14.2.1.3 Catastrophic Events

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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dr.hal
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RE: 14.2.1.3 Catastrophic Events

Post by dr.hal »

Well LST, sounds like you have certainly hijacked my topic, so I guess I need to respond. I experience the same thing in an overloaded port. You might want to start a new thread line, as I think this might garnish a fair amount of interest. How to handle such a situation and whether or not one's computer impacts this situation. I've got a large RAM (I know, I'm bragging, but hey!) and windows 10, yet it doesn't seem to make a difference either.
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BBfanboy
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RE: 14.2.1.3 Catastrophic Events

Post by BBfanboy »

ORIGINAL: dr.hal

Well LST, sounds like you have certainly hijacked my topic, so I guess I need to respond. I experience the same thing in an overloaded port. You might want to start a new thread line, as I think this might garnish a fair amount of interest. How to handle such a situation and whether or not one's computer impacts this situation. I've got a large RAM (I know, I'm bragging, but hey!) and windows 10, yet it doesn't seem to make a difference either.
IME this only happens when I have played the game for some time and opened/closed a lot of screens as I toured the map. I am guessing that the data on those opened screens gets loaded in RAM in case I want to refer to it again. Occasionally I will have the game pause with the spinning disk symbol which I interpret as some of the RAM being cleared so that I can continue to open new info screens. Once the RAM is this full, complex computations can take a while. I just save the game, close and restart.
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Kull
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RE: 14.2.1.3 Catastrophic Events

Post by Kull »

ORIGINAL: BBfanboy

ORIGINAL: dr.hal

Well LST, sounds like you have certainly hijacked my topic, so I guess I need to respond. I experience the same thing in an overloaded port. You might want to start a new thread line, as I think this might garnish a fair amount of interest. How to handle such a situation and whether or not one's computer impacts this situation. I've got a large RAM (I know, I'm bragging, but hey!) and windows 10, yet it doesn't seem to make a difference either.
IME this only happens when I have played the game for some time and opened/closed a lot of screens as I toured the map. I am guessing that the data on those opened screens gets loaded in RAM in case I want to refer to it again. Occasionally I will have the game pause with the spinning disk symbol which I interpret as some of the RAM being cleared so that I can continue to open new info screens. Once the RAM is this full, complex computations can take a while. I just save the game, close and restart.

I'm not a programmer, but those are the signs of a "memory leak".
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Maallon
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RE: 14.2.1.3 Catastrophic Events

Post by Maallon »

ORIGINAL: Kull

ORIGINAL: BBfanboy

ORIGINAL: dr.hal

Well LST, sounds like you have certainly hijacked my topic, so I guess I need to respond. I experience the same thing in an overloaded port. You might want to start a new thread line, as I think this might garnish a fair amount of interest. How to handle such a situation and whether or not one's computer impacts this situation. I've got a large RAM (I know, I'm bragging, but hey!) and windows 10, yet it doesn't seem to make a difference either.
IME this only happens when I have played the game for some time and opened/closed a lot of screens as I toured the map. I am guessing that the data on those opened screens gets loaded in RAM in case I want to refer to it again. Occasionally I will have the game pause with the spinning disk symbol which I interpret as some of the RAM being cleared so that I can continue to open new info screens. Once the RAM is this full, complex computations can take a while. I just save the game, close and restart.

I'm not a programmer, but those are the signs of a "memory leak".
Yeah, that definitely sounds like some of the symptoms of a memory leak.
Normally, once you close a screen it should be removed from RAM.
The spinning disk symbol likely indicates that the game needs to write/read a lot of data to and from the page file.

The page file is a file on your hard drive where RAM can transfer data to. This happens if the data is no longer urgently needed or there is no longer enough space in the RAM. Depending on your hardware setup, this process can be different magnitudes of slow.

Also the game can only address 2-4 GB of RAM, to my knowledge. So having a lot of RAM is not necessarily helpful.
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Maallon
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RE: 14.2.1.3 Catastrophic Events

Post by Maallon »

ORIGINAL: LargeSlowTarget

This is going OT - in my experience, when a certain number of ships - more than 15-20 - in need of repairs are present in the same port, the "Manage Ships Under Repair screen" becomes agonizingly slow to apply a switch of repair mode or priority for a single ship, and even worse if I use the "Set all ships to" button - can take several minutes with the game "freezing" temporarily before the new repair mode or priority is becoming effective. Just wondering if this is just happening on my machine? Or maybe it's only an issue in my mod since almost all ships have some small amount of damage at start (it's simply unrealistic that all ships on the map start on Dec 7th 1941 in pristine condition). Looks like a memory issue, but I have 16 GB of RAM on a 64bit Win11 Gaming Laptop, way above the game specs. Anyone else with that problem?
I just tested it in a DBB game and it works fine without lag.
But I also can remember that sometimes changing the repair mode of a ship in the ship screen can be very slow.
Have you tried to do this with a fresh game start?
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Axe1999
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RE: 14.2.1.3 Catastrophic Events

Post by Axe1999 »

Same thing for me, PH after initial strikes is very slow to change repair modes... Same happens on my 8 year old laptop and my new gaming desktop so I doubt its hardware issue
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Yaab
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RE: 14.2.1.3 Catastrophic Events

Post by Yaab »

I had this PH problem many years ago on my old Lenovo laptop. Once I started using switches on my new laptp, the problem went away.
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Yaab
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RE: 14.2.1.3 Catastrophic Events

Post by Yaab »

Error ASAP 1,000,000 POSTS
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RangerJoe
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RE: 14.2.1.3 Catastrophic Events

Post by RangerJoe »

One hex SW of Pagan:
ML F-5 hits uncharted rock at 110 , 90

Damage is 7 system, 1 flood, and 7 engine with major flood of 1 and major engine of 5 . . .

They just got a little close looking for fresh shellfish . . .
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

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CaptBeefheart
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RE: 14.2.1.3 Catastrophic Events

Post by CaptBeefheart »

ORIGINAL: LargeSlowTarget

This is going OT - in my experience, when a certain number of ships - more than 15-20 - in need of repairs are present in the same port, the "Manage Ships Under Repair screen" becomes agonizingly slow to apply a switch of repair mode or priority for a single ship, and even worse if I use the "Set all ships to" button - can take several minutes with the game "freezing" temporarily before the new repair mode or priority is becoming effective. Just wondering if this is just happening on my machine? Or maybe it's only an issue in my mod since almost all ships have some small amount of damage at start (it's simply unrealistic that all ships on the map start on Dec 7th 1941 in pristine condition). Looks like a memory issue, but I have 16 GB of RAM on a 64bit Win11 Gaming Laptop, way above the game specs. Anyone else with that problem?

Yes, I've seen this, even on my latest rig which has 32GB RAM. It happens sometimes at Pearl and sometimes late in the game when I have hundreds of ships at Manila. I think it takes a while to process all the changes in repair times when you change one variable (i.e. move one ship to the shipyard) out of hundreds.

I also once attacked Tokyo in a millions vs. millions battle and the turn wasn't even resolved after a night's sleep. I ended up cutting the game there. That was a processor issue as I had the same situation one or two rigs later and it was maybe a 20-minute turn.

Cheers,
CB
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Lowpe
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RE: 14.2.1.3 Catastrophic Events

Post by Lowpe »

ORIGINAL: Don Bowen

Almost all of these accidents will merely result in more damage to the ship. How much is determined by a dice roll and can be minimal or potentially be massive. If the original damage plus the added damage from the "accident" exceed 99%, the ship is destroyed.

xAP Taiping runs onto reef while attempting to unload at Canton Island

97% flooding damage, 87% major. Of course the crew was 15 experience, and the Captain not much better.
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RangerJoe
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RE: 14.2.1.3 Catastrophic Events

Post by RangerJoe »

ORIGINAL: Lowpe

ORIGINAL: Don Bowen

Almost all of these accidents will merely result in more damage to the ship. How much is determined by a dice roll and can be minimal or potentially be massive. If the original damage plus the added damage from the "accident" exceed 99%, the ship is destroyed.

xAP Taiping runs onto reef while attempting to unload at Canton Island

97% flooding damage, 95% major. Of course the crew was 15 experience, and the Captain not much better.

Those Captains that insist on fresh shellfish . . . [:@]
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
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rockmedic109
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RE: 14.2.1.3 Catastrophic Events

Post by rockmedic109 »

I've lost two or three ACMs to accidents while handling mines. This was several updates and a decade ago.
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