Back on Deck
Posted: Tue Nov 05, 2013 8:50 pm
Hi all,
Just to let you all know that I'm back now working on the code. Thank you all for your patience while I've been recovering. My right hand on which I had two operations is getting better. I still have some numbness in two fingers but the surgeon tells me that will hopefully go away over time. So my fingers are crossed. Please excuse the bad pun.[:)]
Yesterday I spent working up a new bug tracker database using Debuggle. So far it's great. With the help of the Panther Dev Team I now have a list of things to do for a new patch. Basically these fall into three areas - combat (in particular anti-armour fire), supply (for the longer airborne scenarios), HQs leading the charge.
I have made some changes to the fire routines but need to analyse some more before signing off on these.
We've identified what needs to be done to fix the supply issue but this only impacts significantly on the longer airborne scenarios. I don't see any problems with this.
I now know why and when the HQs lead the charge. This can occur when an attack order is given with an objective a long way from the current location of the force. I discovered this as I was preparing a demo scenario for a NATO modelling and sim workshop that gave a presentation to a couple of weeks back. I was using a proof of concept scenario developed by the boys at the US Command and General Staff College. It had a huge map and I gave an attack over a 15kms distance from the force. Sure enough every time the subordinate HQs charged off to their reserve locs for their subAttacks.
I am going to have to add a test for this and where this is the case add an extra Move task to an assembly area behind the desired FUP. Then the whole force will move to that assembly area together and from there the assault troops will move to their nearby FUP and the HQ to its nearby reserve loc. This is going to require a fair bit of mods to the Attack code but it should fix the problem.
In the meantime I recommend that you do a Move manually yourself and then issue a subsequent Attack order where the distance from the force to the desired FUP is more than say 2-3kms.
I'm not sure how long these should take but I'll let you know how things progress.
Just to let you all know that I'm back now working on the code. Thank you all for your patience while I've been recovering. My right hand on which I had two operations is getting better. I still have some numbness in two fingers but the surgeon tells me that will hopefully go away over time. So my fingers are crossed. Please excuse the bad pun.[:)]
Yesterday I spent working up a new bug tracker database using Debuggle. So far it's great. With the help of the Panther Dev Team I now have a list of things to do for a new patch. Basically these fall into three areas - combat (in particular anti-armour fire), supply (for the longer airborne scenarios), HQs leading the charge.
I have made some changes to the fire routines but need to analyse some more before signing off on these.
We've identified what needs to be done to fix the supply issue but this only impacts significantly on the longer airborne scenarios. I don't see any problems with this.
I now know why and when the HQs lead the charge. This can occur when an attack order is given with an objective a long way from the current location of the force. I discovered this as I was preparing a demo scenario for a NATO modelling and sim workshop that gave a presentation to a couple of weeks back. I was using a proof of concept scenario developed by the boys at the US Command and General Staff College. It had a huge map and I gave an attack over a 15kms distance from the force. Sure enough every time the subordinate HQs charged off to their reserve locs for their subAttacks.
I am going to have to add a test for this and where this is the case add an extra Move task to an assembly area behind the desired FUP. Then the whole force will move to that assembly area together and from there the assault troops will move to their nearby FUP and the HQ to its nearby reserve loc. This is going to require a fair bit of mods to the Attack code but it should fix the problem.
In the meantime I recommend that you do a Move manually yourself and then issue a subsequent Attack order where the distance from the force to the desired FUP is more than say 2-3kms.
I'm not sure how long these should take but I'll let you know how things progress.
