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RE: 6.4 Release - 1/6/2014 9:45:21 PM   
John 3rd


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No problem Sir!


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Post #: 481
RE: 6.4 Release - 1/6/2014 10:03:14 PM   
Symon


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quote:

ORIGINAL: John 3rd
Jack no longer exists whatsoever!

Jeez Louize, what did Jack ever do to you?

Jack goes up the hill, and gets a thrill, and Jill is something sweet;
He an't got no legs, and altitude begs, but bombers are his meat.

Jack was fetching something a bit more righteous than a pail of water. Woof !!

[ed] Joke, joke

< Message edited by Symon -- 1/6/2014 11:06:52 PM >


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Post #: 482
RE: 6.4 Release - 1/6/2014 10:35:52 PM   
John 3rd


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Ya made me laugh ya BIG joking STUD...



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Post #: 483
RE: 6.4 Release - 1/7/2014 1:19:33 AM   
btd64


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John, Quick question. How should I install all of the art files ans in what order?
Thanks.
Cheers

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Post #: 484
RE: 6.4 Release - 1/7/2014 1:54:53 AM   
John 3rd


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Just go one at a time into the appropriate folder. Doesn't matter which order you go in. This will take a while but the art work is excellent.


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Post #: 485
RE: 6.4 Release - 1/7/2014 5:03:02 PM   
btd64


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John, This scenario brings a tear to my eyes. Don't know why I waited so long to download. great job to you and the team. One thing, all of the art is in, but the french CA (can't remember the name) doesn't have a picture. I will look again. Probably missed it.
Cheers

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Post #: 486
RE: 6.4 Release - 1/7/2014 7:31:00 PM   
John 3rd


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The Design Team for RA says THANKS!

The Algerie is in the French Art Folder.


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Post #: 487
RE: 6.4 Release - 1/7/2014 9:03:12 PM   
btd64


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John, Looked in the downloads for the Algeria in a french art folder, but what french art folder? Also what is the picture ID? maybe I can find it that way. Thank You.
Cheers

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Post #: 488
RE: 6.4 Release - 1/8/2014 12:37:38 AM   
John 3rd


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You want AnSide801 as well as the sil. Check to see if you have it.


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Post #: 489
RE: 6.4 Release - 1/8/2014 1:29:10 AM   
btd64


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John, The 801 french CA was not in any of the allied art files. I looked twice in the RA4.0 art and the 6.3 additional art.
Cheers
The scenario is working great though. Love all the new units.

< Message edited by General Patton -- 1/8/2014 2:30:04 AM >


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Post #: 490
RE: 6.4 Release - 1/8/2014 7:53:25 PM   
miv792

 

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where to take the French art?

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Post #: 491
RE: 6.4 Release - 1/9/2014 12:57:01 AM   
John 3rd


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I shall upload the Frenchies so we're good and this is fixed. Will note here when this is done.


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Post #: 492
RE: 6.4 Release - 1/9/2014 3:41:49 AM   
John 3rd


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OK. All French Ship Art is uploaded to the RA Site. ENJOY!


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Post #: 493
RE: 6.4 Release - 1/9/2014 8:51:07 AM   
miv792

 

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quote:

OK. All French Ship Art is uploaded to the RA Site. ENJOY!

Thank for your work.

< Message edited by miv79 -- 1/9/2014 9:52:05 AM >

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Post #: 494
RE: 6.4 Release - 1/9/2014 2:18:34 PM   
John 3rd


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Glad to have it there. I already thought it was there...


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Post #: 495
RE: 6.4 Release - 1/9/2014 4:14:45 PM   
btd64


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Thank you John. Will download when I get home. Will it load into an existing game?
Cheers. GP

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Post #: 496
RE: 6.4 Release - 1/9/2014 8:51:26 PM   
btd64


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Opps

< Message edited by General Patton -- 1/9/2014 9:52:03 PM >


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Post #: 497
RE: 6.4 Release - 1/10/2014 3:04:18 AM   
John 3rd


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quote:

ORIGINAL: General Patton

Thank you John. Will download when I get home. Will it load into an existing game?
Cheers. GP


It certainly should. This was just a minor database correction. Am not 100% certain but think we're OK. I'll know the next turn I do in my 2x1.


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Post #: 498
RE: 6.4 Release - 1/10/2014 3:54:28 AM   
btd64


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John, It loaded fine. The image of the ship is there, along with a couple of three masters that I didn't expect. Very cool. Thanks again. One thing though, I have some ASW and sub patrols setup and it seems that they went to the patrol around point but are not moving off of that point. I will know better after I run my next turn. When I select the TF, the patrol area is indicated.
Cheers

< Message edited by General Patton -- 1/10/2014 5:59:50 PM >


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Post #: 499
RE: 6.4 Release - 1/10/2014 4:21:58 AM   
btd64


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John, The sub TF moved, but the two ASW TF's I have at PH have not. Should I put this in the tech part of this forum or do you want to look at a save first? Let me know.
Cheers
The ASW TF finally started its patrol. But I have noticed a bunch of TF's delaying their moves and some that would disband after I created them and during the AI part of the turn. I though it was just my advanced years catching up to me but not that much. Anyway looks good. I'm in 12/18/41 now.

< Message edited by General Patton -- 1/10/2014 7:04:24 PM >


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Post #: 500
RE: 6.4 Release - 1/10/2014 2:43:14 PM   
Kitakami


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Mod guys,

I seem to be able to see the graphics for all the French ships, with the exception of the Dunquerque and Strasbourg. I started a new game just to make sure it was not only for ongoing games.

- - - - -

On another train of thought, I played RA 6.4 as Allies against the AI, 2-day turns (for speed) until June 27 '42 to give it a run. Not a brilliant enemy, but one that caught me by surprise in a couple of places (perhaps because I am an IJN fanboy), and I had tons of fun. All I could do was to delay things until after historical dates, and have Japan pay dearly for every hex. The only critical bases I held at the end of June were Palembang (contested and about to fall), Batavia, Bandoeng, Soerbaja (contested and about to fall), Zambonga (contested), Kolaka and Port Moresby (attacked more than once, and not certain it can be held with IJN BBs in the area). Pegu was held by shipping troops into Burma. The AI took the rest of the DEI, Malaya, Philippines, the rest of Papua, Timor, Admiral/New Britain/Bismark Solomons, New Hebrides, Ellice and Phoenix Islands. Midway was held.

Allied losses were 1x BB (Pearl), 9x CA, 3x CL (most cruisers lost in Java and Port Moresby), 8x DD, 9x PT, 20x MTB, 14x ML, 1x SS, 1x CM, 1x CMc, 3x DMS, 3x AM, 2x AVD, 2x ARD, 1x AG, 2x AO, 2x AP, 12x TK, 3x YO, 1x YMS, 23x HDML, 4x xAP, 4x xAPc, 16x xAK, 10x xAKL.

Japanese losses were 3x CVL (the AI does get these too close to Allied surface forces near Java... and if you can time things right, you can get them. It was an exchange for cruisers, though), 2x BB (Midway), 1x CA, 2x CL, 7x DD, 3x TB, 2x E, 5x PC, 18x PB, 9x SC, 5x SSX, 3x AMC, 6x CM, 6x Ag, 1x AO, 2x APD, 4x AK, 1x TK, 1x LST, 15x xAP, 179x xAK, 19x xAKL (sometimes the AI does not escort invasion fleets properly).

With the addition of the French forces (especially the BCs and their mix of speed and AAA), the USN is in far better shape than I expected. So is the RN, with a totally repaired PoW (sheer luck) and a repairing Repulse (even more luck!). I lost too few BBs in the opening round, which I hope was luck. One instead of the four I expected was a bit too little.

I wonder if 6.x was tilted a bit too much in favor of the Allies by including the Free French, but I will not say anything until I run 6.5 as Japan against the AI for at least 6 months of game time. It will take me some time to do it, but it might be a worthwhile exercise.

So, if anyone wants to try RA 6.x against the AI, I'd say that against the Japanese AI you will have fun, at least for a while. I do recommend 2-day turns though, as they give a slight edge to the AI, and thus help balance things a bit.

Cheers!


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RE: 6.4 Release - 1/11/2014 1:09:18 AM   
btd64


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The AI is not perfect, but its ok. In my game I lost 2 BB's and a DMS on turn one. Lots of damage to BB's and others but that was it.
Cheers

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Post #: 502
RE: 6.4 Release - 1/11/2014 12:20:06 PM   
John 3rd


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It certainly appears the AI can handle things. Thanks for the comments and time you two. Greatly appreciate the contribution and play time!


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Post #: 503
RE: 6.4 Release - 1/13/2014 2:05:51 PM   
miv792

 

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Maya 1130 and 1131 20cm/50 3YT-II Gun 4*4 bag.

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Post #: 504
RE: 6.4 Release - 1/13/2014 2:29:01 PM   
John 3rd


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What?


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Post #: 505
RE: 6.4 Release - 1/14/2014 4:44:09 AM   
miv792

 

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quote:

ORIGINAL: miv79

Maya 1130 and 1131 20cm/50 3YT-II Gun 4*4 bag.

quote:

Maya 1130 and 1131 20cm/50 3YT-II Gun 4*4 bag.

num turrets

In RA 6.5 CA Maya 1130 and 1131 20cm/50 3YT-II Gun 4 * 4 bug
but it is necessary. 20cm/50 3YT-II Gun 4 * 2

Sorry for my english

< Message edited by miv79 -- 1/14/2014 5:46:55 AM >

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Post #: 506
RE: 6.4 Release - 1/15/2014 1:59:41 PM   
JuanG


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John, I believe the issue is the same as what I was just about to report after poking at the scenario lately, namely;



This is one of the configurations for CVL Charlotte.

Whats wrong here are the numbers in the 'Turrets' column. Despite what it is called, this is used to indicate the number of weapons per mount but instead here seems to have been used for number of mounts.

Therefore, as it stands, this reads as Charlotte having 3 twin 6in/47 turrets forward, and 3 single 6in/47 turrets amidships. I presume the intent was two triples forward and one triple amidships (or masked forwards, like turret 3 on the Brooklyns), in which case it should read 6 / 3 and 3 / 3.

You will note the AA weapons also have similar errors. This ships mounts a triple 40mm Bofors mount, not to mention the incredible octuple 20mm mount, clearly an attempt to upstage the German Flakvierling.

The Maya CA seems to suffer from a similar problem on two of its class files, namely #1130 and #1131. In these her rear 20cm/50 are in one 4 gun turret instead of two twins. I believe this is what miv79 was pointing out.

---------------------------------------

The second issue I noticed was regarding some of the naval guns - I guess its not surprising I decided to poke at these to see what you guys had done, but it turns out very clearly something is unfortunately amiss.

Taking a look at some of the 6in and up guns for the US and Japan, it looks like the Japanese guns use one system for accuracy, and the US/British ones are using another. This is apparent from comparing the 16in/50 Mk7 (Acc 20) against the 46cm/45 Type 94 (Acc 38). The same trend continues throughout - a likely explanation is that the IJN guns got updated to use a new calculation for the accuracy, and the US/British ones did not.

Regards,
Juan

< Message edited by JuanG -- 1/15/2014 3:10:28 PM >


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Post #: 507
RE: 6.4 Release - 1/15/2014 2:56:28 PM   
John 3rd


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Juan! Good to see you Posting Sir.

FatR had noticed some issues within the gunnery values. I assumed they were just part of an update within DaBabes. Will have to check that out. I know there have been some tweaks put in due to discussion/debate in other Threads.

There has been SO MUCH back-and-forth between people with the files that it gets a little bewildering as we've moved from RA 1.0 to the current 6.5.

As to the guns/turrets comments that is highly distressing. Going by what you said the Charlotte SHOULD have:

1 6--3
2 3--3
3 12--4
4 12--4
5 4--1
6 4--1
7 8--1
8 8--1

Would that be correct?

This is a time-consuming but easy fix. Want to know if I have it RIGHT before I jump into this! The good news is that this should be able to be fixed in as a database fix and be used within existing games.


< Message edited by John 3rd -- 1/15/2014 3:58:37 PM >


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Post #: 508
RE: 6.4 Release - 1/15/2014 3:01:00 PM   
JuanG


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quote:

ORIGINAL: John 3rd

Juan! Good to see you Posting Sir.

FatR had noticed some issues within the gunnery values. I assumed they were just part of an update within DaBabes. Will have to check that out. I know there have been some tweaks put in due to discussion/debate in other Threads.

There has been SO MUCH back-and-forth between people with the files that it gets a little bewildering as we've moved from RA 1.0 to the current 6.5.

As to the guns/turrets comments that is highly distressing. Going by what you said the Charlotte SHOULD have:

1 6--3
2 3--3
3 12--4
4 12--4
5 4--1
6 4--1
7 8--1
8 8--1

Would that be correct?

This is a time-consuming but easy fix. Want to know if I have it RIGHT before I jump into this! The good news is that this should be able to be fixed in as a database fix and be used within existing games.



Thank you. Still here as always, just so very busy intermittently. This year should be much better since my new job is fairly static location wise.

I presume the rear 40mms are either a single quad or a pair of twins, so it should read;

1 6--3
2 3--3
3 12--4
4 12--4
5 4--4 or 2
6 4--4 or 2

7 8--1
8 8--1

If they truly are intended as singles then yes, yours is correct.

On that note, I'd like to point out both mounts 5 and 6 are Rear facing. Is this intended?

Regarding the gun issue, I will pull open the files and see where they differ from the latest Babes versions and let you know if you'd like.

< Message edited by JuanG -- 1/15/2014 4:03:33 PM >


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Post #: 509
RE: 6.4 Release - 1/15/2014 3:01:40 PM   
John 3rd


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Bet you will find that sort of issue on any of the 'changed/added' vessels within the Mod. The AA might be endemic since we did so much AA change within the Kaigun. Still...an easy fix though.

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Post #: 510
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