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RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 2:56 pm
by Barny23
Hi emsoy
Look at Picture below only one ship !!!!
What version of the database are you using? [:)][:)]

RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 3:02 pm
by Dimitris
Yes, because you've filtered by country (Abu Dhabi).
If you change the filter or remove it the rest of the ships should show up.
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 3:12 pm
by Barny23
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 3:42 pm
by mikmykWS
Yes but not throughout history
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 5:10 pm
by Barny23
Hi mikmyk
One Country from 1971 -Abu Dhabi can be deleted from DB3000
Abu Dhabi and UAE both have ships. aircraft, facilities and weapons in
DB3000 (funny not identical)
Barny
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 5:41 pm
by Dide
Hi. The patch work great especially "no pulse" option, but i don't see the new patrol type: Naval Blockade and the new side posture: Visible one sided friendly, something wrong?
Thanks!
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 6:27 pm
by Primarchx
Definitely an issue with No-Pulse and time compression.
Ran a 50nm test at 500kts and 1:5 time compression. This should take 6 minutes (1/10th of an hour), which it does in game time. In real time it should take 12 x 6 = 72 seconds for 1:5 compression but instead takes 7 seconds, about 10x faster than it should be.
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 6:53 pm
by thewood1
That was asked and explained above...though I am not sure I understand still.
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 7:05 pm
by dandin384
The way I would describe it:
It's hi-fi mode for large scenarios and time acceleration on general, the Russian/Ukrainian scen I'm playing with Baloogan right now has an AU count of 1000+. With Pulse settings off I have to run in 1:1, and it's slow going. With the pulse option I can run higher time acceleration settings without any problems, and the game flows great.
If you want to keep the normal time acceleration just turn pulse mode off. If you want increased performance leave it on.
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 7:07 pm
by Primarchx
Mike said something about 'stepping on the gas', but the time-compression rates (5x, 15x, etc) are still the rates of compression given. If these rates are changed under No-Pulse, what are they?
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 7:10 pm
by rafale
Thanks for so big update
I checked few new things and have questions:
U-boat type 7c:
surface:
CMANO DATA
creep 5kts - time/range: 1m 2d
cruise 8kts - time/range: 1m 2d - why the same in different speed???
full 15kts - time/range: 15w 1d - impossible
should be: cruise speed 10kts - time/range: 1m 6d (because 8850nmi@10kts)
max speed 17kts - time/range: 8d 11h (because 3450nmi@17kts)
submerged:
CMANO DATA
creep 3kts - time/range: 1d 2h
cruise 6kts - time/range: 6h 40min
I found 4kts@80nmi and 2kts@120nmi, it gives
creep 2kts - time/range: 2d 12h
cruise 4kts - time/range: 20h
U-boat type 9b:
surface:
CMANO DATA
creep 3kts - time/range: 1m 2d
cruise 5kts - time/range: 1m 2d - why "oceanic" 9B has lower travel speeds than "coastal" 7C???
full 9kts - time/range: 3w 5d - why 9kts is the max speed for 9B??? how can I pursuit cargo ships and tankers??? max speed for 9B is 18kts
should be: cruise speed 10kts - time/range: 1m 20d (because 12000nmi@10kts)
cruise speed 12kts - time/range: 1m 5h (because 8700nmi@12kts)
max speed 18kts - time/range: 8d 11h (because 3800nmi@18kts)
submerged:
CMANO DATA
creep 3kts - time/range: 1d 2h - why the same as 7C???
cruise 6kts - time/range: 6h 40min - why the same as 7C???
I found 4kts@80nmi, it gives
cruise 4kts - time/range: 16h
and
U-boat type XXI:
surface:
CMANO DATA
creep 2kts - time/range: 1m 2d
cruise 5kts - time/range: 1m 2d - why "oceanic" XXI has lower travel speeds than "coastal" 7C???
full 10kts - time/range: 3w 5d - why 10kts is the max speed for XXI??? how can I pursuit cargo ships and tankers??? max speed for XXI is 15kts
should be: cruise speed 10kts - time/range: 2m 4d 14h (because 15500nmi@10kts)
cruise speed 12kts - time/range: 1m 10d 2h (because 11500nmi@12kts)
submerged:
CMANO DATA
creep 2kts - time/range: 1w
cruise 5kts - time/range: 8h 40min - with this speed XXI could go nearly 3 days (340nmi) not few hours !!!
full 10kts - time/range: 2h 30min
flank 13kts - time/range: 1h
I found this:
4kts 420nmi
5kts 340nmi
6kts 280nmi
10kts 110nmi
12kts 60nmi
15kts 30nmi
17kts 11nmi, it gives:
creep 4kts - time/range: 4d 8h
cruise 6kts - time/range: 2d
full 10kts - time/range: 11h
flank 17kts - time/range: 40min
thanks for everyone who reed all above, I will be very happy if some u-boats data will be corrected in future
PS: still have hope some days Su-7 will be corrected as I wrote before
*400liter for ferry - why??? 600 or 950 only
*su-7b and 6xfab-100 - su-7b NEVER had 6 hardpoints, only su-7bkl and later also on older su-7bm/bmk
*F-16C and D the same ferry range and fuel capacity - how its possible?
*F/A-18C and D the same ferry range and fuel capacity - how its possible?
thanks to all for keeping CMANO up to date, its hard work but I never seen before so good and fast customer service
if you will found
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 7:14 pm
by dandin384
ORIGINAL: rafale
Thanks for so big update
I checked few new things and have questions:
The devs are going to need sources on any info you found, it speeds the entire process up.
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 7:16 pm
by rafale
sorry for "if you will found" at the end, I was using CTRL+A, CTRL+C and CTRL+V from notepad and I pasted one line "too far"
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 7:16 pm
by dandin384
ORIGINAL: Primarchx
Mike said something about 'stepping on the gas', but the time-compression rates (5x, 15x, etc) are still the rates of compression given. If these rates are changed under No-Pulse, what are they?
Take traditional hi-fi mode as an example, it only works in 1:1 time accel, and instead of ticking once every second it ticks multiple times within that second. As I understand it the pulse setting does the same in higher time acceleration settings, lots of ticks instead of just one per whatever you have it set at.
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 7:19 pm
by thewood1
Again, further up he tries to explain that the list time ratios don't mean much. It is near the very top. I am not sure what it means. It does seem to be about 10x in reality. I think there needs to something in between. 1:1 is good, but the next step up on my machine is so fast as to be unmanageable.
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 7:25 pm
by dandin384
ORIGINAL: thewood1
Again, further up he tries to explain that the list time ratios don't mean much. It is near the very top. I am not sure what it means. It does seem to be about 10x in reality. I think there needs to something in between. 1:1 is good, but the next step up on my machine is so fast as to be unmanageable.
As I said, it helps the game run smoother when large unit counts are involved, if you think it's too fast just turn it off and use normal time acceleration at higher speeds.
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 7:31 pm
by Dimitris
ORIGINAL: tobias02
Hi. The patch work great especially "no pulse" option, but i don't see the new patrol type: Naval Blockade and the new side posture: Visible one sided friendly, something wrong?
Thanks!
The first one was fulfilled by the "Sea Control" patrol type. The second one was a UI bug that has been fixed.
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 7:35 pm
by rafale
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 8:10 pm
by Primarchx
I suppose I get it. I thought it was just a different method of smoothing out the action. It would be nice to have a recap of what the various time compression schemes mean.
For example, I thought Hi Def just meant that action was adjudicated 10x per second instead of 1x per second, which favors high performance systems that keep up with the processing overhead, but had no time compression effect otherwise.
ETA:
Enabling this option leads to two changes:
* At any time acceleration setting,
the map & UI do not refresh every second but every 0.1 sec.
* The sim engine executes each turn not in "pulsing" mode (to emulate Harpoon's presentation), but as fast as possible.
Okay, so it is 10x faster... [:D]
ORIGINAL: dandin384
ORIGINAL: thewood1
Again, further up he tries to explain that the list time ratios don't mean much. It is near the very top. I am not sure what it means. It does seem to be about 10x in reality. I think there needs to something in between. 1:1 is good, but the next step up on my machine is so fast as to be unmanageable.
As I said, it helps the game run smoother when large unit counts are involved, if you think it's too fast just turn it off and use normal time acceleration at higher speeds.
RE: v1.03 Release Candidate thread
Posted: Sat Mar 01, 2014 8:46 pm
by dandin384
ORIGINAL: Primarchx
I suppose I get it. I thought it was just a different method of smoothing out the action. It would be nice to have a recap of what the various time compression schemes mean.
For example, I thought Hi Def just meant that action was adjudicated 10x per second instead of 1x per second, which favors high performance systems that keep up with the processing overhead, but had no time compression effect otherwise.
This is how the devs phrased it on release...
"The net result of these changes is that at time acceleration (particularly at high values, e.g. 1:30 or 1:60 sec) the map updates much more smoothly and the overall game speed is significantly improved."