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RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Mon Aug 08, 2011 5:26 pm
by Alfred
ORIGINAL: Graymane

Did the hotkeys change in this latest beta? I notice that '5' and '6' no longer do anything while '4' now seems to show the supply path?



Image

that is not the supply path being displayed. You are being shown the different national territories.

Alfred

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Mon Aug 08, 2011 5:40 pm
by Rainer
Cancel this order.

Cancelled [:)]

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Mon Aug 08, 2011 5:48 pm
by Rainer
Did the hotkeys change in this latest beta? I notice that '5' and '6' no longer do anything while '4' now seems to show the supply path?

4 shows Nationality (as Alfred pointed out)
5 shows Supply Path (for selected Base)
6 shows Patrol Zones (if any in the area shown)

All WAD (for the betas)

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Mon Aug 08, 2011 6:21 pm
by PaxMondo
5 can take a while to display if you have an older machine or a small laptop. Scrolling with 5 on can also be quite choppy.

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Mon Aug 08, 2011 10:57 pm
by oldman45
ORIGINAL: PaxMondo

5 can take a while to display if you have an older machine or a small laptop. Scrolling with 5 on can also be quite choppy.


Taking a while is a bit of an understatement depending on the location. It took about a minute in the DEI and I quit waiting after 3 minutes in India.

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Tue Aug 09, 2011 4:24 am
by Oliver Heindorf
1.) the "5" is worrying me. hitting once "5" the result showed  up after 5 seconds. After 30 min of game play, it took 1 minute in the same area to show up. Intel Quad core Q6600 here with ATI 4770 gfx which means arguing "slow machine" doesnt count here.
 
2.) In my p7 Version the drawing of the new range circles using drop tanks still doesnt work.
Before p6 it worked always with any beta and with stock. p7 didnt fixed it here at my end ?

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Tue Aug 09, 2011 7:48 am
by michaelm75au
Do you have a save with the DT patrol circles for ASW/Nav search not working?
It was working for me.

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Tue Aug 09, 2011 9:10 am
by m10bob
Dunno if this has been reported yet, but since the most recent patch, I went stateside and looked at some air units I had been training, 100%....I tried to flip them to "escort", or another function, and while the audio "click" could be heard, the units would not move from training..

I was able to "standdown", and this, then allowed me to put the unit in another function.....Wierd..

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Tue Aug 09, 2011 9:24 am
by michaelm75au
ORIGINAL: m10bob

Dunno if this has been reported yet, but since the most recent patch, I went stateside and looked at some air units I had been training, 100%....I tried to flip them to "escort", or another function, and while the audio "click" could be heard, the units would not move from training..

I was able to "standdown", and this, then allowed me to put the unit in another function.....Wierd..
I found that you could set training to 100% and then select a primary non-training mission. This could cause confusion in some code.
Setting 100% will automatically set the primary mission to Training.
I probably didn't think it from the other angle - selecting a non-training mission should turn off the training % (ie 0%).
At the moment, you would need to move training off 100% (set to 0 or any thing less than 100) to select a new primary mission.

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Tue Aug 09, 2011 10:04 am
by Oliver Heindorf
Anyone still have troubles with the Airgroup rage circle draw using Drop tanks for Airgroups ? (like me?) i.e. useing drop tanks does not enlarges the range circles of the air group ?
 
the airgroup uses the drop tank but it is not shown in the range cirlce draw.

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Tue Aug 09, 2011 10:07 am
by michaelm75au
There seems to be a case of crossed wires.
What was fixed (and originally reported) was the search arcs not taking in to consideration drop tanks.

I don't know about any issue with DT for normal range rings.

[edit]
DT range circle should be pink (extended) and grey (normal). Shows if group has DT capabilty, not if using DT at the time.

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Tue Aug 09, 2011 11:50 am
by PaxMondo
ORIGINAL: michaelm
ORIGINAL: m10bob

Dunno if this has been reported yet, but since the most recent patch, I went stateside and looked at some air units I had been training, 100%....I tried to flip them to "escort", or another function, and while the audio "click" could be heard, the units would not move from training..

I was able to "standdown", and this, then allowed me to put the unit in another function.....Wierd..
I found that you could set training to 100% and then select a primary non-training mission. This could cause confusion in some code.
Setting 100% will automatically set the primary mission to Training.
I probably didn't think it from the other angle - selecting a non-training mission should turn off the training % (ie 0%).
At the moment, you would need to move training off 100% (set to 0 or any thing less than 100) to select a new primary mission.
Noticed this as well, and once I figured out that all I had to do was to move the training to below 100% everything is fine. If this helps your code, I don't find this to be an issue.

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Tue Aug 09, 2011 4:11 pm
by m10bob
ORIGINAL: michaelm
ORIGINAL: m10bob

Dunno if this has been reported yet, but since the most recent patch, I went stateside and looked at some air units I had been training, 100%....I tried to flip them to "escort", or another function, and while the audio "click" could be heard, the units would not move from training..

I was able to "standdown", and this, then allowed me to put the unit in another function.....Wierd..
I found that you could set training to 100% and then select a primary non-training mission. This could cause confusion in some code.
Setting 100% will automatically set the primary mission to Training.
I probably didn't think it from the other angle - selecting a non-training mission should turn off the training % (ie 0%).
At the moment, you would need to move training off 100% (set to 0 or any thing less than 100) to select a new primary mission.


Thank you michaelm

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Wed Aug 10, 2011 2:42 pm
by oldman45
Has anybody else noticed that major damage that usually need a shipyard to repair is being allowed to repair pier-side if there is a shipyard present in the port? I am not talking about 1 or 2 points, I have a couple of ships that are in port with 20+ major damage and the port will repair it with the ship sitting at the pier.

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Wed Aug 10, 2011 2:47 pm
by PaxMondo
ORIGINAL: oldman45

Has anybody else noticed that major damage that usually need a shipyard to repair is being allowed to repair pier-side if there is a shipyard present in the port? I am not talking about 1 or 2 points, I have a couple of ships that are in port with 20+ major damage and the port will repair it with the ship sitting at the pier.
Haven't seen this, but I wasn't looking. Michael will want a save posted if you have one. I don't have any damaged ships right now in either of my test-beds, although I think I could arrange for some pretty quick if I needed. [;)]

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Wed Aug 10, 2011 3:03 pm
by Pascal_slith
Sorry to ask this again, but could you clarify the AM/PM structure of Naval Search and its possible management per my previous post? Thanks, michaelm.

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Wed Aug 10, 2011 6:18 pm
by DaveConn
Don't know for sure, but I suspect that it might have something to do with the level of naval support in the port; is there a big naval HQ there?

ORIGINAL: PaxMondo
ORIGINAL: oldman45

Has anybody else noticed that major damage that usually need a shipyard to repair is being allowed to repair pier-side if there is a shipyard present in the port? I am not talking about 1 or 2 points, I have a couple of ships that are in port with 20+ major damage and the port will repair it with the ship sitting at the pier.
Haven't seen this, but I wasn't looking. Michael will want a save posted if you have one. I don't have any damaged ships right now in either of my test-beds, although I think I could arrange for some pretty quick if I needed. [;)]
quote:

ORIGINAL: oldman45

Has anybody else noticed that major damage that usually need a shipyard to repair is being allowed to repair pier-side if there is a shipyard present in the port? I am not talking about 1 or 2 points, I have a couple of ships that are in port with 20+ major damage and the port will repair it with the ship sitting at the pier.


Haven't seen this, but I wasn't looking. Michael will want a save posted if you have one. I don't have any damaged ships right now in either of my test-beds, although I think I could arrange for some pretty quick if I needed.

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Wed Aug 10, 2011 7:32 pm
by oldman45
No, major damage has to be repaired in the ship yard if it exceeds a certain number, I think its 5.

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Wed Aug 10, 2011 9:31 pm
by PaxMondo
ORIGINAL: oldman45

No, major damage has to be repaired in the ship yard if it exceeds a certain number, I think its 5.
I think all major needs either a Shipyard or Repair Ship or tender of some sort. Repair ships can only repair up to 5 major max. But I'm not 100% on this either ....

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

Posted: Wed Aug 10, 2011 10:52 pm
by Klahn
ORIGINAL: oldman45

No, major damage has to be repaired in the ship yard if it exceeds a certain number, I think its 5.

This isn't true. Small boats can have major damaged repaired pretty much anywhere.

Barges can also be repaired at regular ports.

Merchants below 1000 tons only require the port to be of a specific size. It doesn't matter if it has a shipyard or not. For example, a level 7 port can repair all major damage of merchant ships under 700 tons.