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RE: Open Beta Patch v1.05-beta14 AIR FORCES (last update 19 nov!)

 
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RE: Open Beta Patch v1.05-beta14 AIR FORCES (last updat... - 11/21/2020 8:31:37 PM   
battlefield91

 

Posts: 52
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Not only saved games. Newly created too. All during AI prep. after Autosave

(in reply to Jorgas)
Post #: 571
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last updat... - 11/21/2020 9:15:43 PM   
mkemper31

 

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Can confirm, crashing on Beta 16 on first turn. Seems to be occurring during "Moving for Air Fronts 1610" stage of the AI turn. I cannot share links apparently, but I have uploaded my save game file if you'd like me to send you the link another way.

(in reply to battlefield91)
Post #: 572
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last updat... - 11/22/2020 1:02:28 AM   
solops

 

Posts: 814
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Beta 16 - Started a new game. Crashes on turn one as soon as I end the turn.

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(in reply to mkemper31)
Post #: 573
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last updat... - 11/22/2020 1:21:37 AM   
Daza99

 

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Yep can confirm crash for me too for the new Beta 16, i loaded a save from beta 15b and it couldn't complete Ai turn

< Message edited by Daza99 -- 11/22/2020 1:26:05 AM >

(in reply to solops)
Post #: 574
RE: Open Beta Patch v1.05-beta14 AIR FORCES (last updat... - 11/22/2020 1:57:02 AM   
franklin1000

 

Posts: 42
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yep, crashing on AI first turn. Beta 16

(in reply to Daza99)
Post #: 575
RE: Open Beta Patch v1.05-beta16 AIR FORCES (last updat... - 11/22/2020 11:00:42 AM   
mroyer

 

Posts: 914
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Recommendation:

Vic,
You should consider leaving a trail of links to the previous few betas just in case there is a fatal issue with the latest beta. That way, players can drop back a beta and not be left in a lurch.

-Mark R.

For those who may not have saved it, here's the v1.05b15b-2 beta.


< Message edited by mroyer -- 11/22/2020 11:09:31 AM >

(in reply to Vic)
Post #: 576
RE: Open Beta Patch v1.05-beta16 AIR FORCES (last updat... - 11/22/2020 12:09:54 PM   
bvoid

 

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Vic released b16 then collapsed due to exhaustion. He will wake up today and look at forums/email and facepalm hard :)

(in reply to mroyer)
Post #: 577
RE: Open Beta Patch v1.05-beta16 AIR FORCES (last updat... - 11/22/2020 2:43:02 PM   
Vic


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Sorry. I'll be fixing ASAP within 4 hours of this post.

Best wishes,
Vic

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(in reply to bvoid)
Post #: 578
RE: Open Beta Patch v1.05-beta16 AIR FORCES (last updat... - 11/22/2020 6:26:42 PM   
Vic


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Beta17 posted. It fixes the certain-crash at end of turn.
I will try to avoid this with future beta's!

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(in reply to Vic)
Post #: 579
RE: Open Beta Patch v1.05-beta16 AIR FORCES (last updat... - 11/22/2020 7:50:52 PM   
Destragon

 

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quote:

ORIGINAL: Vic

-When you now redesign an Aircraft Model (negative command at end) the previous choices you made will be indicated with a † symbol and highlighted in yellow to help you fine-tune your design.

This is nice, but I already mentioned in the airplane design tech support thread that when the aircraft design is not able to fly, then pressing the "negative" button will close the window, instead of bringing you back to the beginning, so this new feature won't help in cases like that.

< Message edited by Destragon -- 11/22/2020 7:51:19 PM >

(in reply to Vic)
Post #: 580
RE: Open Beta Patch v1.05-beta16 AIR FORCES (last updat... - 11/22/2020 8:16:06 PM   
Vic


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quote:

ORIGINAL: Destragon

quote:

ORIGINAL: Vic

-When you now redesign an Aircraft Model (negative command at end) the previous choices you made will be indicated with a † symbol and highlighted in yellow to help you fine-tune your design.

This is nice, but I already mentioned in the airplane design tech support thread that when the aircraft design is not able to fly, then pressing the "negative" button will close the window, instead of bringing you back to the beginning, so this new feature won't help in cases like that.


okay. will look into that, missed that remark. thanks for repeating yourself :)

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(in reply to Destragon)
Post #: 581
RE: Open Beta Patch v1.05-beta16 AIR FORCES (last updat... - 11/22/2020 8:30:05 PM   
Destragon

 

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Thanks, Vic. Do you plan on changing the model design window to something that makes experimenting with designs more easy to do later or will you keep it the way it is right now?
I'm experimenting with helicopter designs right now and the process of finding a design that has a good range seems to require a lot of trial and error, because of how complex the calculations are. I just noticed that increasing the fuel tank of the helicopter can actually REDUCE the operational range, probably because of the added weight, and that the speed of the helicopter seems to also affect the operational range. I had increased the engine and noticed that the operational range increased, I assume because of the speed.

Were helicopters nerfed a lot in the last updates? I noticed that if I redesign the same helicopter I had before (on the same planet), then its operation range of 17 hexes goes down to 4.

Edit:
I'm trying to design medium airplanes now and I can't really seem to get it past a range of 3 tiles for some reason. Did you reduce aircraft ranges in general? When I started this game, I had a light plane with a range of 25 hexes, but now aircraft designs seem to be more around just 5 hexes most of the time.

I think I would probably be a lot less confused about aircraft designs if you were to expose a little more about how these stats are actually calculated. Right now it feels like punching random numbers into a black box and hoping for the best.

< Message edited by Destragon -- 11/22/2020 9:56:03 PM >

(in reply to Vic)
Post #: 582
RE: Open Beta Patch v1.05-beta16 AIR FORCES (last updat... - 11/23/2020 6:39:04 AM   
Vic


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quote:

ORIGINAL: Destragon

Thanks, Vic. Do you plan on changing the model design window to something that makes experimenting with designs more easy to do later or will you keep it the way it is right now?
I'm experimenting with helicopter designs right now and the process of finding a design that has a good range seems to require a lot of trial and error, because of how complex the calculations are. I just noticed that increasing the fuel tank of the helicopter can actually REDUCE the operational range, probably because of the added weight, and that the speed of the helicopter seems to also affect the operational range. I had increased the engine and noticed that the operational range increased, I assume because of the speed.

Were helicopters nerfed a lot in the last updates? I noticed that if I redesign the same helicopter I had before (on the same planet), then its operation range of 17 hexes goes down to 4.

Edit:
I'm trying to design medium airplanes now and I can't really seem to get it past a range of 3 tiles for some reason. Did you reduce aircraft ranges in general? When I started this game, I had a light plane with a range of 25 hexes, but now aircraft designs seem to be more around just 5 hexes most of the time.

I think I would probably be a lot less confused about aircraft designs if you were to expose a little more about how these stats are actually calculated. Right now it feels like punching random numbers into a black box and hoping for the best.


What kind of Planet? Gravity and Airpressure please?

And yes I reduced ranges somewhat since they can still be much extended by Tech improvements.


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(in reply to Destragon)
Post #: 583
RE: Open Beta Patch v1.05-beta16 AIR FORCES (last updat... - 11/23/2020 8:01:28 AM   
Destragon

 

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The planet has 0.5 g and 84% atmosphere. (The game was started on a previous beta though, not sure if that messes the calculations up.)
It makes sense to reduce the ranges, because 25 hexes on a starting tech propeller plane does sound a bit overkill, but now the range of that same plane is down to 7 hexes and medium planes with propeller engines don't seem to be viable at all to me, so not sure if it's been nerfed too much.
Reducing the range of my starting tech, light and medium helicopter bombers to 4-5 hexes sounds extreme, too, but since they are helicopters and can just land anywhere anyway, it probably doesn't matter that much.

(in reply to Vic)
Post #: 584
RE: Open Beta Patch v1.05-beta16 AIR FORCES (last updat... - 11/23/2020 5:07:36 PM   
pauls2271

 

Posts: 42
Joined: 4/10/2020
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Beta 17

Minors with 1 city are evacuating it when troops are moved next to the city.
Happened both when at war with the Minor and Not at war with the Minor.

(in reply to Destragon)
Post #: 585
RE: Open Beta Patch v1.05-beta16 AIR FORCES (last updat... - 11/23/2020 5:48:17 PM   
Vic


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Joined: 5/17/2004
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quote:

ORIGINAL: pauls2271

Beta 17

Minors with 1 city are evacuating it when troops are moved next to the city.
Happened both when at war with the Minor and Not at war with the Minor.



If you got a save file where I can see them to do that after pressing end turn that would be great.

Could you send it to vic@vrdesigns.net ?

Would be much appreciated.

BEst wishes,
Vic

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(in reply to pauls2271)
Post #: 586
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/23/2020 6:49:28 PM   
Vic


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beta18 posted!
you'll need to start a new game to get 90% of the improved AI functionality.

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(in reply to Vic)
Post #: 587
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/23/2020 7:01:55 PM   
Destragon

 

Posts: 475
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It's telling me to enter username and password.

(in reply to Vic)
Post #: 588
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/23/2020 7:37:18 PM   
Dashwood

 

Posts: 5
Joined: 10/19/2020
Status: offline
Same here, with Username and Password. Is it linked to slitherine accounts? Because the one I've tired to set up and merge is not playing nice.

Disappointing to not be able to access the game!

(in reply to Destragon)
Post #: 589
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/23/2020 7:45:34 PM   
Destragon

 

Posts: 475
Joined: 6/8/2020
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I think it's some developer build of the game. Same thing happened in an earlier beta, too. Just gotta wait for him to upload the proper version.

(in reply to Dashwood)
Post #: 590
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/23/2020 7:57:14 PM   
Vic


Posts: 8262
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Uploaded beta18 again. The correct zip this time :)

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(in reply to Vic)
Post #: 591
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/23/2020 7:58:02 PM   
Vic


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Joined: 5/17/2004
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And after beta16 gaff I am trying to check the forums an hour after uploading :)

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(in reply to Vic)
Post #: 592
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/23/2020 8:31:26 PM   
Destragon

 

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I think I would suggest changing the "eng. eff." to just "efficiency", because less abreviations makes it clearer.
What exactly does this number relate to again? Is it "force per unit of fuel" like the changelog says? Do smaller engines give more power per weight, but also more power per unit of fuel?

Also, Vic, can you confirm or deny that aircraft speed has an impact on range?

< Message edited by Destragon -- 11/23/2020 8:37:47 PM >

(in reply to Vic)
Post #: 593
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/23/2020 9:32:18 PM   
Shards

 

Posts: 72
Joined: 8/25/2015
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Crime Raid and Crackdown on Crime.

Tooltip says they use an Operational Command Skill but the preview says that it's a Streetwise Skill Roll.

Result says that it's an Operational Command roll.

Which is it :D

(in reply to Destragon)
Post #: 594
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/24/2020 6:31:56 AM   
Vic


Posts: 8262
Joined: 5/17/2004
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quote:

ORIGINAL: Destragon

I think I would suggest changing the "eng. eff." to just "efficiency", because less abreviations makes it clearer.
What exactly does this number relate to again? Is it "force per unit of fuel" like the changelog says? Do smaller engines give more power per weight, but also more power per unit of fuel?

Also, Vic, can you confirm or deny that aircraft speed has an impact on range?


Yes higher speed has a positive impact on range, though engine efficiency comes into play here.

best wishes,
Vic

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(in reply to Destragon)
Post #: 595
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/24/2020 8:00:32 AM   
Vic


Posts: 8262
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@Destragon (and others)

I am running some matrix tests with all possible airpressure and gravity values to final quality control the formulas.
For beta19.
I'll share them too

best wishes,
Vic

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(in reply to Vic)
Post #: 596
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/24/2020 11:01:47 AM   
Destragon

 

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Sweet, thanks. That sounds like it will be helpful.
I'm trying to accumulate the info on what value affects what in aircraft design and I'll put it into a thread later.

Edit: Posted it already:
https://www.matrixgames.com/forums/tm.asp?m=4915446
It's missing a bit here and there, but it's coming together.

< Message edited by Destragon -- 11/24/2020 12:09:59 PM >

(in reply to Vic)
Post #: 597
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/24/2020 4:07:49 PM   
Vic


Posts: 8262
Joined: 5/17/2004
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Here an overview of the Airpressure / Gravity matrix for upcoming beta19:




Attachment (1)

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(in reply to Destragon)
Post #: 598
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/24/2020 4:12:20 PM   
Clux


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Thanks! once we get the formulas we will be able to make spreadsheets to calculate models without having to go back and forth till we get a decent model to our needs :)

(in reply to Vic)
Post #: 599
RE: Open Beta Patch v1.05-beta18 AIR FORCES (last updat... - 11/24/2020 4:15:39 PM   
Destragon

 

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Huh, I wasn't expecting air pressure to increase range so much, but it makes sense. Is this different for the other engine types or is only the rocket engine that is a special case? I assume the rocket engine actually increases in range the lower the air pressure?

By the way, this reminds me. When we are generating the atmosphere of a new planet, we don't get exact information for how thick it is until the later screens in planet generation. It only says something like "thick, but modest". Could you maybe add the mbar value to that screen, because it's important for aircraft?

(in reply to Vic)
Post #: 600
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