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: Patch 06 - Public Beta - Build 1108r6 updated 10 December

 
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 >> Tech Support >> RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December Page: <<   < prev  42 43 [44] 45 46   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/11/2011 6:28:26 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: aoffen

Michael
Question for you. The US Gato class subs use Mk10 mines all the way through the war, but the Mk10 is actually superseded by the Mk12 in Jan 43. This leaves the USN with no sub launched mine from 43 onwards. Di you know if this is WAD or an oversight?
Regards
Andrew


I think that is a question for the naval oob guys. Not coding.

_____________________________

Michael

(in reply to aoffen)
Post #: 1291
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/11/2011 7:08:19 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
By the  looks of it I have burned out another laptop with my AE support over the last 12 months. I burnt one out last year after all the AE development. This one didn't last as long as the first though!!!

Assistance in bug fixing or changes will need to be curtailed until I can get my laptop fixed or try to move everything to another laptop (with all the hassles that involves).

Luckily, it broke after I had uploaded the last lot of changes.
Huge bummer this close to Xmas, plus it had my digital copies of game software. But it was being backed to an external disk, so I should be able to get back some of my stuff if it comes down to it.


_____________________________

Michael

(in reply to michaelm75au)
Post #: 1292
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/11/2011 11:52:02 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: michaelm

By the  looks of it I have burned out another laptop with my AE support over the last 12 months. I burnt one out last year after all the AE development. This one didn't last as long as the first though!!!

Assistance in bug fixing or changes will need to be curtailed until I can get my laptop fixed or try to move everything to another laptop (with all the hassles that involves).

Luckily, it broke after I had uploaded the last lot of changes.
Huge bummer this close to Xmas, plus it had my digital copies of game software. But it was being backed to an external disk, so I should be able to get back some of my stuff if it comes down to it.


Really sorry to hear this ... not sure which brand of laptop you are using, but some have the ability to upgrade cooling. I've a Dell that I have upgraded the cooling on and makes a big difference. No longer melts the airline tables when I travel.

_____________________________

Pax

(in reply to michaelm75au)
Post #: 1293
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/11/2011 12:21:50 PM   
Erkki


Posts: 1461
Joined: 2/17/2010
Status: offline
I have this same fuel issue - some TFs, even at port, seem to use fuel while others dont. It doesnt seem to matter if the TF is docked or not, does it fly aircraft(search or carrier) or not or if there are mines.

For example I have a cruiser TF with 5 ships sitting at a certain port, undocked, flying search aircraft, and they dont burn fuel. Another TF in the same base, with 2 PBs, docked, uses fuel. I also have a TF with multiple BBs in a base hex where the port is too small for them(ie. they are undocked) and they most definitely dont burn fuel despite flying their search aircraft.

I made a topic on this issue some time ago but nobody seemed to be interested. I'm still losing at least 1,000 fuel/turn in my CEN- and SOPAC(at least those, cant track the bases that are producing fuel or can have fuel moving in and out by land) bases because of this...

_____________________________


(in reply to michaelm75au)
Post #: 1294
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/11/2011 2:18:39 PM   
wdolson

 

Posts: 10398
Joined: 6/28/2006
From: Near Portland, OR
Status: offline

quote:

ORIGINAL: michaelm

By the  looks of it I have burned out another laptop with my AE support over the last 12 months. I burnt one out last year after all the AE development. This one didn't last as long as the first though!!!

Assistance in bug fixing or changes will need to be curtailed until I can get my laptop fixed or try to move everything to another laptop (with all the hassles that involves).

Luckily, it broke after I had uploaded the last lot of changes.
Huge bummer this close to Xmas, plus it had my digital copies of game software. But it was being backed to an external disk, so I should be able to get back some of my stuff if it comes down to it.



Bummer.

<Putting on my EE hat> Heat is the big killer of electronics and modern laptops tend to run hot. My SO runs a Macbook and I kind of nagged her to use a fan under the computer when she was sitting there for hours on the computer. The fan died after about 6 months, she didn't bother to get another one, and the motherboard failed about three months after that. I got her a super quiet fan to put under it and she's used it every day since her computer got fixed. The fan is something like 30cm in diameter and plugs into a USB port and it puts out something like 18 dB, which is ultra quiet.

I don't know if you use a fan or not, but it's cheap insurance. They are a bit of a pain sometimes if you actually set the thing in your lap though.

It always sucks when a computer you rely on goes south for any reason.

Bill

_____________________________

WitP AE - Test team lead, programmer

(in reply to michaelm75au)
Post #: 1295
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/11/2011 2:33:10 PM   
JuanG


Posts: 906
Joined: 12/28/2008
Status: offline
Sorry to hear about that; I can relate, having done the same once a few years back. After that I started using a cooling pad like this one, and that has helped a lot. Its very portable (about the same size as the laptop) and lightweight, and plugs into a USB port for power. And its rather quiet.

Here's hoping the damage isnt too bad, and you can get it fixed or replaced without too much hassel.

_____________________________


(in reply to wdolson)
Post #: 1296
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/13/2011 10:15:57 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Yep. Always have used a cooling fan pad off the USB for all my laptops when being used as a desktop. The way it failed with any warning of pending doom is prompting me to at least have it looked at, while I get organized with a new one.



_____________________________

Michael

(in reply to JuanG)
Post #: 1297
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/13/2011 9:22:05 PM   
Richard III


Posts: 710
Joined: 10/24/2005
Status: offline
Is there a problem with 1108r6 ?? I`m not clear on the response.


We are about to start a new PBEM with that Ver. ??


TIA
quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Gräfin Zeppelin

The last patch seems to have undone the Manchuko Garrison change.

The code is still there so should be looking at hex nation codes 104, 105.


(in reply to michaelm75au)
Post #: 1298
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/14/2011 1:56:11 AM   
khyberbill


Posts: 1941
Joined: 9/11/2007
From: new milford, ct
Status: offline
quote:

This leaves the USN with no sub launched mine from 43 onwards. Di you know if this is WAD or an oversight?
Regards
Andrew

Some USN subs will carry the MK 12 mine. Off the top of my head the Salmon and Shark (do not do 6/43 upgrade, Pickeral, Pompano, Argonaut (?), Perch (after 7/45) and Gar (after 6/43 upgrad but do not use 9/43 upgrade). Check Tracker for all subs and dates.

_____________________________

"Its a dog eat dog world Sammy and I am wearing Milkbone underwear" -Norm.

(in reply to aoffen)
Post #: 1299
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/15/2011 4:21:44 AM   
jcjordan

 

Posts: 1900
Joined: 6/27/2001
Status: offline
Michael, can you look into a/c factory upgrades to see if there's some kind of bottleneck as I've noticed that when you have multiple factories at one base that are supposed to upgrade to produce the same a/c the upgrade never happens or takes really long to happen. In my game of Allied vs AI scen1, the factory in LA that produces A20G won't/hasn't upgraded to A-26B after a whole month has gone by. I know there's some variance to it but a whole month is kinda stretching it a bit isn't it

(in reply to khyberbill)
Post #: 1300
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/15/2011 4:24:02 AM   
n01487477


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

ORIGINAL: jcjordan

Michael, can you look into a/c factory upgrades to see if there's some kind of bottleneck as I've noticed that when you have multiple factories at one base that are supposed to upgrade to produce the same a/c the upgrade never happens or takes really long to happen. In my game of Allied vs AI scen1, the factory in LA that produces A20G won't/hasn't upgraded to A-26B after a whole month has gone by. I know there's some variance to it but a whole month is kinda stretching it a bit isn't it

Not saying it's right - but it's been like that since witp days ... almost 2 mths was my longest iirc. Would be nice to have the Japanese ability to manually upgrade

_____________________________


(in reply to jcjordan)
Post #: 1301
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/15/2011 4:32:32 AM   
jcjordan

 

Posts: 1900
Joined: 6/27/2001
Status: offline

quote:

ORIGINAL: n01487477

quote:

ORIGINAL: jcjordan

Michael, can you look into a/c factory upgrades to see if there's some kind of bottleneck as I've noticed that when you have multiple factories at one base that are supposed to upgrade to produce the same a/c the upgrade never happens or takes really long to happen. In my game of Allied vs AI scen1, the factory in LA that produces A20G won't/hasn't upgraded to A-26B after a whole month has gone by. I know there's some variance to it but a whole month is kinda stretching it a bit isn't it

Not saying it's right - but it's been like that since witp days ... almost 2 mths was my longest iirc. Would be nice to have the Japanese ability to manually upgrade


I never got this far in WITP but don't remember ever having somthing this long occur (maybe a couple of weeks). Maybe it has been "buggy" since WITP & nobody ever saw it but maybe worth looking into. It is one of the downsides to Allied production model though

(in reply to n01487477)
Post #: 1302
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/15/2011 1:31:27 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: n01487477

quote:

ORIGINAL: jcjordan

Michael, can you look into a/c factory upgrades to see if there's some kind of bottleneck as I've noticed that when you have multiple factories at one base that are supposed to upgrade to produce the same a/c the upgrade never happens or takes really long to happen. In my game of Allied vs AI scen1, the factory in LA that produces A20G won't/hasn't upgraded to A-26B after a whole month has gone by. I know there's some variance to it but a whole month is kinda stretching it a bit isn't it

Not saying it's right - but it's been like that since witp days ... almost 2 mths was my longest iirc. Would be nice to have the Japanese ability to manually upgrade

Playing Downfall as allies, saw the same thing ... but not a month. Mostly it was ~2 weeks for the last factory to upgrade. A couple of times it was faster, more like 10 days for the last one.

Sorry, I think you got some bad luck there ....

_____________________________

Pax

(in reply to n01487477)
Post #: 1303
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/18/2011 12:48:19 AM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
See the release of the Public Beta 1108r in the Members Club.

EDIT: If you install the "official" beta make sure you update your shortcuts.

< Message edited by Rainer -- 12/18/2011 12:49:26 AM >


_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to michaelm75au)
Post #: 1304
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/19/2011 9:30:20 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline
Aircraft stacking problem.

Split air units in the same command are not being treated as one unit for group stacking. When recombined it's fine.

I've just noticed that when set to training they are being included in group stacking, (see Tulagi). The manual says they should not be included?

I've just spotted something else weird. Morotai has got a group max of 15? It's a level 6 field with no Air HQs within range?

Attachment (1)

< Message edited by Chris H -- 12/19/2011 10:12:43 AM >

(in reply to michaelm75au)
Post #: 1305
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/19/2011 12:00:32 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Sorry about the computer problem michaelM..



_____________________________




(in reply to Chris21wen)
Post #: 1306
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/19/2011 11:08:24 PM   
Gormadoc

 

Posts: 31
Joined: 3/18/2008
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: aoffen

Michael
Question for you. The US Gato class subs use Mk10 mines all the way through the war, but the Mk10 is actually superseded by the Mk12 in Jan 43. This leaves the USN with no sub launched mine from 43 onwards. Di you know if this is WAD or an oversight?
Regards
Andrew


I think that is a question for the naval oob guys. Not coding.
Are someone working on adjusting databases simultaniously with this beta exe work?

If so, would it be possible to make a beta version of adjusted databases?

(in reply to michaelm75au)
Post #: 1307
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/20/2011 2:25:51 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
@michaelm
I reworked the combat screens to extend the gray message box because some long messages overlapped that gray box.

Can you tell me if there is any starting point for the text or is it simply centered on the screen, and is there a max length for the message?
I just wonder if that is enough or if the box has to be extended further.

Here the download link if anyone is interested in them:
http://www.mediafire.com/?gye8yaa2zfkwwj2

< Message edited by BigDuke66 -- 12/20/2011 9:50:54 AM >


_____________________________


(in reply to Gormadoc)
Post #: 1308
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/20/2011 3:19:32 AM   
wdolson

 

Posts: 10398
Joined: 6/28/2006
From: Near Portland, OR
Status: offline
quote:

ORIGINAL: Gormadoc
I think that is a question for the naval oob guys. Not coding.
Are someone working on adjusting databases simultaniously with this beta exe work?

If so, would it be possible to make a beta version of adjusted databases?



At this point, probably most of the database fixes have been incorporated into Da Babes and that mod is done by a subset of the AE team.

Bill

_____________________________

WitP AE - Test team lead, programmer

(in reply to Gormadoc)
Post #: 1309
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/20/2011 9:52:36 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Well what about those playing the stock game, is it worth to note those things and will they get fixed or do we waste our time?
Also do database changes take effect on running games?
I still what to correct the main guns on the... oh forgot the class but it was a US destroyer class using dual purpose guns instead of normal 5".

_____________________________


(in reply to wdolson)
Post #: 1310
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/20/2011 2:48:03 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
I think what Bill was attempting to 'hint' at is that there may not be any further DB changes. Michael's work has been confined to the exe only, and he has done miracles with it so far.

However, this is what the editor allows so nicely, you can mod the db as you wish and then play with anyone you wish to send the files to.

_____________________________

Pax

(in reply to BigDuke66)
Post #: 1311
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/20/2011 9:50:42 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
I tried the editor once but as it doesn't allow me to save it as original database any changes to it won't be of any use, despite that I don't know if those changes would be used at all.

_____________________________


(in reply to PaxMondo)
Post #: 1312
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/20/2011 10:23:42 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
Correct, but you can save it to a new number and then use it as you wish. Just needs to be above 30 IIRC.

_____________________________

Pax

(in reply to BigDuke66)
Post #: 1313
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/21/2011 1:11:47 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Well I would like to use it to fix my running game, that's why I hope for an officially fixed database if that new database can really fix a running game.

_____________________________


(in reply to PaxMondo)
Post #: 1314
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/21/2011 2:45:22 AM   
JeffroK


Posts: 6391
Joined: 1/26/2005
Status: offline
I dont know if this is fixable.

At the opening menu the game always defaults to a japanese computer player set up.

More than once while playing as the japanese (OK I played as the japanese twice!) I have opened the game, picked my save game only to find that the computer hasnt read my mind and chosen the right side. Time consuming wait until its ready to go.

Can the setting be kept at the last user??  All of the other settings remain, why not this?

I would prefer to open the game, chose my save game and have it know which side I am playing but allow for change if I want to,  but this is probably pushing it too far.

_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to BigDuke66)
Post #: 1315
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/21/2011 1:23:57 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: BigDuke66

Well I would like to use it to fix my running game, that's why I hope for an officially fixed database if that new database can really fix a running game.

If you read the thread on the last official patch where the data was last patched, you will see that the answer to this is: "yes, sorta, but it depends...". Meaning, most items will eventually correct themselves in a patched DB game, but not immediately. It may take a year OR MORE of game time for all elements to patch. Some items do not correct until the unit UPGRADES, which for some units is only once per game and late war at that. If the upgrade has already ocurred, good chance that the DB change will not get reflected.

Having said that, there are no db changes with "game consequential" effects to be made. I'm not saying they aren't relevant, but I am saying that they won't change the outcome of a game.

_____________________________

Pax

(in reply to BigDuke66)
Post #: 1316
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/22/2011 2:52:04 AM   
Mike Solli


Posts: 15792
Joined: 10/18/2000
From: the flight deck of the Zuikaku
Status: offline
I had an unusual thing happen in my game. I'm using version r6. When I click on the naval air button and hide everything except fighters, I see all the carrier based fighter units currently in the game. If I click on one then start to cycle through them, I can see all of the carrier fighter units for carriers that are still in the reinforcement queue. I haven't tried doing this for any other types of air units.

_____________________________


Created by the amazing Dixie

(in reply to PaxMondo)
Post #: 1317
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/22/2011 9:02:29 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: Mike Solli

I had an unusual thing happen in my game. I'm using version r6. When I click on the naval air button and hide everything except fighters, I see all the carrier based fighter units currently in the game. If I click on one then start to cycle through them, I can see all of the carrier fighter units for carriers that are still in the reinforcement queue. I haven't tried doing this for any other types of air units.


Happens to any filter. Should only be looking at current on map groups.
Ah. Just realized that the group delay is '0', but is on a ship with a delay. Fell for that again.

Attached is the old beta2 installer with the fix. Built on new PC so hope it is okay.

Attachment (1)

< Message edited by michaelm -- 12/22/2011 12:30:11 PM >


_____________________________

Michael

(in reply to Mike Solli)
Post #: 1318
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/22/2011 11:29:58 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: Chris H

Aircraft stacking problem.

Split air units in the same command are not being treated as one unit for group stacking. When recombined it's fine.

I've just noticed that when set to training they are being included in group stacking, (see Tulagi). The manual says they should not be included?

Couldn't see any split groups at Tulagi.
quote:


I've just spotted something else weird. Morotai has got a group max of 15? It's a level 6 field with no Air HQs within range?

SW Command HQ is in range (9) - command hq acts as an air hq for this purpose.

_____________________________

Michael

(in reply to Chris21wen)
Post #: 1319
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 De... - 12/22/2011 12:06:28 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Mike Solli

I had an unusual thing happen in my game. I'm using version r6. When I click on the naval air button and hide everything except fighters, I see all the carrier based fighter units currently in the game. If I click on one then start to cycle through them, I can see all of the carrier fighter units for carriers that are still in the reinforcement queue. I haven't tried doing this for any other types of air units.


Happens to any filter. Should only be looking at current.
Ah. Just realized that the group delay is '0', but is on a ship with a delay. Fell for that again.

Attached is the old beta2 installer with the fix. Built on new PC so hope it is okay.

Michael,

Welcome BACK!!!!

THanks for the quick fix (again!!)



_____________________________

Pax

(in reply to michaelm75au)
Post #: 1320
Page:   <<   < prev  42 43 [44] 45 46   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December Page: <<   < prev  42 43 [44] 45 46   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

0.844