Focus Pacific: Release

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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BillBrown
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RE: Focus Pacific: Release

Post by BillBrown »

It doesn't matter, a regular air unit acts the same way. why would I want to put reserve pilots into a training unit?

I tried to help you guys, but you don't see any problem. So be it. I will no longer try to inform you of problems.
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btd64
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RE: Focus Pacific: Release

Post by btd64 »

Bill, I still suggest to see what the beginning of the month shows. And I am trying to understand the problem. No need to get belligerent. Email me a save and i'll take a closer look....GP
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larryfulkerson
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RE: Focus Pacific: Release

Post by larryfulkerson »

ORIGINAL: BillBrown
It doesn't matter, a regular air unit acts the same way. why would I want to put reserve pilots into a training unit?

I tried to help you guys, but you don't see any problem. So be it. I will no longer try to inform you of problems.
May I suggest you could post on the main board and get Michael involved in this? I'll be he could be of service.
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BillBrown
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RE: Focus Pacific: Release

Post by BillBrown »

Unfortunately michaelm is not around the WitP:AE forum right now, he is "off doing other things."

And it is a scenario design( and/or settings ) issue, not a program issue. Given how many air units have been added, there are just too many pilots needed.
paradigmblue
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RE: Focus Pacific: Release

Post by paradigmblue »

ORIGINAL: BillBrown

Unfortunately michaelm is not around the WitP:AE forum right now, he is "off doing other things."

And it is a scenario design( and/or settings ) issue, not a program issue. Given how many air units have been added, there are just too many pilots needed.

Well hell.

I wonder if we can get an answer for the max number of pilots active in a scenario so we can work backwards from that number to find the total number of squadrons needed.

For now I would transfer out all of your pilots from Juan's Aircraft purchase system or disband those squadrons to free up slots.
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BillBrown
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RE: Focus Pacific: Release

Post by BillBrown »

In this thread, post #11. tm.asp?m=3185062&mpage=1&key=70k&#3185161

Size permanently set to 70k. That is the total for both players.
Cavalry Corp
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RE: Focus Pacific: Release

Post by Cavalry Corp »

May I ask if there is any AAR running for any of the mods in the series.
How is than land war as my proposed opponent seems to think Japan is too strong?? But then the Russians are active are they not?
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btd64
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RE: Focus Pacific: Release

Post by btd64 »

I believe there is an AAR running, you will Have to look. A strong Japan is fine as the Allies will start stronger to and get stronger. As far as the Soviets go, one scenario, 72 I think, has the soviets non active....GP
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sanderz
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RE: Focus Pacific: Release

Post by sanderz »

ORIGINAL: cavalry

May I ask if there is any AAR running for any of the mods in the series.
How is than land war as my proposed opponent seems to think Japan is too strong?? But then the Russians are active are they not?

there is also a vid series just starting

https://www.youtube.com/watch?v=dlc2g9apoMk
Joglinks1
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Pilot slots

Post by Joglinks1 »

I am Bill Browns opponent and have the same issue. No more pilot slots. there are indeed only 70k pilot slots in the DB.
I am on 24 k pilots plus 11k coming online in delayed groups
with bills 47 k and 37k delayed pilot needs we are way above the 70k.
We will mange somehow so each of us will have 35k available slots but the scenarios air power needs to be looked at. Later int he game it will be frustrating for players to be able to add planes but not pilots.


Cheers
Joerg
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BillBrown
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RE: Pilot slots

Post by BillBrown »

I released a large number of RESERVE pilots and I was able to add in my 81 available Soviet pilots and Joglinks1 was able to add a large number of pilots into his units.\
So I will say again, it is not that I am low on Soviet pilots, just not enough total pilot slots for the number and size of air units in this mod.
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RE: Pilot slots

Post by paradigmblue »

ORIGINAL: Joglinks1

I am Bill Browns opponent and have the same issue. No more pilot slots. there are indeed only 70k pilot slots in the DB.
I am on 24 k pilots plus 11k coming online in delayed groups
with bills 47 k and 37k delayed pilot needs we are way above the 70k.
We will mange somehow so each of us will have 35k available slots but the scenarios air power needs to be looked at. Later int he game it will be frustrating for players to be able to add planes but not pilots.


Cheers
Joerg


I think what I will have to do is:

*Remove Juan's aircraft purchase system. It adds thousands of unnecessary pilots to the game.
*Remove the additional training squadrons that the US gets in 1943. The 1942 squadrons are enough.
*Remove the Lend-Lease aircraft squadrons. They were put in for flavor and a new mechanic, but collectively they can take up over 1,000 pilots.
*Reduce the number of French reinforcement squadrons. The numbers are over-the-top for French fighter squadrons.

For now, I would have the allied player disband all of the aircraft purchase squadrons. It will add a lot of planes to the pool, but it will also free up a significant amount of pilot slots for both players. Most of the planes will be old airframes anyway.

I apologize for the issue - I had tested into 1943 and 44, but against the AI instead of a vigorous opponent.
paradigmblue
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RE: Pilot slots

Post by paradigmblue »

ORIGINAL: BillBrown

I released a large number of RESERVE pilots and I was able to add in my 81 available Soviet pilots and Joglinks1 was able to add a large number of pilots into his units.\
So I will say again, it is not that I am low on Soviet pilots, just not enough total pilot slots for the number and size of air units in this mod.

Have you tried moving all of the aircraft purchase system pilots to reserve and then releasing them to free up the slots? That should be hundreds of pilots unless you've been aggressive in buying out those aircraft.
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BillBrown
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RE: Pilot slots

Post by BillBrown »

Of course I did. But we are short many thousands of pilots, a few hundred does not help the overall problem.
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Revthought
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RE: Pilot slots

Post by Revthought »

Why is the amount permanently set to 70k? This actually seems like a pretty straight forward change to the database calls.
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BillBrown
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RE: Pilot slots

Post by BillBrown »

ORIGINAL: Revthought

Why is the amount permanently set to 70k? This actually seems like a pretty straight forward change to the database calls.

It started at 30k in the initial release. michaelm increased to to 50k and then 70k when players had problems like this.
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BillBrown
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RE: Pilot slots

Post by BillBrown »

Paradigmblue, I would also suggest that the settings you recommend to not include having No unit withdrawals set to ON. Tracker tells me which units should have been disbanded and I will probably disband some or all of them as we go along.

Although, you probably should set most of the Soviet LCUs to not withdraw since the Soviets are active in scenario 71.
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PaxMondo
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RE: Pilot slots

Post by PaxMondo »

ORIGINAL: Revthought

Why is the amount permanently set to 70k? This actually seems like a pretty straight forward change to the database calls.
You have to remember how old this code is ... it already has enough memory leaks ... michael and others were very concerned with moves that were done, but they were necessary as games were getting stuck pretty regularly.
Pax
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Revthought
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RE: Pilot slots

Post by Revthought »

ORIGINAL: PaxMondo

ORIGINAL: Revthought

Why is the amount permanently set to 70k? This actually seems like a pretty straight forward change to the database calls.
You have to remember how old this code is ... it already has enough memory leaks ... michael and others were very concerned with moves that were done, but they were necessary as games were getting stuck pretty regularly.

So it isn't necessarily "permanently" set to 70k, but there is concern that adding significantly to this number may cause memory allocation issues? I realize this may be beyond the ability given to modders; however, if this were a piece of software I was managing this is what I'd tell my team:

I get the age of the code and potential limitations, but keep in mind as long as there aren't broader OS or Direct X compatibility issues, computers are significantly better than they were when this launched. Given this make the changes, and we will test this see if your concern is warranted, unless making the change isn't worth the investment of time. And in this case, it's should be a pretty simple change.
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PaxMondo
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RE: Pilot slots

Post by PaxMondo »

Nope, this is not hardware related, it is all software. we're talking about 20 year old compilers for NT memory. So yes, OS is a factor in terms of how memory is organized and addressed. Remember, this is compiled for a single CPU ... can't use multiple CPU's. It's prolly C, not even C++. Doesn't have all the new functions and headers and calls that you could get now. So, this thing runs in a compatibility mode that we have to keep hoping Microsoft in their infinite wisdom continues to support. [X(]

Pretty sure that by the time my life frees up enough to play a PBEM, I'll be using a "Win-Box" program to emulate windows and allow this thing to run. [:D]

Pax
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