Couple bugs in PBEM

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Jagger2002
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Couple bugs in PBEM

Post by Jagger2002 »

Ok, have a PBEM going of EEET. We are using 2.09. Two things I have noticed which I believe 2.09 was suppose to fix.

There appears to still be a problem with waypoint timing. If I plot a move and don't alter any of the waypoint timing, reported waypoint times are correct. However if I make a change to waypoint timing after the first executed turn, I am getting waypoint timing errors at least some of the time. It appears the reported arrival time is later than the actual arrival time. I had a helicopter unit that gave a reported arrival time one minute prior to the start of my next order phase. However when the turn was executed, it actually arrived much earlier and was exposed to fire much longer than intended.

Second, I have had two sets of reinforcements arrive. When I plotted their moves, the standard command delay was in place. So basically, they will sit there for approximately 30 minutes before executing their first movement. In the meantime, an AA unit with radar is attracting artillery fire on one of my stationary columns. I am taking losses while waiting for my reinforcements to receive and act on orders. The delay is bad enough but the losses make it even worse.
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ivanov
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RE: Couple bugs in PBEM

Post by ivanov »

I second the above. The waypoint timing bug is still here but no as severe as before. Or maybe I've just started to issue less complex orders? Also I confirm that the order delay affects the newly arrived reinforcements.
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CapnDarwin
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RE: Couple bugs in PBEM

Post by CapnDarwin »

Passed on to Rob.
OTS is looking forward to Southern Storm getting released!

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Lowlaner2012
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RE: Couple bugs in PBEM

Post by Lowlaner2012 »

Any update on the timeline bug?

Thanks :)
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cbelva
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RE: Couple bugs in PBEM

Post by cbelva »

A few thoughts on the timing bug. First, I am not Rob and don't have access to his code or even know how to read it if I did. Only he can tell us if it is a bug or not once he has had a time to look into it. Second, the times in the waypoint editor should be viewed as an estimation at best. In real life the commander and his staff can never be 100% confident that that their subordinate units will meet their timetable. There are just too many variables and problems that can affect timing. Expecting to hit those times in the waypoint editor is very unrealistic. I have always looked at them as an estimation. There are variables in the game that can affect these times during its turn execution. And in real life when you start making changes in mid stream to a units movement, you really mess up timing, and I suspect in the game the same things can happen.
 
Again, I don't know if this is a bug or if it is working as intended and our expectations are what is wrong. I know that we want to execute well timed moves between our subunits. Unfortunately, that is not very realistic especially during this period.
 
One thing I have asked for but I doubt that I will get in the game is variable terminal points to movement. In other words, units don't always end up in the hex we ordered them to move to. Their movement path would tend to drift. How many times did I witness units moving to the wrong location? More than I would like to admit. 
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ivanov
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RE: Couple bugs in PBEM

Post by ivanov »

ORIGINAL: cbelva
Second, the times in the waypoint editor should be viewed as an estimation at best.

Have we not gone through this discussion already? Prior to 2.09 this issue was intentified as a bug and was supposed to get fixed on the patch. Check my posts here:

tm.asp?m=3804997&mpage=2&key=


In my opinion we're again talking about a bug, because the "next action at" time is shown later than the estimated arrival to the first waypoint.
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CapnDarwin
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RE: Couple bugs in PBEM

Post by CapnDarwin »

Rob will check it out again. That whole code is very complex and the addition of dealing with group orders agrivates the situation.
OTS is looking forward to Southern Storm getting released!

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Jagger2002
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RE: Couple bugs in PBEM

Post by Jagger2002 »

And in the same PBEM, I just had one, perhaps two, units go past their start movement times without moving. These units were behind the lines second wave units following up the initial attack force to take out bypassed enemy units. And they are not moving.

I also had two tank platoons that were timed to move into an attack position, fire for 10 minutes and then move onto the objective. Instead they stayed in position for 23 minutes. That extra 13 minutes allowed them to get hit by artillery and lose 8 tanks.

I thought units not moving at their start times disappeared with 2.09 because I wasn't seeing it vs the AI. But I am seeing it now in PBEM.

It is a shame on the waypoint timing because I am not sure why I am making the effort to put in specific waypoint delays if it really doesn't mean anything. And second wave units not moving at start time is really bad. I know prior to 2.09, some of those units may never move.
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ivanov
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RE: Couple bugs in PBEM

Post by ivanov »

It's a PBEM we play against each other. In case mentioned above, I don't think we can talk about a bug. The tank units were exchanging fire with my units and one unit got hit by the mortar fire, so I think this could affect the order timing. As to the follow up units that didn't move, I don't know how the movement was plotted, but maybe the waypoints got modified after the initial orders and that caused the delay issue discussed already prior to 2.09.
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Jagger2002
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RE: Couple bugs in PBEM

Post by Jagger2002 »

Yes, Katukov is correct. I didn't realize combat was adding delays. It actually makes sense.

However it is now confirmed that my two second wave platoons are not moving. On this turn, the first waypoint arrival time for each unit was reset to the start time of the new turn and neither moved. I am going to replot them. Also I am pretty sure that the original plots for both units were never changed. I think we can rule that out as a cause for the units not moving.
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