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RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Sat Oct 10, 2015 3:05 pm
by Admiral DadMan
ORIGINAL: michaelm
Changed CS-capable TF to ‘Human->CS:’ for control; speed remains as original TF
Fix case where same hex patrol not using endurance (randomise expenditure)
THAT'S PERFECT!
I tested it, and it was EXACTLY what I was talking about. I brought it up in Alpha/Beta, but apparently it fell through the cracks, so I thought it wasn't feasible.[&o][&o][&o]
If the "Battle Speed" setting were ever possible, it would be cool. IIRC there are a lot of things tied to speed setting (and I think you reiterated that too), so I consider it a "nice to have" feature.
Anyway, muchos gracias. [:D]
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Sun Oct 11, 2015 12:41 pm
by btd64
michaelm, once again you went above and beyond. Thank you from the bottom of my keel....GP
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Sun Oct 11, 2015 12:44 pm
by btd64
Hey Admiral DadMan, what part of New England? PM if you wish. See my Location....GP
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Sun Oct 11, 2015 5:05 pm
by PaxMondo
d/l link missing from 2nd posting ...
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Sun Oct 11, 2015 6:29 pm
by Admiral DadMan
Can a "Travel Time" calculator be added to the TF panel?

RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Mon Oct 12, 2015 12:38 am
by Admiral DadMan
Or this:

RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Mon Oct 12, 2015 6:40 am
by michaelm75au
ORIGINAL: PaxMondo
d/l link missing from 2nd posting ...
I'm not keeping the old d/l anymore
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Mon Oct 12, 2015 11:27 am
by PaxMondo
Ah, ok. Thanks.
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Mon Oct 12, 2015 2:04 pm
by Tejszd
Thank you michaelm for your ongoing effort fixing bugs!
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Tue Oct 13, 2015 4:42 am
by Barb
A tip for an improvement - in a list of pilots (group, or reserve), would it be possible to alter the "Sort by" functionality somehow to include also a "Filter by criteria"?
Example: Bomber replacement pool - I have group of pilots trained in NavS, NavB, another group in NavT, NavB, and still another group in NavS, Gnd. - And I want to pick up (or filter) pilots for a Val Group (for example) with high NavS and NavB.
Sorting by NavS gives me also low NavB high Gnd pilots. Sorting by NavB gives me also high NavT piltos....
I would like to have chance to filter pilots by 2-3 criteria from the list.
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Tue Oct 13, 2015 4:52 am
by FeurerKrieg
ORIGINAL: Barb
A tip for an improvement - in a list of pilots (group, or reserve), would it be possible to alter the "Sort by" functionality somehow to include also a "Filter by criteria"?
Example: Bomber replacement pool - I have group of pilots trained in NavS, NavB, another group in NavT, NavB, and still another group in NavS, Gnd. - And I want to pick up (or filter) pilots for a Val Group (for example) with high NavS and NavB.
Sorting by NavS gives me also low NavB high Gnd pilots. Sorting by NavB gives me also high NavT piltos....
I would like to have chance to filter pilots by 2-3 criteria from the list.
I'll second this!
On the topic of pilots, if Iclick the 'add 30 pilots' button and those replacements are coming out of the flight schools, it gives me the 'no replacement message 30 times'. If there was a way for it to pop the message just once per button click that would be great.
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Wed Oct 14, 2015 5:15 am
by michaelm75au
ORIGINAL: Admiral DadMan
Can a "Travel Time" calculator be added to the TF panel?
Do you from on-map to an off-map destination? I think it already shows transit times while off-map.
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Wed Oct 14, 2015 9:44 am
by Admiral DadMan
ORIGINAL: michaelm
Do you from on-map to an off-map destination? I think it already shows transit times while off-map.
I mean between two on-map locations. Sorry, I posted a pic at an off-map base, that probably confused the question.
It would be nice to not have to pull out my calculator to figure out travel time for a TF.
Come to think of it, that would be handy for an LCU as well.
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Wed Oct 14, 2015 12:00 pm
by Lokasenna
ORIGINAL: Admiral DadMan
ORIGINAL: michaelm
Do you from on-map to an off-map destination? I think it already shows transit times while off-map.
I mean between two on-map locations. Sorry, I posted a pic at an off-map base, that probably confused the question.
It would be nice to not have to pull out my calculator to figure out travel time for a TF.
Come to think of it, that would be handy for an LCU as well.
Because of the things that can happen in-transit, it wouldn't be accurate... ships with higher endurance will need to refuel the lower endurance ships, which slows the TF down. Likewise, an LCU doesn't always move at the maximum rate per day.
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Wed Oct 14, 2015 12:54 pm
by Admiral DadMan
ORIGINAL: Lokasenna
ORIGINAL: Admiral DadMan
ORIGINAL: michaelm
Do you from on-map to an off-map destination? I think it already shows transit times while off-map.
I mean between two on-map locations. Sorry, I posted a pic at an off-map base, that probably confused the question.
It would be nice to not have to pull out my calculator to figure out travel time for a TF.
Come to think of it, that would be handy for an LCU as well.
Because of the things that can happen in-transit, it wouldn't be accurate... ships with higher endurance will need to refuel the lower endurance ships, which slows the TF down. Likewise, an LCU doesn't always move at the maximum rate per day.
Agreed, but having some idea of the time the
projected journey could take would be a help, would it not? At least with a caveat?
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Wed Oct 14, 2015 4:14 pm
by Admiral DadMan
My bad. Disregard [8|]
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Thu Oct 15, 2015 6:31 pm
by Zebedee
Just started a new AI game for the first time in a very long time. A game I have never regretted buying, and the time put in by others to continually improve it is hugely appreciated. Thank you.
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Fri Oct 16, 2015 12:19 pm
by Admiral DadMan
Repair panel suggestion:
What I propose is:
-Move the tonnage and damage data in the upper right corner over to the edge of the screen.
-Move "Set All Ships to" button and text over to the right and Change text to
"Set all ships' Repair", and add a clickable mode based on what is avail able to the port
-Create
"Set all ships' Priority" text field with button above the "Set all ships Repair" and add a clickable Priority mode
-Make the
Repair Ship field permanent so that
Shipyard remains constant ("X" if mode not available).
-Make Shipyard field permanent ("X" if mode not available)
-Add a symbol (like "%) next to ships that are in refitting from upgrade/conversion.
It certainly would save some clicks if it is feasible to implement.
(
EDIT:
Added idea and clarified some suggestions)
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Fri Oct 16, 2015 10:43 pm
by Admiral DadMan
another thought: when creating a TF, a "nice to have" would be a filter by nation, e.g. so if you wanted only British, or US, or Commonwealth, etc.
E.g. "I want to gather up all US Navy xAK in India and send them back to the US"
RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015
Posted: Sun Oct 18, 2015 9:03 pm
by Admiral DadMan
Long term "nice to have": Ship Repairs- The ability to decide whether to focus on Flt damage or Eng damage, rather than alternating like it does.
Personally, I would like to plug the holes before I get the power plant back up. Or plug holes at a fwd base shipyard, then send it back to a larger ship yard for permanent repairs, like what was done with West Virginia after the Pearl Harbor attack.
Is that feasible in some manner?