Any info about next UV patch (several annoying bugs/issues are still present)?

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Apollo11
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Any info about next UV patch (several annoying bugs/issues are still present)?

Post by Apollo11 »

Hi all,

Although the Matrix/2By3 told us that their commitment now is almost 100% on
WitP I am still wondering if they would create another UV patch soon?

I ask this because several annoying bugs are still present...

BTW, Rick "Kid" did report to us that he put all those bugs/issues in list for
Matrix/2By but we never heard from them about it.


Repeat of current UV v2.20 bug/issue list (as far as I know):


#1
Loss of sync in PBEM (i.e. CombatReports and CombatReply differ fro two
players).


#2
AI "Naval Strike" bug that crept in allowing wrong assessment of enemy and
therefore wrongly sending/assigning strikes and escort.

Matrix/2By3 acknowledged this bug and told us that they tracked it down (I
hope this means that they know how to fix it).


#3
Air-to-Ground strafing (at 100ft) from fighter-bombers still appears to kill
many hundreds of enemy ground troops.


#4
Air-to-ground bombing from ordinary bombers (at higher altitudes) still
appears to kill many hundreds of enemy ground troops.


#5
Both air-to-Ground strafing (at 100ft) from fighter-bombers and air-to-ground
bombing from ordinary bombers (at higher altitudes) still appear to over
concentrate on one unit at target HEX (for attack-after-attack day-after-day).

I know that targeted unit in HEX (when there are many units present) should
first be AAA unit and then the unit with greatest assault value - but many
many times just one week unit is attacked time-after-time and all other units
in that HEX are simply ignored.

I have seen my bombers/fighter-bombers attack same weak remnant of some AAA
unit and completely ignoring all other enemy units in attacked HEX
time-after-time.

I have also seen my bombers/fighter-bombers attack same weak remnant of some
ground unit and completely ignoring all other enemy units in attacked HEX
time-after-time.

IMHO, there must be some bug creeping in code here.


#6
Level bomber accuracy vs. moving ships (non docked) from high altitude.

Many people reported that it still appears that level bombers show too high
accuracy vs. moving ships (non docked). Even at altitudes of 6000ft many times
fast moving ships (like CVs/BBs/CAs) and small fast moving ships (like DDs)
appear to be targeted and hit without much trouble.

I wonder if UV game engine takes into account the time the bombs travel
towards surface and the speed of targeted ship that moves to evade.

The 6000ft is almost 2000m (2km) and it takes a long time for bombs to travel
down to surface and, at the same time, the target is moving at high speed (30
knots).

The attacking aircraft are also targeting moving targets and I am not aware of
predicting bombsights for moving targets (all bombing sights from level
bombers are meant to calculate/predict impact on unmovable targets).

IMHO, the chance of high flying level bombers vs. moving ships (even slow APs
at 10 knots) should be minimal and one-in-a-million occurrences just like
history showed us.


#7
In current (and all previous versions) UV it is impossible to get info on
enemy ships that are docked in enemy port.

Whatever you do ("Naval Search" and/or "Recon") you can't get this info.

Nor your submarines in such port HEXes report to you on enemy shipping there.



Can someone from Matrix/2By3 please comment?


Leo "Apollo11"
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P: UV, WitP, WitP-AE
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Post by wie201 »

Apollo 11,

"#1 Loss of sync in PBEM (i.e. CombatReports and CombatReply differ fro two players)."

I think that the "esc" key problem that PBYPilot and I have discussed, although perhaps related, is not exactly the same as the sync problem. In the sync problem, the combat results still appear to be applied correctly. In the "esc" key problem I, as the IJN player, was able to create three different combat results, with very different conseqences. The combat results BOTH players saw was the same, just three different ones. So we MAY be talking about two bugs here, not one.
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Post by wie201 »

Double post
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Joel Billings
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Post by Joel Billings »

We are looking into a few problems now. Repeatable saves of bugs saved just before the bug and with us able to enter the execution phase and repeat the bug would help out. Combat saves and combat reports are of no use to us. I am taking note of your list and a few other items I've seen recently, but our patch is fairly limited. If I can I'll try to give you an idea of what's being worked on when I can. There is no ETA on the patch and it will need to go through a good beta test cycle so don't look for it anytime soon.

Joel
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Post by SoulBlazer »

Well, there's always hope for another patch then. :)

But we DO very much thank all of you for all for the hard work and patience you have shown.
The US Navy could probaly win a war without coffee, but would prefer not to try -- Samuel Morison
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Apollo11
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Thanks for info Joel!

Post by Apollo11 »

Originally posted by Joel Billings
We are looking into a few problems now. Repeatable saves of bugs saved just before the bug and with us able to enter the execution phase and repeat the bug would help out. Combat saves and combat reports are of no use to us. I am taking note of your list and a few other items I've seen recently, but our patch is fairly limited. If I can I'll try to give you an idea of what's being worked on when I can. There is no ETA on the patch and it will need to go through a good beta test cycle so don't look for it anytime soon.

Joel
Thanks for info Joel!

Please do give us the list of things being considered for patch when you can.

BTW, I will, nonetheless, keep my fingers crossed for this upcoming UV patch... :-)


Leo "Apollo11"
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P: UV, WitP, WitP-AE
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Post by XPav »

You know, Matrix would get more saves if they redid the save system system so it saved the last few turns in a seperate autosave directory, rather than the 1 save we have now.

<yes, I'm beating my pet dead horse>
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Post by Grotius »

#8 might be the friendly-fire bug, in which your own CAP rises to fight your own bombers. It's happened to my Allied opponent in one of my PBEM games (scenario 17) and to me when playing Allies vs. the AI. But this bug is apparently hard or impossible to reproduce, so perhaps there's no hope.

#9 would be a "feature": IJN ASW. I think cutting it by 50% was too drastic.
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Post by Joel Billings »

Originally posted by XPav
You know, Matrix would get more saves if they redid the save system system so it saved the last few turns in a seperate autosave directory, rather than the 1 save we have now.

<yes, I'm beating my pet dead horse>


My daughter's going to turn you in to the SPCA if you keep that up.

Joel
All understanding comes after the fact.
-- Soren Kierkegaard
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