Current bugs in UV v2.30 (that I know of) - Matrix/2By3 please comment... (Full Version)

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Apollo11 -> Current bugs in UV v2.30 (that I know of) - Matrix/2By3 please comment... (4/13/2003 8:37:49 PM)

Hi all,

I wrote similar list for v1.30, v1.40, v2.20 and now here is my v2.30 list...


#1
Loss of sync in PBEM that sometimes happens (i.e. "Combat Replay" and "Combat
Report" textual file differ).

This bug is [B]_NOT_[/B] becuase the seed random numbers differ on two opponent
computers - it can be reproduced on [B]_SINGLE_[/B] computer as well (for
Japanese player only)!!!


[U]Explanation:[/U]

I am playing PBEM as Japanese.

I got my opponents move and loaded it into UV. I watched the combat resolution
and then plotted my move. I saved my finished "Move" file, "Combat Replay"
file and "Combat Report" file and send it to my opponent.

After I did this I wanted to watch the "Combat Replay" once again because
there were huge battles and I wanted to write down on paper what exact enemy
ships I encountered and damaged.

To my great surprise the "Combat Replay" was different (different damages to
ships in both naval surface and air-to-sea battles - also some new battles
that previously didn't happen occurred this time).

The "Combat Report" textual file was, understandably, different as well.


I have that "Combat Replay" file saved and can send it for evaluation if needed.

On my PC when I watch this "Combat replay" several times I always and
consistently get different outcomes!



#2
"Naval Search" deadly sight->identify->attack routine is unstoppable.


[U]Explanation:[/U]

In my PBEMs (and my single player H2H tests) I never ever intercepted the
dreaded "Naval Search" attack routine (i.e. where single aircraft would do the
sight->identify->attack).

I tried LRCAP but to no avail (I varied the altitudes as well and in my single
player H2H tests I even had the altitudes 100% matched)... :-(

The aircraft with experienced crews (and Hudson's are extremely known to be
that way after some time - and they have the range as well) will attack with
100% impunity using "Naval Search" attack routine.

Please note that I had cases where my MSW was 1 HEX from Rabaul and fully
rested, high morale 27 plane elite Zero squadron was doing LRCAP over it
(again please note that this is just 1 HEX from their base) but still the
single Hudson come and sink my valuable MSW.

There is no way of stopping them... :-(((

Also please note that in UV v2.30 we now finally have historic level bomber
accuracy vs. moving ships (i.e. that level bombing is inaccurate against moving
ships - just as it should be) but this does not apply to Naval Search" attack
routine (i.e. where single aircraft would do the sight->identify->attack) - they
would never miss.

IMHO, clearly a big bug.



#3
There is serious bug with ground combat when loosing side unit(s) "teleport" to
adjacent HEX.


[U]Explanation:[/U]

In certain cases when ground combat occurs the loosing side is sometimes
miraculously "teleported" to adjacent HEX (i.e. in instant they travel 30
miles).

This is 100% unrealistic since, when traveling normally, this same distance
would take several days.

IMHO this is clearly a bug that happens to both sides (Japanese and Allied)
and seriously hampers ground combat in UV (and possibly in WitP) because you
sometimes can't catch fleeing enemy units.

I strongly believe that loosing side in ground combat should never leave the HEX
where combat is taking place . The battling unit(s) should always stay in HEX
where combat occurred...



#4
Carriers should not be able to launch aircraft when docked.


[U]Explanation:[/U]

In UV v2.30 we now have following rule:

> 17) Carrier air unit operations are now halved when in a
> base hex. This simulates their inability to operate near
> land. The impact should be that for carriers in a base hex
> only half as many planes will fly as would otherwise have
> flown had the carrier been in a non base hex.

This is great and it depicts inability of carriers to steam into wind for launch
of aircraft when they are near land. This is just as it should be - great!

But... one thing is forgotten here...

In real life the carriers are [B]_UNABLE_[/B] to launch aircraft at all when
they are docked.

Why?

Because they can't steam into wind when they are tied with ropes to dock (i.e.
docked)... :-)

Therefore the carriers should [B]_NOT_[/B] be able to launch aircraft at all
when they are docked in UV.

Please note that this is needed to be fixed because some players use this as
cheat/exploit. They simply park their aircraft carriers in base HEX, dock them
and enjoy full benefit of port AAA and base CAP (though in v2.30 this is at
least a bit rectified with 59% air ops).


Also, if this is done the auto docking must be disabled for "Air Combat" TFs.



#5
Cheat/exploit with "Fast transport".


[U]Explanation:[/U]

You can instantly load whole cargo onto "Fast Transport" TF if you continuously
press "Load" and "Unload".

Also the "Fast Transport" TFs can loose "OPS" for refueling this way (i.e. you
refuel them without any "OPS" time penalty).

IMHO, this is very serious bug.



#6
Graphic bug with "Aircraft on Airfield" icon at friendly base.


[U]Explanation:[/U]

While transferring my air squadrons around I noticed one rather interesting
thing:

If you transfer squadron which has some damaged aircraft in it the remnant of
the squadron stays at originating base (because damaged planes can't
transfer).

Sometimes this remnant is the only air unit at your base.

The strange thing is that in some cases this unit remnant at base makes UV to
show "Aircraft on Airfield" icon and sometimes it is not.

I have no idea why this icon sometimes shows and sometimes it is not showing.


Please note that this is very old bug that, possibly, originates from UV v1.0 ...



#7
Minor cosmetic bug in "Air to Naval" combat animation screen.


[U]Explanation:[/U]

When you look at "Air to Naval" combat animation screen there is icon
(picture) of aircraft attacking ship together with text representing number
and type.

The problem is that text is vertically to close to icon (picture).

The nose of aircraft icon (picture) is obscuring the number in text below.

I hope this is easy cosmetic bug to fix.



#8
There is (cosmetic?) bug with level bombers (like B-17's, B-25's) at 100 ft
doing skip bombing.


[U]Explanation:[/U]

In "Air to Naval" combat animation screen level bombers (like B-17's, B-25's)
are showing firing from nose guns and I saw hits of machine guns against ships.

Also, instead of text in combat animation saying "Skip bombing" the text said
just "strafing".

IMHO this is (cosmetic?) bug and should be easily fixed. The level bombers (like
B-17's, B-25's) and other non fighter-bomber aircraft should just do the "Skip
Bombing" when set to 100 ft "Naval Attack" and not do the gun strafing.

Only fighter-bomber aircraft should do strafing against ships.




Can Matrix/2By please comment on this ( I know that you guys are now
concentrated on WitP but UV would be great way to test and fix those bugs for
WitP)?

Keep up fantastic work and thanks in advance!!!


Leo "Apollo11"




dpstafford -> 2.30 Problem (4/15/2003 10:57:35 AM)

What does you think of the changes to air-to-air combat in 2.30.

IMHO, air combat has been rolled back to a bloodless level comparable to 1.xx, perhaps even further! CAP seems nearly useless since the latest patch. Air-to-air losses seem almost negligible, especially in small to medium sized engagements.

Does anyone agree? Or disagree??




Apollo11 -> I didn't see any significant air-to-air problem in UV v2.30 ... (4/15/2003 3:25:19 PM)

Hi all,

[QUOTE]Originally posted by dpstafford
[B]What does you think of the changes to air-to-air combat in 2.30.

IMHO, air combat has been rolled back to a bloodless level comparable to 1.xx, perhaps even further! CAP seems nearly useless since the latest patch. Air-to-air losses seem almost negligible, especially in small to medium sized engagements.

Does anyone agree? Or disagree?? [/B][/QUOTE]


I didn't see any significant air-to-air problem in UV v2.30 ...

To me current air combat is more or less OK (i.e. except for that bloody
Allied bombers that many times pass through Japanese CAP)...


Leo "Apollo11"




Oleg Mastruko -> (4/17/2003 6:46:45 AM)

I'd like to add "disappearing ground unit bug" to the list:

http://www.matrixgames.com/forums/showthread.php?s=&threadid=35264

I am fairly sure this bug occurs when 90% or 99% of the unit is already transported (by sea or air), and the last C47 or AP, carrying the remaining 1% or 10% of the unit is sunk/killed - then all of a sudden whole unit "disappears", because this last part carried the original name of the unit (example: 25th Bde), without "/"s.

PS. Also, to add to the discussion I don't quite agree with the Apollo's original list. Points 3, 4 and possibly 2 are not bugs IMO.

#3 I already explained elsewhere on this board. It's OK as it is IMO.

#4 is OK as it is in the game IMO. It simulates the carriers rushing to sea and launching at least SOME aircraft. If surface TF is surprised docked, it "undocks" itself and gives battle (albeit surprised). I guess CVs should be able to do the same - quicly undock and sail to sea and launch 50% of their aircraft. So IMO it's OK as it is, but opinions obviously differ.

#2 is OK to me as it is, but I see some players may be frustrated by this. But IMHO it's not a bug.

O.




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