lixma
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Post by lixma on Oct 28, 2014 22:39:35 GMT -6
Something weird is going on with Danzig. I'm regularly warned that Danzig is running over capacity. But as to why I don't know....it's not like I've stationed any additional ships there. I wonder if SAI is treating ships returning from a sortie to Danzig as additional forces re-based from somewhere else? Perhaps the number of ships leaving Danzig on a mission is not being subtracted from the total, so that when they come home the total number creeps ever upwards despite actual number of ships remaining constant? Some pictures.... Despite there being only 17 ships in total stationed at Danzig SAI shows it running at 97. Another strange thing is it's 97 of 250!? Seeing that Danzig now had a 250 capacity I thought I might re-base the 8.Battle Division there.... I have two Danzigs!
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lixma
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Post by lixma on Oct 29, 2014 5:35:21 GMT -6
Some more Danzig strangeness. Trying to re-assign a ship from one Danzig-based division to another Danzig-based division causes this....
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lixma
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Post by lixma on Oct 29, 2014 6:28:23 GMT -6
After some digging around the forum I see the bugs I mentioned above are already known to the developer.
Sorry for the duplicate!
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lixma
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Post by lixma on Nov 3, 2014 7:41:34 GMT -6
My 7. Battle Division engaged and sank three Russian Battleships. Hurray! But the statistic screen shows something weird.... The Slava and Tsesarevich never fired a shot! Despite this they only have 1% ammo remaining. Another anomaly is that they received 222 and 135 medium hits respectively....but no big hits? The ships' logs corroborate this.... According to the logs my battleships were only firing 9,6 and 4inch guns at the Slava and Tsesarevich. Weird. I've attached the save prior to the mission.
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Post by randomizer on Nov 3, 2014 11:26:09 GMT -6
I do not see what the problem is since of 9" constitutes the main batteries of Mecklenburg, Schwaben and Wittlesbach and these are considered medium guns in SAI. Did Braunschweig engage Imperator Paval? She took 15-heavy hits, which is consistent with trading salvoes with Braunschweig's 11" guns. There have been reports of a bug where a ship has no ammunition when a battle starts but it's pretty rare and generally non-reproducible making it difficult to find a cause or a fix. That may be the case here but without a save from during the action (preferably before any shots are fired) it is difficult to determine with any degree of confidence what actually happened. That said the damage to Slava and Tsesarevich looks entirely consistent in an exchange with a trio of Wittlesbachs.
Thanks.
Edit:
I loaded up your save and ran the turn but the Russian ships (sailing with a slightly different force mix) all had ammunition so if it was the elusive no-ammo error it did not reproduce.
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lixma
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Post by lixma on Nov 3, 2014 12:11:08 GMT -6
Thanks for the correction; I was under the mistaken impression that all the ships in the 7.BD were carrying similar armament to the Braunschweig. It also helps explain why the 7.BD was annihilated two weeks later trying to take on a pair of Russian BBs.
Doh!
The Slava and Tsesarevich not firing/1% ammo thing is still suspicious. I'll try replaying the encounter, if possible, and see if I can reproduce the strangeness.
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Post by julianbarker on Nov 3, 2014 14:42:50 GMT -6
I recently had a battle in a North Sea campaign where in the summary screen several ships had fired no shots but had 1% ammo. The ships had not been engaged at all. Will try and remember to save next time.
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Deleted
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Post by Deleted on Nov 3, 2014 15:04:27 GMT -6
I've not seen one yet, but will keep an eye on it too.
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lixma
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Post by lixma on Nov 3, 2014 16:08:50 GMT -6
I recently had a battle in a North Sea campaign where in the summary screen several ships had fired no shots but had 1% ammo. The ships had not been engaged at all. Will try and remember to save next time. I had been wondering if the 1% ammo thing was due to magazine explosions but your account seems to quash that idea.
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Post by randomizer on Nov 3, 2014 17:51:27 GMT -6
If you can just save before hitting the "Turn" button and again near the start of a scenario turn and before any shots are fired that would be great. Then should the zero ammunition error occur we'll have a better chance to try and determine what's happening. If the bug does not show itself, deleting the extra saves is easy.
I actually cannot recall seeing this happen in either SAI or SAI-RJW but then it is always possible that I just failed to notice.
Thanks to all for reporting this.
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lixma
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Post by lixma on Nov 5, 2014 15:38:58 GMT -6
I think I've caught it in the act! In this action three of my BCs take on three Russian ACs ( Rurik, Bayan, Makarov). I saved the game just before the shooting starts. I've run the scenario three times in succession and here are the results.... Run - 1Run - 2Run - 3The only ship that actually fires back is the lead, Rurik. The Bayan and Makarov refuse to defend themselves and also show 1% ammo. Interestingly it was only the lead ship of the division firing back in my previous report - it might be relevant. (The Gromoboi, too, didn't fire back but the encounter happened earlier in the scenario before the save point) Just to confirm it's not simply a bug with the statistics screen I ran the scenario again to observe the behaviour of the Reluctant Russian Duo. I sank the Rurik then ordered my own division to cease fire. Here's a screenshot.... The Bayan and Makarov were happy to perform evasive manoeuvers but refused to fire at my ships. Here's the saves....
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lixma
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Post by lixma on Nov 6, 2014 12:03:54 GMT -6
Another ammo bug, a pair of Russian BBs are showing impossible ammo loads. Run 1 - Poltava has 131% ammo remaining.... Run 2 - Petropavlosk has 137% ammo remaining....
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Deleted
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Post by Deleted on Nov 7, 2014 9:44:48 GMT -6
If you can just save before hitting the "Turn" button and again near the start of a scenario turn and before any shots are fired that would be great. Then should the zero ammunition error occur we'll have a better chance to try and determine what's happening. If the bug does not show itself, deleting the extra saves is easy. I actually cannot recall seeing this happen in either SAI or SAI-RJW but then it is always possible that I just failed to notice. Thanks to all for reporting this. Randomizer I might have the saves you wanted to repro the bug... hopefully. Attachment DeletedAttachment DeletedAttachment DeletedRepro like this. Load up the saves from Scenario_start.rar. Player is on german side, sortied are BCs of I Scouting Group and support ships. For the British, AI sorties a few CL and DD light ships from the BCF. Run the german BCs to the lower east part of the dogger bank grid, arrive at 6am. You will meet the brit light force, they're on a course of SSE. The shooting starts, let it run some minutes, and the AI will emergency activate its capital ships. At this point save the game. Fire up a second session of SAICampaign.exe, load the save from the British side, and check the ammo of emergency activated ships. Mine shows the lead ships in the squadrons have 100% ammo, the rest all have 1%. (I've ran it a few times. There was once that the AI did not emergency activate. So there could be exceptions.) Before_Turn.rar is the save in the campaign screen, with divisions activated. Shooting_start.rar is one of the times I've ran it like above. In this instance AI activates 1 BC squadron and 1 DD squadron. The 1% ammo bug is present in both. From what I can see... it might be worth investigating emergency activations by the AI.
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Post by randomizer on Nov 7, 2014 13:30:37 GMT -6
skwabie: Thanks for this, I hope to make some SAI time over the weekend to look at the files. Real life has been rather insane of late; no drama just incredibly busy. For what it's worth, there have been reported issues with changing sides in a campaign and doing so is not recommended. I guess we'll have to see if this is a causal factor or a possible window into the zero ammo problem. Thanks again for making the effort to get these saves.
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Deleted
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Post by Deleted on Nov 7, 2014 14:01:10 GMT -6
skwabie: Thanks for this, I hope to make some SAI time over the weekend to look at the files. Real life has been rather insane of late; no drama just incredibly busy. For what it's worth, there have been reported issues with changing sides in a campaign and doing so is not recommended. I guess we'll have to see if this is a causal factor or a possible window into the zero ammo problem. Thanks again for making the effort to get these saves. Randomizer, np no hurries mate, I'm probably gonna gather more evidence to see if the problem is always present with emergency activations or if it's only an isolated incident. The side change was for testing purpose only, because otherwise you will have to run till scenario end to view the ammo level of the opfor everytime. Note that there's no saves or data output while "on the other side".
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