Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
Search range actually can vary between AM and PM phases. The drawing uses the minimum range of the player's max range and the normal range(with/out DTs). The AM range is based on a 4-hour flight endurance, while the PM phase is to the full range if the plane didn't fly in the AM, otherwise the same 4-hour endurance. [Bit too complicated for quick draw arc solution] In WITP, this use to be a constant max hex range in both AM/PM phases from memory, based on 1/3 a/c max range and 1/10 a/c cruise speed.
Search range actually can vary between AM and PM phases. The drawing uses the minimum range of the player's max range and the normal range(with/out DTs). The AM range is based on a 4-hour flight endurance, while the PM phase is to the full range if the plane didn't fly in the AM, otherwise the same 4-hour endurance. [Bit too complicated for quick draw arc solution] In WITP, this use to be a constant max hex range in both AM/PM phases from memory, based on 1/3 a/c max range and 1/10 a/c cruise speed.
This is quite impressive - it means that search has more realistic constraints than we had thought!
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: witpqs
quote:
ORIGINAL: michaelm
Search range actually can vary between AM and PM phases. The drawing uses the minimum range of the player's max range and the normal range(with/out DTs). The AM range is based on a 4-hour flight endurance, while the PM phase is to the full range if the plane didn't fly in the AM, otherwise the same 4-hour endurance. [Bit too complicated for quick draw arc solution] In WITP, this use to be a constant max hex range in both AM/PM phases from memory, based on 1/3 a/c max range and 1/10 a/c cruise speed.
This is quite impressive - it means that search has more realistic constraints than we had thought!
Yes. One thing I didn't like in the original was the extreme range some planes tended to fly search in both phases. Esp later on when the range of planes tended to improve. Thus when AE come in, this was one item that I changed fairly early on. Not perfect, but more real than previously. I also hear less complaints about searches covering half the map now.
Search range actually can vary between AM and PM phases. The drawing uses the minimum range of the player's max range and the normal range(with/out DTs). The AM range is based on a 4-hour flight endurance, while the PM phase is to the full range if the plane didn't fly in the AM, otherwise the same 4-hour endurance. [Bit too complicated for quick draw arc solution] In WITP, this use to be a constant max hex range in both AM/PM phases from memory, based on 1/3 a/c max range and 1/10 a/c cruise speed.
This is quite impressive - it means that search has more realistic constraints than we had thought!
Yes. One thing I didn't like in the original was the extreme range some planes tended to fly search in both phases. Esp later on when the range of planes tended to improve. Thus when AE come in, this was one item that I changed fairly early on. Not perfect, but more real than previously. I also hear less complaints about searches covering half the map now.
This also explains a lot about some of the results you see. Just because your Emily can search out +20 hexes, doesn't mean it is. You need to have better overlap and not try to depend upon one lone group. Again, much more like IRL. Superb.
michaelm do you have any thoughts regarding the graphical corruption during replays using 1108p6 ? see screen on post #205. I have never had this problem occur in previous patches for every replay turn. Thanks.
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Joined: 5/5/2001 From: Melbourne, Australia Status: offline
No. The image looks like that caused by memory limitations due to DirectX or for image paging within the game. Neither of which would be directly caused by p6, anymore than any other beta. I assume that you have tried restarting the game and/or rebooting PC. Only other thing that comes to mind would be to try to up the scroll delay (in the preferences).
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Joined: 8/20/2003 From: back in Commiefornia Status: offline
quote:
ORIGINAL: michaelm
Search range actually can vary between AM and PM phases. The drawing uses the minimum range of the player's max range and the normal range(with/out DTs). The AM range is based on a 4-hour flight endurance, while the PM phase is to the full range if the plane didn't fly in the AM, otherwise the same 4-hour endurance. [Bit too complicated for quick draw arc solution] In WITP, this use to be a constant max hex range in both AM/PM phases from memory, based on 1/3 a/c max range and 1/10 a/c cruise speed.
I understand this would be a bit complicated to draw the arcs on the map.
But theoretically if I get this correctly, a PBY which cruises at approx. 100mph would only search out to 200 miles in the AM phase (approx. 5 hexes; which would mean the blue arc would only extend 5 hexes at most)? In the PM phase, the green arc should extend to the number of hexes chosen under the 'Maximum Range' setting for the air unit in its window?
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Joined: 5/5/2001 From: Melbourne, Australia Status: offline
The PBY has range of 16 and 20 hex for normal and extended respectively. The AM search range comes out to be 9 hex, and the PM search range to 16 IF no planes flew in the AM. The AM search range can be increased by experience, though.
I guess the compromise was to keep the normal range as the 'average' range.
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[1108p7] Fixed Force a delay on LCU & groups due as reinforcements but arrive early at enemy base [MEM] Fixed Adjust search arcs for drop tanks if applicable [MEM] Fixed Bug in offmap TF calculation [MEM] Added TF screen shows endurance to target, and back to base [DCB] Tweaked Group reinforcement/withdraw lists for ship-based groups in queue [MEM] Fixed Set All opMode to MOVE changed static units [MEM] Added Additional info to groups in hex mouseover [MEM] Added Indicator to LCU type on ground lists for air drop capable units 'p' [MEM]
[1108p7] Fixed Force a delay on LCU & groups due as reinforcements but arrive early at enemy base [MEM] Fixed Adjust search arcs for drop tanks if applicable [MEM] Fixed Bug in offmap TF calculation [MEM] Added TF screen shows endurance to target, and back to base [DCB] Tweaked Group reinforcement/withdraw lists for ship-based groups in queue [MEM] Fixed Set All opMode to MOVE changed static units [MEM] Added Additional info to groups in hex mouseover [MEM] Added Indicator to LCU type on ground lists for air drop capable units 'p' [MEM]
Many, many, sincere thanks to both you and Don for your continued support!!
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Joined: 11/21/2000 From: Neuching, Bavaria, Germany Status: offline
quote:
Many, many, sincere thanks to both you and Don for your continued support!!
+1
_____________________________
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
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Joined: 8/20/2003 From: back in Commiefornia Status: offline
quote:
ORIGINAL: michaelm
The PBY has range of 16 and 20 hex for normal and extended respectively. The AM search range comes out to be 9 hex, and the PM search range to 16 IF no planes flew in the AM. The AM search range can be increased by experience, though.
I guess the compromise was to keep the normal range as the 'average' range.
OK, this generates a few more questions. Sorry if I've opened a Pandora's Box....
1. So the 4-hour endurance for the AM search is 4 hours one way?
2. What determines how many planes fly in the AM as opposed to PM? What determines that NO planes fly in the AM? (If we can control the search arcs, why not add a percentage split choice of aircraft between AM and PM?
3. When you say 'average', do you mean the midpoint between the AM range and the full Extended Range (midpoint between 9 and 20 in your example leading to 16)?
4. Is the choice of 'Maximum Range", then, not the maximum range of the PM search but the point used for determining the midpoint of AM/Max Range for the PM search range?
I understand that 'Normal Range' and 'Extended Range' are payload dependent. Normal Range is for a full weapons payload. Extended Range is for a reduced payload. In the case of Naval Searches, as most units on that mission used reduced payloads (e.g. SBDs carried 500lbers) I would expect that the choice of "Maximum Range" would be the limiting factor for search ranges in the PM at least.
< Message edited by Pascal -- 8/7/2011 8:19:35 PM >
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Joined: 4/29/2005 From: The Great White North! Status: offline
Hi all
Just started playing the Beta and went for the Operation Buccaneer scenario - a great little game. Notice a couple points which may have been picked up already:
- The two allied LCU reinforcements are scheduled well after the game ends - probably an editor error: 6th Ceylon Hy AA Regt - 6 Feb 44, and a supply convoy for Dec 45
-Sent a mine laying mission to Akyeb with one ship (CM Abdiel), the TF got stuck on the upper map edge and was inaccessible, not listed in the TF list but in the ship list as being in an off map TF.
-I overloaded the Colombo Shipyards by about 15% and was expecting a slowdown on some ships (2xCVs did it and I needed them fixed). No problems, they both repaired on time, as well as a CL that was also piled in there. I think that I recall somewhere that overloaded shipyards would manage all ship repairs but you could expect a slowdown - not so it seems. The repairs were only over about 10 days so maybe its not a long enough period to see the difference.
Anyway great features in the Beta. Thanks for all the work and support.
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quote:
ORIGINAL: ncdawg
The 1108p7 patch installs two executables: WITPAE and WITPAEMP. What is the difference between the two?
This post should not be lost. There are also two different DLLs in the beta (pwsdll.dll, pwsdllMP.dll).
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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
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: ncdawg
The 1108p7 patch installs two executables: WITPAE and WITPAEMP. What is the difference between the two?
The MP one is a version of the build with room for 70K pilots.
BEWARNED. Once you use start down that path, witptracker and witpstaff will no longer recognize the pilot arrays. And those saves can't be loaded by the normal game engine.
They are there in case some one wants to continue play without using any of the tools.
The 1108p7 patch installs two executables: WITPAE and WITPAEMP. What is the difference between the two?
The MP one is a version of the build with room for 70K pilots.
BEWARNED. Once you use start down that path, witptracker and witpstaff will no longer recognize the pilot arrays. And those saves can't be loaded by the normal game engine.
They are there in case some one wants to continue play without using any of the tools.
Thanks for the explanation & thanks for the support !
The 1108p7 patch installs two executables: WITPAE and WITPAEMP. What is the difference between the two?
This post should not be lost. There are also two different DLLs in the beta (pwsdll.dll, pwsdllMP.dll).
Trying to run the MP version. Established a desktop shortcut and placed the pwsdllMp.dll in the root WITPAE file. I get a UTL PW data error when I open with the shortcut. Tried renaming the pwsdllMP to pwsdll and am getting the same results.
Buck
Cancel this order. Seems that my shortcut was pointing to the Beta2 folder. Deleted the Beta2 portion and now loads fine.
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quote:
ORIGINAL: michaelm [1108p7] Added Indicator to LCU type on ground lists for air drop capable units 'p' [MEM]
A nice addition. Would it be possible to introduce similar additions for other types? That would make finding and sorting much easier. eg.: HQa for Air HQ HQn for Naval HQ HQl for Land HQ