Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)

Post bug reports and ask for help with other issues here.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Alfred
Posts: 6683
Joined: Thu Sep 28, 2006 7:56 am

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by Alfred »

ORIGINAL: Graymane

Did the hotkeys change in this latest beta? I notice that '5' and '6' no longer do anything while '4' now seems to show the supply path?



Image

that is not the supply path being displayed. You are being shown the different national territories.

Alfred
Rainer
Posts: 1210
Joined: Tue Nov 21, 2000 10:00 am
Location: Neuching, Bavaria, Germany

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by Rainer »

Cancel this order.

Cancelled [:)]
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
Rainer
Posts: 1210
Joined: Tue Nov 21, 2000 10:00 am
Location: Neuching, Bavaria, Germany

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by Rainer »

Did the hotkeys change in this latest beta? I notice that '5' and '6' no longer do anything while '4' now seems to show the supply path?

4 shows Nationality (as Alfred pointed out)
5 shows Supply Path (for selected Base)
6 shows Patrol Zones (if any in the area shown)

All WAD (for the betas)
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
User avatar
PaxMondo
Posts: 10853
Joined: Fri Jun 06, 2008 3:23 pm

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by PaxMondo »

5 can take a while to display if you have an older machine or a small laptop. Scrolling with 5 on can also be quite choppy.
Pax
User avatar
oldman45
Posts: 2325
Joined: Sun May 01, 2005 4:15 am
Location: Jacksonville Fl

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by oldman45 »

ORIGINAL: PaxMondo

5 can take a while to display if you have an older machine or a small laptop. Scrolling with 5 on can also be quite choppy.


Taking a while is a bit of an understatement depending on the location. It took about a minute in the DEI and I quit waiting after 3 minutes in India.
User avatar
Oliver Heindorf
Posts: 1911
Joined: Wed May 01, 2002 2:49 am
Location: Hamburg/Deutschland

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by Oliver Heindorf »

1.) the "5" is worrying me. hitting once "5" the result showed  up after 5 seconds. After 30 min of game play, it took 1 minute in the same area to show up. Intel Quad core Q6600 here with ATI 4770 gfx which means arguing "slow machine" doesnt count here.
 
2.) In my p7 Version the drawing of the new range circles using drop tanks still doesnt work.
Before p6 it worked always with any beta and with stock. p7 didnt fixed it here at my end ?
User avatar
michaelm75au
Posts: 12463
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by michaelm75au »

Do you have a save with the DT patrol circles for ASW/Nav search not working?
It was working for me.
Michael
User avatar
m10bob
Posts: 8583
Joined: Sun Nov 03, 2002 9:09 pm
Location: Dismal Seepage Indiana

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by m10bob »

Dunno if this has been reported yet, but since the most recent patch, I went stateside and looked at some air units I had been training, 100%....I tried to flip them to "escort", or another function, and while the audio "click" could be heard, the units would not move from training..

I was able to "standdown", and this, then allowed me to put the unit in another function.....Wierd..
Image

User avatar
michaelm75au
Posts: 12463
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by michaelm75au »

ORIGINAL: m10bob

Dunno if this has been reported yet, but since the most recent patch, I went stateside and looked at some air units I had been training, 100%....I tried to flip them to "escort", or another function, and while the audio "click" could be heard, the units would not move from training..

I was able to "standdown", and this, then allowed me to put the unit in another function.....Wierd..
I found that you could set training to 100% and then select a primary non-training mission. This could cause confusion in some code.
Setting 100% will automatically set the primary mission to Training.
I probably didn't think it from the other angle - selecting a non-training mission should turn off the training % (ie 0%).
At the moment, you would need to move training off 100% (set to 0 or any thing less than 100) to select a new primary mission.
Michael
User avatar
Oliver Heindorf
Posts: 1911
Joined: Wed May 01, 2002 2:49 am
Location: Hamburg/Deutschland

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by Oliver Heindorf »

Anyone still have troubles with the Airgroup rage circle draw using Drop tanks for Airgroups ? (like me?) i.e. useing drop tanks does not enlarges the range circles of the air group ?
 
the airgroup uses the drop tank but it is not shown in the range cirlce draw.
User avatar
michaelm75au
Posts: 12463
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by michaelm75au »

There seems to be a case of crossed wires.
What was fixed (and originally reported) was the search arcs not taking in to consideration drop tanks.

I don't know about any issue with DT for normal range rings.

[edit]
DT range circle should be pink (extended) and grey (normal). Shows if group has DT capabilty, not if using DT at the time.
Michael
User avatar
PaxMondo
Posts: 10853
Joined: Fri Jun 06, 2008 3:23 pm

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by PaxMondo »

ORIGINAL: michaelm
ORIGINAL: m10bob

Dunno if this has been reported yet, but since the most recent patch, I went stateside and looked at some air units I had been training, 100%....I tried to flip them to "escort", or another function, and while the audio "click" could be heard, the units would not move from training..

I was able to "standdown", and this, then allowed me to put the unit in another function.....Wierd..
I found that you could set training to 100% and then select a primary non-training mission. This could cause confusion in some code.
Setting 100% will automatically set the primary mission to Training.
I probably didn't think it from the other angle - selecting a non-training mission should turn off the training % (ie 0%).
At the moment, you would need to move training off 100% (set to 0 or any thing less than 100) to select a new primary mission.
Noticed this as well, and once I figured out that all I had to do was to move the training to below 100% everything is fine. If this helps your code, I don't find this to be an issue.
Pax
User avatar
m10bob
Posts: 8583
Joined: Sun Nov 03, 2002 9:09 pm
Location: Dismal Seepage Indiana

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by m10bob »

ORIGINAL: michaelm
ORIGINAL: m10bob

Dunno if this has been reported yet, but since the most recent patch, I went stateside and looked at some air units I had been training, 100%....I tried to flip them to "escort", or another function, and while the audio "click" could be heard, the units would not move from training..

I was able to "standdown", and this, then allowed me to put the unit in another function.....Wierd..
I found that you could set training to 100% and then select a primary non-training mission. This could cause confusion in some code.
Setting 100% will automatically set the primary mission to Training.
I probably didn't think it from the other angle - selecting a non-training mission should turn off the training % (ie 0%).
At the moment, you would need to move training off 100% (set to 0 or any thing less than 100) to select a new primary mission.


Thank you michaelm
Image

User avatar
oldman45
Posts: 2325
Joined: Sun May 01, 2005 4:15 am
Location: Jacksonville Fl

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by oldman45 »

Has anybody else noticed that major damage that usually need a shipyard to repair is being allowed to repair pier-side if there is a shipyard present in the port? I am not talking about 1 or 2 points, I have a couple of ships that are in port with 20+ major damage and the port will repair it with the ship sitting at the pier.
User avatar
PaxMondo
Posts: 10853
Joined: Fri Jun 06, 2008 3:23 pm

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by PaxMondo »

ORIGINAL: oldman45

Has anybody else noticed that major damage that usually need a shipyard to repair is being allowed to repair pier-side if there is a shipyard present in the port? I am not talking about 1 or 2 points, I have a couple of ships that are in port with 20+ major damage and the port will repair it with the ship sitting at the pier.
Haven't seen this, but I wasn't looking. Michael will want a save posted if you have one. I don't have any damaged ships right now in either of my test-beds, although I think I could arrange for some pretty quick if I needed. [;)]
Pax
User avatar
Pascal_slith
Posts: 1657
Joined: Wed Aug 20, 2003 2:39 am
Location: In Arizona now!

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by Pascal_slith »

Sorry to ask this again, but could you clarify the AM/PM structure of Naval Search and its possible management per my previous post? Thanks, michaelm.
So much WitP and so little time to play.... :-(

Image
DaveConn
Posts: 254
Joined: Thu May 03, 2001 8:00 am
Location: Bainbridge Island, Washington

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by DaveConn »

Don't know for sure, but I suspect that it might have something to do with the level of naval support in the port; is there a big naval HQ there?

ORIGINAL: PaxMondo
ORIGINAL: oldman45

Has anybody else noticed that major damage that usually need a shipyard to repair is being allowed to repair pier-side if there is a shipyard present in the port? I am not talking about 1 or 2 points, I have a couple of ships that are in port with 20+ major damage and the port will repair it with the ship sitting at the pier.
Haven't seen this, but I wasn't looking. Michael will want a save posted if you have one. I don't have any damaged ships right now in either of my test-beds, although I think I could arrange for some pretty quick if I needed. [;)]
quote:

ORIGINAL: oldman45

Has anybody else noticed that major damage that usually need a shipyard to repair is being allowed to repair pier-side if there is a shipyard present in the port? I am not talking about 1 or 2 points, I have a couple of ships that are in port with 20+ major damage and the port will repair it with the ship sitting at the pier.


Haven't seen this, but I wasn't looking. Michael will want a save posted if you have one. I don't have any damaged ships right now in either of my test-beds, although I think I could arrange for some pretty quick if I needed.
User avatar
oldman45
Posts: 2325
Joined: Sun May 01, 2005 4:15 am
Location: Jacksonville Fl

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by oldman45 »

No, major damage has to be repaired in the ship yard if it exceeds a certain number, I think its 5.
User avatar
PaxMondo
Posts: 10853
Joined: Fri Jun 06, 2008 3:23 pm

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by PaxMondo »

ORIGINAL: oldman45

No, major damage has to be repaired in the ship yard if it exceeds a certain number, I think its 5.
I think all major needs either a Shipyard or Repair Ship or tender of some sort. Repair ships can only repair up to 5 major max. But I'm not 100% on this either ....
Pax
User avatar
Klahn
Posts: 223
Joined: Tue May 08, 2007 8:26 pm

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Post by Klahn »

ORIGINAL: oldman45

No, major damage has to be repaired in the ship yard if it exceeds a certain number, I think its 5.

This isn't true. Small boats can have major damaged repaired pretty much anywhere.

Barges can also be repaired at regular ports.

Merchants below 1000 tons only require the port to be of a specific size. It doesn't matter if it has a shipyard or not. For example, a level 7 port can repair all major damage of merchant ships under 700 tons.
Post Reply

Return to “Tech Support”