never repair this at this port, unless I assign it to the ARD (in the screenshot it is at Pier Side).

But the biggie is the ship with more damage in this screenshot. There is only the size 6 port and the ARD in terms of repair facilities at this base, yet the interface implies that each ship will repair its floatation damage despite not using the ARD at all. Given the difficulty in getting ARDs to be used by the ships you want to use them (having to set priorities despite only 1 ship being set to Repair Ship, for example), this makes determining whether your ship is using an ARD or not unnecessarily complicated. Even worse, you can have a ship using the ARD (say the more damaged ship in this case) and another ship at Pier Side (the ship with just 1 point of major damage left to be fixed), and the ship at Pier Side will appear as if it's going to have that 1 point fixed even though the ARD is currently being used by another ship.

So far as I can tell, ARs function fine (they don't cause a bug like this). Basically, ARDs function really queerly in the ship repair interface with the Pier Side/Repair Ship functionality. This may be a tall order in terms of the code, but wouldn't it just be easier to treat them exactly like mobile shipyards - having the Shipyard option appear when an ARD is present, and moving the code for an ARD only working on 1 ship at a time to the Repair Shipyard section(s)? Maybe that's too hard, but since they're basically mobile shipyards... it would make sense and they'd be easier to use/manage.




The particular instance is in the attached save. The ARD being used by that port is AFDB-1. Don't want to publicly post where it is/what ship for op-sec reasons.

Attachment (1)

< Message edited by Lokasenna -- 11/1/2015 3:56:12 PM >

(in reply to michaelm75au)
Post #: 47
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/1/2015 4:14:02 PM   
LargeSlowTarget


Posts: 4443
Joined: 9/23/2000
From: Hessen, Germany - now living in France
Status: offline
Some filters for experience / skill levels would be nice in the "request veteran" pilot management screen. Like hiding resp. only displaying pilots with 50/70 and higher. Would help with pilot training management.

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Post #: 48
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/1/2015 5:09:37 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
I have a request/suggestion.

Can we get a way to set ALL airgroups in a base to the same mission? Not just all by type or all by model, but everyone of them.

For instance I want to set all my air units at Tokyo on general training at 100%. As it is, if I have 4 fighter groups, 2 bomber groups, 1 recon group, and 3 patrol groups, I have to set the same orders at least 4 times. I'd like the ability to go into one of the fighter groups, set it to training > general training > 100% and then click 'Set all air groups in hex to this mission' and go on with other orders.

I realize it is a small benefit and might be a lot of work. Basically only useful for training fields or stand down orders, but...

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Post #: 49
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/1/2015 7:09:46 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
Not so limited in value Shark 7. I have several bases with a mixed bag of fighters, fighter-bombers, level bombers, SBDs and patrol aircraft and they are all close enough to enemy bases to attack together (when weather is suitable). As you say, it would be nice to assign all the aircraft to attack and then just adjust altitudes where needed.

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No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to Shark7)
Post #: 50
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/1/2015 7:53:47 PM   
littleike

 

Posts: 159
Joined: 10/3/2007
Status: offline
Requesting virtual keyboard access in full screen mode on tablet pc.

(I post here because it is not properly an “error” but should be a very useful feature!!!!!)


I installed WitpAE on a windows 7 tablet pc with a digitizer wacom pen.

All goes flawlessy and it’s a joy to use the game on the tablet setting everything with the pen but
when i need to input an alphanumeric letter or a string or a function key ( for example using map features
or inputting TF names…) i cannot access the system virtual keyboard.

In a tablet PC with pen normally when the system recognize the pen near a specified configurable position
( the upper left edge of the screen in my case ) it let appear the virtual keyboard that can be dragged and used to input text or function keys.

If i set the game in windowed mode all is ok but the task bar interfere with the game screen and if i set it to disappear it always reappear when
i try to scroll the screen moving the pen toward the edges of the map!!

In full screen all is ok but sadly i cannot make the virtual keyboard to appear.

I tried other games (Command ops, Battle from the bulge, Flight commander II…) in full screen mode
and always i was able to access the virtual keyboard so i think there is something that block this system feature in WitpAE.



(in reply to BBfanboy)
Post #: 51
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/7/2015 4:28:42 AM   
michaelm75au


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

quote:

ORIGINAL: Lokasenna

quote:

ORIGINAL: michaelm

Would you have a save that shows this? Trying to get the particular conditions takes time and doesn't always mean I get it right.
quote:

ORIGINAL: Lokasenna

I almost started another thread for this one as it's a bug but it does have to do with the UI...

Managing repair ships is exceedingly annoying, at least when an ARD is involved. There appears to be a bug in the UI and what it displays with regard to Pier Side mode and the presence of an ARD. Specifically, it looks like this:

This is at a Port 6, so it can't fix any major damage. Note that the second ship on the list shows that it will finish repairs in 4 days, even though it has 1 point of (major) flooding damage. It will never repair this at this port, unless I assign it to the ARD (in the screenshot it is at Pier Side).

But the biggie is the ship with more damage in this screenshot. There is only the size 6 port and the ARD in terms of repair facilities at this base, yet the interface implies that each ship will repair its floatation damage despite not using the ARD at all. Given the difficulty in getting ARDs to be used by the ships you want to use them (having to set priorities despite only 1 ship being set to Repair Ship, for example), this makes determining whether your ship is using an ARD or not unnecessarily complicated. Even worse, you can have a ship using the ARD (say the more damaged ship in this case) and another ship at Pier Side (the ship with just 1 point of major damage left to be fixed), and the ship at Pier Side will appear as if it's going to have that 1 point fixed even though the ARD is currently being used by another ship.

So far as I can tell, ARs function fine (they don't cause a bug like this). Basically, ARDs function really queerly in the ship repair interface with the Pier Side/Repair Ship functionality. This may be a tall order in terms of the code, but wouldn't it just be easier to treat them exactly like mobile shipyards - having the Shipyard option appear when an ARD is present, and moving the code for an ARD only working on 1 ship at a time to the Repair Shipyard section(s)? Maybe that's too hard, but since they're basically mobile shipyards... it would make sense and they'd be easier to use/manage.




The particular instance is in the attached save. The ARD being used by that port is AFDB-1. Don't want to publicly post where it is/what ship for op-sec reasons.


I think I have found a problem: there is a fix for old saves for ARD without lift capacity. This was then making it available for any ship being repaired even if not using 'repair ship' mode. This was only for display purposes.


_____________________________

Michael

(in reply to Lokasenna)
Post #: 52
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/7/2015 6:59:29 AM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Lokasenna

quote:

ORIGINAL: michaelm

Would you have a save that shows this? Trying to get the particular conditions takes time and doesn't always mean I get it right.
quote:

ORIGINAL: Lokasenna

I almost started another thread for this one as it's a bug but it does have to do with the UI...

Managing repair ships is exceedingly annoying, at least when an ARD is involved. There appears to be a bug in the UI and what it displays with regard to Pier Side mode and the presence of an ARD. Specifically, it looks like this:

This is at a Port 6, so it can't fix any major damage. Note that the second ship on the list shows that it will finish repairs in 4 days, even though it has 1 point of (major) flooding damage. It will never repair this at this port, unless I assign it to the ARD (in the screenshot it is at Pier Side).

But the biggie is the ship with more damage in this screenshot. There is only the size 6 port and the ARD in terms of repair facilities at this base, yet the interface implies that each ship will repair its floatation damage despite not using the ARD at all. Given the difficulty in getting ARDs to be used by the ships you want to use them (having to set priorities despite only 1 ship being set to Repair Ship, for example), this makes determining whether your ship is using an ARD or not unnecessarily complicated. Even worse, you can have a ship using the ARD (say the more damaged ship in this case) and another ship at Pier Side (the ship with just 1 point of major damage left to be fixed), and the ship at Pier Side will appear as if it's going to have that 1 point fixed even though the ARD is currently being used by another ship.

So far as I can tell, ARs function fine (they don't cause a bug like this). Basically, ARDs function really queerly in the ship repair interface with the Pier Side/Repair Ship functionality. This may be a tall order in terms of the code, but wouldn't it just be easier to treat them exactly like mobile shipyards - having the Shipyard option appear when an ARD is present, and moving the code for an ARD only working on 1 ship at a time to the Repair Shipyard section(s)? Maybe that's too hard, but since they're basically mobile shipyards... it would make sense and they'd be easier to use/manage.




The particular instance is in the attached save. The ARD being used by that port is AFDB-1. Don't want to publicly post where it is/what ship for op-sec reasons.


I think I have found a problem: there is a fix for old saves for ARD without lift capacity. This was then making it available for any ship being repaired even if not using 'repair ship' mode. This was only for display purposes.



I don't quite follow...

(in reply to michaelm75au)
Post #: 53
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/7/2015 10:35:30 AM   
michaelm75au


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

quote:

ORIGINAL: ny59giants

One issue that was talked about, but don't know if it was not done due to space was an option on LCUs to turn on/off device upgrades to the right of the full TO&E. When it come to all the CommonWealth LCUs, I would like to turn on the unit LCU "Upgrade" option, but be able to turn off some individual device upgrades. Especially, artillery and AA devices. Thus, be able to upgrade the infantry and combat engineers, but not the artillery and AA if they were available. Often I divide the LCU and upgrade each part over a series of days, but have seen one section get an upgrade in AA or artillery and thus I'm unable to recombine when the infantry is upgraded (which is what I wanted).

Destroyed LCUs - I wish I could get them to come back with oldest devices. Things like AA destroyed in Malaya may come back with a new TO&E and I would like them to able to fill out with oldest TO&E once other units upgrade and those devices are back in pool.

One thing I have noticed about recovering destroyed units is that it upgrades TOE before building the cadre. I actually thought that it came back with the existing TOE of when it was killed. It would be simple to make it do what I thought it did..
At least then it would use older devices if available to rebuild.

_____________________________

Michael

(in reply to ny59giants)
Post #: 54
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/7/2015 10:40:12 AM   
michaelm75au


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

quote:

ORIGINAL: Lokasenna

I don't quite follow...


Whenever the check for ARD is executed, it makes the ARD available to the repair check; even if the repair mode is not repair ship. Thus it is available in all modes.

_____________________________

Michael

(in reply to Lokasenna)
Post #: 55
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/7/2015 2:17:24 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
As Allied player, I've lost a few Command HQs. Recently, the Central Command HQ at Pearl. When I bought it back, it had to go under another Command HQ. It would be nice if it came back and didn't have it go under another Command.

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(in reply to michaelm75au)
Post #: 56
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/8/2015 5:20:31 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Lokasenna

I don't quite follow...


Whenever the check for ARD is executed, it makes the ARD available to the repair check; even if the repair mode is not repair ship. Thus it is available in all modes.


This seems rather counterintuitive, at least when compared to the rest of the ship repair interface. I want to make sure I understand what you mean.

If a port has an ARD, regardless of what the settings are on the ships in the port, they will attempt to make use of it in ANY repair mode, not just Repair Ship? If this is the case... why is it like that? I think it only serves to create confusion, and possibly gum things up as in the case I cited where there are 2 ships in the port and when 1 of them is set to Repair Ship, the other may also be trying to use it...in which case the ARD will repair neither of them that turn. It would also explain why, in another port of mine in another game, I've got ships on Pier Side but at High priority (there are just a shipload of ships repairing there, and a few of them need to be done sooner than others), and another set of ships that just have major Floatation damage left to repair, and I need to set them to Critical while on Repair Ship or else the ARD won't repair them.

It's just messy, and seems unnecessarily so.


I really think it would be best if they just functioned like a Shipyard, but that may be too complicated (inserting lots of booleans in existing Shipyard code, etc.) when compared to just making the ARD easier to use in the interface.

(in reply to michaelm75au)
Post #: 57
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/8/2015 6:25:51 PM   
witpqs


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

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Lokasenna

I don't quite follow...


Whenever the check for ARD is executed, it makes the ARD available to the repair check; even if the repair mode is not repair ship. Thus it is available in all modes.


This seems rather counterintuitive, at least when compared to the rest of the ship repair interface. I want to make sure I understand what you mean.

If a port has an ARD, regardless of what the settings are on the ships in the port, they will attempt to make use of it in ANY repair mode, not just Repair Ship? If this is the case... why is it like that? I think it only serves to create confusion, and possibly gum things up as in the case I cited where there are 2 ships in the port and when 1 of them is set to Repair Ship, the other may also be trying to use it...in which case the ARD will repair neither of them that turn. It would also explain why, in another port of mine in another game, I've got ships on Pier Side but at High priority (there are just a shipload of ships repairing there, and a few of them need to be done sooner than others), and another set of ships that just have major Floatation damage left to repair, and I need to set them to Critical while on Repair Ship or else the ARD won't repair them.

It's just messy, and seems unnecessarily so.


I really think it would be best if they just functioned like a Shipyard, but that may be too complicated (inserting lots of booleans in existing Shipyard code, etc.) when compared to just making the ARD easier to use in the interface.

I might have gotten lost on this one, but I thought that a long time ago the change was made so that ships did not have to be in Repair Ship mode to benefit from ARD. I guess I'm not sure what is currently intended.

_____________________________


(in reply to Lokasenna)
Post #: 58
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/8/2015 6:34:37 PM   
Alfred

 

Posts: 6685
Joined: 9/28/2006
Status: offline

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Lokasenna

I don't quite follow...


Whenever the check for ARD is executed, it makes the ARD available to the repair check; even if the repair mode is not repair ship. Thus it is available in all modes.


This seems rather counterintuitive, at least when compared to the rest of the ship repair interface. I want to make sure I understand what you mean.

If a port has an ARD, regardless of what the settings are on the ships in the port, they will attempt to make use of it in ANY repair mode, not just Repair Ship? If this is the case... why is it like that? I think it only serves to create confusion, and possibly gum things up as in the case I cited where there are 2 ships in the port and when 1 of them is set to Repair Ship, the other may also be trying to use it...in which case the ARD will repair neither of them that turn. It would also explain why, in another port of mine in another game, I've got ships on Pier Side but at High priority (there are just a shipload of ships repairing there, and a few of them need to be done sooner than others), and another set of ships that just have major Floatation damage left to repair, and I need to set them to Critical while on Repair Ship or else the ARD won't repair them.

It's just messy, and seems unnecessarily so.


I really think it would be best if they just functioned like a Shipyard, but that may be too complicated (inserting lots of booleans in existing Shipyard code, etc.) when compared to just making the ARD easier to use in the interface.

I might have gotten lost on this one, but I thought that a long time ago the change was made so that ships did not have to be in Repair Ship mode to benefit from ARD. I guess I'm not sure what is currently intended.


Don't believe you "have gotten lost on this one" witpqs. For me reply from michaelm is consistent with your understanding. NB the display purposes comment from michaelm in post #52.

Alfred

(in reply to witpqs)
Post #: 59
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/8/2015 10:09:50 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Lokasenna

I don't quite follow...


Whenever the check for ARD is executed, it makes the ARD available to the repair check; even if the repair mode is not repair ship. Thus it is available in all modes.


This seems rather counterintuitive, at least when compared to the rest of the ship repair interface. I want to make sure I understand what you mean.

If a port has an ARD, regardless of what the settings are on the ships in the port, they will attempt to make use of it in ANY repair mode, not just Repair Ship? If this is the case... why is it like that? I think it only serves to create confusion, and possibly gum things up as in the case I cited where there are 2 ships in the port and when 1 of them is set to Repair Ship, the other may also be trying to use it...in which case the ARD will repair neither of them that turn. It would also explain why, in another port of mine in another game, I've got ships on Pier Side but at High priority (there are just a shipload of ships repairing there, and a few of them need to be done sooner than others), and another set of ships that just have major Floatation damage left to repair, and I need to set them to Critical while on Repair Ship or else the ARD won't repair them.

It's just messy, and seems unnecessarily so.


I really think it would be best if they just functioned like a Shipyard, but that may be too complicated (inserting lots of booleans in existing Shipyard code, etc.) when compared to just making the ARD easier to use in the interface.

I might have gotten lost on this one, but I thought that a long time ago the change was made so that ships did not have to be in Repair Ship mode to benefit from ARD. I guess I'm not sure what is currently intended.


I don't think you got lost either. I think you're on track. I guess I'm asking why that's the intent - because only 1 ship can use the ARD, so if you have multiple eligible ships in the port then none of them will use the ARD unless you change priority settings. This creates problems in the following situation, which I'd like to imagine isn't uncommon for a major forward base:

Ship 1 - has 12 Sys, 5 (5) Floatation damage. At a level 7+, this will repair fully at pier side... however, it's a minor ship and you don't need it so you leave the priority at Normal or even set it to Low.

Ship 2 - has 25 Sys and maybe some other minor damage that can be fixed at the pier. This is a major ship and needs to be back in action ASAP, so you set it to High or Critical priority on Pier Side.

Ship 3 - similar to ship 2, maybe 10 System and also has 2 (2) Floatation damage. You need it back in action just as much as ship 2, within days if possible, so you set to Critical.

Ship 4 - has 0 Sys, 10 (10) Floatation damage. This will require the ARD to repair. Maybe it's a CL - something really useful, and you want it repaired, but you don't need it before ships 2 and 3. However, you have to set it at a higher repair priority in order for it to get to use the ARD in front of ships 2 and 3 (if they have floatation damage). Even if you have it set to Repair Ship.


Does that make sense to anyone else? I am admittedly loathe to use Critical priority except in special cases.

(in reply to witpqs)
Post #: 60
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