A few bugs for the patch. (Full Version)

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1089 -> A few bugs for the patch. (5/21/2002 1:26:55 PM)

1. Planes will continue to be added to a carrier that has 70% FLT damage. This would not be so bad, except you cannot get them off, as the carrier continues to slowly gain more FLT damage, even though it is in port and there are no fires. So eventually it sinks with a full load of planes even though there were only a few to start with and you are unable to take them off.

2. The CS:"Destination" routine convoys stop in the middle of the ocean and don't move anymore. I have to put them back under human control to get them to move to their destination. This happened with convoys from Truk to Rabaul and Shortland, so it is not a particular destination.

3. When I have a TF of barges, and I disband it at the barge hub, most of the barges disappear. They show up later, at least some of them. Although it was showing 21 barges available, when I activated barges on two convoys, I got a TF of 9 barges, and on the second 7 barges. At this point 0 barges were available. So 5 barges were never created.


That's it for now. Very nice game, BTW. This shoulod be a real winner for you guys!

kp

:)




1089 -> Clarification (5/22/2002 8:58:55 AM)

To further clarify number 1, which is by far the worst bug, since there is no workaround, I realize that the manual says you can take the planes off if you are docked at a base with with at least a level 1 airfield, and the game does allow you to fly the repaired planes to anywhere if you are. But this is a bug in itself, since you are supposed to be able to take the planes off by removing them in pieces, not flying them off. So the repairing planes should be able to be removed to the nearby airfield, where they should act as damaged planes and be repaired. Why all the inexperienced pilots, who apparently fly these replacement planes onto the sinking carrier chose to remain on the carrier when it gets to port, and then sink with it, seems to be a bug, too. Why the new arriving planes never get repaired is also a question. Why a ship can go up and down in FLT damage while docked is not obvious either. Once the trend reverses, it should stay reversed, i.e. the damage is contained...

TIA for any reply,
kp
:confused:




cpt_Venomous -> (5/22/2002 10:47:53 AM)

also to make possible for game to run without the CD




1089 -> (5/23/2002 11:41:54 PM)

Ok, since no one from Matrix is replying, I will continue to talk to myself. Here's a few more:

1. Minor--The MSW "will mine" bug if Patrol/Do not retire is not selected when the TF destinaqtion is selected, and the destination is not a friendly base.

2. Medium--For an 80-90 percent dud rate, the now twice-seen all four torpedos fired from an Allied sub hit and exploded scenario has at best a .0016 chance of occurring. So why have I seen this twice in 12 attacks?

3. Medium. If I have 20 zeros on CAP, and 3 B-26s or B-25s come in to attack ships, why is it common that the result is nothing happens to the bombers, or even more unlikely, I lose a zero, and nothing happens to the bombers? I would think they have almost no chance of getting through, and damaged planes would be hunted down after.

4.Medium--When a plane is damaged in the CAP engagement, it still shows up in the attack. I understand that if it is damaged by flak, it would still complete its attack, but at least a percentage of planes damaged by CAP should not participate, and a further percentage of all damaged planes should be eliminated on a per hex basis as they travel back to their base. This would model the difficulty of getting a damaged plane back to base if the base is far away.

OK, that's my spiel for today. I'm quite happy with the game, but on the off chance that you search for mad smilies, and answer posts on that basis here's one: :mad:

kp




Erik Rutins -> Read and noted... (5/24/2002 5:50:34 AM)

Clearly, the mad smilie worked. ;)

1. I'll check into this - it has worked for me to get squadrons off badly damaged carriers at major ports/airfields. However, I know this was a feature added late in development so it's possible it might have a bug. It would speed up my testing if you have a save with the situation already prepared. If you do, please send a zipped copy with description to [email]erikr@matrixgames.com[/email] and [email]mikew@matrixgames.com[/email].

Also as a side note, I don't believe the pilots are lost as long as the ship is docked. Normally, a decent port will not have any trouble repairing flotation damage but if it is remarkably severe and on a more difficult to repair large ship, flotation and fire damage can certainly get out of hand. How large was the port working on this carrier?

2. We've seen reports of problems with this, apparently only from the Japanese side, in other reports. It will be looked at and whatever the problem is, we'll find it. In the meantime, any additional data you have on descriptions of your TFs and any exceptions to the retirement is always appreciated. Until this is fixed, you'll have to use human control for your Truk to wherever convoys.

3. Haven't seen the disappearing barge problem. Have you been able to duplicate this at all?

4 (1). Thanks, noted.

5 (2). Is this from the S-class subs? They have an older, much better torpedo. The new fleet subs have the newer, much worse torpedo. Even so, they can get lucky.

6 (3). Was there any significant altitude difference? If interceptors can't climb or dive fast enough, they may not intercept successfully. Successful interception can also depend on some checks by the squadron leader and pilots (and their fatigue/morale). The game may also make it easier for very small groups to slip through CAP - I don't have the precise formulas but that seems like a realistic possibility.

7 (4). Damaged planes, in my experience, have a significantly reduced effect on the attack and are much more likely to abort, even if they show up on the animation.

Thanks for your comments.

Regards,

- Erik




Reiryc -> (5/24/2002 10:58:27 AM)

Just a note for the routine convoy...

I had it not work out of rabaul tonight.

The TF consisted of 1 tk, 5 AP. I had them set to CS basse poya, patrol/do not retire.

The task for would get stuck 3 spaces out from rabaul saying it was returning to rabaul, but it wouldnt return.

I owned all the spots near noumea except noumea itself. I had air superiority.

Reiryc




Supervisor -> (5/25/2002 9:35:09 AM)

[QUOTE]3. Haven't seen the disappearing barge problem. Have you been able to duplicate this at all? [/QUOTE]
I have had this happen as well to at least 2 barge TF's. The other quirk that I've noticed is that the barges that disappeared were not able to be transferred from TF to TF. They wouldn't even show up in any of the transfer TF screens (either in the receiving nor in the available screens).

The only TF that has some barges that I can't move/see (in transfer windows) has 13 barges of which I can "see" 10. They are numbered AG 101-108, 114, 117, 2050, 2052, 2053. The three that I can't "see" are AG 114, 117 & 2053. The other TF I disbanded and the "unseeable" barges in that one disappeared.




1089 -> (6/1/2002 11:43:03 AM)

Now that I have finished the scenario 17, I have found a couple more that are interesting.

1. After taking both Luganville and Port Vila, the computer took my anchored for repair ships in Luganville, and formed them into a suface combat TF and sent them to Noumea. Apparently it checked the port for damaged ships that it felt should be returned to Noumea, and just because they were Japanese, it didn't care. The LBA AI however was only too happy to bomb them when they got there. Well, actually only the ones that it didn't try to send back to Pearl. The Kongo ended up in Japan after being sent back from Noumea by the computer.

2. No Auto victory screen on January 2, 1943. It just dumps you into the blue scenario selection scree, which leaves you wondering what happened.

3. Indiana is impermeable to 250kg bombs. I hit it with 26 in port, and it wasn't even smoking. At most it lost an AA gun. I would guess that Alabama and the Iowas (in WitP) will be the same? Was there no 800kg bomb? Even at 2 hexes it will only use 250kg.

Well, that's all for now. I'm off to play the Allies now.

kp




Wasp -> Bombs? (6/2/2002 6:19:02 AM)

That just reminded me of something. The armor piercing 250 kg bomb should be able to penetrate almost any deck....... Just don't know if the game differentiates between GP and AP. By the way there were 500kg and 800kg bombs as well.
How about being able to choose the type of armament you want on the plane? That would add so much freedom and excitement to the game. (on ground attacks, multiple 60kg bombs would be usefull while against BBs and CVs, 1 800kg bomb would be better.)




1089 -> Allied side bugs (6/12/2002 10:34:40 AM)

Well, I'm well into the game on the Allied side now, and I have some more bugs to report.

1. The PT boats disappear just like the barges on the Japanese side. I disbanded the newly formed task forces, in order to combine them at PM, and they were gone. Some of them showed up a couple of months later. My guess is they were off transporting units that were marching from Buna to Dobadura; picking them up and dumping them off in Finschaven, much to the surprise of those units and the Japanese that were there to greet them. (I have not personally seen the Dobadura-Finschaven teleportation bug, but this is a possible explanation.) ;) I think that PT boats when they are created should have a home base of the closest port at the time of creation and not Brisbane or Noumea, where they came from. If you forget to change that, then they will disappear for a different reason.

2. The CS convoys containing AOs or TKs will halt one day out of Brisbane, just as the Japanese ones do out of Truk. I haven't had this happen at Noumea yet, but it could be just a matter of time.

3. This is not a bug, per se, but a transport that sinks in a surface battle will seemingly lose almost 10 times the passengers as one sunk by planes putting nine 500 pound bombs in it. I would like to know that any guns, vehicles, radars, etc. being transported on a ship that sinks are counted as destroyed, and do not reach their destination.

4. Surface battles are very strange. If I put a TF of 10 destroyers, 2 CLs and 3 CAs against a CA, CL and two destroyers, the enemy CA fires at almost every one of my ships, while several of my ships don't fire at all, and those that do fire all fire at the same ship until it is sunk. This is not a bug, but I don't understand it. As it works, I will always sink the one ship that all my ships fired at, but he will sink two or three of mine, because he does not concentrate on one, and his torpedos will sink a couple destroyers, and maybe a CA. The outcome is not what would be expected, but is repeated time after time.

OK, now that I have posted that, back to the best game to come out in 10 years!

kp




Admiral DadMan -> Re: Allied side bugs (6/13/2002 2:24:37 AM)

[QUOTE]Originally posted by 1089
[B]2. The CS convoys containing AOs or TKs will halt one day out of Brisbane, just as the Japanese ones do out of Truk. I haven't had this happen at Noumea yet, but it could be just a matter of time.[/B][/QUOTE]
Isn't that a function of "Retirement allowed"? It happens to my CS: and Bombardment TFs

[QUOTE]4. Surface battles are very strange. If I put a TF of 10 destroyers, 2 CLs and 3 CAs against a CA, CL and two destroyers, the enemy CA fires at almost every one of my ships, while several of my ships don't fire at all, and those that do fire all fire at the same ship until it is sunk. This is not a bug, but I don't understand it. As it works, I will always sink the one ship that all my ships fired at, but he will sink two or three of mine, because he does not concentrate on one, and his torpedos will sink a couple destroyers, and maybe a CA. The outcome is not what would be expected, but is repeated time after time.
[/B][/QUOTE]
Maybe those ships' Night Experience values are low?




Yamamoto -> Re: Re: Allied side bugs (6/13/2002 2:43:41 AM)

[QUOTE]Originally posted by Admiral DadMan
[B]

Maybe those ships' Night Experience values are low? [/B][/QUOTE]



That’s not what he’s talking about. The problem is that in a 10 on 1 encounter each side will fire the same number of shots per “turn”. Ship 1 fires at Ship 11… ship 11 fires back. Ship 2 fires at ship 11… ship 11 fires back. Ship 3… etc.

Each ship should only be able to fire its guns once per turn, not once each time some one fires at it. Your guns’ rate of fire shouldn’t go up when more people are firing at you. I assume that the different rates of fire are calculated when the ship fires each turn. For example, a ship with a higher RoF will get in more shots per volley than one with a lower RoF.

Yamamoto




Toro -> CS: Destinations (6/13/2002 6:41:21 AM)

Erik,

I saw your note that this appears to only happen to Japanese. Not so. Happens to my CS: (AO) TFs out of both Noumea and Brisbane, but not AK/AP (ie, supply) TFs.

Toro




Admiral DadMan -> (6/13/2002 7:09:32 AM)

Hmmmm.

I've noticed this phenomena too. In 17, at mid July, I have 5 CS: Luganville (from Noumea) stopped 2 hexes out of Noumea. They only moved when I set them to Patrol/Do Not Retire. They all had AOs in them....




1089 -> Re: Re: Allied side bugs (6/13/2002 8:56:12 AM)

[QUOTE]Originally posted by Admiral DadMan
[B]
Isn't that a function of "Retirement allowed"? It happens to my CS: and Bombardment TFs


Maybe those ships' Night Experience values are low? [/B][/QUOTE]

Retirement allowed is how the routine convoys are supposed to work. Only TFs containing AOs or TKs exhibit this quirky behavior.


I thought about the night experience being a factor, but ruled it out, as they should still fire, but miss more often. His biggest ship, which is also his flagship, seems to do a lot more firing than any of my ships. It's like his destroyers are giving their turn to fire to the CA. If anything the CA's ROF should be lower. When I played the Japanese, I was amazed by how many more shots the Allied player got off, and attributed it to a faster rate of fire at the time. But now that the tables are turned, the Japanese have suddenly learned how to fire faster. Also each ship should fire once per round with main weapons and CLs and DDs and secondary guns perhaps getting two rounds off. Instead only a few fire each round, which takes away the advantage of superior numbers. Also this co-ordination on one target is also strange, since ships will generally fire on the first ship they can spot, and from different positions, it should be different ships. Even if concentrated fire were a doctrine, I would guess that it would be on the heaviest ship, not one of the DDs. I don't think it would be manageable, in any case, once the firing started. Particularly, if the night experience were low.

kp




Admiral DadMan -> (6/13/2002 9:41:51 PM)

I spoke (or wrote) too soon. All the convoys with AOs in them were still parked 3 hexes outside Noumea, set to CS: Luganville, Dest. Hex Luganville. They stayed there regardless of whether or not they were set to Patro/Do Not Retire or Retirement Allowed. To get the to move, I had to take them ALL off CS: and set them to Human Control. Luganville is dry as a bone...




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