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RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Mon Dec 10, 2012 9:09 am
by n01487477
ORIGINAL: Oberst_Klink

Michael,

slightly off-topic, alas... is it possible, like in Pacific War (WitP AE's grandfather) to computer control whole commands, e.g. ABDA, etc.or is it hard-coded in the game? Not that I shun micromanagement, but..

Klink, Oberst
Asked and answered before. The new AI is not compatible with this.So, No

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Mon Dec 10, 2012 12:32 pm
by Oberst_Klink
ORIGINAL: n01487477
Thanks for clarification. Must have missed it while browsing and searching various threads. Anyway, keep up the bloody nice work you're doing with the updates!

Klink, Oberst
ORIGINAL: Oberst_Klink

Michael,

slightly off-topic, alas... is it possible, like in Pacific War (WitP AE's grandfather) to computer control whole commands, e.g. ABDA, etc.or is it hard-coded in the game? Not that I shun micromanagement, but..

Klink, Oberst
Asked and answered before. The new AI is not compatible with this.So, No

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Tue Dec 11, 2012 7:41 am
by michaelm75au
ORIGINAL: Jace11

Can you fix graphics bugs in these beta patches? If not no problem. There is a problem with strafing aircraft. They appear outside the combat dialogue box, not sure if its cause I run at a higher resolution. everything else that appears during combat is fine; ships, explosions etc. It's just planes that are strafing that leave the box...

They might have an incorrect position / scaling in relation to window size, I don't know.
Haven't noticed that before. Plane positioning uses same code for the air-naval screen.
I'll have another look to see if strafing is different somehow.

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Tue Dec 11, 2012 9:42 am
by castor troy
ORIGINAL: michaelm

ORIGINAL: Jace11

Can you fix graphics bugs in these beta patches? If not no problem. There is a problem with strafing aircraft. They appear outside the combat dialogue box, not sure if its cause I run at a higher resolution. everything else that appears during combat is fine; ships, explosions etc. It's just planes that are strafing that leave the box...

They might have an incorrect position / scaling in relation to window size, I don't know.
Haven't noticed that before. Plane positioning uses same code for the air-naval screen.
I'll have another look to see if strafing is different somehow.


have had the same thing happening since release, not really related to the betas I think. Other players don't have this happening so I'm not sure what the fault is.

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Wed Dec 12, 2012 1:17 am
by PaxMondo
ORIGINAL: castor troy
ORIGINAL: michaelm

ORIGINAL: Jace11

Can you fix graphics bugs in these beta patches? If not no problem. There is a problem with strafing aircraft. They appear outside the combat dialogue box, not sure if its cause I run at a higher resolution. everything else that appears during combat is fine; ships, explosions etc. It's just planes that are strafing that leave the box...

They might have an incorrect position / scaling in relation to window size, I don't know.
Haven't noticed that before. Plane positioning uses same code for the air-naval screen.
I'll have another look to see if strafing is different somehow.


have had the same thing happening since release, not really related to the betas I think. Other players don't have this happening so I'm not sure what the fault is.
I'm not seeing this. might be op sys related?

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Wed Dec 12, 2012 2:03 am
by sanch
I've had times when there's no Air Combat Screen, nor clouds, nor water. Just aircraft, ships and messages on the WITP map (where the Air Combat Screen should be).

But, restart WITP, and it's fine. Go figure.

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Wed Dec 12, 2012 3:18 am
by Dan Nichols
ORIGINAL: sanch

I've had times when there's no Air Combat Screen, nor clouds, nor water. Just aircraft, ships and messages on the WITP map (where the Air Combat Screen should be).

But, restart WITP, and it's fine. Go figure.

I've had this happen a few times also.

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Wed Dec 12, 2012 9:42 pm
by pompack
me too

When in doubt restart WitP each time instead of leaving it in the background

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Thu Dec 13, 2012 11:11 am
by Itdepends
Using beta 1120c
Is there still an issue with the replay for the allies giving different results to the turn? I've tried re running the replay multiple times but I can't get the same result as the turn. The combatreport.txt file generated when I load the turn is different to the combatreport_430817.txt file.

The files are identical until part way through the morning air attacks on the first day (2 day turns) and then they start to diverge.

e.g.

Night Time Surface Combat, near Marcus Island at 123,85, Range 11,000 Yards

Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate

Allied Ships
DD Ammen
DD Boyd, Shell hits 1
DD Halford, Shell hits 1

Improved night sighting under 92% moonlight
Maximum visibility in Partly Cloudy Conditions and 92% moonlight: 11,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
Range closes to 23,000 yards...
Range closes to 21,000 yards...
Range closes to 19,000 yards...
Range closes to 17,000 yards...

vs

Night Time Surface Combat, near Marcus Island at 123,85, Range 29,000 Yards

Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate

Allied Ships
DD Ammen
DD Boyd
DD Halford

Low visibility due to Thunderstorms with 92% moonlight
Maximum visibility in Thunderstorms and 92% moonlight: 2,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
CONTACT: Allies radar detects Japanese task force at 25,000 yards
Range increases to 28,000 yards...
Range increases to 29,000 yards...
Japanese Task Force Manages to Escape
Japanese Fast Transport TF evades combat

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Thu Dec 13, 2012 9:32 pm
by zuluhour
Anyone know what this means?

Image

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Thu Dec 13, 2012 9:33 pm
by zuluhour
whoops, think I figured it out, a bit hasty on my part.

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Fri Dec 14, 2012 7:21 am
by michaelm75au
ORIGINAL: Itdepends

Using beta 1120c
Is there still an issue with the replay for the allies giving different results to the turn? I've tried re running the replay multiple times but I can't get the same result as the turn. The combatreport.txt file generated when I load the turn is different to the combatreport_430817.txt file.

The files are identical until part way through the morning air attacks on the first day (2 day turns) and then they start to diverge.

e.g.

Night Time Surface Combat, near Marcus Island at 123,85, Range 11,000 Yards

Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate

Allied Ships
DD Ammen
DD Boyd, Shell hits 1
DD Halford, Shell hits 1

Improved night sighting under 92% moonlight
Maximum visibility in Partly Cloudy Conditions and 92% moonlight: 11,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
Range closes to 23,000 yards...
Range closes to 21,000 yards...
Range closes to 19,000 yards...
Range closes to 17,000 yards...

vs

Night Time Surface Combat, near Marcus Island at 123,85, Range 29,000 Yards

Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate

Allied Ships
DD Ammen
DD Boyd
DD Halford

Low visibility due to Thunderstorms with 92% moonlight
Maximum visibility in Thunderstorms and 92% moonlight: 2,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
CONTACT: Allies radar detects Japanese task force at 25,000 yards
Range increases to 28,000 yards...
Range increases to 29,000 yards...
Japanese Task Force Manages to Escape
Japanese Fast Transport TF evades combat
attach the replay and original turn so I can play them out. No known errors, but there could still be unknown ones.

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Fri Dec 14, 2012 8:39 am
by LargeSlowTarget
There is a "divide" problem with some air units.

Some air units have detachments with different plane type at scenario start, e.g. 76th I.F. Chutai at Takao with Ki-15 in parent and Ki-46 in the detachment.

If the detachment is disbanded, the parent unit does NOT gain the ability to divide into sub-units (furthermore, the "Unit OOB" button remains active even if all sub-units have been disbanded).

If the detachment is upgraded to the same plane type than the parent unit and then "ReAttached", then no problem - the parent unit can sub-divide again.

But since in some cases there are not enough planes in the pool to upgrade and "ReAttach", it would be nice if we could use the disband function without loss of the divide function.

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Fri Dec 14, 2012 11:21 am
by michaelm75au
The parent (76th IF) is not set to allow it to "Divide unit".
[edit] Retract that. The scenario I was looking at didn't.

Having detachments is not an indication that a group can divide into /a/b/c.

The OOB list for the parent is not being cleared when a unit disbands. It should eventually clean itself up, but I'll force it when the parent is viewed.

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Fri Dec 14, 2012 6:50 pm
by LargeSlowTarget
Sorry, should have specified the scenario (DBB-C)

Of course I checked the parent for split allowed before 'complaining' here [;)].

Thx for fixing! [&o]

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Sat Dec 15, 2012 1:04 am
by Itdepends
Hi Michael here's the replay

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Sat Dec 15, 2012 1:06 am
by Itdepends
and the turn that was used to generate the replay. Let me know if you need the Japanese password and I'll ask the LYB to send it to you- otherwise.........I'm sure you have ways [:D]

RE: Patch 07 - Unofficial Public Beta - 1120 updated

Posted: Sun Dec 16, 2012 6:52 am
by Chris21wen
michaelm

The link still points to 1120f

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Sun Dec 16, 2012 7:43 am
by LoBaron
ORIGINAL: PaxMondo

ORIGINAL: castor troy
ORIGINAL: michaelm



Haven't noticed that before. Plane positioning uses same code for the air-naval screen.
I'll have another look to see if strafing is different somehow.


have had the same thing happening since release, not really related to the betas I think. Other players don't have this happening so I'm not sure what the fault is.
I'm not seeing this. might be op sys related?

I have been able to reproduce such situations since game release.

The issue can be replicated by launching the game and doing all kinds of stuff, loading saves, exiting, alt tabbing back to DT, all things that mess with
game memory reservations/assignment. If you then do not restart the game, but simply load the turn replay, there is a pretty high chance you
see such graphical artefacts.

To me it never happens if I run a "clean" replay right after launching the game.

RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Posted: Sun Dec 16, 2012 9:11 am
by JocMeister
Just for information I also get the "strafing outside the box". Havn´t tried with fighters but it happens 100% of the time when B25 drops down to strafe after using their bombs. They then "stack" on top of each other outside the box. Very strange!