Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Patch 06 - Public Beta - Build 1108r6c updated 24 December
Merry Christmas, dude!
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Patch 06 - Public Beta - Build 1108r6c updated 24 December
Merry Christmas!
Though I have a bug to report...
I updated to 1108r6c but I can't scroll my screen to right side and downside now in window mode. my resolution is 1440*900.
Anyone has the same problem?
Though I have a bug to report...
I updated to 1108r6c but I can't scroll my screen to right side and downside now in window mode. my resolution is 1440*900.
Anyone has the same problem?
As swift as wind;
As calm as wood;
Invasion like flames;
Defense like rocks.
RE: Patch 06 - Public Beta - Build 1108r6c updated 24 December
Yep, got same issue. Thought it was me having too much eggnog. [;)]ORIGINAL: hades1001
Merry Christmas!
Though I have a bug to report...
I updated to 1108r6c but I can't scroll my screen to right side and downside now in window mode. my resolution is 1440*900.
Anyone has the same problem?
<Relief>
Pax
- michaelm75au
- Posts: 12463
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- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108r6c updated 24 December
True. Just tried it on a different resolution to the one I normally play on.
Let me see why???
Probably my dev configuration since the rebuild.
Let me see why???
Probably my dev configuration since the rebuild.
Michael
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108r6c updated 24 December
I have updated the installer with an engine change. I think that should fix it.[&:]
Michael
Single Pilot Release Bug
Michael,
When you choose to release a single pilot from the veteran's screen, it will only let you release one. You have to exit the screen and come in again to choose another. If you have 3 slots to fill, it means you have to enter three times.
When you choose to release a single pilot from the veteran's screen, it will only let you release one. You have to exit the screen and come in again to choose another. If you have 3 slots to fill, it means you have to enter three times.
Pax
- Grfin Zeppelin
- Posts: 1514
- Joined: Mon Dec 03, 2007 2:22 pm
- Location: Germany
RE: Single Pilot Release Bug
Hell yes, for fixing this I will happily give back DarwinORIGINAL: PaxMondo
Michael,
When you choose to release a single pilot from the veteran's screen, it will only let you release one. You have to exit the screen and come in again to choose another. If you have 3 slots to fill, it means you have to enter three times.


- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Single Pilot Release Bug
When it picks the first pilot, the 'pilots needed' count goes to zero. It should have picked one, reduced the count and then redrawn screen.ORIGINAL: PaxMondo
Michael,
When you choose to release a single pilot from the veteran's screen, it will only let you release one. You have to exit the screen and come in again to choose another. If you have 3 slots to fill, it means you have to enter three times.
Have fixed but will wait a few days in case any other bugs show up.
Michael
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Chris21wen
- Posts: 7708
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
RE: Single Pilot Release Bug
Patch 1108r6c game time Jan 1945.
Don't know if its's a bug or bad die roles but I have three Carrier TFs (7 CV, 4 CVL) all with good air leaders station 6 hex away from Guam for the last two turns. All air units are in the hex were set to commanders choice for one turn and then with Guam as the target idea being they blast Guam. The Corsairs are set to airfield attack and do, the Helldivers are set to Naval/airfield and don't do anything and neither do the Avengers set to Naval/Port?
I think Sherman, Montgomery and Towers are due to be reduced in rank[:'(]
Don't know if its's a bug or bad die roles but I have three Carrier TFs (7 CV, 4 CVL) all with good air leaders station 6 hex away from Guam for the last two turns. All air units are in the hex were set to commanders choice for one turn and then with Guam as the target idea being they blast Guam. The Corsairs are set to airfield attack and do, the Helldivers are set to Naval/airfield and don't do anything and neither do the Avengers set to Naval/Port?
I think Sherman, Montgomery and Towers are due to be reduced in rank[:'(]
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Chris21wen
- Posts: 7708
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
RE: Single Pilot Release Bug
ORIGINAL: Chris H
Patch 1108r6c game time Jan 1945.
Don't know if its's a bug or bad die roles but I have three Carrier TFs (7 CV, 4 CVL) all with good air leaders station 6 hex away from Guam for the last two turns. All air units are in the hex were set to commanders choice for one turn and then with Guam as the target idea being they blast Guam. The Corsairs are set to airfield attack and do, the Helldivers are set to Naval/airfield and don't do anything and neither do the Avengers set to Naval/Port?
I think Sherman, Montgomery and Towers are due to be reduced in rank[:'(]
OK seems to work if you set a target but not when left to the commanders?
- USSAmerica
- Posts: 19211
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- Contact:
RE: Single Pilot Release Bug
If there is enemy CAP at the target, you might need to have fighters set to Escort your DB's and TB's or they might not launch. Sounds like you had all of your fighters set to airfield attack and may have left none for escort duty.
Mike
"Good times will set you free" - Jimmy Buffett
"They need more rum punch" - Me

Artwork by The Amazing Dixie
"Good times will set you free" - Jimmy Buffett
"They need more rum punch" - Me

Artwork by The Amazing Dixie
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Chris21wen
- Posts: 7708
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
RE: Single Pilot Release Bug
Nope. All my Hellcats were set to escort and went in witht he Corsairs.
RE: Single Pilot Release Bug
Michael,
Bases and TFs show a Detection Level with a mouse-over. LCU stacks (which are not in bases) do not show the Detection Level on mouse-over. Would it be possible to add the Detection Level so that a player could gauge the quality of the info their Recon is providing, similar to how they can with bases and TFs? Thanks for considering it!
Bases and TFs show a Detection Level with a mouse-over. LCU stacks (which are not in bases) do not show the Detection Level on mouse-over. Would it be possible to add the Detection Level so that a player could gauge the quality of the info their Recon is providing, similar to how they can with bases and TFs? Thanks for considering it!
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Single Pilot Release Bug
And with that could the Info about port & airfield sizes maybe be updated only if friendly units(Air, Ground or Naval) "visit" that hex?
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Single Pilot Release Bug
ORIGINAL: witpqs
Michael,
Bases and TFs show a Detection Level with a mouse-over. LCU stacks (which are not in bases) do not show the Detection Level on mouse-over. Would it be possible to add the Detection Level so that a player could gauge the quality of the info their Recon is providing, similar to how they can with bases and TFs? Thanks for considering it!
I thought it did. Maybe the fact that different units in the same hex could have different DLs is confusing it.
Michael
RE: Single Pilot Release Bug
(This is a little off topic request ….i apologize)
I recently jumped from windows to mac so i am an a new macbook air 2011 owner (dual core I5 processor) where i run witpAE under parallels (a virtual machine windows XP emulation environment only used exclusively for witpAE):
Normally the cpu under mac os Lion runs at 50 60 degrees but when i use witpAE under the virtual machine i see processor temperature speed up to 90/93 degrees till to stabilize around 87/88 degrees not only when i am in the resolution phase but also if i am in the planning phase itself.
If i start only the windows virtual machine temperatures are within the normal range so i think cpu consuming processes runs into WitpAE because it is not a graphical critical program. So i am a little afraid to proceed to use witpAE intensively (for example starting sometime computer vs computer mode ). Before i will do it here is my question.
Could it be possible to slow down the game (with a launch parameter ) to make the processor work less intensive? Some sort of delay parameter to not run the processor at his maximum speed?
These new intel processors have turboboost that can raise the cpu speed from normal 1.7 to 2.7 ghz and if this can be good for game smoothness it can be extremely dangerous for pc integrity.(I remember Michaelm recent experience with his notebook)
Assuming that witpAE is not a real time shooter but something similar to a well thought game where don't mind if the program spend some more time to complete his actions is there a possible solution?
(I looked much on internet on how to reduce I5 processor speed or disable turboboost under Lion but i have found nothing about)
Many thanks
I recently jumped from windows to mac so i am an a new macbook air 2011 owner (dual core I5 processor) where i run witpAE under parallels (a virtual machine windows XP emulation environment only used exclusively for witpAE):
Normally the cpu under mac os Lion runs at 50 60 degrees but when i use witpAE under the virtual machine i see processor temperature speed up to 90/93 degrees till to stabilize around 87/88 degrees not only when i am in the resolution phase but also if i am in the planning phase itself.
If i start only the windows virtual machine temperatures are within the normal range so i think cpu consuming processes runs into WitpAE because it is not a graphical critical program. So i am a little afraid to proceed to use witpAE intensively (for example starting sometime computer vs computer mode ). Before i will do it here is my question.
Could it be possible to slow down the game (with a launch parameter ) to make the processor work less intensive? Some sort of delay parameter to not run the processor at his maximum speed?
These new intel processors have turboboost that can raise the cpu speed from normal 1.7 to 2.7 ghz and if this can be good for game smoothness it can be extremely dangerous for pc integrity.(I remember Michaelm recent experience with his notebook)
Assuming that witpAE is not a real time shooter but something similar to a well thought game where don't mind if the program spend some more time to complete his actions is there a possible solution?
(I looked much on internet on how to reduce I5 processor speed or disable turboboost under Lion but i have found nothing about)
Many thanks
Three jet pilot useless things: Sky above you, airstrip behind you and half second ago.
- Mike Solli
- Posts: 16336
- Joined: Wed Oct 18, 2000 8:00 am
- Location: the flight deck of the Zuikaku
RE: Single Pilot Release Bug
Michael, I've seen an issue that you may be interested in. I attempted to add planes to a reserve unit. There were no problems. Then I reconsidered and pulled the planes out of the unit reserve back into the pool. Supply was added to the base. I didn't recall seeing supply used when the planes were added to the unit so I tried it again. Sure enough, when planes were added, no supply was expended but when the planes were removed, supply was added. I can provide a save if you need it.
Thanks, Mike
Thanks, Mike
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- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Single Pilot Release Bug
Adding a plane to reserve at a base uses supply just as with replacements. Pushing them back needs to give the supply back if in the same turn.
Michael
- Mike Solli
- Posts: 16336
- Joined: Wed Oct 18, 2000 8:00 am
- Location: the flight deck of the Zuikaku
RE: Single Pilot Release Bug
True, but when I add a plane to the reserve, no supply is consumed. When I pull it out of reserve, I get supply.
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