Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: WitPTracker AE Release 1.8 Available!

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: WitPTracker AE Release 1.8 Available! Page: <<   < prev  106 107 [108] 109 110   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: WitPTracker AE Release 1.8 Available! - 1/31/2012 3:46:53 AM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline

quote:

ORIGINAL: BigDuke66

Any chance we can get rid of dead devices?
Again and again I see devices with low ID numbers that seem to be part of the old database(why wasn't that old stuff removed?) and aren't used bei the AE version.


I'm not sure what you mean here. Can you show me an example?

(in reply to BigDuke66)
Post #: 3211
RE: WitPTracker AE Release 1.8 Available! - 1/31/2012 3:50:58 AM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline

quote:

ORIGINAL: BigDuke66

What I really would like to see is an alert when a TF starts/finishes(I guess finishes would be best) unloading an LCU or AGP.

In most case those units arrive in Off-Map locations and have to be transported to the front by ship amd even if appearing in an On-Map location they are usually transported by ship, so without knowing that these units now have arrived near the front is a real mess to find them and put them to use, that is similar important like the missing arrived at destination message for the overland movement we had months ago.

Could such an alert be implemented?


So to re-phrase, you want an alert raised when a task force finishes unloading an LCU? It could be a little tricky, since the unloading is by ship, so it would be easier to alert when a ship is finished unloading, but that's not really what you want, since ships unload at different rates...

(in reply to BigDuke66)
Post #: 3212
RE: WitPTracker AE Release 1.8 Available! - 1/31/2012 4:55:08 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Regarding dead Devices:
A good example are the Mines, look into the in-game "Industry/Troops/Resource Pool" screen and use the mines only filter, there you see a list with the mines used by the game but when I use the device list in the tracker an filter the mines I see a lot more mines, presumably all XXX numbers are old stuff in the database and are not used by the game.


Regarding the alert:
Yes an alert when air and ground units a dropped off in a port would be really helpful.
Not sure how this can work but as air units use almost no cargo space even the biggest should be unload in one turn so a check of units that were located on ships in the former turn and a search where they are now in the current turn could trigger the alert if the unit is found on a land location.
But even if this works I doubt that it could work for ground units, the sub unit names when a big unit is loaded onto several ships and the normal name when reformed into a single unit after unloading would surely make problems.

_____________________________


(in reply to floydg)
Post #: 3213
RE: WitPTracker AE Release 1.8 Available! - 2/1/2012 4:34:19 AM   
rjopel

 

Posts: 614
Joined: 12/19/2007
From: Charlottesville, VA, USA
Status: offline
Possible to add for next release?

On the devices section a yes/no for if an item is being stockpiled.

On the devices history tab, what mode the unit is in i.e. rest, combat, etc.

Thanks

(in reply to BigDuke66)
Post #: 3214
RE: WitPTracker AE Release 1.8 Available! - 2/1/2012 4:58:57 AM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline
Thanks for the suggestions.

quote:

ORIGINAL: rjopel

Possible to add for next release?

On the devices section a yes/no for if an item is being stockpiled.

We'll have to get MichaelM to give us a datapoint update as we're a bit behind the times. Michael I hope you're watching
quote:


On the devices history tab, what mode the unit is in i.e. rest, combat, etc.

Thanks

That's possible

_____________________________


(in reply to rjopel)
Post #: 3215
RE: WitPTracker AE Release 1.8 Available! - 2/1/2012 7:00:35 AM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline
Been wanting to do this for a while... Is it better ? Not as pretty I guess but worthy.

Also, I not that someone wants us to look at adding gun values that are different. I've used one that I pinched off Staff. Will post the formula later but you can find it in the Staff manual.







Attachment (1)

_____________________________


(in reply to n01487477)
Post #: 3216
RE: WitPTracker AE Release 1.8 Available! - 2/1/2012 1:56:02 PM   
Dan Nichols


Posts: 863
Joined: 8/30/2011
Status: offline
It looks great, any chance you could expand to 3 or 4 aircraft at once?

(in reply to n01487477)
Post #: 3217
RE: WitPTracker AE Release 1.8 Available! - 2/1/2012 4:19:14 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Indeed looks great and I would support Dan Nichols request, at least 3(more would be even better) would be good so one can compare an old type against two new types and can also compare the new types against each other.

_____________________________


(in reply to Dan Nichols)
Post #: 3218
RE: WitPTracker AE Release 1.8 Available! - 2/1/2012 6:52:37 PM   
MAARTENR


Posts: 808
Joined: 5/1/2004
Status: offline
Why doesnt loaded it its the first turn i use it and should maybe the next turn works?
Maybe i have to install Java becausse i dont see it on the witptrackerfolder.
If yes could someone explain me how to do it.
Has it to be something i've installed it on e: an externe harddisc?
See the picture and i've got installed the game on an externharddisc.




Attachment (1)

< Message edited by MAARTENR -- 2/1/2012 6:59:21 PM >


_____________________________


(in reply to floydg)
Post #: 3219
RE: WitPTracker AE Release 1.8 Available! - 2/1/2012 7:18:15 PM   
MAARTENR


Posts: 808
Joined: 5/1/2004
Status: offline
Should i waith till next turn?




Attachment (1)

_____________________________


(in reply to floydg)
Post #: 3220
RE: WitPTracker AE Release 1.8 Available! - 2/2/2012 9:41:13 AM   
MAARTENR


Posts: 808
Joined: 5/1/2004
Status: offline
Great it works again.

_____________________________


(in reply to MAARTENR)
Post #: 3221
RE: WitPTracker AE Release 1.8 Available! - 2/4/2012 12:04:57 PM   
fcharton

 

Posts: 1112
Joined: 10/4/2010
From: France
Status: offline
Hi,

In the ship production tab, the HI Cost button at the bottom of the screen gives a ship remaining HI cost. Is it really HI cost, or build point cost, in which case HI cost would be triple that?

For instance, on turn one, CV Junyo, with durability 84 and delay 147, is said to have 12384 remaining HI cost. Shouldn't it be 84*147*3 = 37 044?

Thanks in advance,
Francois

(in reply to MAARTENR)
Post #: 3222
RE: WitPTracker AE Release 1.8 Available! - 2/4/2012 2:47:59 PM   
Hanzberger


Posts: 921
Joined: 4/26/2006
From: SE Pennsylvania
Status: offline
WHOO HOO, GOT IT WORKING, now after switching things around I have a question still.

Does running the game in 64 bit make any difference then 32 bit.
And if so where do my files need to be to run it in 64 bit.
I am running win 7 and there are two program files listed, one program files and the other with (x86) which is which as far as bit??? anyone

< Message edited by Hanzberger -- 2/4/2012 3:23:45 PM >


_____________________________

Planning for #17 Ironman Tier2

Japan AC wire chart here
http://www.matrixgames.com/forums/tm.asp?m=2769286&mpage=1&key=?

(in reply to fcharton)
Post #: 3223
RE: WitPTracker AE Release 1.8 Available! - 2/4/2012 3:43:39 PM   
Dan Nichols


Posts: 863
Joined: 8/30/2011
Status: offline
disregard

(in reply to Hanzberger)
Post #: 3224
RE: WitPTracker AE Release 1.8 Available! - 2/4/2012 3:56:51 PM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline

quote:

ORIGINAL: Dan Nichols

It looks great, any chance you could expand to 3 or 4 aircraft at once?


The way I coded it makes it a pain in the butt to add more aircraft.

(in reply to Dan Nichols)
Post #: 3225
RE: WitPTracker AE Release 1.8 Available! - 2/4/2012 3:59:27 PM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline

quote:

ORIGINAL: MAARTENR

Should i waith till next turn?





The first turn never has sigint unless you start loading from turns after the game started.
When you load a turn for day "x", the program looks for sigint for day "x-1". Since the first turn never has sigint, you'll never get it loaded.
So just ignore the warning and move on.

(in reply to MAARTENR)
Post #: 3226
RE: WitPTracker AE Release 1.8 Available! - 2/5/2012 12:45:49 AM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline
quote:

ORIGINAL: fcharton

Hi,

In the ship production tab, the HI Cost button at the bottom of the screen gives a ship remaining HI cost. Is it really HI cost, or build point cost, in which case HI cost would be triple that?

For instance, on turn one, CV Junyo, with durability 84 and delay 147, is said to have 12384 remaining HI cost. Shouldn't it be 84*147*3 = 37 044?

Thanks in advance,
Francois


Yeah - not sure how that slipped through all these years; maybe I actually changed it sometime

I was obviously thinking about Pts and not HI which is Pts * 3 - as you say,...

I'll fix it.




Attachment (1)

< Message edited by n01487477 -- 2/5/2012 3:53:55 AM >


_____________________________


(in reply to fcharton)
Post #: 3227
RE: WitPTracker AE Release 1.8 Available! - 2/5/2012 4:36:49 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Another small fix would be to correct the AF size listed in the Aircraft screen for light bombers.
Manual states(p. 213):
***
Level bombers require an airfield equal to size 4 + (bomb load / 6500) rounded down. So, a B29 requires a size 7 airfield to avoid the penalties.
Light bombers require a starting airfield of 2 rather than 4.
***
No light bomber carries over 6500 so every type can operate from a level 2 Airfield.

_____________________________


(in reply to n01487477)
Post #: 3228
RE: WitPTracker AE Release 1.8 Available! - 2/5/2012 5:14:49 AM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: BigDuke66

Another small fix would be to correct the AF size listed in the Aircraft screen for light bombers.
Manual states(p. 213):
***
Level bombers require an airfield equal to size 4 + (bomb load / 6500) rounded down. So, a B29 requires a size 7 airfield to avoid the penalties.
Light bombers require a starting airfield of 2 rather than 4.
***
No light bomber carries over 6500 so every type can operate from a level 2 Airfield.

Thanks and done ...

_____________________________


(in reply to BigDuke66)
Post #: 3229
RE: WitPTracker AE Release 1.8 Available! - 2/5/2012 4:13:04 PM   
Ghost99

 

Posts: 10
Joined: 2/2/2012
Status: offline
Tracker help? I get the error Java is not recognized as an internal or external command. I downloaded the files Java and C++




Attachment (1)

(in reply to floydg)
Post #: 3230
RE: WitPTracker AE Release 1.8 Available! - 2/5/2012 10:06:45 PM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: Ghost99

Tracker help? I get the error Java is not recognized as an internal or external command. I downloaded the files Java and C++




Read the support page please.
http://sites.google.com/site/witptracker/support

_____________________________


(in reply to Ghost99)
Post #: 3231
RE: WitPTracker AE Release 1.8 Available! - 2/6/2012 8:33:16 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Another small issue, III Philippine Corps got destroyed but shows up under alerts as "LCU reached destination" and coordinates as 0,0.
Not sure but isn't there an reconstruction of destroyed HQ units? Maybe that's why the messages shows up.

_____________________________


(in reply to n01487477)
Post #: 3232
RE: WitPTracker AE Release 1.8 Available! - 2/7/2012 3:27:04 AM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline

quote:

ORIGINAL: BigDuke66

Another small issue, III Philippine Corps got destroyed but shows up under alerts as "LCU reached destination" and coordinates as 0,0.
Not sure but isn't there an reconstruction of destroyed HQ units? Maybe that's why the messages shows up.


Odd one. Can you send me two saves (consecutive turns) and witptracker.properties file so I can see what's going on (witptracker@gmail.com)?

(in reply to BigDuke66)
Post #: 3233
RE: WitPTracker AE Release 1.8 Available! - 2/7/2012 4:04:33 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Mail send.

_____________________________


(in reply to floydg)
Post #: 3234
RE: WitPTracker AE Release 1.8 Available! - 2/7/2012 5:07:03 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Arrived?

BTW what is up with the unit names that differ from the in-game names used?
An example would the the "70th Cst AA Rgt" that is named as "70th Field AA Battalion" by the tracker.

And while I'm already rolling, it would be nice to have the reinforcement info for LCUs & airgroups just like the one for ships so it shows the delay and the location of arrival, now only the tooltip on the airgroup screen shows the location and on the LCU screen there is no info where the unit will show up.

_____________________________


(in reply to BigDuke66)
Post #: 3235
RE: WitPTracker AE Release 1.8 Available! - 2/7/2012 6:06:20 PM   
aphrochine


Posts: 189
Joined: 3/24/2008
From: Phoenix, AZ
Status: offline

quote:

ORIGINAL: BigDuke66
BTW what is up with the unit names that differ from the in-game names used?
An example would the the "70th Cst AA Rgt" that is named as "70th Field AA Battalion" by the tracker.


I noticed that, but suspect it has to do with picking up the rename value, not necessarily the current name.


So on my question. I have installed and used (for a short while) v1.5. After about 6 months of war the load time became unbearable. I go with no map load, but I can process my turn in less time than it takes for tracker to load up.

Is there a way to purge old data so to trim down the load time somewhat??

Would there be other causes, other than the sheer size of the reposited data??


_____________________________

VMF-422 fanboy
Grog Virgin fanboy

(in reply to BigDuke66)
Post #: 3236
RE: WitPTracker AE Release 1.8 Available! - 2/7/2012 9:24:26 PM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: aphrochine


quote:

ORIGINAL: BigDuke66
BTW what is up with the unit names that differ from the in-game names used?
An example would the the "70th Cst AA Rgt" that is named as "70th Field AA Battalion" by the tracker.


I noticed that, but suspect it has to do with picking up the rename value, not necessarily the current name.


So on my question. I have installed and used (for a short while) v1.5. After about 6 months of war the load time became unbearable. I go with no map load, but I can process my turn in less time than it takes for tracker to load up.

Is there a way to purge old data so to trim down the load time somewhat??

Would there be other causes, other than the sheer size of the reposited data??


Hi -
Sorry you can't purge old data without purging it all ...

I'd suggest deleting all the trackerdb.* files and starting afresh. While Floyd and I would have liked the program to work for the whole war - I think it is unrealistic given the amt of data and the fact this is not a commercial project and would need certain aspects re-written/coded. We will try to make it better over time - but for now I only load about a month worth of data and then start again.

_____________________________


(in reply to aphrochine)
Post #: 3237
RE: WitPTracker AE Release 1.8 Available! - 2/7/2012 10:17:41 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
I guess at the first the starting time is more or less proportional compared to the data amount but at what point(if there is one) does the starting time raise unproportional compared to the data amount?
Especially considering the recommended setting max setting of -Xms512m -Xmx768m.

I'm now on the 14th February 42 and have all turns loaded and loading time today was 55 seconds what looks good to me.

_____________________________


(in reply to n01487477)
Post #: 3238
RE: WitPTracker AE Release 1.8 Available! - 2/7/2012 10:26:37 PM   
aphrochine


Posts: 189
Joined: 3/24/2008
From: Phoenix, AZ
Status: offline
My use of tracker slowed down around July of '42, and ceased altogether about Aug '42 with load times probably around 15-18 mins on average (and my rig is no chump). Now that I'm in '43, I (AFB) need some additional help keeping up on all my reinforcements and other infos. So I need to re employ Tracker.


Thanks for the help, n01487477!!

_____________________________

VMF-422 fanboy
Grog Virgin fanboy

(in reply to BigDuke66)
Post #: 3239
RE: WitPTracker AE Release 1.8 Available! - 2/9/2012 12:16:33 AM   
Ghost99

 

Posts: 10
Joined: 2/2/2012
Status: offline
Well I read the support page as you suggested. It did not seem to help my problem. I downloaded the tracker exe file and I get an error that "this executable was created with an evaluation version of exe4j."

(in reply to Ghost99)
Post #: 3240
Page:   <<   < prev  106 107 [108] 109 110   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: WitPTracker AE Release 1.8 Available! Page: <<   < prev  106 107 [108] 109 110   next >   >>
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

4.357