I wrote similar list for v1.30, v1.40, v2.20 and now here is my v2.30 list (in
it's 2nd incarnation).
BTW, since UV is on hold until WitP is finished perhaps this can help WitP
development...
#1
Loss of sync in PBEM that sometimes happens (i.e. "Combat Replay" and "Combat
Report" textual file differ).
This bug is _NOT_ because the seed random numbers differ on two opponents'
computers - it can be reproduced on _SINGLE_ computer as well (for
Japanese player only)!!!
Explanation:
I am playing PBEM as Japanese.
I got my opponents move and loaded it into UV. I watched the combat resolution
and then plotted my move. I saved my finished "Move" file, "Combat Replay"
file and "Combat Report" file and send it to my opponent.
After I did this I wanted to watch the "Combat Replay" once again because
there were huge battles and I wanted to write down on paper what exact enemy
ships I encountered and damaged.
To my great surprise the "Combat Replay" was different (different damages to
ships in both naval surface and air-to-sea battles - also some new battles
that previously didn't happen occurred this time).
The "Combat Report" textual file was, understandably, different as well.
I have that "Combat Replay" file saved and can send it for evaluation if
needed.
On my PC when I watch this "Combat replay" several times I always and
consistently get different outcomes!
#2
"Naval Search" deadly sight->identify->attack routine is unstoppable.
Explanation:
In my PBEMs (and my single player H2H tests) I almost never intercepted the
dreaded "Naval Search" attack routine (i.e. where single aircraft would do the
sight->identify->attack).
I tried LRCAP but to no avail (I varied the altitudes as well and in my single
player H2H tests I even had the altitudes 100% matched)...
The aircraft with experienced crews (and Hudson's are extremely known to be
that way after some time - and they have the range as well) will attack with
100% impunity using "Naval Search" attack routine.
Please note that I had cases where my MSW was 1 HEX from Rabaul and fully
rested, high morale 27 plane elite Zero squadron was doing LRCAP over it
(again please note that this is just 1 HEX from their base) but still the
single Hudson come and sink my valuable MSW.
There is no way of stopping them...
Also please note that in UV v2.30 we now finally have historic level bomber
accuracy vs. moving ships (i.e. that level bombing is inaccurate against
moving ships - just as it should be) but this does not apply to Naval Search"
attack routine (i.e. where single aircraft would do the dreaded routine of
sight->identify->attack) - they would never miss.
IMHO, clearly a big bug.
#3
There is serious bug with ground combat when loosing side unit(s) "teleport"
to adjacent HEX.
Explanation:
In certain cases when ground combat occurs the loosing side is sometimes
miraculously "teleported" to adjacent HEX (i.e. in instant they travel 30
miles).
This is 100% unrealistic since, when traveling normally, this same distance
would take several days.
IMHO this is clearly a bug that happens to both sides (Japanese and Allied)
and seriously hampers ground combat in UV because you sometimes can't catch
fleeing enemy units.
I strongly believe that loosing side in ground combat should never leave the
HEX where combat is taking place. The battling unit(s) should always stay in
HEX where combat occurred...
#4
There is serious issue/bug with protecting bombers in your invaded HEX (base).
Explanation:
There is no way to have air support for your bombarding aircraft that come
to bombard the enemy from other HEX into your invaded HEX.
The fighters in invaded HEX would never ever escort your incoming bombers no
matter what you do:
Sweep
LRCAP
Escort and CAP > 0%
Escort and CAP = 0%
As example the biggest problem for allies is Port Moresby invasion.
If you have fighters in Port Moresby and bombers in Australia
there is no way you can protect your incoming bombers that
attempt to bomb enemy ships/troops.
#5
Number of spotted enemy ships in enemy TF is never more than 10.
Explanation:
The maximum number of spotted enemy ships in enemy TF IS never larger than 10?
Since our TFs size can be up to 25 ships this is severe problem IMHO (i.e.
first 10 ships often "mask" the other possible 15 ships in TF - for example
the fact that you saw 10 DDs doesn't mean that there is no 15 AKs as well).
#6
Cheat/exploit with "Fast transport".
Explanation:
You can instantly load whole cargo onto "Fast Transport" TF if you
continuously press "Load" and "Unload".
Also the "Fast Transport" TFs can loose "OPS" for refueling this way (i.e. you
refuel them without any "OPS" time penalty).
Please note that this works for both sides in game.
IMHO, this is very serious bug.
#7
Unit dissapearing in transport when main part of unit (the one holding name)
is lost in action during tranport.
Explanation:
I am fairly sure this bug occurs when 90% or 99% of the unit is already
transported (by sea or air), and the last C-47 or AP/AK, carrying the
remaining 1% or 10% of the unit is sunk/killed - then all of a sudden whole
unit "disappears", because this last part carried the original name of the
unit (example: 25th Bde), without "/"s.
#8
Graphic bug with "Aircraft on Airfield" icon at friendly base.
Explanation:
While transferring my air squadrons around I noticed one rather interesting
thing:
If you transfer squadron which has some damaged aircraft in it the remnant of
the squadron stays at originating base (because damaged planes can't
transfer).
Sometimes this remnant is the only air unit at your base.
The strange thing is that in some cases this unit remnant at base makes UV to
show "Aircraft on Airfield" icon and sometimes it is not.
I have no idea why this icon sometimes shows and sometimes it is not showing.
Please note that this is very old bug that, possibly, originates from UV v1.0
long time ago.
#9
Minor cosmetic bug in "Air to Naval" combat animation screen.
Explanation:
When you look at "Air to Naval" combat animation screen there is icon
(picture) of aircraft attacking ship together with text representing number
and type.
The problem is that text is vertically to close to icon (picture).
The nose of aircraft icon (picture) is obscuring the number in text below.
I hope this is easy cosmetic bug to fix.
#10
There is (cosmetic?) bug with level bombers (like B-17's, B-25's) at 100 ft
doing skip bombing.
Explanation:
In "Air to Naval" combat animation screen level bombers (like B-17's, B-25's)
are showing firing from nose guns and I saw hits of machine guns against
ships.
Also, instead of text in combat animation saying "Skip bombing" the text said
just "strafing".
IMHO this is (cosmetic?) bug and should be easily fixed. The level bombers
(like B-17's, B-25's) and other non fighter-bomber aircraft should just do
the "Skip Bombing" when set to 100 ft "Naval Attack" and not do the gun
strafing.
Only fighter-bomber aircraft should do strafing against ships.
Can Matrix/2By please comment on this (I know that you guys are now
concentrated on WitP but UV would be great way to test and fix those bugs for
WitP)?
Keep up fantastic work and thanks in advance!!!
Leo "Apollo11"

