Page 59 of 87

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Wed Nov 23, 2011 9:35 pm
by Alfred
ORIGINAL: jcjordan

Michael looks like the max pilot error I had previously is back or wasn't fully fixed. Also the month end seems to have some part in the problem as I was running fine under the betas since 1108q9c seemed to fix it & was running r3 for a couple of days & I could get pilots but now I can't & the max pilot now seems to be closer to a/c unit size than the 20% overage I had problems w/ before. I've attached my 4/30/45 & 5/1/45 turns. Take a look at 58thFG/201stFS at PM on 4/30 you can get a pilot but not on 5/1. Also look at VMF213 & VMF216 that come in on 5/1, you can only add 1 pilot to these units whereas you should be able to add pilots to get to 24. My pilot status in loading each turn in Tracker has the following

4/30 5/1
Total 33094 33117
Active 27615 27646
WIA 24 21
MIA 26 26
KIA 107 100
Inactive 4303 4305
Delayed 1019 1019

4/30 turn

The pilot array was increased to 70k agregated for both sides. How many pilots are on the other side?

Alfred

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Wed Nov 23, 2011 11:18 pm
by jcjordan
ORIGINAL: Alfred

ORIGINAL: jcjordan

Michael looks like the max pilot error I had previously is back or wasn't fully fixed. Also the month end seems to have some part in the problem as I was running fine under the betas since 1108q9c seemed to fix it & was running r3 for a couple of days & I could get pilots but now I can't & the max pilot now seems to be closer to a/c unit size than the 20% overage I had problems w/ before. I've attached my 4/30/45 & 5/1/45 turns. Take a look at 58thFG/201stFS at PM on 4/30 you can get a pilot but not on 5/1. Also look at VMF213 & VMF216 that come in on 5/1, you can only add 1 pilot to these units whereas you should be able to add pilots to get to 24. My pilot status in loading each turn in Tracker has the following

4/30 5/1
Total 33094 33117
Active 27615 27646
WIA 24 21
MIA 26 26
KIA 107 100
Inactive 4303 4305
Delayed 1019 1019

4/30 turn

The pilot array was increased to 70k agregated for both sides. How many pilots are on the other side?

Alfred

Never mind for some reason my game had some kind of lockup for that turn. When I load the 5/1 turn now, I can get pilots as normal after I quit the game & come back in. Still scratch my head over what happened though [&:]

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Thu Nov 24, 2011 2:50 am
by witpqs
ORIGINAL: kaleun
The Beta is fully available to you. If you and/or your opponent decides not to use the Beta that is your decision, not Michael's.

I meant make it official.[8|]

Of course you did. In all likelihood the next official patch will be the last. The Beta does not "need" to be made official now for you to use it. You and/your opponent just don't want to use it as a Beta.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Fri Nov 25, 2011 4:07 am
by jcjordan
Well I take what I said back, the pilot problem is back for me & it seems like you can only get a 10% overage of pilots vs what should be 33% or the 20% I had at the end of the Mar/Apr turns. Everything was normal for the 5/1 & 5/2 turns but for some reason it hit going into the 5/3 turn. Attached is the 5/2 turn. If you look at any of the large units like any of the A20 groups you can see that on 5/2 you have 32 pilots & if you send pilots out of the unit you can draw pilots back to 32 but on 5/3 just about all units have sent 3 pilots to inactive & you can activate them but if you release pilots to get to 24 you can only add a couple of pilots now. I even looked at the IJ AI side of things & the same problem exists for them as well.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Fri Nov 25, 2011 4:11 am
by jcjordan
5/3 turn for pilot problem. I even tried rebooting my pc which seemed to fix the problem I had w/ the 4/30-5/1 pilot problem I reported above but it didn't work.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Fri Nov 25, 2011 7:01 am
by michaelm75au
ORIGINAL: jcjordan

Well I take what I said back, the pilot problem is back for me & it seems like you can only get a 10% overage of pilots vs what should be 33% or the 20% I had at the end of the Mar/Apr turns. Everything was normal for the 5/1 & 5/2 turns but for some reason it hit going into the 5/3 turn. Attached is the 5/2 turn. If you look at any of the large units like any of the A20 groups you can see that on 5/2 you have 32 pilots & if you send pilots out of the unit you can draw pilots back to 32 but on 5/3 just about all units have sent 3 pilots to inactive & you can activate them but if you release pilots to get to 24 you can only add a couple of pilots now. I even looked at the IJ AI side of things & the same problem exists for them as well.

As the free pilot space shrinks, the over-fill goes from 33.33% to 20% to 10%.
It will restore the 33.33%, once the free space goes back to 1500 slots (as of r1).
There can be a switching back and forth as the space drifts between the limits.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Fri Nov 25, 2011 1:42 pm
by dorjun driver
Hey!  Us folk in the southern 48 are trying to stuff ourselves silly. Why don't you wander off and make yourself useful?[:-]

(Some of us are on a -24 hour clock, too)

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Fri Nov 25, 2011 3:01 pm
by witpqs
ORIGINAL: dorjun driver

Hey!  Us folk in the southern 48 are trying to stuff ourselves silly. Why don't you wander off and make yourself useful?[:-]

(Some of us are on a -24 hour clock, too)

What? [&:]

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Fri Nov 25, 2011 3:12 pm
by bk19@mweb.co.za
ORIGINAL: dorjun driver

Hey!  Us folk in the southern 48 are trying to stuff ourselves silly. Why don't you wander off and make yourself useful?[:-]

(Some of us are on a -24 hour clock, too)

What does this mean?

Are you a day behind everybody else or have you stuffed your selves so silly you have lost track of time?

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Fri Nov 25, 2011 7:52 pm
by m10bob
ANOTHER izzitpossible motivated by another thread..

Is is possible to make a change so if a air task force encounters an enemy surface force, (of obviously weaker ships like merchies, etc.), some of the friendly surface ships might temporarily break off to sink those enemy ships, (like the Hornet escorts did when they encountered the fishing ships off Japan when on the Doolittle raid?

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Fri Nov 25, 2011 10:50 pm
by jcjordan
ORIGINAL: michaelm
ORIGINAL: jcjordan

Well I take what I said back, the pilot problem is back for me & it seems like you can only get a 10% overage of pilots vs what should be 33% or the 20% I had at the end of the Mar/Apr turns. Everything was normal for the 5/1 & 5/2 turns but for some reason it hit going into the 5/3 turn. Attached is the 5/2 turn. If you look at any of the large units like any of the A20 groups you can see that on 5/2 you have 32 pilots & if you send pilots out of the unit you can draw pilots back to 32 but on 5/3 just about all units have sent 3 pilots to inactive & you can activate them but if you release pilots to get to 24 you can only add a couple of pilots now. I even looked at the IJ AI side of things & the same problem exists for them as well.

As the free pilot space shrinks, the over-fill goes from 33.33% to 20% to 10%.
It will restore the 33.33%, once the free space goes back to 1500 slots (as of r1).
There can be a switching back and forth as the space drifts between the limits.

Ok, where would I see the 1500 pilots so as to know when I'm close to hitting it for future reference? I loaded both sides into Tracker for each day & IJ side has 11764/12340 total for those days & Allied has 33102/33056 for a total of 44866/45396 pilots in use for those days. Thanks for the help!

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Fri Nov 25, 2011 11:31 pm
by michaelm75au
ORIGINAL: Alfred

ORIGINAL: jcjordan

Michael looks like the max pilot error I had previously is back or wasn't fully fixed. Also the month end seems to have some part in the problem as I was running fine under the betas since 1108q9c seemed to fix it & was running r3 for a couple of days & I could get pilots but now I can't & the max pilot now seems to be closer to a/c unit size than the 20% overage I had problems w/ before. I've attached my 4/30/45 & 5/1/45 turns. Take a look at 58thFG/201stFS at PM on 4/30 you can get a pilot but not on 5/1. Also look at VMF213 & VMF216 that come in on 5/1, you can only add 1 pilot to these units whereas you should be able to add pilots to get to 24. My pilot status in loading each turn in Tracker has the following

4/30 5/1
Total 33094 33117
Active 27615 27646
WIA 24 21
MIA 26 26
KIA 107 100
Inactive 4303 4305
Delayed 1019 1019

4/30 turn

The pilot array was increased to 70k agregated for both sides. How many pilots are on the other side?

Alfred
Only the MP version of the EXE has the increased pilot size (MP = more pilots). The normal EXE has the standard size (50k).

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Fri Nov 25, 2011 11:55 pm
by michaelm75au
ORIGINAL: jcjordan

ORIGINAL: michaelm
ORIGINAL: jcjordan

Well I take what I said back, the pilot problem is back for me & it seems like you can only get a 10% overage of pilots vs what should be 33% or the 20% I had at the end of the Mar/Apr turns. Everything was normal for the 5/1 & 5/2 turns but for some reason it hit going into the 5/3 turn. Attached is the 5/2 turn. If you look at any of the large units like any of the A20 groups you can see that on 5/2 you have 32 pilots & if you send pilots out of the unit you can draw pilots back to 32 but on 5/3 just about all units have sent 3 pilots to inactive & you can activate them but if you release pilots to get to 24 you can only add a couple of pilots now. I even looked at the IJ AI side of things & the same problem exists for them as well.

As the free pilot space shrinks, the over-fill goes from 33.33% to 20% to 10%.
It will restore the 33.33%, once the free space goes back to 1500 slots (as of r1).
There can be a switching back and forth as the space drifts between the limits.

Ok, where would I see the 1500 pilots so as to know when I'm close to hitting it for future reference? I loaded both sides into Tracker for each day & IJ side has 11764/12340 total for those days & Allied has 33102/33056 for a total of 44866/45396 pilots in use for those days. Thanks for the help!
The number of total spare pilots is 6556 on 30/4 and 5358 on 1/5. So the overfill is still at 33.33%.
The changing overfill is not shown, but a comment is added to the Events log when some pilots are freed up.
"Freed %a pilots at level %d". The value of %d controls the overfill - >7 = 10%, 6,7 = 20%, <6 = 33.33%

I also tend to see these low pilot situations happen on the 1st of month. Presumely because new groups tend to arrive then and have a drain on free pilot numbers as the groups get populated.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Sat Nov 26, 2011 12:05 am
by michaelm75au
ORIGINAL: jcjordan
ORIGINAL: Alfred

ORIGINAL: jcjordan

Michael looks like the max pilot error I had previously is back or wasn't fully fixed. Also the month end seems to have some part in the problem as I was running fine under the betas since 1108q9c seemed to fix it & was running r3 for a couple of days & I could get pilots but now I can't & the max pilot now seems to be closer to a/c unit size than the 20% overage I had problems w/ before. I've attached my 4/30/45 & 5/1/45 turns. Take a look at 58thFG/201stFS at PM on 4/30 you can get a pilot but not on 5/1. Also look at VMF213 & VMF216 that come in on 5/1, you can only add 1 pilot to these units whereas you should be able to add pilots to get to 24. My pilot status in loading each turn in Tracker has the following

4/30 5/1
Total 33094 33117
Active 27615 27646
WIA 24 21
MIA 26 26
KIA 107 100
Inactive 4303 4305
Delayed 1019 1019

4/30 turn

The pilot array was increased to 70k agregated for both sides. How many pilots are on the other side?

Alfred

Never mind for some reason my game had some kind of lockup for that turn. When I load the 5/1 turn now, I can get pilots as normal after I quit the game & come back in. Still scratch my head over what happened though [&:]
What is properly happening here is that when a game is loaded, the free pilot list is checked and if needed old pilots pruned.
The normal pruning only happens in-game when no immediate free pilots are available (this could take a few turns before this happens).
Thus the number of free pilots is higher when the turn is loaded but lower until the in-game pruning takes affect.

As this is against the AI, you might want to change over to the MP version which will give you an extra 20K of pilots.
Note that once you changeover, the save can't be loaded in to the startard EXE.
---> I am not sure if the MP version will be in the next official patch, but I will provide one based on the final released version.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Sat Nov 26, 2011 1:18 am
by LowCommand

I've got a repeatable crash to desktop, this Beta Build 1108p3. It may be some kind of "too many AC" problem, as I just upgraded Kochi to a level 9 airbase and move most of the AC in the ETO to it. Scenario 21 Downfall against Jap AI, Win 7 64 bit.

This was going to be one of my last turns as I've pretty well reduced Japan.

Thank You for all the work you've put into this and the joy it's given us.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Sat Nov 26, 2011 1:35 am
by michaelm75au
ORIGINAL: LowCommand


I've got a repeatable crash to desktop, this Beta Build 1108p3. It may be some kind of "too many AC" problem, as I just upgraded Kochi to a level 9 airbase and move most of the AC in the ETO to it. Scenario 21 Downfall against Jap AI, Win 7 64 bit.

This was going to be one of my last turns as I've pretty well reduced Japan.

Thank You for all the work you've put into this and the joy it's given us.
What was the last thing (roughly) it showed before CTD? Need to narrow my search.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Sat Nov 26, 2011 1:50 am
by LowCommand

It crashes in the AM air attacks. I'll re-run it and give you something better.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Sat Nov 26, 2011 2:07 am
by LowCommand

OK, after the usual morning recon runs there about 19 raids. Then it starts doing recon again, maybe 6 or so, then it crashes.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Sat Nov 26, 2011 2:23 am
by michaelm75au
Ok.
Looks like it happens when it tries to re-draw the map after the AM missions.
I'll try to narrow down.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Sat Nov 26, 2011 2:49 am
by jcjordan
ORIGINAL: michaelm

ORIGINAL: jcjordan
ORIGINAL: Alfred




The pilot array was increased to 70k agregated for both sides. How many pilots are on the other side?

Alfred

Never mind for some reason my game had some kind of lockup for that turn. When I load the 5/1 turn now, I can get pilots as normal after I quit the game & come back in. Still scratch my head over what happened though [&:]
What is properly happening here is that when a game is loaded, the free pilot list is checked and if needed old pilots pruned.
The normal pruning only happens in-game when no immediate free pilots are available (this could take a few turns before this happens).
Thus the number of free pilots is higher when the turn is loaded but lower until the in-game pruning takes affect.

As this is against the AI, you might want to change over to the MP version which will give you an extra 20K of pilots.
Note that once you changeover, the save can't be loaded in to the startard EXE.
---> I am not sure if the MP version will be in the next official patch, but I will provide one based on the final released version.

Ok thanks for the tip on the events log, I never saw the msgs during the turn but see them on the daily logs now so I didn't know about that (learn something new). So on the exe I can go load my savegame into the MP but once done I can't go back - no problem if that fixes it?