KungPao -> Possible bug on “Delay” and “ETA” (9/14/2017 9:12:48 PM)
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Hi I noticed that since 2.013 update, some of my well-coordinate attacks failed miserably. Here is an example Pic 0 : it is 13:42 at this moment. 2 BMP companies (1co and 3co) are preparing their final assault of Kirchhain. 3co will occupy the VP via a 3 waypoint (2820), (2619), (2618). infantry will disembark at 1st wp (2820). 1co will keep 1 hex north of 3co, it will go through (3018), (2829), (1401), disembark at 2nd wp (2819). I gave a 2min delay on 3co’s first waypoint, so that both BMP Companies will jump into open at the same time. Then based on the difference ETA, I gave a 10min delay to 1co’s 3rd waypoint. It will stay in town for a while, waiting for 3co catch up, and they should arrive destination at the same time at 14:01 Here is the first problem. After I click “start” I realized that the system didn’t consider the difference of motorized speed and foot movement speed. In the game usually it will take 10+ min to move one hex on foot. But as the waypoint inspector showing, it didn’t consider the difference. 3co foot movement ‘s ETA on (2820) is 13:52, (2619) is 13:59, (2519) is 14:01. (2min/hex) As the game goes on this estimation is off. The next turn start at 14:06, as you can see the pic 1 , both two units are behind the schedule. And the funny thing is the delay on 1co’s last waypoint totally doesn’t make sense. In the original plan there is a 10min delay on the last waypoint and the new ETA in this turn is 14:08. However, when I changed the delay to “0” I was surprised to find out ETA become 14:14 . The delay and ETA on pic 1~4 doesn’t make any sense, looks like the system treat any number less than 8 as a negative number. Then no matter what number I gave on the delay, the 1co will jump to the destination at the beginning of the turn 14:06. Please see pic 5 I have attached all the screen shot. 2 save files will be attached in next post. please let me know if that is helpful Thank you
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