Mod keeps crashing

Moderator: Hubert Cater

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Nginear
Posts: 224
Joined: Sun Sep 04, 2022 5:29 pm
Location: 'MERICA

Mod keeps crashing

Post by Nginear »

Hey Devs....I know I'm pushing the limits on scale and movement with my Guadalcanal scenario (2.7 mile hexes), but it keeps freezing/crashing.

The problem is air power. Currently, I'm working with a bomber with a 150 strike range, but every time I launch it, it freezes and I have to close the program. There are no escorts, interceptors, or even attacking a unit, this is just simple testing and it is crashing. I just bought a brand new PC with a i7-13700T cpu, so I'm pretty sure computing power is not the problem.

Interestingly, I can put a ship with 150 AP and, while slightly sluggish, it moves just fine. I can even 2X cruise without any crashing.

Any ideas?
Here is a link to my scenario if it helps:
https://drive.google.com/drive/folders/ ... drive_link
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archmache
Posts: 393
Joined: Sat Oct 02, 2021 5:48 pm

Re: Mod keeps crashing

Post by archmache »

It's probably a memory limit.

When you select a plane it will select all available targets for it to bomb probably so it most likely crashes.

There's nothing complicated about this game but I bet there's some hard coded stuff.
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Hubert Cater
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Joined: Mon Jul 22, 2013 11:42 am
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Re: Mod keeps crashing

Post by Hubert Cater »

It is probably not crashing, but it will take time to calculate through all the possibilities with such a high range, and come across like it is freezing.

I'd say to let it run through and see how long it takes before it finalizes, as it should at some point.

But that being said, 150 range is quite high and will unfortunately just take some time to process through, e.g. for each possible target it will calculate all enemy air in range, and then run through all the iterations of possible intercept and escort attacks to find the best possible case.

So 150 range, multiplied by the same range for all the other aircraft on the map, multiplied by all the possible targets and so on.

This is why we generally try and cap it at around 25 hex range for the most part.
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