Moved to another Patch 06 - Public Beta - Build 1108p3 updated 10 July

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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by michaelm75au »

ORIGINAL: jmalter

ORIGINAL: michaelm
Do you mean that the message showed and the fuel level was still under 100%?
i've re-installed 110892 & yes, units are not being re-fueled. in some instances, a few ships in a TF will re-fuel from a Repl TF, but not all. in most instances, no fuel is transferred, although Gun & AAA ammo is topped off.

similarly, Repl at Sea is not working for attempts to refuel from non-Repl TFs, such as an ASW TF trying to refuel from a Transport TF.
Can you give me a save?
And tell me example TFs that don't work?

The ones I spot checked in the other save seem to work okay. (Granted I am using latest beta, I want to make sure that it is working in cases where you are not getting to work)
Michael
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by michaelm75au »

I pulled up p2 and I can see where it does show "No fuel".
But the same save under p3 is fine.

But there is no real code changes between the two. Odd. I'll do some more tracking to determine why it fails in p2 and not p3.

It is the 70% setting that is doing it. Ships with more than 70% are not getting fueled in p2.
The p2 check was mofified in p3 to only perform it IF the TF check showed below 70% (which the forced refuleing would not set).
Michael
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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by inqistor »

I like this new hard/soft setting.
Is this possible to add similar switch on ships transfer screen? To show remaining ammo in ships? Currently I have to click every ship separately, and check what is current ammo level, and I am frequently sending ships with spent torpedoes to rearming, but want to keep rest of ships at front.


A small glitch:
As I understand "Aircraft stack level" should show current number of engines on airfield, however it seems, that something weird is happening, when some of the groups are set to training. Almost as such setting actually decreased number of engines for non-training groups. Check those pictures. No way there are only 19 active planes on lower picture. Not even mentioning, that most of them are 4Es.
When all groups are set to combat mission, number seems to be OK.

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littleike
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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by littleike »

ORIGINAL: michaelm

The F7 toggle applies regardless of scenario.

Clouds are not drawn on the map during the orders phase. This was a decision made in 2008 as the clouds tended to cover up the unit under it.
The toggle does work in that it shows/hides the clouds during the turn resloution.

One more reason (probably main one) is that cloud drawing use to cause graphic errors and CTDs. These issues have been corrected in several of the patches.

So I may re-enable cloud drawing again for the next beta. The cloud image varies in 'intensity' so that not all units get 'hidden'.


Thanks Michaelm , these are good news; as always your support is outstanding. [:)]
Three jet pilot useless things: Sky above you, airstrip behind you and half second ago.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by michaelm75au »

ORIGINAL: inqistor

I like this new hard/soft setting.
Is this possible to add similar switch on ships transfer screen? To show remaining ammo in ships? Currently I have to click every ship separately, and check what is current ammo level, and I am frequently sending ships with spent torpedoes to rearming, but want to keep rest of ships at front.


A small glitch:
As I understand "Aircraft stack level" should show current number of engines on airfield, however it seems, that something weird is happening, when some of the groups are set to training. Almost as such setting actually decreased number of engines for non-training groups. Check those pictures. No way there are only 19 active planes on lower picture. Not even mentioning, that most of them are 4Es.
When all groups are set to combat mission, number seems to be OK.

Image
What version?
Michael
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inqistor
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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by inqistor »

1108p2
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by michaelm75au »

Can you attach the save showing this?
Michael
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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by inqistor »

Yeah, later, when I get home, but it seems to also works this way for new Scenarios.
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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by michaelm75au »

ORIGINAL: michaelm

ORIGINAL: inqistor

A small glitch:
As I understand "Aircraft stack level" should show current number of engines on airfield, however it seems, that something weird is happening, when some of the groups are set to training. Almost as such setting actually decreased number of engines for non-training groups. Check those pictures. No way there are only 19 active planes on lower picture. Not even mentioning, that most of them are 4Es.
When all groups are set to combat mission, number seems to be OK.

Image
What version?
Found a problem with groups in training. If mission is non-training, but a patrol level for training is set to 100, then it isn't counted as training.
Is a silly case, but it could easily happen.
Michael
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inqistor
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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by inqistor »

ORIGINAL: michaelm
Found a problem with groups in training. If mission is non-training, but a patrol level for training is set to 100, then it isn't counted as training.
Is a silly case, but it could easily happen.
So, you no longer need my save?

Actually I am pretty sure all those groups at screen were set to pure training 100%, so it can be actually caused by ANY 100% setting.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by michaelm75au »

ORIGINAL: inqistor
ORIGINAL: michaelm
Found a problem with groups in training. If mission is non-training, but a patrol level for training is set to 100, then it isn't counted as training.
Is a silly case, but it could easily happen.
So, you no longer need my save?

Actually I am pretty sure all those groups at screen were set to pure training 100%, so it can be actually caused by ANY 100% setting.

No, I don't think I need it.
Because of that error, there was a knock on affect which cause the 'stack' number to be modified rather than the number of planes in the group being tested.
Michael
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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by michaelm75au »

ORIGINAL: inqistor

I like this new hard/soft setting.
Is this possible to add similar switch on ships transfer screen? To show remaining ammo in ships? Currently I have to click every ship separately, and check what is current ammo level, and I am frequently sending ships with spent torpedoes to rearming, but want to keep rest of ships at front.

Rather than mix up the ship transfer screen for TF, I am going to add the ammo level info to the mouse-over that shows the ships weapons.
All the data is there except the Ammo. So it will show the % ammo left in the ship,as shown:

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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by crsutton »

ORIGINAL: CV 2

ORIGINAL: crsutton

ORIGINAL: m10bob

Hello..Dunno if this is possible, but I have a major irk since day one.

When building a combat naval TF, I pay extra to be able to acquire my own TF commanders. (Willis Lee is my favorite BB CO), but once that TF comes back to port, I lose the commander of that TF and am left to re-purchasing my CO's all over again.

Is there a way to make this "loss" or swap optional?

Thank you.

This is also an issue in that whenever I form a new carrier TF and select "auto select" commander the AI almost aways will choose an unsuitable surface fleet commander for the TF rather than any number of skilled carrier commanders available-forcing me to spend valuable PPs on replacing the commander. This does not seem to be a problem when setting up a SCTF.

What I do (sometimes) is select a ship plus a DD. If I dont get a suitable commander for what I want, I make another. For example, if I want a decent CV commander and dont have a lot of PPs to play with, I will:

1) Select a carrier and 1 DD (say the Lex for example). If the commander isnt up to task, then

2) Select the Lex and a different DD (thus leaving the first DD in the other TF). If that commander isnt up to it, I repeat this procedure until I get one I want, then disband all the 1 DD TFs I made to get him.

-( waits for the chorus of "gamey" from the same old people )-

I dont see it as any more "gamey" than leaving a 1 DD TF with Halsey aboard. Like Halsey would set foot on a DD [:D]


Not really gamey but a good temporary fix. A lot of clicking but worth it. Thanks for the tip. I just made a small surface combat TF off Cls and DDs any checked the commander and it was Marc Mitchner!!!! I have yet to have him show up in a carrier TF.
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RE: Patch 06 - Public Beta - Build 1108j (build03)

Post by Shark7 »

OK, this is not so much a bug as a typo, but its in the M7 version of the beta (what I am using) and not sure if you've caught or updated it yet.

I have a land unit upgrading...not big deal, but the message reads as follows: somes devices have been upgraded at XXX. (the bolded s is the problem) [:)]

Not a big deal, but something you might want to fix in a future beta patch (it may be that way in the official patch as well).
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RE: Patch 06 - Public Beta - Build 1108p3 July 10

Post by michaelm75au »

I can't delete the old file from the first post, so it is attached here.

[1108p2]
>>>>Tweaked TF refuleing when a ship in TF is below 70% fuel, and limit refuel to ship(s) below 70% [MEM]

[1108p3]
Tweaked Seaplane support/supply for search and strike to behave similiarily [MEM]
Tweaked Added a "load tender" button to ship screen to complement use of seaplane supply [MEM]
Changed When ship with no air ordn left, CAP is limited and no search/asw can be performed [MEM]
Tweaked Inactive pilots (delay = 1) should be treated as if active for fatigue recovery [MEM]
Fixed Refueling ship from port didn't check for available ops points [MEM]
Changed Don't allow ships without free ops points at start of cycle from replenishing at sea [MEM]
Changed Re-enabled cloud drawing during order phase [MEM]
Removed DB diving attack on ships only - introduced at start of 1108 patches by me for some obscure reason [MEM]
Fixed Incorrect calculation for number of planes at base; earlier patch bug [MEM]
Tweaked Add ammo levels to the mouse over on the TF-ship transfer screen [MEM]
Fixed The earlier 70% fuel fix caused refueling if ship was under 70% fuel - were not able to top-off the TF [MEM]

Fixed the bug not allowing ships to launch planes. Silly mistake. Drop a test of a variable.
Fixed Error in calc of engines for airfield stacking; revealed by previous tweak [MEM]
Fixed Manage repair error for min conversions incorrect from 1108p2; not allowing change from Pierside [MEM]
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Michael
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RE: Patch 06 - Public Beta - Build 1108p3 July 10

Post by PaxMondo »

ORIGINAL: michaelm

I can't delete the old file from the first post, so it is attached here.

[1108p2]
>>>>Tweaked TF refuleing when a ship in TF is below 70% fuel, and limit refuel to ship(s) below 70% [MEM]

[1108p3]
Tweaked Seaplane support/supply for search and strike to behave similiarily [MEM]
Tweaked Added a "load tender" button to ship screen to complement use of seaplane supply [MEM]
Changed When ship with no air ordn left, CAP is limited and no search/asw can be performed [MEM]
Tweaked Inactive pilots (delay = 1) should be treated as if active for fatigue recovery [MEM]
Fixed Refueling ship from port didn't check for available ops points [MEM]
Changed Don't allow ships without free ops points at start of cycle from replenishing at sea [MEM]
Changed Re-enabled cloud drawing during order phase [MEM]
Removed DB diving attack on ships only - introduced at start of 1108 patches by me for some obscure reason [MEM]
Fixed Incorrect calculation for number of planes at base; earlier patch bug [MEM]
Tweaked Add ammo levels to the mouse over on the TF-ship transfer screen [MEM]
Fixed The earlier 70% fuel fix caused refueling if ship was under 70% fuel - were not able to top-off the TF [MEM]

Thanks for the awesome support Michael!!!

[&o][&o][&o]
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RE: Patch 06 - Public Beta - Build 1108p3 July 10

Post by Rainer »

+1

(and that's a BIG PLUS ONE)[:D]
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RE: Patch 06 - Public Beta - Build 1108p3 July 10

Post by ny59giants »

[center]Image[/center]
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p3 July 10

Post by michaelm75au »

I am probably going to let the betas slip for awhile, unless something major occurs.

I want to focus on updating some aspects of the manual to bring it inline with the patches.
This may initally just be an addendum pdf rather than an actual update of the game's pdf. The manual as such belongs to Matrix Games.
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RE: Patch 06 - Public Beta - Build 1108p3 July 10

Post by Rainer »

I want to focus on updating some aspects of the manual to bring it inline with the patches.

Sounds too good to be believed.
This is incredible!
Cheers to you [:)]

PS: May you stay healthy and prosper (and that's a very selfish wish).
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