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RE: WitPTracker 1.0.2

Posted: Tue Apr 22, 2008 10:52 pm
by floydg
ORIGINAL: Roger Neilson II

Having had a chance to look at some of the detail, wow...... its what I can do whilst waiting for turns! Excellent works guys.....

However, just one teensy weensy little request. On the alerts sheet can yuo either change the colour of the severity text, or offer us a chance to customise it? Its horribly luminous and very tricky to read.

Roger

How does this look?



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RE: WitPTracker 1.0.2

Posted: Tue Apr 22, 2008 10:54 pm
by Mynok
horribly luminous and very tricky to read.

"....luminous beings are we..."

[:'(] Sorry...back to your regularly scheduled programming........

RE: WitPTracker 1.0.2

Posted: Tue Apr 22, 2008 11:49 pm
by n01487477
ORIGINAL: mikemike

ORIGINAL: n01487477

... and I've just fixed the ShipProduction, will be in the next build ...

Sorry to pick another nit with ShipProduction: ships with the Status Queued that are accelerated (can be done when delay is between 10X and 30X durability) should cost shipbuilding points equal to durability per day; the ShipProduction dataset doesn't show build points for those ships which throws the calculation off whack. The Start Building column doesn't take BuildRate Accelerated into account, either.

Mike, I stand corrected ... (but will test anyway)
I believed that:
1. A ship didn't start building regardless of Acc/Normal unless the delay < (durability * 10)
2. All accelerated points = Durability * 3 .. this is correct for building, so if you are right, Accel ships with Delay > (durability * 10) & Durability < 30, only cost durability...

So thanks ...

RE: WitPTracker 1.0.2

Posted: Tue Apr 22, 2008 11:51 pm
by floydg
ORIGINAL: ny59giants

I just installed it and ran it without problems for RHSEEO. [&o]

I did just a quick look through it, but under the "Aircraft Comparison" the Max Range shows transfer range. It would be a lot more helpful if it showed the normal and extended ranges instead. I need to know the range for those Nell/Betty to stay away from those damn torpedoes.  [:D]

With RHS, the Allied economy is much more important. Is there a way to have alerts when a base goes or is below the 2x supply requirements??  This would be only for bases that have HI, Oil, Resources, and Manpower located there. The Pacific NW is a mess early in the game and it would help me keep track of things.

The maximum range is indeed the transfer range. I did want to show the normal and extended ranges, but it seems that some mods have different formulas for it. And I have memorized the normal/extended range for Nell/Betty... [:D]

I can add that base supply warning.

RE: WitPTracker 1.0.2

Posted: Wed Apr 23, 2008 12:12 am
by ny59giants
It would be nice to know the aircraft ranges (normal and extended) of the newer planes.
&nbsp;
Just sent Damian an updated cluster file that I did for RHAEEO, more for an Allied player familar with non-RHS games. It may be helpful.
&nbsp;
Under the LCUs, can we get their Assault Value added to the list??&nbsp; It will help when planning attacks/defenses.
&nbsp;
More "wish list" items to follow. [:D]

RE: WitPTracker 1.0.2

Posted: Wed Apr 23, 2008 2:45 am
by n01487477
ORIGINAL: n01487477
ORIGINAL: mikemike

ORIGINAL: n01487477

... and I've just fixed the ShipProduction, will be in the next build ...

Sorry to pick another nit with ShipProduction: ships with the Status Queued that are accelerated (can be done when delay is between 10X and 30X durability) should cost shipbuilding points equal to durability per day; the ShipProduction dataset doesn't show build points for those ships which throws the calculation off whack. The Start Building column doesn't take BuildRate Accelerated into account, either.

Mike, I stand corrected ... (but will test anyway)
I believed that:
1. A ship didn't start building regardless of Acc/Normal unless the delay < (durability * 10)
2. All accelerated points = Durability * 3 .. this is correct for building, so if you are right, Accel ships with Delay > (durability * 10) & Durability < 30, only cost durability...

So thanks ...

OK I've reworked it, taking account for:
1. accelerated ships with delay > durability * 10 && durability < 35 (as you can see in the red -- you said <30 but actually it's 35)
2. These ships just use durability points NOT durability * 3
3. Navy & Merchant Points Used are now correct.
4. I also found that ML are also Naval ...

I have tested looking at points used and Global Points turn for turn, so I hope this will almost close the issue (the only thing I haven't done is change "Start Building") ...

So this reworked version will be included next build...thanks for teaching me, I certainly don't know everything ...


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RE: WitPTracker 1.0.2

Posted: Wed Apr 23, 2008 3:04 am
by Nomad
no changes needed.

RE: WitPTracker 1.0.2

Posted: Wed Apr 23, 2008 4:53 am
by marky
ORIGINAL: Nomad

When you get time, could you look at the Leaders. If I select US Navy and air leaders, no leaders show up. Some better filters and selectors would be useful.

i agree, hate hunting for 30 minutes for a carrier commander

RE: WitPTracker 1.0.2

Posted: Wed Apr 23, 2008 5:00 am
by Roger Neilson II
A lot pleasanter to the eye.

Thanks

Roger

RE: WitPTracker 1.0.2

Posted: Thu Apr 24, 2008 1:07 am
by floydg
ORIGINAL: Nomad

When you get time, could you look at the Leaders. If I select US Navy and air leaders, no leaders show up. Some better filters and selectors would be useful.

I hear ya. Damian found something which may work, so stand by...

Suggest some filters and I'll do what I can.

Floyd

RE: WitPTracker 1.0.2

Posted: Thu Apr 24, 2008 1:11 am
by floydg
ORIGINAL: ny59giants

It would be nice to know the aircraft ranges (normal and extended) of the newer planes.

Just sent Damian an updated cluster file that I did for RHAEEO, more for an Allied player familar with non-RHS games. It may be helpful.

Under the LCUs, can we get their Assault Value added to the list??  It will help when planning attacks/defenses.

More "wish list" items to follow. [:D]

I agree about the ranges, but I'm not sure it will be correct for all mods, so I prefer to omit rather than get it wrong. I suppose I could compute it differently based on the mod...

As for AV, I can't seem to find it in the save file. If someone knows how to calculate it, I'll add that in.

Thanks for the RHS mapping file - Damian is checking it now.

RE: WitPTracker 1.0.2

Posted: Thu Apr 24, 2008 1:41 am
by Nomad
ignore - wrong

RE: WitPTracker 1.0.2

Posted: Thu Apr 24, 2008 8:22 am
by Mistmatz
ORIGINAL: Nomad

aircraft Ranges:

max range in hexes = duration * cruise speed / 3600 ( round down )

normal range in hexes = max range / 4 ( round down )

extended range in hexes = max range / 3 ( round down )


The mod is immaterial.

IIRC in RHS range is increased by use of fuel tanks (in weapon/device slots). WitPTracker shows therefore wrong range information for example for the P-39D and some others. But those who play RHS will know that so adding this into the formula is probably not a high priority.


RE: WitPTracker 1.0.2

Posted: Thu Apr 24, 2008 11:06 am
by floydg
ORIGINAL: Mistmatz

ORIGINAL: Nomad

aircraft Ranges:

max range in hexes = duration * cruise speed / 3600 ( round down )

normal range in hexes = max range / 4 ( round down )

extended range in hexes = max range / 3 ( round down )


The mod is immaterial.

IIRC in RHS range is increased by use of fuel tanks (in weapon/device slots). WitPTracker shows therefore wrong range information for example for the P-39D and some others. But those who play RHS will know that so adding this into the formula is probably not a high priority.


If the drop tanks are specific equipment on the aircraft model, I can get that. But I'd need to know how much it extends the range (I suppose it adds endurance).

RE: WitPTracker 1.0.2

Posted: Thu Apr 24, 2008 5:23 pm
by mikemike
ORIGINAL: n01487477


OK I've reworked it, taking account for:
1. accelerated ships with delay > durability * 10 && durability < 35 (as you can see in the red -- you said <30 but actually it's 35)
2. These ships just use durability points NOT durability * 3
3. Navy & Merchant Points Used are now correct.
4. I also found that ML are also Naval ...

I have tested looking at points used and Global Points turn for turn, so I hope this will almost close the issue (the only thing I haven't done is change "Start Building") ...

So this reworked version will be included next build...thanks for teaching me, I certainly don't know everything ...


Hmm - you can only Accelerate a ship if the delay is <= 30 times durability, can't see how you came up with 35 times. Also, ships that have a delay of exactly ten times durability are Building and should be counted as such. I think it would be best if ships with
(30 times durability) >= delay > (10 times durability) should stay as Queued even if they are Accelerated.

Invested a few hours testing where the building points of the several types are counted. Result: you are right, type ML is built by Naval yards, but so is Type PC! No doubt about that. WitPDecoder got that wrong, too.

Sorry about the stream of nits, but this should conclude the issue.

Oh, just another one: do you think it might be possible to mark the ships in the building queue (name in red, perhaps) that haven't advanced since the last turn?

RE: WitPTracker 1.0.2

Posted: Fri Apr 25, 2008 2:46 am
by n01487477
Mike,

I concede that PC's are infact Naval & durability exactly 10 times can build (which in my new build I had)...
[edit]I think we have our lines crossed, you are talking about what can be accelerated in game, I'm talking about ships that are not building (in the normal <=dur*10), but can be accelerated and are counted in the Build points ... I now see what you're trying to say and will do further testing.


So it is possible to accelerate ships with durability 33 (such as many of the SS class) & CVE shinyo (35) & just tested SS HA class with 36 and CV Unryu (70)... and these do infact build, which are not in the <= durability * 10. So now we're at durability <= 70

I will also look at others ... so the struggle to get this correct, continues ...

I have tested this again & again and it is correct. So if your testing is different, I'm at a loss.

ORIGINAL: mikemike
Oh, just another one: do you think it might be possible to mark the ships in the building queue (name in red, perhaps) that haven't advanced since the last turn?

Will see if we keep that information in the DB, if so, yes...


Thanks for your help again, I will get it done accurately, sorry for the delay!

------Damian --------

RE: WitPTracker 1.0.2

Posted: Fri Apr 25, 2008 8:47 am
by Mistmatz
ORIGINAL: floydg

ORIGINAL: Mistmatz

ORIGINAL: Nomad

aircraft Ranges:

max range in hexes = duration * cruise speed / 3600 ( round down )

normal range in hexes = max range / 4 ( round down )

extended range in hexes = max range / 3 ( round down )


The mod is immaterial.

IIRC in RHS range is increased by use of fuel tanks (in weapon/device slots). WitPTracker shows therefore wrong range information for example for the P-39D and some others. But those who play RHS will know that so adding this into the formula is probably not a high priority.


If the drop tanks are specific equipment on the aircraft model, I can get that. But I'd need to know how much it extends the range (I suppose it adds endurance).


As I'm just a player of RHS and not involved in the mod making its probably best if you PM el cid. He'll surely know and be able to explain the mechanism behind.

RE: WitPTracker 1.0.2

Posted: Fri Apr 25, 2008 9:57 am
by LargeSlowTarget
Sorry to bother you, but this tools does not work in my case. I get the following error messages:


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RE: WitPTracker 1.0.2

Posted: Fri Apr 25, 2008 11:27 am
by n01487477
I think I see the error straight away, it comes from the scenario name using Brackets () around Andrew's Standard Map ...

1.06 is fairly old isn't it ? The new CHS scenarios, don't have this ... I'll put it on our list to do ...

Sorry for now ...

----Damian----

RE: WitPTracker 1.0.2

Posted: Fri Apr 25, 2008 12:05 pm
by Mistmatz
I'm thinking about reading in all previous turns (~70) I've played in my current game so far. Obviously this is a cumbersome process and I'd like to avoid doing it too often.

So, are there currently any foreseeable compatibility issues of the 1.0.2 database with eventual newer versions?