Combat delays - Patch 1.01 v 1.00/hotfix

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vaned74
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Combat delays - Patch 1.01 v 1.00/hotfix

Post by vaned74 »

Would there be any detriment to going back to v1.00 w/hotfix?

I understand the air strike formation routines may be the cause of the really long combat execution delays I am seeing in 1.01 - but that in 1.00 there were some blank screens that showed up for a few seconds. I think I'll take those over the long delays.

Can I assume that between the two versions, that there isn't a change in the actual air results - are they somehow better in deciding which a/c fly, etc?
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Helpless
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RE: Combat delays - Patch 1.01 v 1.00/hotfix

Post by Helpless »

There is no change in air strike code as such in 1.01, but it has other issue with mouse status which can potentially cause such problems. Biggest problem with 1.00 was CPU usage and lost clicks. If you don't experience them I'd suggest to stay with 1.00.

Can you confirm that you don't see increasing delays in 1.00? Thanks
Pavel Zagzin
WITE/WITW/WITE-2/CS-2 Development
vaned74
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RE: Combat delays - Patch 1.01 v 1.00/hotfix

Post by vaned74 »

I am installing a second game at version 1.00 and then will update with the hotfix Erik mailed out for the mouseclicks. I wasn't aware of any CPU hogging in that one. In fact, I have only seen my CPU ever go to about 40%.

By the way, thanks for the quick & great support - especially on a Sunday.

I will run some tests later tonight and see if I can see an execution time difference between v 1 and v1.01
vaned74
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RE: Combat delays - Patch 1.01 v 1.00/hotfix

Post by vaned74 »

Also - have you considered making the game capable of running in the background? Or is there a way to do that now - I can deal with the long execution times especially if I can have my computer to do other things while it is working.
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Joel Billings
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RE: Combat delays - Patch 1.01 v 1.00/hotfix

Post by Joel Billings »

The AI will run in the background. Just go to another window and do whatever you want and the game should continue to run.
All understanding comes after the fact.
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vaned74
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RE: Combat delays - Patch 1.01 v 1.00/hotfix

Post by vaned74 »

Hi Joel - definitely does not continue to run in the background on my system. As soon as I switch to another window, resource monitor shows the CPU usage going to 0 and the game stays right where it was until I click back on it as active. Perhaps there is a system setting somewhere? I also note that it never seems to use more than 50% of the CPU.

Also, I can say that after switching back to 1.00, it still has huge delays in initiating combat - the combat window pops up, but, after maybe 20-30 combats or having the game open for a while doing my move, combats slow down to an interminable pace. Sometimes as long as 25-30 seconds before it puts the air track lines up and fills in the numbers on the combat window. This can make AI turns in 1944 take sometimes up to 2 hours where I can do nothing else with my computer.

Are there any suggestions for something I can change on my system? It is a fairly up to date laptop, less than a year old.
vaned74
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RE: Combat delays - Patch 1.01 v 1.00/hotfix

Post by vaned74 »

I was monitoring both CPUs on my system while playing in the small window. WitE never appears to use CPU0; only runs CPU1. CPU1 runs close to 100% when the game is running (between 85% and 100%). CPU0 runs perhaps 2-10% for all other system processes.

Is there some setting or way to adjust this to tell it to use multiple CPUs?
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Apollo11
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RE: Combat delays - Patch 1.01 v 1.00/hotfix

Post by Apollo11 »

Hi all,
ORIGINAL: vaned74

I was monitoring both CPUs on my system while playing in the small window. WitE never appears to use CPU0; only runs CPU1. CPU1 runs close to 100% when the game is running (between 85% and 100%). CPU0 runs perhaps 2-10% for all other system processes.

Is there some setting or way to adjust this to tell it to use multiple CPUs?

Have you tried BETA patch?


Leo "Apollo11"
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Helpless
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RE: Combat delays - Patch 1.01 v 1.00/hotfix

Post by Helpless »

Have you tried BETA patch?

He did.
I was monitoring both CPUs on my system while playing in the small window. WitE never appears to use CPU0; only runs CPU1. CPU1 runs close to 100% when the game is running (between 85% and 100%). CPU0 runs perhaps 2-10% for all other system processes.

Is there some setting or way to adjust this to tell it to use multiple CPUs?

Yes, most of time WITE is using single CPU. It is not so bad for the Dual Core systems, which make system more responsive. But of cause CPU resources can be used better.

There are planes to release multithreaded code, but more time is required to make sure it works correctly.
Pavel Zagzin
WITE/WITW/WITE-2/CS-2 Development
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