Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)

Post bug reports and ask for help with other issues here.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by witpqs »

ORIGINAL: 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.

Sounds like a unique approach. AFAIK most people are using those multiple draw buttons for pilots to and from the reserve.
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by witpqs »

ORIGINAL: michaelm

[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]

Michael, do you plan a hot key to display the actual stacking limit of each hex?
User avatar
Nemo121
Posts: 5838
Joined: Fri Feb 06, 2004 11:15 am
Contact:

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by Nemo121 »

witpqs,

No, I've been unclear. Here's the situation.

Reserve Pool: 50 pilots.
5 airgroups each needing 10 pilots.

Logically the draw 10 button would draw 10 pilots into each airgroup and I'd be left with none in the pools.


What is actually happening is as follows:
Airgroup 1: I hit "Draw 10 pilots" from the pools and 10 pilots are drawn into the GROUP RESERVE. Let's say 3 have a Delay of 1 the other 7 have Delays of +1

Airgroup 2: I hit the "Draw 10 pilots" from the pools button and I'm expecting to draw the 11th to 20th best pilots in the RESERVE POOL. Instead what happens is that I draw some of the 7 who were already drawn into Airgroup 1 plus whatever number is needed to make up the number 10. So, let's say 3 from Airgroup 1 who have a Delay of +1 and 7 more from the reserve pool.

Instead of pulling 20 pilots from the RESERVE POOL I have only drawn 17 and instead of having 10 pilots each waiting to join airgroup 1 and 2 I have 10 pilots waiting to join airgroup 2 but only 7 waiting to join airgroup 1.


If you repeat this for multiple airgroups you end up with Airgroup 1 losing all the pilots with a Delay of +1 and only use about 50% of the pilots in the RESERVE POOL that you would be expecting to use.


A simple fix would be to remove the pilots from the RESERVE POOL once they are drawn into the GROUP RESERVE. That way they couldn't be pulled from the reserve pool into another group inadvertently.

Or am I missing something? I can't believe this is WAD.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by witpqs »

ORIGINAL: Nemo121

witpqs,

No, I've been unclear. Here's the situation.

Reserve Pool: 50 pilots.
5 airgroups each needing 10 pilots.

Logically the draw 10 button would draw 10 pilots into each airgroup and I'd be left with none in the pools.


What is actually happening is as follows:
Airgroup 1: I hit "Draw 10 pilots" from the pools and 10 pilots are drawn into the GROUP RESERVE. Let's say 3 have a Delay of 1 the other 7 have Delays of +1

Airgroup 2: I hit the "Draw 10 pilots" from the pools button and I'm expecting to draw the 11th to 20th best pilots in the RESERVE POOL. Instead what happens is that I draw some of the 7 who were already drawn into Airgroup 1 plus whatever number is needed to make up the number 10. So, let's say 3 from Airgroup 1 who have a Delay of +1 and 7 more from the reserve pool.

Instead of pulling 20 pilots from the RESERVE POOL I have only drawn 17 and instead of having 10 pilots each waiting to join airgroup 1 and 2 I have 10 pilots waiting to join airgroup 2 but only 7 waiting to join airgroup 1.


If you repeat this for multiple airgroups you end up with Airgroup 1 losing all the pilots with a Delay of +1 and only use about 50% of the pilots in the RESERVE POOL that you would be expecting to use.


A simple fix would be to remove the pilots from the RESERVE POOL once they are drawn into the GROUP RESERVE. That way they couldn't be pulled from the reserve pool into another group inadvertently.

Or am I missing something? I can't believe this is WAD.

Oh, that sounds NOT like what Michael intended. Let's see what he says.
User avatar
Gary D
Posts: 169
Joined: Thu Jun 06, 2002 1:43 am
Location: Southern California

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by Gary D »

Michael;

Am seeing an across the board increase in aircraft group fatigue with units set to training 100%, range zero. Until the latest patch they accumulated next to no fatigue, now in a few turns they are exceeding 50%. This is regardless of location, San Francisco, Sydney, Bombay etc. All airfields are above the level 4 threshold and outside the designated monsoon area.

Units flying missions other than training do not appear to be impacted.

Playing as the allies, Big Babes, two day turns. Can't attach a save at the moment but shout if you deem one necessary.

Thank you,
Gary
User avatar
pompack
Posts: 2585
Joined: Sun Feb 08, 2004 1:44 am
Location: University Park, Texas

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by pompack »

ORIGINAL: Gary D

Michael;

Am seeing an across the board increase in aircraft group fatigue with units set to training 100%, range zero. Until the latest patch they accumulated next to no fatigue, now in a few turns they are exceeding 50%. This is regardless of location, San Francisco, Sydney, Bombay etc. All airfields are above the level 4 threshold and outside the designated monsoon area.

Units flying missions other than training do not appear to be impacted.

Playing as the allies, Big Babes, two day turns. Can't attach a save at the moment but shout if you deem one necessary.

Thank you,
Gary

What is the altitude setting?
User avatar
Lecivius
Posts: 4845
Joined: Sun Aug 05, 2007 12:53 am
Location: Denver

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by Lecivius »

I'm having a problem that has finally gotten me to post.
 
I've been incrementing the beta builds.  In the previous build I was noticing an exact 8 second delay between animation screens during playback.  I would get a message along the lines of TF58 encounters Enemy TF at position X.  And then exactly 8 seconds later the combat animation would begin.
 
This has cleared up for me in the latest build.  However now I get a very protracted and distinct lag when clicking on various hexes during the Orders phase.  Both problems only occur on my tower PC, not on my laptop, and for both problems.  In other words both builds ran fine on my older laptop running the same turn.
 
Since it does run fine on older machines I suspect it's a possible switch problem, although I may be way off in this.  Right now I am only using a switch to set 1600 x 900 full screen resolution on the problem machine, and 1280 x 800 on my LT.  I should add both machines run fine loaded with the latest public build.
 
Any thoughts, tips, suggestions, etc., are greatly appreciated.
If it ain't broke, don't fix it!
User avatar
Gary D
Posts: 169
Joined: Thu Jun 06, 2002 1:43 am
Location: Southern California

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by Gary D »

Pompack;

10K is what most are set at for the "only want to check these guys once a month training routine". I guess I fall into the category of player that finds the amount of time devoted to pilot training management less captivating than some of our other shipmates. :)

All the best!
Gary
User avatar
viberpol
Posts: 858
Joined: Thu Oct 20, 2005 3:16 pm
Location: Global village, Poland, EU

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by viberpol »

ORIGINAL: michaelm

Planes flying at higher than 75% of their max altitude gain extra fatigue.
Low flying LBs gain extra fatigue also.
Attack bombers and torpdeo LBA are excluded from the low level check.

Extra undocumented features? [:D]
Never heard of the "altitude penalty" and 75% max alt penalty... I feel after Michael finishes his "beta-series" thread the new manual should be twice its size... [;)]
I just looove finding such gems here...
Przy lackim orle, przy koniu Kiejstuta Archanioł Rusi na proporcach błysł
User avatar
rader
Posts: 1241
Joined: Mon Sep 13, 2004 6:06 pm

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by rader »

I think there might be a problem with the function to draw 5/10 pilots into a group... it won't let me overfill my groups using this function, even to 125 or 133% (whatever the allowable overfill is).
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by michaelm75au »

ORIGINAL: 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?
If withdraws are off, then requirement to withdraw is no longer valid. If a group needs to withdraw and doesn't, then any downstream upgrade wont happen.

I know that seems to be a case of wanting to have both pieces of the pie.
The last change I made (1108q8) was to suppress the viewable options, not the withdraw itself.
Michael
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by michaelm75au »

ORIGINAL: witpqs
ORIGINAL: michaelm

[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]

Michael, do you plan a hot key to display the actual stacking limit of each hex?

No. The limits are visible on the lcu list screen and the base screen.

Just had a thought that it probably wont be visible if the LCU is in a non-base screen. Unless the LCU list is shown.

Doing hotkey scans of the map seems to stretching the performance of this code at this time.
Michael
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by michaelm75au »

ORIGINAL: rader

I think there might be a problem with the function to draw 5/10 pilots into a group... it won't let me overfill my groups using this function, even to 125 or 133% (whatever the allowable overfill is).
When I first introduced the extra draw buttons, it does not overfill groups as that is not its intended (ab)use.
Michael
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by michaelm75au »

ORIGINAL: Lecivius

I'm having a problem that has finally gotten me to post.

I've been incrementing the beta builds.  In the previous build I was noticing an exact 8 second delay between animation screens during playback.  I would get a message along the lines of TF58 encounters Enemy TF at position X.  And then exactly 8 seconds later the combat animation would begin.

This has cleared up for me in the latest build.  However now I get a very protracted and distinct lag when clicking on various hexes during the Orders phase.  Both problems only occur on my tower PC, not on my laptop, and for both problems.  In other words both builds ran fine on my older laptop running the same turn.

Since it does run fine on older machines I suspect it's a possible switch problem, although I may be way off in this.  Right now I am only using a switch to set 1600 x 900 full screen resolution on the problem machine, and 1280 x 800 on my LT.  I should add both machines run fine loaded with the latest public build.

Any thoughts, tips, suggestions, etc., are greatly appreciated.

If you are using a multi-core PC, then you should use the cpu switches as outlined in the readme/WhatsNew files or the ReadmePatch6 in the beta2 directories.
Michael
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by michaelm75au »

ORIGINAL: viberpol

ORIGINAL: michaelm

Planes flying at higher than 75% of their max altitude gain extra fatigue.
Low flying LBs gain extra fatigue also.
Attack bombers and torpdeo LBA are excluded from the low level check.

Extra undocumented features? [:D]
Never heard of the "altitude penalty" and 75% max alt penalty... I feel after Michael finishes his "beta-series" thread the new manual should be twice its size... [;)]
I just looove finding such gems here...
That was added quite awhile back when players were flying their a/c at maximum altitude in order to get the 'bounce' on enemy planes.
Michael
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by michaelm75au »

ORIGINAL: Gary D

Michael;

Am seeing an across the board increase in aircraft group fatigue with units set to training 100%, range zero. Until the latest patch they accumulated next to no fatigue, now in a few turns they are exceeding 50%. This is regardless of location, San Francisco, Sydney, Bombay etc. All airfields are above the level 4 threshold and outside the designated monsoon area.

Units flying missions other than training do not appear to be impacted.

Playing as the allies, Big Babes, two day turns. Can't attach a save at the moment but shout if you deem one necessary.

Thank you,
Gary
Attach a save. I hadn't noticed this in my test runs last night.

I just tried it again and the fatigue has gone wild since I checked it last night.
Okay. I can see why this test file I am running is showing high fatigue now. The groups are HLBA training at 1000' and are being picked upon due to the low altitude.
Michael
Banzan
Posts: 287
Joined: Sat Mar 13, 2010 1:28 pm
Location: Bremen, Germany

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by Banzan »

I noticed the same as Gary D. Fatigue explodes, morale implodes (result of high fat) when training is set to 100. Took me some turns to notice, but suddenly i lost more planes to trainning then to fights at the front. [:)]

Played a bit around to find the "perfect training mode", but couldn't find any. Even at 70% training groups get 8-15 fatigue a day. Altitude was always set to 6-10k, depending on what skill to train.

Will see if i can provide a save when back home from work.
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by michaelm75au »

I think that there may be a bug here that seems to only become visibile now for some reason. Probably one of the other fixes has highlighted it.

The range '0' seems to be the culprit.

I'll correct this and repost updated installer (9a).
Michael
DmitryZ
Posts: 33
Joined: Mon Oct 24, 2011 10:24 am

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by DmitryZ »

Michael, what about my question at posts 954-955? Is this a known problem with diferrent combat-saves in PBEM? Can we repair it someway?
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by michaelm75au »

ORIGINAL: DmitryZ

Michael, what about my question at posts 954-955? Is this a known problem with diferrent combat-saves in PBEM? Can we repair it someway?
This might happen on the upgrade from one beta to the next, but is okay after the next turn.

If this has been happening for several turns, I think one of you is not using the same EXE as the other.
Do either of you get a warning message about the save being from a different version?
Michael
Post Reply

Return to “Tech Support”