Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
- michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
If the unit has a delay defined in the editor, then it should keep some sort of delay if the arrival hex is an enemy base.
I am adding a check to set the delay to 2 if the reinforcement (as defined by a delay in the editor) is due to arrive on map at an enemy base at the scenario start. This will force it to stay in the queue until the arrival base becomes available. Should apply to LCU, groups and hopefully ships. (Not sure if ships will work that way as they are handled in a different way to the others).
I am adding a check to set the delay to 2 if the reinforcement (as defined by a delay in the editor) is due to arrive on map at an enemy base at the scenario start. This will force it to stay in the queue until the arrival base becomes available. Should apply to LCU, groups and hopefully ships. (Not sure if ships will work that way as they are handled in a different way to the others).
Michael
- Pascal_slith
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
This may be WAD but I have an F-4 Recon unit in Noumea that I've set to 'Naval Search' at full range with drop tanks (19 hexes; see first picture). However, when I look at the map and show the search arc, it is limited to 7 hexes (see second picture). Is this as it's supposed to be?


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So much WitP and so little time to play.... 



- Pascal_slith
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
second picture...


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So much WitP and so little time to play.... 



RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
I'm playing the scenario 1 as the Japanese against the AI; it's just turned 11th December and I've had what I think are a couple of bugs with TFs. I've been playing 1108p5 and posted in this forum in case it's relevant. If not, please accept my apologies and I can post this elsewhere.
- TF5 the Surface Combat Heavy Cover force (2BB, 2CA, 1CL, 6DD) for the Kota Bharu landings was in Kota Bharu and fought a night time surface combat with an Allied TF of three DDs and the Repulse in the hex: 1 Allied DD and the Repulse was sunk and my TF got off lightly. At the start of the next turn TF5 was in Singora three hexes up the coast even though I had not set my TF to move. Is this possible in the normal mechanics of the game?
- In Babeldaob I have an Amphibious TF docked and trying to load Kure 2nd SNLF. The TF has troop/cargo capacity of 1815/15440 and the LCU's load is 1488/149 (and the TF already has c. 650 supplies). At the start of the next turn the TF is unloading (and has not picked up the LCU). This has happened a couple of times.
- Similarly in Amami Oshima I have a docked Cargo TF with one xAK set to load resources of which there are more than 6000 at the base, but at the start of the next turn it has reset itself and not loaded anything. This has happened two or three times.
Meanwhile other TFs are loading normally, for instance an Amphibious TF in Peleliu has successfully picked up some engineers.
I have the save games if required.
Apart from that I have to thank you for the amazing support you put into this game. Thanks for your help and insight on these issues too.
- TF5 the Surface Combat Heavy Cover force (2BB, 2CA, 1CL, 6DD) for the Kota Bharu landings was in Kota Bharu and fought a night time surface combat with an Allied TF of three DDs and the Repulse in the hex: 1 Allied DD and the Repulse was sunk and my TF got off lightly. At the start of the next turn TF5 was in Singora three hexes up the coast even though I had not set my TF to move. Is this possible in the normal mechanics of the game?
- In Babeldaob I have an Amphibious TF docked and trying to load Kure 2nd SNLF. The TF has troop/cargo capacity of 1815/15440 and the LCU's load is 1488/149 (and the TF already has c. 650 supplies). At the start of the next turn the TF is unloading (and has not picked up the LCU). This has happened a couple of times.
- Similarly in Amami Oshima I have a docked Cargo TF with one xAK set to load resources of which there are more than 6000 at the base, but at the start of the next turn it has reset itself and not loaded anything. This has happened two or three times.
Meanwhile other TFs are loading normally, for instance an Amphibious TF in Peleliu has successfully picked up some engineers.
I have the save games if required.
Apart from that I have to thank you for the amazing support you put into this game. Thanks for your help and insight on these issues too.
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
Have recently upgraded my pbm game to 1108p6 beta. The replay is now frequently showing graphical corruption. This is every turn replay using 1108p6. I have seen this problem in the past on previous patches but it always was a rare event. Screen attached showing an example of the problem.


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- relay_corruption.jpg (350.01 KiB) Viewed 153 times
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
ORIGINAL: similar
I'm playing the scenario 1 as the Japanese against the AI; it's just turned 11th December and I've had what I think are a couple of bugs with TFs. I've been playing 1108p5 and posted in this forum in case it's relevant. If not, please accept my apologies and I can post this elsewhere.
-
- In Babeldaob I have an Amphibious TF docked and trying to load Kure 2nd SNLF. The TF has troop/cargo capacity of 1815/15440 and the LCU's load is 1488/149 (and the TF already has c. 650 supplies). At the start of the next turn the TF is unloading (and has not picked up the LCU). This has happened a couple of times.
- Similarly in Amami Oshima I have a docked Cargo TF with one xAK set to load resources of which there are more than 6000 at the base, but at the start of the next turn it has reset itself and not loaded anything. This has happened two or three times.
Meanwhile other TFs are loading normally, for instance an Amphibious TF in Peleliu has successfully picked up some engineers.
I can only speak for those 2 items, when I have had this happen its because I created the TF but did not give it a destination and it simply unloaded everything at the end of the turn. You might want to check for that.
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
I have observed that sometime mistakes are related to loading something on a human controlled tf without set the "do not unload" command, so the tf load things and then unload them.
Here is my question. If the program could automatically set tf to "do not unload" as soon as a user set a load command What contraindication would be? I seem that we could save some mistakes in this way.
Many thanks [:)]
Here is my question. If the program could automatically set tf to "do not unload" as soon as a user set a load command What contraindication would be? I seem that we could save some mistakes in this way.
Many thanks [:)]
Three jet pilot useless things: Sky above you, airstrip behind you and half second ago.
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
You could forget to set it to unload when sending it to a destination. You would only exchange the possibility of making one mistake with making a different one.
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)
Edit comment removed- commenting on previous page of thread- doh!
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
It is searching out to correct range.ORIGINAL: Pascal
second picture...
![]()
However, drawing of the arcs is not considering drop tanks.
Fixed in 1108p7
Michael
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
ORIGINAL: michaelm
ORIGINAL: Pascal
second picture...
It is searching out to correct range.
However, drawing of the arcs is not considering drop tanks.
Fixed in 1108p7
Wow. Thanks for the great support!!!!
Pax
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
good to know that they've been searching out to their set range, the display-fix will be appreciated, thanks.ORIGINAL: michaelm
It is searching out to correct range.
However, drawing of the arcs is not considering drop tanks.
Fixed in 1108p7
- Pascal_slith
- Posts: 1657
- Joined: Wed Aug 20, 2003 2:39 am
- Location: In Arizona now!
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
ORIGINAL: jmalter
good to know that they've been searching out to their set range, the display-fix will be appreciated, thanks.ORIGINAL: michaelm
It is searching out to correct range.
However, drawing of the arcs is not considering drop tanks.
Fixed in 1108p7
Yes, thank you very much. I'm seeing the same thing with a Vindicator squadron with drop tanks.
As usual, and I can't repeat this often enough, your support is AWESOME!!! [&o][&o][&o]
BTW, this also seems to occur between normal and extended range too. Arcs only go to normal range, not extended range.
So much WitP and so little time to play.... 



- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
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.
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.
Michael
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
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!
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
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.ORIGINAL: witpqs
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!
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.[:D]
Michael
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
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.ORIGINAL: michaelm
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.ORIGINAL: witpqs
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!
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.[:D]
Pax
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
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.
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
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).
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).
Michael
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)
michaelm I will try the scroll delay change. Thank-you for your suggestions.