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Post by randomizer on Dec 18, 2013 11:00:15 GMT -6
Hi! Some bugs are here. 1) Ulsan scenario for Russians, cruiser squadron goes on course 205, and can't meet with Japanese, scenario ending without battle. OK, error found; this is the unintended consequence of an change to the scenario to cure another issue. Sorry, will work on a reliable fix. Thanks.
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Post by gornik on Dec 18, 2013 11:02:00 GMT -6
Hi, NWS! Bug spotted: 3 my Russian DDs were in Dalny, when base suddenly disappeared (captured by Japan?). After activation, they started at 0,0 coordinates and at the end of mission I lost some VP, as they were too far from friendly bases. But between missions they may be re-based to Vladivostok or Korsakovsk without any risk for 3 OP. Here the save, if you need. Attachment DeletedAttachment DeletedAlso, when flagship division consists of CLs or DDs, you may detach all ships to pick up survivors and after that division disperse, all ships and subordinate divisions become independent. One ship (random) is still controllable and others may be ordered to "core", but if they steam past the port, then go there without asking. (The same problem is in SAI CE 1.40) Despite all this, the game is great! Thank you to make it! PS: Sorry for my poor English.
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Post by Fredrik W on Dec 18, 2013 12:46:41 GMT -6
Thanks for the report Gornik, I will check on that. And thanks for the support!
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Post by alex on Dec 18, 2013 12:56:23 GMT -6
Several new mistakes in main and secondary guns:
Admiral Nahimov - must have 8inch Main; Admiral Oushakov, Admiral Seniavin - 10inch Main; Imperator Alexandr II and Imperator Nikolai I - 4x9inch Secondary and 8x6inch Tertiary. For main guns needs quality factor "-2". They has very old guns.
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Post by randomizer on Dec 18, 2013 14:11:47 GMT -6
Several new mistakes in main and secondary guns: Admiral Nahimov - must have 8inch Main; Admiral Oushakov, Admiral Seniavin - 10inch Main; Imperator Alexandr II and Imperator Nikolai I - 4x9inch Secondary and 8x6inch Tertiary. For main guns needs quality factor "-2". They has very old guns. The above configurations were based on contemporary sources (that differ from others) and then left in the game as my (admittedly subjective) testing determined that they gave more recreate reasonable results in action. They should not necessarily be seen as errors of oversight or research but rather as modelling to create a desired effect when the game is run. Admiral Nakhimov is a good case in point, her execrable 20.3 cm guns (pre-dating nitrated propellants) were a generation older than the already obsolete pieces mounted in Rurik almost a decade later. Using 6" guns with a -1 penalty recreated the poor range and performance of these guns better than using 8" guns with a -3 penalty; the maximum allowed in SAI-RJW. Players may disagree with this compromise of course and can always amend designs into any configuration desired using DesignShip2 included in the release. No doubt there may be design errors (so please keep the reports coming) but in some cases differences between certain published sources and the designs in the game is deliberately done in the interests of creating representative terminal effects during battles. But in some cases there may indeed be errors of commission or omission in the stock designs although accurately modelling the transitional warships designs - those built from the mid-1880's to the mid 1890's sometimes proved difficult. Some classes like the British " Admirals" (including HMS Benbow) and Sans Pareil did not really work in the game and so were excluded from the final version. Thanks for the reports.
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Post by alex on Dec 18, 2013 14:32:08 GMT -6
ok, maybe you are right. There are no problems to change guns manualy. I have another question about map's color preferences. In Chemulpo scenario and in campaigns land color is different from what I set in Preferences menu. Why this happend and can I change some files to see my prefered land color in all scenarios and campaigns?
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Post by dickturpin on Dec 18, 2013 14:41:05 GMT -6
Not really a bug per se.
Ran a random battle between Britain and France in the Med with large fleet size in 1998. Seemed a good representation of what I would expect to see; long approach phase and things developing slowly. Unfortunately, I was pursuing the disorganised and battered French fleet in broad daylight when the battle ended due to reaching its absolute time limit.
Would it be possible to tweak the scenario time limit or can I increase it manually please?
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Post by randomizer on Dec 18, 2013 14:58:28 GMT -6
Would it be possible to tweak the scenario time limit or can I increase it manually please? Just tried this and yes you can if you are comfortable with a text editor like M$ Notepad. I seldom use the SAI Battle Generators so had never considered this before but obviously still have much to learn about Steam and Iron. Save the generated battle in progress. Exit SAI. Go to the ...\Save folder and open the newly saved file (*.sav) using M$ Notepad. Find the line: Length=150
Edit the numerical value to taste, ensuring no spaces or punctuation slip in. For example: Length=360Save (ensuring the .sav file extension remains) and close. Restart SAI, load the saved game, the new game length should be in effect. You can actually do this on turn-1 when the generated battle initially loads, this avoids having ships in action needing to reacquire their targets. Good Luck, please advise if this works for you.
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Post by julianbarker on Dec 18, 2013 16:19:48 GMT -6
I agree the Battle Generator games seem far too short. I have had both Riskflotte and Anglo-French games end whilst the battle was still developing.
Also - the game cannot find the Jurien de la Gravìere called for by the Anglo-French Med Battle Generator.
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Post by julianbarker on Dec 18, 2013 16:24:20 GMT -6
Just discovered that French ships also appear to be missing for the Anglo-French Atlantic Generator.
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Post by gornik on Dec 19, 2013 9:20:44 GMT -6
I think I find solution to problem with disappearing Dalny base - in .cam file its StartYear=1904 and EndYear=1900. After reversing this, base stay at its plaсe Another problem: ammo dumps near Yalu River and troop concentrations near Dalny spot each other if day weather is good and thus make game speed limited permanently. However, this provokes me to destroy them at the beginning of every mission.
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Post by randomizer on Dec 19, 2013 10:00:23 GMT -6
Thanks for reporting this.
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Post by Fredrik W on Dec 19, 2013 10:17:58 GMT -6
I think I find solution to problem with disappearing Dalny base - in .cam file its StartYear=1904 and EndYear=1900. After reversing this, base stay at its plaсe Thanks! However, there is likely still a problem with ships at the base when it changes sides, but I will look into that.
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Post by gornik on Dec 21, 2013 17:19:59 GMT -6
Thanks! However, there is likely still a problem with ships at the base when it changes sides, but I will look into that. Thank you for support this game! I'm sorry, but another problem spotted: UI-controlled DDs usually got engine damage every turn, so after 2-3 month of campaign most of them are in repair. Possible cause of this is lack of fuel - they all have negative endurance at the end of scenario. No Japanese minelaying operations were spotted near PA at least to 05.10.1904 - it is strange. Bezstrasni-class DDs (sometimes named Whale-class), in-game wrongly named Emir Bukharski-class (by the way, according to schemes I saw they had 3 torpedo mounts each). There is possible mistake in AMC Lena weapons, but I'm not sure, as my sources are too contradictory. And some minor suggestions: Before battle of 10 August damaged Russian battleships sent some of their secondary and tertiary artillery to ground defences of Port-Artur while repairing; only mine damage and disarmament of Bayan allowed them to replace these guns by the time of battle. This can be modelled by adding "upgrade" design (downgrade IRL) -2x6-inch and -2-4x3-inch for battleships with casemate artillery in summer 1904. Battle log shows you number and calibre of shells fired by the enemy, so you can approximately identify the ship, even in short engagement in rainy stormy night. It would be nice if these statistics displayed only after battle, and before this only rough data is shown - heavy/medium/light shells (with some mistakes,of course). Adding 2 torpedo gunboats and AMC Angara to Port-Artur (or activating them for some VP) would also be nice, in my opinion (I really love AMCs : . Sorry for so long and (probably) illiterate post.
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Post by oldpop2000 on Dec 21, 2013 17:49:00 GMT -6
When I load the class name Admiral Oushakov, I receive an error message that states "Illegal Speed value 14". First, the ships name is Ushakov, named after the admiral of the same name and its avowed speed was about 16 knots or 18 mph.
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