Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Traing Ship Crews

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Traing Ship Crews Page: [1]
Login
Message << Older Topic   Newer Topic >>
Traing Ship Crews - 1/9/2005 3:41:56 AM   
MarioF

 

Posts: 27
Joined: 5/10/2004
Status: offline
They realy have to do something about the "training Ship Crews"
step. I'm midway through 1942 in my custom campaign, and it takes about 90+ seconds for this step to finish. Booooriiiinnnng!!!! I think this step should be modified, either only combat ships to be trained, or do the training step every 5th turn or so. That should speed up processing all that data.

after all, who cares if my AK's AP's, or Tk's gain experience. I doubt that a 99 exp will help them haul stuff around ther map any better.

Grrrrrrrrrrrrrrrr.
Post #: 1
RE: Traing Ship Crews - 1/9/2005 3:56:34 AM   
freeboy

 

Posts: 9088
Joined: 5/16/2004
From: Colorado
Status: offline
ever change requires lots of testing and risks the code, especially changes that on the surface make sence like not even having this step, and just adjusting them each month!

(in reply to MarioF)
Post #: 2
RE: Traing Ship Crews - 1/9/2005 4:20:51 AM   
fbastos


Posts: 827
Joined: 8/7/2004
Status: offline
I suspect that the game is in fact doing other things during these 90 seconds, and it keeps the message "training ship crews" just because that's the last message it shows.

Similar thing with Windows, when it says "Loading personal preferences" during start-up and may remain a few minutes there; it in fact takes a fraction of a second to load the preferences, but it takes much more time to start several processes and these simply don't have their own messages, so the "loading" thing just stays there.

F.

_____________________________

I'm running out of jokes...


(in reply to MarioF)
Post #: 3
RE: Traing Ship Crews - 1/9/2005 7:28:39 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
There are thousands of ships. Each one has to be checked. It takes some serious processing power to crunch through them all and check what they are doing right at that moment to determine if they need to roll to see whether they get an exp upgrade.

(in reply to fbastos)
Post #: 4
RE: Traing Ship Crews - 1/9/2005 8:17:01 AM   
erstad

 

Posts: 1944
Joined: 8/3/2004
From: Midwest USA
Status: offline
quote:

ORIGINAL: MarioF

after all, who cares if my AK's AP's, or Tk's gain experience. I doubt that a 99 exp will help them haul stuff around ther map any better.



Probably doesn't help their hauling any, but I wouldn't be surprised if a higher experience modifies their gunnery.

(in reply to MarioF)
Post #: 5
RE: Traing Ship Crews - 1/9/2005 8:22:03 AM   
tsimmonds


Posts: 5498
Joined: 2/6/2004
From: astride Mason and Dixon's Line
Status: offline
quote:

it takes about 90+ seconds for this step to finish.

Press "escape" after the last land combat.

_____________________________

Fear the kitten!

(in reply to MarioF)
Post #: 6
RE: Traing Ship Crews - 1/9/2005 10:16:26 AM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline
Take note! (for those who think I'm a ungrateful putz) I am extremely happy with what the programmers accomplish regarding system resource streamlining of late. This is above and beyond the call of duty.

_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to tsimmonds)
Post #: 7
RE: Traing Ship Crews - 1/9/2005 2:41:53 PM   
Djordje

 

Posts: 537
Joined: 9/12/2004
Status: offline
quote:

ORIGINAL: MarioF

after all, who cares if my AK's AP's, or Tk's gain experience. I doubt that a 99 exp will help them haul stuff around ther map any better.

Grrrrrrrrrrrrrrrr.


Actually, higher experience helps when fighting flood and fire damage, so it can take as long as it likes, I want my boats to survive
My training ship crews phase is 10-20 seconds long

(in reply to MarioF)
Post #: 8
RE: Traing Ship Crews - 1/9/2005 3:16:04 PM   
scout1


Posts: 2899
Joined: 8/24/2004
From: South Bend, In
Status: offline
quote:

My training ship crews phase is 10-20 seconds long


What kind of system are you running it on ?

CPU : ?GHz
OS : WinXP ?
RAM : ?

(in reply to Djordje)
Post #: 9
RE: Traing Ship Crews - 1/9/2005 4:37:50 PM   
Milman

 

Posts: 269
Joined: 9/14/2004
From: Serbia
Status: offline
I think that time duration of "Training Ship Crews" depends on how much TF's/ships is out at sea . In the beginig it is 30 seconds and afther that it going up .

(in reply to MarioF)
Post #: 10
RE: Traing Ship Crews - 1/9/2005 7:41:21 PM   
MarioF

 

Posts: 27
Joined: 5/10/2004
Status: offline
quote:

ORIGINAL: scout1

quote:

My training ship crews phase is 10-20 seconds long


What kind of system are you running it on ?

CPU : ?GHz
OS : WinXP ?
RAM : ?


I,m running a AMD 2500+, Windows 98 SE, 512 MB RAM (PC2700)
I think sysytem should be more than fast enough.

(in reply to scout1)
Post #: 11
RE: Traing Ship Crews - 1/9/2005 7:53:09 PM   
freeboy

 

Posts: 9088
Joined: 5/16/2004
From: Colorado
Status: offline
Seems we share a 512 "bottleneck: perhaps the only speed change short of dropping these beasts is to upgrad that , also clean upall non neccessary background programs..
I also regularly dleat the contents of windows/prefetch
good luck
speedy it is not

(in reply to MarioF)
Post #: 12
RE: Traing Ship Crews - 1/10/2005 3:32:43 AM   
Djordje

 

Posts: 537
Joined: 9/12/2004
Status: offline
quote:

ORIGINAL: scout1

What kind of system are you running it on ?

CPU : ?GHz
OS : WinXP ?
RAM : ?


CPU: Barton 3200+
OS: Win XP SP2
RAM: 512mb

It is connected to what you and your opponent do with your ships, like Milman said. Last turn when there was almost no sea activity it took about 15 seconds, this turn was a little longer, 21 seconds, and there was a lot more activity, mainly ASW combat and standard ship movement across whole map (transports).

(in reply to scout1)
Post #: 13
RE: Traing Ship Crews - 1/10/2005 8:38:43 PM   
byron13


Posts: 1589
Joined: 7/27/2001
Status: offline
I don't want the training function sped up. That's when I take potty breaks, get more beer, etc. Surely, you don't expect me to do this when I should be either watching battles or moving units, do you? If anything, the game should say "intermission" or "rest room break" instead of "Training Ship Crews."

(in reply to Djordje)
Post #: 14
RE: Traing Ship Crews - 1/10/2005 8:51:08 PM   
The Gnome


Posts: 1233
Joined: 5/17/2002
From: Philadelphia, PA
Status: offline
AMD 1.2
768MB Ram
WinXP SP2

This phase takes me well over 2 mins to resolve. It would be nice if this was the absolute last thing done. I often miss seeing my incoming units messages as I'm off watching tv or staring into space while waiting for this to finish.

(in reply to byron13)
Post #: 15
RE: Traing Ship Crews - 1/10/2005 9:41:28 PM   
DrewMatrix


Posts: 1429
Joined: 7/15/2004
Status: offline
quote:

It would be nice if this was the absolute last thing done. I often miss seeing my incoming units messages


That is a _great_ point. The one thing you have to sit there staring at the screen for, being board to tears, is to see the new replacements flash by (the building of larger bases can be reviewed after the turn runs, but you have to sit there wasting time to see if Melbourne got a new air unit).

So why not make that _before_ the long wait for Training?

Why not make the replacements listed in one of the txt files so you can see them after the turn runs?

_____________________________


Beezle - Rapidly running out of altitude, airspeed and ideas.

(in reply to The Gnome)
Post #: 16
RE: Traing Ship Crews - 1/10/2005 9:47:18 PM   
freeboy

 

Posts: 9088
Joined: 5/16/2004
From: Colorado
Status: offline
My phase is quicker playing the us in 43 using a 1.5 P4 with only 512 memory
Recommend looking at how windows is running other programs, you can get rid of these at least while playing, and settingto all memory to one program.. seems to help although I also deleat daily the prefetch folder in windows...
good luck
btw I will time my next phase
what seems to take forever is the map loading the first time I launch a saved game!

(in reply to DrewMatrix)
Post #: 17
RE: Traing Ship Crews - 1/10/2005 10:07:31 PM   
testarossa


Posts: 952
Joined: 9/24/2004
From: Vancouver, Canada
Status: offline
It’s just about raw processor power and memory (using swap file slows down).

I’ve had 3-6 secs delay before 1.4, now it is 6-9, sometimes 15 secs. Looks like it depends on the amount of ships checked.

I have AMD64-3500 S939, 1024Mb double channel PC 4200 DDR RAM. My 6800GT is useless here, or even harmful as advised by Frag, cause all antialiasing and filtration setting slow down WitP.

_____________________________

Dr. Miller: I should've called the marines!
Dalton: They're few, they're proud... And they ain't here!!!


(in reply to freeboy)
Post #: 18
RE: Traing Ship Crews - 1/10/2005 11:07:37 PM   
dtravel


Posts: 4533
Joined: 7/7/2004
Status: offline
Let me make sure I'm understanding this right. We are talking about playing a computer game where it can take a year or more to complete a full scenario and he's complaining about 90 seconds?



_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to testarossa)
Post #: 19
RE: Traing Ship Crews - 1/10/2005 11:19:58 PM   
freeboy

 

Posts: 9088
Joined: 5/16/2004
From: Colorado
Status: offline
Time to load first time... 2:10
actually will not see a ship training turn for awhile as I am working off the cr

(in reply to dtravel)
Post #: 20
RE: Traing Ship Crews - 1/10/2005 11:54:02 PM   
RUPD3658


Posts: 6922
Joined: 8/28/2002
From: East Brunswick, NJ
Status: offline
I would be happy with 90 seconds. Running a P4, WIN XP, with 512 RAM it takes 5-6 minutes.

_____________________________

"The difference between genius and stupidity is that genius has limits"- Darwin Awards 2003

"No plan survives contact with the enemy." - Field Marshall Helmuth von Moltke


(in reply to dtravel)
Post #: 21
RE: Traing Ship Crews - 1/11/2005 1:50:36 AM   
testarossa


Posts: 952
Joined: 9/24/2004
From: Vancouver, Canada
Status: offline
quote:

ORIGINAL: RUPD3658

I would be happy with 90 seconds. Running a P4, WIN XP, with 512 RAM it takes 5-6 minutes.


This is abysmal. Something is wrong with your rig. On my old Atlon XP 2000 with 1Gb RAM iwas getting something around 30 secs.

< Message edited by testarossa -- 1/10/2005 3:51:49 PM >


_____________________________

Dr. Miller: I should've called the marines!
Dalton: They're few, they're proud... And they ain't here!!!


(in reply to RUPD3658)
Post #: 22
RE: Traing Ship Crews - 1/11/2005 2:13:57 AM   
MarioF

 

Posts: 27
Joined: 5/10/2004
Status: offline
quote:

ORIGINAL: testarossa

It’s just about raw processor power and memory (using swap file slows down).

I’ve had 3-6 secs delay before 1.4, now it is 6-9, sometimes 15 secs. Looks like it depends on the amount of ships checked.

I have AMD64-3500 S939, 1024Mb double channel PC 4200 DDR RAM. My 6800GT is useless here, or even harmful as advised by Frag, cause all antialiasing and filtration setting slow down WitP.


Sounds like my new dream machine

(in reply to testarossa)
Post #: 23
RE: Traing Ship Crews - 1/11/2005 2:18:14 AM   
byron13


Posts: 1589
Joined: 7/27/2001
Status: offline
quote:

ORIGINAL: The Gnome

It would be nice if this was the absolute last thing done. I often miss seeing my incoming units messages as I'm off watching tv or staring into space while waiting for this to finish.



As this has already been seconded, I will third it - or whatever. Good idea. After the land combat ends, the only reason I keep watching is to see reinforcements and replacements. Putting the ship training after this would allow me to step away during the ship training intermission without missing anything, and I would return with a new turn awaiting.

(in reply to The Gnome)
Post #: 24
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Traing Ship Crews Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.047