Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)

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m10bob
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RE: Patch 06 - Public Beta - Build 1108r5 updated 4 December (2nd part)

Post by m10bob »

ORIGINAL: Don Bowen
ORIGINAL: Sardaukar

ORIGINAL: m10bob

Hello Michael..Here is a request.........When time to make unit withdrawals, we can go to the list of aircraft units, and by clicking on the unit, the withdraw/disband unit is displayed,(within the scheduled list of units to withdraw, inside the "Intel" button).....

Is it possible to do likewise with the SHIP withdrawal units?.......At present, to withdraw a ship, one must write down the ships one needs to withdraw, leave the "Intel" button, and manually track all those ships down indiviually..

Just seems the "man in charge" might be able to disband them by radio/teletype as quick as withdrawing/disbanding those planes??

I second this! Would save bit of trouble. Not essential, but "nice to have".

Look at bottom middle of ships list (hot key 's')


Yes, but my request is specific to the "Scheduled Withdrawal" List..I am asking if there might be a way to allow withdrawing those ships while I am there, within the withdrawal list. Otherwise, I need to go to the "Ship Withdrawal list", write down what needs to go, then locate the ships, then back out of that list to go to the ships list, etc.

Don...You know I feel you are the font of all Known Wisdom....the Master of Space and Time........and I sure approach you with a true hung dog look, but I still feel my request is worthy of some considerations?

Then again....maybe the Wizards of Wargaming have less talent than I believe?..(Say it ain't so, Joe)!!!![;)]
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Don Bowen
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RE: Patch 06 - Public Beta - Build 1108r5 updated 4 December (2nd part)

Post by Don Bowen »


Sorry, did not make myself clear.

Use Hot Key "s" to bring up the ship list.
In the bottom middle, select "Ships withdrawing within 90 days".
List now shows ships due withdrawal.
Select ship(s) from the list.
Withdraw them.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by michaelm75au »

ORIGINAL: sandmann

we started a taskforce with 7 cv 5 cvl 6 bb an 10 crusiers. also 20 dd an 5 ao The ao´s had 50 k fuel loaded after only 46 hex the fuel on that ao is nearly empty now several ships are on 20 % fuel Thats damm much fuel for such a short distance is there an error ? or should it be that way. the ships all where on full fuel when we started that tf: the speed was mission speed
What version are you using? [Edit: looks like 1108q?? so is a beta]
Nothing has been changed in regard to fuel expenditure in the last round of betas as far as I can recall.
Michael
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JeffroK
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by JeffroK »

Would the AO themselves be drawing fuel?
From memory there are many short legged AO in the mix (I know the Dutch have some)
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m10bob
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RE: Patch 06 - Public Beta - Build 1108r5 updated 4 December (2nd part)

Post by m10bob »

ORIGINAL: Don Bowen


Sorry, did not make myself clear.

Use Hot Key "s" to bring up the ship list.
In the bottom middle, select "Ships withdrawing within 90 days".
List now shows ships due withdrawal.
Select ship(s) from the list.
Withdraw them.
DON!!!![&o]....Thank you for speaking slower!!!!...Indeed, I WAS born a blonde!!!!..I never knew about this!!!!!!Gadzooks, a whole new game for Christmas!!...Thank you!!!
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JuanG
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by JuanG »

This isnt strictly related to the beta, but I thought I would ask anyway on the off chance that it is possible...

Would it be possible to extend the length of the name field for devices? Its currently limited to 19 characters in the editor, however I think 20 might be possible by setting it in the CSV files. Would it be possible to increase this at all? Even a few more characters would go a long way, although something like 25 would be incredible. There seems to be enough space in the ingame interface.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by michaelm75au »

How many ships are in that TF? I think it seems to be 60+!!!
An Air Combat TF should be limited to 25 ships.

Michael
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Sardaukar
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RE: Patch 06 - Public Beta - Build 1108r5 updated 4 December (2nd part)

Post by Sardaukar »

ORIGINAL: Don Bowen
ORIGINAL: Sardaukar

ORIGINAL: m10bob

Hello Michael..Here is a request.........When time to make unit withdrawals, we can go to the list of aircraft units, and by clicking on the unit, the withdraw/disband unit is displayed,(within the scheduled list of units to withdraw, inside the "Intel" button).....

Is it possible to do likewise with the SHIP withdrawal units?.......At present, to withdraw a ship, one must write down the ships one needs to withdraw, leave the "Intel" button, and manually track all those ships down indiviually..

Just seems the "man in charge" might be able to disband them by radio/teletype as quick as withdrawing/disbanding those planes??

I second this! Would save bit of trouble. Not essential, but "nice to have".

Look at bottom middle of ships list (hot key 's')

Dammit, Don!

How did I miss that? [:-][8D]
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witpqs
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by witpqs »

ORIGINAL: JeffK

Would the AO themselves be drawing fuel?
From memory there are many short legged AO in the mix (I know the Dutch have some)

Well they might, but that's related to the size of their bunkers/fuel tanks. They still should not use an astounding amount of fuel over that distance at cruise speed.

And even though, as Michael said, there are over 60 ships or whatever in that TF, the report is they all had full tanks at Truk and all the AOs had full fuel cargo. It really sounds like there is something that the player notice see - other TFs refueling from it at sea, or something.
sandmann_slith
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by sandmann_slith »

i have make the tf as eskort tf .
and yes is are mix of ships.
And yes i think 60 is not to many.
was for regroup.
from Truk to Singapore.

So for the fuel use.
I have make littel test.

In officel Patch version i can drive with the 6 big japan Cv´s from Tokio to Truk and need no extra fuel.
in the last beta patch Version i need extra Ao`s to fuel underway.
And yes for the same 6 Cv´s .
And in all test the CV´s drive alone.
sandmann_slith
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by sandmann_slith »

So i can focus the Problem at the Cv´s.
Waht i have make:
5 test at this Beta and the same with officel Patch.
Startpoint was Tokio.
Speed was mission speed.
No other tfs in way.
In all tests the same ships.
Bunkers was full at Startpoint.
5 test with the bigest 6 Cv´s start tokio and click next round the Tf reach Truk.
5 Test with 5 Destroyer 5000 endurance at the destroyers. all from the same class.


The beta patch:
CV´s notime in 5 test reach truck.
10-14 hex Away fuell ist out .

DD anytime reach Truck with a rest of full in the Bunkers.

Officel Patch:
Cv´s anytime reach Truck in all 5 tests.
All test have rest fuel in Bunker at Reachpoint.

DD the same as in Beta Patch all time the DD´s reach Truck.





Sorry for bad engl.
Anyone can translate from german to Engl i write it in Germann.





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

Post by USSAmerica »

Your English is good enough to get your point across, sandmann.  You also did a pretty good job of isolating the problem so that michaelm should be able to reproduce it fairly easily.  As a software tester, it makes me proud.  [:D]
Mike

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

Post by Crackaces »

ORIGINAL: USS America

Your English is good enough to get your point across, sandmann.  You also did a pretty good job of isolating the problem so that michaelm should be able to reproduce it fairly easily.  As a software tester, it makes me proud.  [:D]

I have noted that my opponent has been quite recently adding AO's to his CVTF's . I wondered where this behavior came from ...[:D] I am checking Allied CVTF's this turn for changes in behavior .. I bet he will make the connection when it is fixed ..[;)]
"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"
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Oliver Heindorf
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by Oliver Heindorf »

If it is wished by the community, sandmann can post it in german (I am a native speaker) and I'll do the translation if needed to anyone. Good test btw [&o]
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Crackaces
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by Crackaces »

ORIGINAL: Oliver Heindorf

If it is wished by the community, sandmann can post it in german (I am a native speaker) and I'll do the translation if needed to anyone. Good test btw [&o]

Do the umlats show up? I tried to post russian and it did not keep my cyrillic chars ....
"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by michaelm75au »

ORIGINAL: michaelm

How many ships are in that TF? I think it seems to be 60+!!!
An Air Combat TF should be limited to 25 ships.

There seems to be a bug when creating Escort TF.
I tried creating an Escort TF with 2 CV, 3 CVE, 10 TK, 10 DD, 5 CL. And it changed to an Air Combat TF by itself.
When you go back and try to change the TF mission, it only shows Escort as expected.
[edit]
Actually it changes back to Air Combat during the turn even if correctly set to Escort at the start. Strange one.
Beginning to think it might have something to do with operational CVs.
Michael
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Don Bowen
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by Don Bowen »


This "function" came from WIPT and was not changed during AE development. It was discussed, but the decision was to leave it alone.

The "Escort" mission was designed to escort crippled ships home. If the cripple(s) are lost enroute home, the TF will revert to the proper mission for the remaining ships (usually surface combat). If one creates an escort TF with no damaged ships, the mission change logic will detect the lack of damaged ships, assume the cripples have gone under, and change the mission.

If the mission change logic is held off, the TF will remain "Escort" after the cripples sink. This somewhat masks the loss of the cripples and makes it easy for a player to just let the TF continue home.

I believe the decision was to leave it the way it was as there was no clearly better way.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by michaelm75au »

Okay. That explains it. Couldn't remember the 'why'.

Also explains the increased endurance used as Air Combat TFs burn more fuel than ordinary TFs in order to simulate Air Operations.
[The above is in relation to reported available endurance.]

If I did change it, it would probably retain the original mission (ESCORT) if the TF had more than the maximum number of permissible ships present. That way it would not break code that expects normal missions to be limited to a maximum number of ships.
Michael
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witpqs
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by witpqs »

Don, Michael,

I think it is better to have the TF stay as Escort if the player made it that or changed it to that. The reason is that the player's threshold for deciding to send some ships home for repair (or any other reason) might be less damage than the algorithm uses. And (AFAIK) Escort means that the TF will not split up if some ships sustain further damage. If I, as a player, set up an Escort TF with 5 ships plus 2 escorts (say DDs for example) then I really want those escorts to remain with the other 5 ships as a group. But the way it is now, that TF will change to something else if the code deems the ships not damaged enough. Then, the TF might split up subsequently when a ship is damaged. Or, if it changes to a Surface Combat TF, it could behave differently than just running away.

Of course, there is also the case of an Escort TF changing to an illegal sized TF of some type, like sandmann found.

That's my case for changing the behavior of the code on this one. [:)]
sandmann_slith
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by sandmann_slith »

sorry is it not the cv need  to many fuel .
in officell patch a cv can transfer from tokio to truk and need no extra fuel.
 in the bbeta he is out of fuel 10 -14 hex away from truck.
See me test pls .
And Dd group with 5000 endurance can travel this way a a Cv with 8000 or more can it not ?
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