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RE: Single Pilot Release Bug - 12/27/2011 7:57:49 AM   
Chris21wen

 

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From: Cottesmore, Rutland
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quote:

ORIGINAL: Chris H

Patch 1108r6c game time Jan 1945.

Don't know if its's a bug or bad die roles but I have three Carrier TFs (7 CV, 4 CVL) all with good air leaders station 6 hex away from Guam for the last two turns. All air units are in the hex were set to commanders choice for one turn and then with Guam as the target idea being they blast Guam. The Corsairs are set to airfield attack and do, the Helldivers are set to Naval/airfield and don't do anything and neither do the Avengers set to Naval/Port?

I think Sherman, Montgomery and Towers are due to be reduced in rank




OK seems to work if you set a target but not when left to the commanders?

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Post #: 1351
RE: Single Pilot Release Bug - 12/27/2011 1:55:12 PM   
USSAmerica


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If there is enemy CAP at the target, you might need to have fighters set to Escort your DB's and TB's or they might not launch.  Sounds like you had all of your fighters set to airfield attack and may have left none for escort duty.

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Post #: 1352
RE: Single Pilot Release Bug - 12/28/2011 8:38:48 AM   
Chris21wen

 

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From: Cottesmore, Rutland
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Nope. All my Hellcats were set to escort and went in witht he Corsairs.

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Post #: 1353
RE: Single Pilot Release Bug - 12/29/2011 6:21:42 PM   
witpqs


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From: Argleton
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Michael,

Bases and TFs show a Detection Level with a mouse-over. LCU stacks (which are not in bases) do not show the Detection Level on mouse-over. Would it be possible to add the Detection Level so that a player could gauge the quality of the info their Recon is providing, similar to how they can with bases and TFs? Thanks for considering it!

(in reply to Chris21wen)
Post #: 1354
RE: Single Pilot Release Bug - 12/29/2011 9:32:33 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
And with that could the Info about port & airfield sizes maybe be updated only if friendly units(Air, Ground or Naval) "visit" that hex?

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Post #: 1355
RE: Single Pilot Release Bug - 12/30/2011 7:13:46 AM   
michaelm75au


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From: Melbourne, Australia
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quote:

ORIGINAL: witpqs

Michael,

Bases and TFs show a Detection Level with a mouse-over. LCU stacks (which are not in bases) do not show the Detection Level on mouse-over. Would it be possible to add the Detection Level so that a player could gauge the quality of the info their Recon is providing, similar to how they can with bases and TFs? Thanks for considering it!


I thought it did. Maybe the fact that different units in the same hex could have different DLs is confusing it.

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Post #: 1356
RE: Single Pilot Release Bug - 12/30/2011 9:02:51 PM   
littleike

 

Posts: 159
Joined: 10/3/2007
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(This is a little off topic request ….i apologize)

I recently jumped from windows to mac so i am an a new macbook air 2011 owner (dual core I5 processor) where i run witpAE under parallels (a virtual machine windows XP emulation environment only used exclusively for witpAE):

Normally the cpu under mac os Lion runs at 50 60 degrees but when i use witpAE under the virtual machine i see processor temperature speed up to 90/93 degrees till to stabilize around 87/88 degrees not only when i am in the resolution phase but also if i am in the planning phase itself.

If i start only the windows virtual machine temperatures are within the normal range so i think cpu consuming processes runs into WitpAE because it is not a graphical critical program. So i am a little afraid to proceed to use witpAE intensively (for example starting sometime computer vs computer mode ). Before i will do it here is my question.

Could it be possible to slow down the game (with a launch parameter ) to make the processor work less intensive? Some sort of delay parameter to not run the processor at his maximum speed?

These new intel processors have turboboost that can raise the cpu speed from normal 1.7 to 2.7 ghz and if this can be good for game smoothness it can be extremely dangerous for pc integrity.(I remember Michaelm recent experience with his notebook)

Assuming that witpAE is not a real time shooter but something similar to a well thought game where don't mind if the program spend some more time to complete his actions is there a possible solution?

(I looked much on internet on how to reduce I5 processor speed or disable turboboost under Lion but i have found nothing about)

Many thanks

(in reply to michaelm75au)
Post #: 1357
RE: Single Pilot Release Bug - 12/31/2011 6:16:37 PM   
Mike Solli


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Michael, I've seen an issue that you may be interested in. I attempted to add planes to a reserve unit. There were no problems. Then I reconsidered and pulled the planes out of the unit reserve back into the pool. Supply was added to the base. I didn't recall seeing supply used when the planes were added to the unit so I tried it again. Sure enough, when planes were added, no supply was expended but when the planes were removed, supply was added. I can provide a save if you need it.

Thanks, Mike

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Post #: 1358
RE: Single Pilot Release Bug - 1/1/2012 3:34:55 AM   
michaelm75au


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Adding a plane to reserve at a base uses supply just as with replacements. Pushing them back needs to give the supply back if in the same turn.


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Michael

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Post #: 1359
RE: Single Pilot Release Bug - 1/1/2012 3:50:45 AM   
Mike Solli


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True, but when I add a plane to the reserve, no supply is consumed. When I pull it out of reserve, I get supply.

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Post #: 1360
RE: Single Pilot Release Bug - 1/1/2012 3:52:56 AM   
Mike Solli


Posts: 15792
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From: the flight deck of the Zuikaku
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Here's the save. Check out Miri.

Attachment (1)

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Post #: 1361
RE: Single Pilot Release Bug - 1/1/2012 6:36:02 AM   
michaelm75au


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From: Melbourne, Australia
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Saigon is the base from which supply is being drawn in this case as Miri does not have enough (20K for replacements).

However, available supply is not a consideration when returning planes to the pool.
Originally, the same conditions as with getting a replacement were followed but that stop planes from being returned to the pool unless the base had 20k available. Supply was then dropped to allow returns.



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Michael

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Post #: 1362
Patch 06 - Public Beta - Build 1108r6e updated 01 Janua... - 1/1/2012 1:39:56 PM   
michaelm75au


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From: Melbourne, Australia
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[1108r6e]
Fixed Cargo capacity for resources not fully used [MEM]
Fixed Naval groups on delayed ships shown on lists [MEM]
Fixed No pilot replacement selection from trainee [MEM]
Fixed Releasing one veteran pilot causes needed pilot count to go to zero [MEM]
Added Mouse over on keep/upgrade factory will show the next air/device and when it it is due [MEM]
Fixed CS Convoy would not necessarily return to the correct destination when waypoints used [MEM]
Fixed For CS, not being docked at home base causes confusion for return trip [MEM]

I have attached the 'whatsnew' refined by type of update (fixed, added, changed, tweaked). The 'changed' section contains those which player 'sees', while the 'tweaked' are for those behind the scene.
I'll further clean it up later.

Attachment (1)

< Message edited by michaelm -- 1/1/2012 3:54:27 PM >


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Michael

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Post #: 1363
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/1/2012 2:22:15 PM   
PaxMondo


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quote:

ORIGINAL: michaelm

[1108r6e]
Fixed Cargo capacity for resources not fully used [MEM]
Fixed Naval groups on delayed ships shown on lists [MEM]
Fixed No pilot replacement selection from trainee [MEM]
Fixed Releasing one veteran pilot causes needed pilot count to go to zero [MEM]
Added Mouse over on keep/upgrade factory will show the next air/device and when it it is due [MEM]
Fixed CS Convoy would not necessarily return to the correct destination when waypoints used [MEM]
Fixed For CS, not being docked at home base causes confusion for return trip [MEM]

THanks for the great ongoing support!

Happy New Year!!!

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Pax

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Post #: 1364
RE: Single Pilot Release Bug - 1/1/2012 4:29:09 PM   
Mike Solli


Posts: 15792
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From: the flight deck of the Zuikaku
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quote:

ORIGINAL: michaelm

Saigon is the base from which supply is being drawn in this case as Miri does not have enough (20K for replacements).

However, available supply is not a consideration when returning planes to the pool.
Originally, the same conditions as with getting a replacement were followed but that stop planes from being returned to the pool unless the base had 20k available. Supply was then dropped to allow returns.




Ahh, thank you Michael.

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Post #: 1365
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/1/2012 6:01:14 PM   
Grfin Zeppelin


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Joined: 12/3/2007
From: Germany
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quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: michaelm

[1108r6e]
Fixed Cargo capacity for resources not fully used [MEM]
Fixed Naval groups on delayed ships shown on lists [MEM]
Fixed No pilot replacement selection from trainee [MEM]
Fixed Releasing one veteran pilot causes needed pilot count to go to zero [MEM]
Added Mouse over on keep/upgrade factory will show the next air/device and when it it is due [MEM]
Fixed CS Convoy would not necessarily return to the correct destination when waypoints used [MEM]
Fixed For CS, not being docked at home base causes confusion for return trip [MEM]

THanks for the great ongoing support!

Happy New Year!!!

+1

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Post #: 1366
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/2/2012 6:01:36 PM   
WITPPL


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How to run witp tracker with this beta? Mine is not starting.

Thank You.

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Post #: 1367
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/2/2012 6:12:00 PM   
Puhis


Posts: 1737
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From: Finland
Status: offline
You need to copy updated pwsdll.dll file from Beta2 folder to your Tracker folder.

(in reply to WITPPL)
Post #: 1368
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/2/2012 6:41:45 PM   
WITPPL


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Solved. Thank You.

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Post #: 1369
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/2/2012 10:50:30 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline

quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: michaelm

[1108r6e]
Fixed Cargo capacity for resources not fully used [MEM]
Fixed Naval groups on delayed ships shown on lists [MEM]
Fixed No pilot replacement selection from trainee [MEM]
Fixed Releasing one veteran pilot causes needed pilot count to go to zero [MEM]
Added Mouse over on keep/upgrade factory will show the next air/device and when it it is due [MEM]
Fixed CS Convoy would not necessarily return to the correct destination when waypoints used [MEM]
Fixed For CS, not being docked at home base causes confusion for return trip [MEM]

THanks for the great ongoing support!

Happy New Year!!!


Michael -

I am very pleased that your are up and running! Have a terrific new year!

Mac

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LAV-25 2147

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Post #: 1370
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/3/2012 2:57:08 PM   
terje439


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Both my opponent and me upgraded to the latest beta, but whenever I try to open the save files I am told "failed to load file", but my opponent can open the very same files. I have tried both repatching and reinstalling.
Have anyone else seen this behaviour before?


Terje

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Post #: 1371
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/3/2012 3:04:38 PM   
cohimbra


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Joined: 10/15/2011
From: Italy
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...maybe this can help you:
use this exe: "\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" 

(in reply to terje439)
Post #: 1372
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/3/2012 3:41:01 PM   
terje439


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quote:

ORIGINAL: cohimbra

...maybe this can help you:
use this exe: "\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" 


Error : Unable to find PW data !!!

Is what I get when I try to use that exe

Terje

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"Hun skal torpederes!" - Birger Eriksen

("She is to be torpedoed!")

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Post #: 1373
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/3/2012 3:56:14 PM   
cohimbra


Posts: 632
Joined: 10/15/2011
From: Italy
Status: offline
quote:

ORIGINAL: terje439
Error : Unable to find PW data !!!

Is what I get when I try to use that exe

Terje


Ok, i've try now and it's the same for me...reinstall the beta and
use the shortcut that installation create in your desktop (i try now
and also if you have the beta just installed, it create a new shortcut);
then modify the file property (as default there is only '-w') and run the
game. I bet my 2 cent that it run.

excuse my bad english

(in reply to terje439)
Post #: 1374
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/3/2012 4:00:15 PM   
terje439


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Will try to use the shortcut, never tried that.
Thank you

Terje

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"Hun skal torpederes!" - Birger Eriksen

("She is to be torpedoed!")

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Post #: 1375
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/3/2012 4:01:18 PM   
terje439


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Joined: 3/28/2004
Status: offline


That was it. GREATLY appreciated!


Terje

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Post #: 1376
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/3/2012 4:01:34 PM   
michaelm75au


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

ORIGINAL: terje439

Both my opponent and me upgraded to the latest beta, but whenever I try to open the save files I am told "failed to load file", but my opponent can open the very same files. I have tried both repatching and reinstalling.
Have anyone else seen this behaviour before?


Terje


As you seem to got to work than the following doesn't apply to you.
This is a general note for those who might experience this problem.
Try using the MP version of the EXE (one with MP before .EXE)
I have the same issue when players send me saves. The normal EXE fails, but the MP version works.

Suspect that your opponent is using the MP version (this is the version that allows more that 50K pilots).



< Message edited by michaelm -- 1/3/2012 4:04:06 PM >


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Michael

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Post #: 1377
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/3/2012 4:05:28 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: terje439

quote:

ORIGINAL: cohimbra

...maybe this can help you:
use this exe: "\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" 


Error : Unable to find PW data !!!

Is what I get when I try to use that exe

Terje


When you right-click on the shortcut you are using you will see a menu, near or at the bottom is "properties" - click on it. It will open up a box. On (I think it is) the second tab you will see two entries in the top half. The first is what executable to run, and the entry includes the whole path and name of the executable. The second entry tells the executable in effect "where to run", meaning the place by default where it should look for the files it needs.

This second entry should NOT be the Beta2 folder. It should be the regular WITP-AE folder (one level up from the Beta2 folder).

Notice that when you manually create a short cut it automatically makes the second entry be the same place as where the executable file is (or leaves the second entry blank which implies the same thing). Since the Beta software is in the Beta2 folder instead of in the regular place, that will cause the software to not find the files it needs.

(in reply to terje439)
Post #: 1378
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/4/2012 7:51:12 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Michael,

I'm not sure if you are already aware of this (apologies if so). Using the new optional extended map - there are now two separate holding boxes for entry from Aden and Abadan (instead of one combined box. They are also (I believe) one hex row higher up (on the screen). Mouse-over on those hexes (for the entry boxes) works fine. However, you can not click on those hexes nor on the TFs in those hexes.

(in reply to witpqs)
Post #: 1379
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/4/2012 7:59:57 PM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
quote:

the new optional extended map


Can you explain please?


PS: I'm using r6e but am not aware of an extended map option.

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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

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Post #: 1380
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