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Fast Transport bug - v1083c Public Beta

Posted: Thu Aug 27, 2009 7:10 pm
by MadmanRick
I am playing scenario 2 Hakko Ichiu, Japanese vs. Allied AI and I just caught a bug. I sent a Fast Transport TF to Horn Island to pick up some troops and as it was loading the troops, it managed to pickup 198282 between troops and supplies. This is amazing, as the base only had 2127 worth of supplies to begin with. Therefore the TF "created" the supplies on its' own. I have saves before (including as much as a week before, so let me know if you need additional) and after. Here is a screenie before:

Rick

Image

RE: Fast Transport bug - v1083c Public Beta

Posted: Thu Aug 27, 2009 7:11 pm
by MadmanRick
Here is after:

Rick

Image

RE: Fast Transport bug - v1083c Public Beta

Posted: Thu Aug 27, 2009 7:16 pm
by MadmanRick
Before save:


Rick

RE: Fast Transport bug - v1083c Public Beta

Posted: Thu Aug 27, 2009 7:16 pm
by Don Bowen

May I have the save that equates to the first jpg, please.

RE: Fast Transport bug - v1083c Public Beta

Posted: Thu Aug 27, 2009 7:17 pm
by MadmanRick
After save:

Rick

RE: Fast Transport bug - v1083c Public Beta

Posted: Thu Aug 27, 2009 7:19 pm
by MadmanRick
Don,
That would be labeled "before Save". Thanks,

Rick

RE: Fast Transport bug

Posted: Thu Aug 27, 2009 8:39 pm
by HistoryGuy
I had the same thing happen to me when I loaded a fragment of the 255th USN Base Force at Rockhampton for transport on 4 APDs (Schley, Ward, Crane, and Kilty) to Luganville o/a 7 Oct 42.  The APDs loaded up 262118 of 720 tons of supplies/personnel.  Schley had 65531, Ward had 65530, Crane had 65529 and Kilty had 65528.  There wasnt even that much supply at Rockhampton to begin with.

The four APDs were part of larger transport TF that included AKs, etc.

I have NOT uploaded any fixes to the basic AE yet.

OBTW - A replacement pilot named "P. Rutins" showed up at the 3d Bomb Group's 90th Bomb Squadron.  I figured he was no relation to Erik............

RE: Fast Transport bug

Posted: Thu Aug 27, 2009 8:47 pm
by Don Bowen

Wow guys, this is a bad one. Thanks for finding it.

The underlying cause is simple but the affect is horrible. It's due to the AE ability to load when not docked. WITP relied on loading only when docked to ensure that a value was available for "base" (i.e. the base from which the TF is loading), so all the little service routines that did the actual loading could freely use the value of "base" to access data for the base (like supply available). With no value (zero) in "base", the access was going to the empty position in the base array that equates to base zero. Never seen a problem before as the values were usually all zero, but this time the zero-eth base had a supply store of negative 81. A negative value in the calculations was all that we needed for a well screwed pooch.

No big Dutch Boy's finger required, just a lot of little ones.



RE: Fast Transport bug

Posted: Thu Aug 27, 2009 8:53 pm
by MadmanRick
Don,
     Glad I could help! However, I do need to say that whatever you are being paid simply isn't enough! Thanks for all your efforts,

Rick

P.S. I am assuming I can keep all the extra supply that that TF "picked up"? Maybe we'll just consider it my "payment in full" [:D]

RE: Fast Transport bug

Posted: Thu Aug 27, 2009 9:15 pm
by Don Bowen
ORIGINAL: MadmanRick

Don,
     Glad I could help! However, I do need to say that whatever you are being paid simply isn't enough! Thanks for all your efforts,

Rick

P.S. I am assuming I can keep all the extra supply that that TF "picked up"? Maybe we'll just consider it my "payment in full" [:D]

I'm paid nothing, which is slightly more than I am worth. As to the extra supply, good luck. The values you are seeing are actually overlow when a value went below zero and then was stored in an unsigned field. But some of the values still hold their negative values. Might be able to see it in the cargo mouseovers on the individual ships.

RE: Fast Transport bug

Posted: Thu Aug 27, 2009 10:57 pm
by medicff
ORIGINAL: Don Bowen

ORIGINAL: MadmanRick

Don,
Glad I could help! However, I do need to say that whatever you are being paid simply isn't enough! Thanks for all your efforts,

Rick

P.S. I am assuming I can keep all the extra supply that that TF "picked up"? Maybe we'll just consider it my "payment in full" [:D]

I'm paid nothing, which is slightly more than I am worth. As to the extra supply, good luck. The values you are seeing are actually overlow when a value went below zero and then was stored in an unsigned field. But some of the values still hold their negative values. Might be able to see it in the cargo mouseovers on the individual ships.


I would hardly say that Don. You and the whole team are very valuable to each and every AE player. [&o][&o]


RE: Fast Transport bug

Posted: Fri Aug 28, 2009 12:15 am
by HistoryGuy
I tried to unload my APDs at Luganville and no luck after four days.  The supplies stay on board and remain at the original levels.  Now I am going to mosey on down to Sydney to see if it works in a larger port.  After that, I guess I will just park them and disband the TF and hope the Aussies pilfer the ships............
 
I second Madman Rick's accolade to Don and the whole AE team!  Just downloaded the Beta fix and was surprised at the first Air to Air information screen report (397 losses in one day) but noticed they were all planes that had not been fielded yet..........I interpreted it as database only attrition.

RE: Fast Transport bug

Posted: Fri Aug 28, 2009 6:55 am
by P.Hausser
I had the same, but good to see u know about this bugg alrdy

RE: Fast Transport bug

Posted: Fri Sep 04, 2009 11:04 pm
by Cribtop
I'm having almost the opposite problem. About 1/3rd of the time, an FT TF appears to remove supplies from the destination port. The FT TF arrives full and leaves empty, but the port loses several hundred supplies.