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RE: RHSCVO Level 7 Observations

 
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RE: RHSCVO Level 7 Observations - 12/24/2007 4:47:01 AM   
Buck Beach

 

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From: Upland,CA,USA
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quote:

ORIGINAL: DonH58

Hi El Cid
Is there going to be another update of CVO 7 or just the pwhex. Want to start a new game with my boy but thought I would check first. Thanks and I really appreciate all the hard work you and the RHS team have done!!!


I am still finding errata in the CVO family and who knows how much of the data is fouled. Latest is in CAIO. USN VCT-17 with TBFs is showing up after day one in San Fran. I think it is a delay issue but I don't know exactly how to read it in WITP EditorX. In other scenarios USN5- VSC 14 with 4 AC shows up as a base squadron. and the AV Pelican has the squadron with 1 A/C.
With all the scenarios there are (with more on the drawing board) its no wonder . I'm can't complain because I was a big pusher for the CAIO. My fear is that all the changes may be attributing to the file inconsistancies. I don't know what is OK and what is not.

Right now I have day one burn-out and may stand aside, hide and watch for a while.



(in reply to DonH58)
Post #: 31
RE: RHSCVO Level 7 Observations - 12/24/2007 11:02:40 AM   
el cid again

 

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Well - pelecan is right - at least. It is a wierd vessel - and it has an "air group" of one aircraft!!! It is a former minesweeper - and most of her sisters are still minesweepers.

WITP was horribly dirty. Much of the dirt carried over into CHS and RHS. And no doubt we added erratta as well. Information theory says there must be - MUST BE - errors - in files of this size. We will NEVER get it perfect - ever. But it is very clean - relatively speaking. Yet if I go looking I can find an eratta in some sense every few minutes - if you include things I would do differently. Many fields I have NEVER seen - there are - what - I forget - 230 000 fields? Bunches and bunches.

VCT 17 is 9999ed out in CVO - so if you have it - you do not have current files. It is part of the air group of USS Reprisal - CVL - 58 - in EOS family only - and it is fictional. [The ship is a CL in CVO and BBO families]

Hmmm - USN 5 VCS-14 IS the USS Pelecan air group - and it has only one plane - as it should. I am confused about why you are confused?
There is no instance in which it appears as a base air group - or with 4 aircraft - although that would be a legitimate option. All scenarios have it as a 1 aircraft group for Pelican. If this isn't what you see - down load current files again.

< Message edited by el cid again -- 12/24/2007 11:17:32 AM >

(in reply to Buck Beach)
Post #: 32
RE: RHSCVO Level 7 Observations - 12/24/2007 9:21:02 PM   
Buck Beach

 

Posts: 1973
Joined: 6/25/2000
From: Upland,CA,USA
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quote:

ORIGINAL: el cid again

Well - pelecan is right - at least. It is a wierd vessel - and it has an "air group" of one aircraft!!! It is a former minesweeper - and most of her sisters are still minesweepers.

WITP was horribly dirty. Much of the dirt carried over into CHS and RHS. And no doubt we added erratta as well. Information theory says there must be - MUST BE - errors - in files of this size. We will NEVER get it perfect - ever. But it is very clean - relatively speaking. Yet if I go looking I can find an eratta in some sense every few minutes - if you include things I would do differently. Many fields I have NEVER seen - there are - what - I forget - 230 000 fields? Bunches and bunches.

VCT 17 is 9999ed out in CVO - so if you have it - you do not have current files. It is part of the air group of USS Reprisal - CVL - 58 - in EOS family only - and it is fictional. [The ship is a CL in CVO and BBO families]

Yes the CVO VCT-17 is 9999ed out but it is not CAIO 7.7881. It shows as "0" which I have now corrected.

Hmmm - USN 5 VCS-14 IS the USS Pelecan air group - and it has only one plane - as it should. I am confused about why you are confused?
There is no instance in which it appears as a base air group - or with 4 aircraft - although that would be a legitimate option. All scenarios have it as a 1 aircraft group for Pelican. If this isn't what you see - down load current files again.

Yes I do see the USN 5 VCS-14. I am saying that in AIO & BBO (but not in CVO) there is a "USN 4" VCS-14 at the San Francisco base, with 4 A/C.


I have re-examined my downloads and they appear correct, albeit, the files on the RHS site do not reflect the 7.7881 and they may not be the same files as the 7.788 showing and with an one day earlier file date.

Note: It appears that the AIO or EOS file was updated to create the CAIO OOB as, both of these have the VCT-17 with a zero delay and being loaded on the CVL-58 to show up later. The same as the CAIO 7.7881 I used. Please confirm for me that the wpa, wbc, wpd, wph, wpp files in CVO OOB are to be consistant througout the CVO family.

(in reply to el cid again)
Post #: 33
RE: RHSCVO Level 7 Observations - 12/25/2007 2:40:37 AM   
el cid again

 

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quote:

ORIGINAL: Buck Beach


quote:

ORIGINAL: el cid again


Yes I do see the USN 5 VCS-14. I am saying that in AIO & BBO (but not in CVO) there is a "USN 4" VCS-14 at the San Francisco base, with 4 A/C.


This is correct. BBO, RPO and PPO SHOULD appear at San Francisco - instead of USS Vicksburgh - in other scenarios. There were numerous shore detachments - many not in the game - so this isn't a problem.

(in reply to Buck Beach)
Post #: 34
RE: RHSCVO Level 7 Observations - 12/25/2007 2:41:56 AM   
el cid again

 

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quote:

ORIGINAL: Buck Beach


quote:

ORIGINAL: el cid again

Note: It appears that the AIO or EOS file was updated to create the CAIO OOB as, both of these have the VCT-17 with a zero delay and being loaded on the CVL-58 to show up later. The same as the CAIO 7.7881 I used. Please confirm for me that the wpa, wbc, wpd, wph, wpp files in CVO OOB are to be consistant througout the CVO family.


CAIO is almost entirely the same as CVO - very little different.

(in reply to Buck Beach)
Post #: 35
RE: RHSCVO Level 7 Observations - 12/25/2007 2:57:40 AM   
Mac Linehan

 

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Deleted as redundant.

< Message edited by Mac Linehan -- 12/25/2007 3:16:10 AM >


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Post #: 36
RE: RHSCVO Level 7 Observations - 12/25/2007 3:12:49 AM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
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quote:

ORIGINAL: el cid again


quote:

ORIGINAL: DonH58

Hi El Cid
Is there going to be another update of CVO 7 or just the pwhex. Want to start a new game with my boy but thought I would check first. Thanks and I really appreciate all the hard work you and the RHS team have done!!!


It is not my desire to update either.

If I do update either, the changes will be minor.

If we update pwhex - it backfits into existing games anyway. So it is more likely. Looks like we may change communications coding in a way that impacts supply movement mainly.

I have spotted one erattum in all Level 7 files (a tank company wants to grow into a regiment) - but it can be controlled by turning replacements off most of the time. However, I had an idea that might prevent certain locations from expanding factories automatically to rediculous values - and if it works, we might issue an update. Probably Christmas Day.


Hi, Sid -

I had the same question, was prepping to start a new game EOS 75, will be glad to wait. Many thanks to the RHS team; there is always a feeling of aniticipation when visiting the RHS site - one never knows what good stuff awaits!

Mac

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(in reply to el cid again)
Post #: 37
RE: RHSCVO Level 7 Observations - 12/25/2007 7:47:55 AM   
el cid again

 

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OK - I will start a thread on this matter. But I issued a Level 7 pwhex set yesterday - and that will backfit to existing games as well as new ones. It seems to have fixed two cities with sometime supply problems - Singapore and Osaka. I took the opportunity to make RR art line up with pwhex for a spur line in Australia.

But I now have tests showing I can fix two other cities - Guma and Nagoya - but these are changed in the location file.
Meanwhile I learned that a German oiler (Ukermark) and two raiders (Michael and Thor) operated in PTO - as far as Tokyo - so they are added (to Level 7). And I got some minor location eratta as well. The whole package will issue tomorrow as a comprehensive update.

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Post #: 38
RE: RHSCVO Level 7 Observations - 12/30/2007 12:04:41 AM   
okami


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A while back I asked on the general forum some questions about AGC's as the Japanese have one in CVO at Palau. I was informed that inorder for said AGC to work as intended you have to load an HQ on the AGC move this TF to an invasion hex and not unload it. This will give the invading forces bonuses to the effect of less disruption. Observation: I can not load the 16th Amphibious HQ on the Shinsh Maru# AGC. She will not load even though she will fit. Help?

_____________________________

"Square peg, round hole? No problem. Malet please.

(in reply to el cid again)
Post #: 39
RE: RHSCVO Level 7 Observations - 12/30/2007 1:22:37 AM   
el cid again

 

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I can move it. What is your version number?

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Post #: 40
RE: RHSCVO Level 7 Observations - 12/30/2007 2:00:45 AM   
okami


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quote:

ORIGINAL: el cid again

I can move it. What is your version number?

RHSCVO 7.7883, I just brought it up, I don't wish to start over. Nor would my opponent, but to have it fixed for others.

_____________________________

"Square peg, round hole? No problem. Malet please.

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Post #: 41
RE: RHSCVO Level 7 Observations - 12/31/2007 2:05:31 AM   
Mistmatz

 

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I ran witpload over scen70, it seems there are some inconsistencies between the classes and the ship file.
Two questions:
a) Is it right that the class file contains entries for classes that are not used with CVO?
b) Is witpload supposed to work with the RHS scanarios anyway? I'm trying to get the witpdecoder to work with RHS and this tool relies on the files generated by witpload.

(in reply to el cid again)
Post #: 42
RE: RHSCVO Level 7 Observations - 12/31/2007 2:45:00 AM   
el cid again

 

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ALL RHS classes are in all scenarios - wether or not they are used.

I don't know about WITP load ? But don't believe error generation software. RHS will drive it nuts - for technical reasons.

(in reply to Mistmatz)
Post #: 43
RE: RHSCVO Level 7 Observations - 12/31/2007 10:29:06 AM   
m10bob


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From: Dismal Seepage Indiana
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Upgrading RHS over the past year has been a lot of fun and given us a chance to push the envelope in different areas. We have (collectively) been able to sometimes bump that envelope.
Soon after upgrading to the most recent RHSCVO ver 7, I noticed something strange which I cannot guarantee related to the change in Pwhex file, but it did happen at the same time.
Several of my allied convoys stopped in mid ocean, in no areas affected by the new Pwhex file.
Each of these TF's retained their orders, (they still remembered their destination, home port, etc. Nonetheless, I had to manually give them each a shove,(as I found them) to get them going again.
Some were transport convoys but warships were affected as well.
Unfortunately, it affected both sides because the "death star" with a few Japanese CV's is also locked up in a single hex, and for at least 14 game days has been in the hex between the Celebes and Borneo, the hex on Cobra's map with the label "Palu"(sp?).

My internet carrier is AOhell, and every half hour or so I get that blasted "virus protection upgrade" message which interrupts the game. It is possible that may have thrown the monkey wrench into the works. I don't know, but in the past year, I have never had this problem before.
My Pwhex file is not corrupted, I have re-downloaded it 3 times and have the same results.
(I remember in past game trials getting ships stuck when we first began experimenting with those convoy "snaketrails" so I know the present problems are similar, but these ships stopped in mid ocean,(for the most part), with no reason to stop.

I am still having VERY serious problems with SBD 3/4 production which in the editor is marked for 11 monthly. This may be hard-coded. This has forced me to have 5 American flat-tops sitting around waiting for new SBD's, or sending them out with a complement of maybe 47/72 possible planes.
Yeah, I understand we have to wait for planes to be built, but with the PTO getting most of them, I KNOW the U.S. turned out more than one plane every 2 days.
This is just plain wrong.

Exchanging them for the Vultee is wrong (historically)..Besides, I don't know how I might do this.(Help?)

_____________________________




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Post #: 44
RE: RHSCVO Level 7 Observations - 12/31/2007 11:55:32 AM   
witpqs


Posts: 26087
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From: Argleton
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m10bob,

I have seen various weirdness with TF's.

1) Mostly it's with transport TF's that have a destination set in mid-ocean then a home port different from where they left (a work-around way point). Sometimes they stop at the destination and sit there until given a shove as you say. Note that this never has happened with an empty TF, only those with cargo on board. Go figure. Happened with stock, CHS, and RHS.

2) Very rarely I see a TF (any kind of TF) change it's destination, or it's home, or even teleport to a new (and usually dangerous) location. Thank goodness very rarely. Happened with stock, CHS, and RHS.

3) The only time I see a TF get really stuck (the way you describe with KB) is that a mine-laying TF fleeing Singapore will get stuck in hex near Palembang, with the '9999' range thing. This is the only one that I have seen only in RHS. Sid looked over the Pwhex and it seems okay for the hex. I have no idea what gives.

I have seen other strange behavior that goes away when the program is closed down and then started again, so I know there's bugs in them there hills.

(in reply to m10bob)
Post #: 45
RE: RHSCVO Level 7 Observations - 12/31/2007 2:24:38 PM   
m10bob


Posts: 8622
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From: Dismal Seepage Indiana
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quote:

ORIGINAL: witpqs

m10bob,

I have seen various weirdness with TF's.

1) Mostly it's with transport TF's that have a destination set in mid-ocean then a home port different from where they left (a work-around way point). Sometimes they stop at the destination and sit there until given a shove as you say. Note that this never has happened with an empty TF, only those with cargo on board. Go figure. Happened with stock, CHS, and RHS.

2) Very rarely I see a TF (any kind of TF) change it's destination, or it's home, or even teleport to a new (and usually dangerous) location. Thank goodness very rarely. Happened with stock, CHS, and RHS.

3) The only time I see a TF get really stuck (the way you describe with KB) is that a mine-laying TF fleeing Singapore will get stuck in hex near Palembang, with the '9999' range thing. This is the only one that I have seen only in RHS. Sid looked over the Pwhex and it seems okay for the hex. I have no idea what gives.

I have seen other strange behavior that goes away when the program is closed down and then started again, so I know there's bugs in them there hills.



Thank you Witpqs......BTW, you are correct in assuming I use artificial waypoints, and for some of them that may be the answer, but not more than half..
Again, it might be that whole AOhell thing too, it messes up the game and I have to hit the button at the bottom to start the game graphics all over again ..
Still would appreciate if someone might tell me how I can use those Vultees in lieu of the "missing"() SBD's..

_____________________________




(in reply to witpqs)
Post #: 46
RE: RHSCVO Level 7 Observations - 12/31/2007 4:10:55 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
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quote:

ORIGINAL: m10bob

Upgrading RHS over the past year has been a lot of fun and given us a chance to push the envelope in different areas. We have (collectively) been able to sometimes bump that envelope.
Soon after upgrading to the most recent RHSCVO ver 7, I noticed something strange which I cannot guarantee related to the change in Pwhex file, but it did happen at the same time.
Several of my allied convoys stopped in mid ocean, in no areas affected by the new Pwhex file.
Each of these TF's retained their orders, (they still remembered their destination, home port, etc. Nonetheless, I had to manually give them each a shove,(as I found them) to get them going again.
Some were transport convoys but warships were affected as well.
Unfortunately, it affected both sides because the "death star" with a few Japanese CV's is also locked up in a single hex, and for at least 14 game days has been in the hex between the Celebes and Borneo, the hex on Cobra's map with the label "Palu"(sp?).

My internet carrier is AOhell, and every half hour or so I get that blasted "virus protection upgrade" message which interrupts the game. It is possible that may have thrown the monkey wrench into the works. I don't know, but in the past year, I have never had this problem before.
My Pwhex file is not corrupted, I have re-downloaded it 3 times and have the same results.
(I remember in past game trials getting ships stuck when we first began experimenting with those convoy "snaketrails" so I know the present problems are similar, but these ships stopped in mid ocean,(for the most part), with no reason to stop.

I am still having VERY serious problems with SBD 3/4 production which in the editor is marked for 11 monthly. This may be hard-coded. This has forced me to have 5 American flat-tops sitting around waiting for new SBD's, or sending them out with a complement of maybe 47/72 possible planes.
Yeah, I understand we have to wait for planes to be built, but with the PTO getting most of them, I KNOW the U.S. turned out more than one plane every 2 days.
This is just plain wrong.

Exchanging them for the Vultee is wrong (historically)..Besides, I don't know how I might do this.(Help?)


Different issues here:

Convoys will tend to go to zero speed if out of gas - actually they move 1 hex per day I think - 0 in one phase and 1 in the other. Otherwise, damage can reduce speed to zero. And AI control is idiotic. If none of these apply - you should reinstall and then run the save game file. Corruption in the engine I bet.

RHS used a special algorithm for the SBD - you get 90% of half of the production for the duration of the period from start of production (or game) until the plane is upgraded (if it is). More than that is not warranted - and it is going to get worse in AE (and maybe WITP I if we get more attrition). It explains why we didn't do battle very often - until later we had planes to burn.

(in reply to m10bob)
Post #: 47
RE: RHSCVO Level 7 Observations - 12/31/2007 4:13:28 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
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quote:

ORIGINAL: m10bob


quote:

ORIGINAL: witpqs

m10bob,

I have seen various weirdness with TF's.

1) Mostly it's with transport TF's that have a destination set in mid-ocean then a home port different from where they left (a work-around way point). Sometimes they stop at the destination and sit there until given a shove as you say. Note that this never has happened with an empty TF, only those with cargo on board. Go figure. Happened with stock, CHS, and RHS.

2) Very rarely I see a TF (any kind of TF) change it's destination, or it's home, or even teleport to a new (and usually dangerous) location. Thank goodness very rarely. Happened with stock, CHS, and RHS.

3) The only time I see a TF get really stuck (the way you describe with KB) is that a mine-laying TF fleeing Singapore will get stuck in hex near Palembang, with the '9999' range thing. This is the only one that I have seen only in RHS. Sid looked over the Pwhex and it seems okay for the hex. I have no idea what gives.

I have seen other strange behavior that goes away when the program is closed down and then started again, so I know there's bugs in them there hills.



Thank you Witpqs......BTW, you are correct in assuming I use artificial waypoints, and for some of them that may be the answer, but not more than half..
Again, it might be that whole AOhell thing too, it messes up the game and I have to hit the button at the bottom to start the game graphics all over again ..
Still would appreciate if someone might tell me how I can use those Vultees in lieu of the "missing"() SBD's..


Go to the unit. Click on the upgrade type. Select ANY type with enough planes. Make sure allow upgrades is set.
Go back to the unit screen and hit upgrade now. Except for a carrier unit - either it must be ashore - or it must be in a suitable port.

(in reply to m10bob)
Post #: 48
RE: RHSCVO Level 7 Observations - 12/31/2007 9:07:40 PM   
m10bob


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From: Dismal Seepage Indiana
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Thank you Sid..(Confound me with logic!)..

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Post #: 49
RE: RHSCVO Level 7 Observations - 12/31/2007 9:41:42 PM   
mlees


Posts: 2263
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I am playing CVO version 5, and I too see the (AI Japan) full KB death star "stuck" in a (shallow) sea hex 1 hex SE of Balikpapan. I can't sink it with LBA due to the Uber-CAP. It's been there for about a week now, while I regather more LBA to throw at it.

I may have to kick it loose under head-2-head mode, just to be fair. (I bet it's out of gas by now. Maybe getting low on sorties by now.)

By the way, three Illustrious class CV's teamed up with the Hermes are no match for the PH veterans. (I did score two torp hits on Shokaku though. )

< Message edited by mlees -- 12/31/2007 9:42:46 PM >

(in reply to m10bob)
Post #: 50
RE: RHSCVO Level 7 Observations - 12/31/2007 10:55:05 PM   
witpqs


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When the AI is in control I have seen KB just sit in one square, I've always presumed it was AI lack of I.

(in reply to mlees)
Post #: 51
RE: RHSCVO Level 7 Observations - 12/31/2007 11:28:26 PM   
el cid again

 

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quote:

ORIGINAL: mlees

I am playing CVO version 5, and I too see the (AI Japan) full KB death star "stuck" in a (shallow) sea hex 1 hex SE of Balikpapan. I can't sink it with LBA due to the Uber-CAP. It's been there for about a week now, while I regather more LBA to throw at it.

I may have to kick it loose under head-2-head mode, just to be fair. (I bet it's out of gas by now. Maybe getting low on sorties by now.)

By the way, three Illustrious class CV's teamed up with the Hermes are no match for the PH veterans. (I did score two torp hits on Shokaku though. )


OK - first mistake:

You can NOT play CVO vs AI. AI is not up to it.

It barely works for CAIO - and there is no Level 5 CAIO to work with - only Level 7.

There is, however, a AIO in version 5 - and since it is stronger - it helps AI by having more marbles in the pot.

I have no clue what AI is up to - but I have seen AI run KB right down to zero fuel - and that is a problem. AI is an idiot.


There is such a thing as AI - and we don't have it. True AI "learns" from the game. Ours is simply hard code modified by die rolls to create a "random decision" effect.


< Message edited by el cid again -- 12/31/2007 11:30:32 PM >

(in reply to mlees)
Post #: 52
RE: RHSCVO Level 7 Observations - 1/1/2008 8:05:06 AM   
m10bob


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FWIW, none of the convoys or TF's which I had to "jumpstart" were out of fuel.

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Post #: 53
RE: RHSCVO Level 7 Observations - 1/1/2008 12:26:09 PM   
el cid again

 

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What was their destination? AI may have said "go there" - they did - and until it says "go somewhere else" - they are just obeying orders (so to speak). A HUMAN may say "go there" and mean it - for some reason. AI might do so for less reason - but it may have something in mind we don't understand. Maybe it is waiting for something don't know it is going to be coordinating with?

(in reply to m10bob)
Post #: 54
Replacement pool experience - 1/1/2008 2:48:38 PM   
Mistmatz

 

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In stock the US Army pilot pool experience from '41 to '46 evolves like this: 55-55-60-65-70-70.

In CVO they start with experience level 40 in '41. Does the experience develop like in stock from that number (+0,+5,+,5,+5,+0) or is there a different algorithm? If so where can I get the data, seems I lack the skill or the possibility to extract it from the scenario editor.

(in reply to el cid again)
Post #: 55
RE: RHSCVO Level 7 Observations - 1/1/2008 3:20:28 PM   
m10bob


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From: Dismal Seepage Indiana
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quote:

ORIGINAL: el cid again

What was their destination? AI may have said "go there" - they did - and until it says "go somewhere else" - they are just obeying orders (so to speak). A HUMAN may say "go there" and mean it - for some reason. AI might do so for less reason - but it may have something in mind we don't understand. Maybe it is waiting for something don't know it is going to be coordinating with?


There was no commonality to the orders/destinations of the affected convoys. Some were from Aden, others from Frisco. Not all convoys were affected and none were out of fuel.
I suspect that blasted AOhell virus update program interrupting power from the game every half hour may have something to do with, but of course, am not sure, not geek enough.
I had a logjam in the snaketrail coming out of Aden, right at an elbow, but got them all on their way manually.
Affected units were all over the map, all areas of the game, so I suspect this is also what messed up the "deathstar" as well..?

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Post #: 56
RE: RHSCVO Level 7 Observations - 1/1/2008 4:17:38 PM   
m10bob


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From: Dismal Seepage Indiana
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quote:

ORIGINAL: el cid again

quote:

ORIGINAL: m10bob


quote:

ORIGINAL: witpqs

m10bob,

I have seen various weirdness with TF's.

1) Mostly it's with transport TF's that have a destination set in mid-ocean then a home port different from where they left (a work-around way point). Sometimes they stop at the destination and sit there until given a shove as you say. Note that this never has happened with an empty TF, only those with cargo on board. Go figure. Happened with stock, CHS, and RHS.

2) Very rarely I see a TF (any kind of TF) change it's destination, or it's home, or even teleport to a new (and usually dangerous) location. Thank goodness very rarely. Happened with stock, CHS, and RHS.

3) The only time I see a TF get really stuck (the way you describe with KB) is that a mine-laying TF fleeing Singapore will get stuck in hex near Palembang, with the '9999' range thing. This is the only one that I have seen only in RHS. Sid looked over the Pwhex and it seems okay for the hex. I have no idea what gives.

I have seen other strange behavior that goes away when the program is closed down and then started again, so I know there's bugs in them there hills.



Thank you Witpqs......BTW, you are correct in assuming I use artificial waypoints, and for some of them that may be the answer, but not more than half..
Again, it might be that whole AOhell thing too, it messes up the game and I have to hit the button at the bottom to start the game graphics all over again ..
Still would appreciate if someone might tell me how I can use those Vultees in lieu of the "missing"() SBD's..


Go to the unit. Click on the upgrade type. Select ANY type with enough planes. Make sure allow upgrades is set.
Go back to the unit screen and hit upgrade now. Except for a carrier unit - either it must be ashore - or it must be in a suitable port.


I followed these directions to a t, and they do not work. Is there a step that is missing? Thank you

_____________________________




(in reply to el cid again)
Post #: 57
RE: Replacement pool experience - 1/1/2008 11:17:52 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline

quote:

ORIGINAL: Mistmatz

In stock the US Army pilot pool experience from '41 to '46 evolves like this: 55-55-60-65-70-70.

In CVO they start with experience level 40 in '41. Does the experience develop like in stock from that number (+0,+5,+,5,+5,+0) or is there a different algorithm? If so where can I get the data, seems I lack the skill or the possibility to extract it from the scenario editor.


We cannot change the hard coded tables - so they remain identical.

I note that US deployment assumed new units were poorly trained. They were given lots of time to work up. Marines started fighter sqaudrons on observation planes - to save fighters I guess.

(in reply to Mistmatz)
Post #: 58
RE: RHSCVO Level 7 Observations - 1/1/2008 11:19:10 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline

quote:

ORIGINAL: m10bob


quote:

ORIGINAL: el cid again

What was their destination? AI may have said "go there" - they did - and until it says "go somewhere else" - they are just obeying orders (so to speak). A HUMAN may say "go there" and mean it - for some reason. AI might do so for less reason - but it may have something in mind we don't understand. Maybe it is waiting for something don't know it is going to be coordinating with?


There was no commonality to the orders/destinations of the affected convoys. Some were from Aden, others from Frisco. Not all convoys were affected and none were out of fuel.

REPLY: Confusing - I thought you said KB was stuck. Now we have convoys to Aden and SF.

I suspect that blasted AOhell virus update program interrupting power from the game every half hour may have something to do with, but of course, am not sure, not geek enough.
I had a logjam in the snaketrail coming out of Aden, right at an elbow, but got them all on their way manually.
Affected units were all over the map, all areas of the game, so I suspect this is also what messed up the "deathstar" as well..?


(in reply to m10bob)
Post #: 59
RE: RHSCVO Level 7 Observations - 1/1/2008 11:20:37 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
quote:

ORIGINAL: m10bob


quote:

ORIGINAL: el cid again

quote:

ORIGINAL: m10bob


quote:

ORIGINAL: witpqs

m10bob,

I have seen various weirdness with TF's.

1) Mostly it's with transport TF's that have a destination set in mid-ocean then a home port different from where they left (a work-around way point). Sometimes they stop at the destination and sit there until given a shove as you say. Note that this never has happened with an empty TF, only those with cargo on board. Go figure. Happened with stock, CHS, and RHS.

2) Very rarely I see a TF (any kind of TF) change it's destination, or it's home, or even teleport to a new (and usually dangerous) location. Thank goodness very rarely. Happened with stock, CHS, and RHS.

3) The only time I see a TF get really stuck (the way you describe with KB) is that a mine-laying TF fleeing Singapore will get stuck in hex near Palembang, with the '9999' range thing. This is the only one that I have seen only in RHS. Sid looked over the Pwhex and it seems okay for the hex. I have no idea what gives.

I have seen other strange behavior that goes away when the program is closed down and then started again, so I know there's bugs in them there hills.



Thank you Witpqs......BTW, you are correct in assuming I use artificial waypoints, and for some of them that may be the answer, but not more than half..
Again, it might be that whole AOhell thing too, it messes up the game and I have to hit the button at the bottom to start the game graphics all over again ..
Still would appreciate if someone might tell me how I can use those Vultees in lieu of the "missing"() SBD's..


Go to the unit. Click on the upgrade type. Select ANY type with enough planes. Make sure allow upgrades is set.
Go back to the unit screen and hit upgrade now. Except for a carrier unit - either it must be ashore - or it must be in a suitable port.


I followed these directions to a t, and they do not work. Is there a step that is missing? Thank you



Well - they sometimes work. If you fail a "test" you will run into greyed out options. If there are not enough planes, if your unit is not in a port (carriers at sea do not upgrade), if there are not enough supplies - stuff like that can cut you off a the knees.

I trick the game: I transfer - select on supplies - pick a field with vastly too many - and then I upgrade from a pool which is big enough. It always works - except then I must go back to where I came from.

< Message edited by el cid again -- 1/1/2008 11:21:56 PM >

(in reply to m10bob)
Post #: 60
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