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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Posted: Sat Oct 22, 2011 4:15 pm
by Mijast727
ORIGINAL: michaelm
Here is a beta of the beta for you to try out. [:D]
I haven't fully test the 'no upgrades' yet so it might need some tweaking.
Changed Location of Show TOE button on LCU screen [MEM]
Added Option to stop upgrades in LCU [MEM]
Tweak Made new stacking levels from pwhex override the default island stack size if present [MEM]
Tweak Enabled lcu on ship to be seen on prev/next from army list [MEM]
Tweak Allow prev/next on lcus on ships in a tf hex [MEM]
michaelm,
I think the upgrade on/off toggle isn't working entirely as advertised. It looks like it is upgrading the devices even if there are not enough of them in the pool. Check the US base force units at San Francisco in the attached saves. All AA devices were upgraded to 40mm/20mm and the radars were all upgraded to SCR-270s even though there were not enough devices in the pools (and no devices were removed from the pools, either).
Thanks for all your hard work!
Mike
(I changed the .PWS extension to .TXT for posting. 'Before' save attached to this message.)
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Posted: Sat Oct 22, 2011 4:23 pm
by Mijast727
And here is the 'After' save.
Thanks again!
Mike
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Posted: Sat Oct 22, 2011 5:41 pm
by Shark7
ORIGINAL: PaxMondo
ORIGINAL: Reg
ORIGINAL: PaxMondo
Thanks Michael. My appreciate the details here, which would be in line with historical results.
I think we need to gather some more data. There is some evidence in the AAR's that suggests the effect isn't strong enough yet to deter people from doing it. Meaning, the fatigue gain isn't causing enough Op's losses, so players are able to use 4E's on <1000 ft runs effectively. The intent (obviously from your description) and the historical facts are that using B-29's (or other 4E's) at 1000 ft altitudes should cause losses such that this would only be used in dire circumstances. Pretty sure we aren't there yet, but haven't pulled together hard numbers yet.
You probably don't need to cause Ops losses if the increased fatigue is enough to cripple availability....
That's not a deterence and is the current result. Rotate your groups and you can bomb at low altitude non-stop.
This wasn't the result in 1944, you lost crews and aircraft at that altitude. Lots of them. That's why it wasn't done very often. The cost needs to be very high. I think the effect is there (meaning the bomb results are very good, 40x4E will completely demolish anything in the hex), but the cost isn't (should be +30% losses).
The real proof is that every AAR playing now (at least that I am following) has a house rule in it: no 4E bombing below 10,000 ft (except those bombers which historically did like the naval 4E's on naval attack).
The fatigue issue is not a deterrent. I've had the same group of Nates on ground attack at 100' for the last 2 game months in my last game. The pilots get fatigue, but the problem is that with being able to overload the squad with pilots and put 20% on rest, it completely negates the fatigue factor.
In fact, I thought I'd post a screenshot of it, this group is actually at 10% rest and has been flying ground attack at 100' every day for at least 10 weeks.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Posted: Sat Oct 22, 2011 6:12 pm
by Crackaces
Regarding Hotkey '5'.
In the picture below I activated the Hotkey 5 the base is Chattadong. All I see is little diamonds I do not see any numbers. But .. the change log states:
Added Hotkey '5' will show the supply path from the selected base where the number shows the lessening effect of supply [MEM]
Where have I gone wrong?

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Posted: Sat Oct 22, 2011 6:20 pm
by witpqs
In a PBM game you do not get numbers because they can give you free Intel. In an AI game you will see the numbers.
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Posted: Sat Oct 22, 2011 6:50 pm
by Crackaces
ORIGINAL: witpqs
In a PBM game you do not get numbers because they can give you free Intel. In an AI game you will see the numbers.
Ahhhh Ok .. well I sure would like to know how much supply I can get through you are right .. so in a PBEM game I just know that some amount of supply will get through ... OK .well thanks for the rapid reply!
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Posted: Sat Oct 22, 2011 6:59 pm
by Alfred
Have a look at my Logistics 101 thread of 3 months back.
Alfred
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Posted: Sat Oct 22, 2011 9:07 pm
by Crackaces
ORIGINAL: Alfred
Have a look at my Logistics 101 thread of 3 months back.
Alfred
Logistics 101
Excellent! For those of you that did not know ..
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Posted: Sat Oct 22, 2011 10:07 pm
by michaelm75au
ORIGINAL: Mijast727
ORIGINAL: michaelm
Here is a beta of the beta for you to try out. [:D]
I haven't fully test the 'no upgrades' yet so it might need some tweaking.
Changed Location of Show TOE button on LCU screen [MEM]
Added Option to stop upgrades in LCU [MEM]
Tweak Made new stacking levels from pwhex override the default island stack size if present [MEM]
Tweak Enabled lcu on ship to be seen on prev/next from army list [MEM]
Tweak Allow prev/next on lcus on ships in a tf hex [MEM]
michaelm,
I think the upgrade on/off toggle isn't working entirely as advertised. It looks like it is upgrading the devices even if there are not enough of them in the pool. Check the US base force units at San Francisco in the attached saves. All AA devices were upgraded to 40mm/20mm and the radars were all upgraded to SCR-270s even though there were not enough devices in the pools (and no devices were removed from the pools, either).
Thanks for all your hard work!
Mike
(I changed the .PWS extension to .TXT for posting. 'Before' save attached to this message.)
I traced the code and the BFs are upgrading to Sound Detector(A). But by the time of the display, they are showing SCR-270s. Will investigate as there seems to be something else apart from the device upgrade switch being affected here.
Bug exists in adding replacements thinking that it needed to drop the existing weapon and move to the TOE weapon.
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)
Posted: Mon Oct 24, 2011 7:24 am
by michaelm75au
[1108q9]
Changed Location of Show TOE button on LCU screen [MEM]
Added Option to stop upgrades in LCU [MEM]
Tweak Made new stacking levels from pwhex override the default island stack size if present [MEM]
Tweak Enabled lcu on ship to be seen on prev/next from army list [MEM]
Tweak Allow prev/next on lcus on ships in a tf hex [MEM]
Fixed Repair of Air Hq devices with Replacements denied [MEM]
Fixed LCU replacements could cause 'free' upgrade sometimes [MEM]
Tweak Added monsoon effect to aircraft support affecting AF (0-4) service level [MEM]
Fixed Low level altitude penalty using wrong altitude [MEM]
Fixed Defender pilot not always getting fatigue from high altitude penalty [MEM]
Tweak Independent group co-ordination failing [MEM]
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)
Posted: Mon Oct 24, 2011 10:19 am
by fcam1387
Are these updates cumulative or do I have to install every one?
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)
Posted: Mon Oct 24, 2011 10:21 am
by Quixote
You just need the latest - they're cumulative.
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)
Posted: Mon Oct 24, 2011 10:30 am
by fcam1387
Ok thanks. also, not quite clear on the second shortcut thing... can I only play the patched up version with the other shortcut? what happens to saved games - are they only accessible via the shortcut?
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)
Posted: Mon Oct 24, 2011 11:12 am
by DmitryZ
In a PBEM(version 1108q3 and then 1108q8a) we've got such a problem during last three turns: combat-save and combat reports(that ones, which are files at the SAVE-directory) are different for Japanese and Allies side; so different, that the base, taken by assault for one side, may consider as hold for other, some air-rides, which were for the first player, are cancelled for the second and so on. At the Orders Phase situation on the map is corresponding to Japanese version of combat-save and combat reports(that ones, which may see from the game-menu) are such, as they were for Japan side, but combat reports at he SAVE-directory does not change. Sorry for my English, I'm afraid, I have not conversation practice enough for some last years. At this post I should attache Japanese combat report and Allies report for the same turn will be at the next.
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)
Posted: Mon Oct 24, 2011 11:14 am
by DmitryZ
Allies combat report:
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)
Posted: Mon Oct 24, 2011 11:26 am
by Nemo121
Michaelm,
I've checked over the last few turns whether the pilots are automatically activating when they reach a delay of 1. It isn't happening automatically in my game.
Are there additional conditions required? I'm guessing there might be a check vs the number of planes in the airgroup and the pilots won't activate until the number of pilots available in the group is less than the number of planes. Would it be possible if this is the case to change it so that ALL pilots assigned to the group automatically active when they reach delay 1? The reason is that otherwise to get some "spare" pilots into the group to help keep fatigue down you have to go in and activate them manually.
Maybe I'm doing something wrong but I have a lot of delay 1 pilots who aren't automatically activating in my airgroups.
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)
Posted: Mon Oct 24, 2011 12:07 pm
by witpqs
ORIGINAL: Nemo121
Michaelm,
I've checked over the last few turns whether the pilots are automatically activating when they reach a delay of 1. It isn't happening automatically in my game.
Are there additional conditions required? I'm guessing there might be a check vs the number of planes in the airgroup and the pilots won't activate until the number of pilots available in the group is less than the number of planes. Would it be possible if this is the case to change it so that ALL pilots assigned to the group automatically active when they reach delay 1? The reason is that otherwise to get some "spare" pilots into the group to help keep fatigue down you have to go in and activate them manually.
Maybe I'm doing something wrong but I have a lot of delay 1 pilots who aren't automatically activating in my airgroups.
I'm sure that it does happen overall. What it sounds like you are seeing is that the code will activate delay=1 pilots when the squadron is a) short on pilots or b) available pilots are over some fatigue threshold. When one of those things are true you should see them (or enough of them) activate.
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)
Posted: Mon Oct 24, 2011 12:50 pm
by Nemo121
Aye, the problem is that, for me at least, in the meantime when I go to the Reserve Pilots pool and use the "Draw 10" pilots button to draw pilots to another group it is drawing the pilots which are waiting to be activated in the first group ( which may have too few planes or unfatigued pilots ) into the 2nd group.
Essentially I'm juggling the top 20 or so pilots from squadron to squadron instead of sending 20 to replace my losses in one squadron then another batch of 20 to replace losses in a 2nd squadron and so on and so forth.
Right now the "draw 10 pilots" button isn't that useful to me as it ends up re-assigning pilots I've already assigned to airgroups and thus the first group ends up with too few pilots while the 2nd has 10 pilots. If I then work on a 3rd group the 3rd group will probably pull 4 or 5 new pilots plus 5 to 6 of the pilots which had been, initially, sent to the 2nd airgroup. And so on and so forth.
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)
Posted: Mon Oct 24, 2011 12:55 pm
by Mike Solli
If there is room on the screen, I propose an alternative to the "draw 5" or "draw 10" buttons. I propose a button next to each pilot. If it is checked, it is drawn into or out of the reserve. That way, you can pick and choose each pilot with one click per pilot and then a final execute click. Not as efficient as one click for 5 or 10 pilots but you don't have to worry about the wrong pilot(s) being taken.
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)
Posted: Mon Oct 24, 2011 2:47 pm
by GI Jive
I just installed the latest Beta. I'm playing against the AI with a mod of my own. I had "Unit Withdrawals" turned off. In the saved game I was playing, ground units and ships did not withdraw, however certain air groups still needed to withdraw. Now there is no longer a withdraw requirement for the air groups. I think some air groups have to withdraw in order for their upgraded versions to appear later. Is this a "fix" or a mistake?