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Post by fredsanford on Dec 24, 2013 9:44:05 GMT -6
Here's one: It's dusk (NOT dawn) at 0500. Battle generator S-A war scenario. Attachment Deleted
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Post by Fredrik W on Dec 24, 2013 15:26:33 GMT -6
Dec 24, 2013 8:39:50 GMT 1 meroka37 said: Applied patch 1.61, limit time for random scenario looks not to work properly, scenario goes on after time expired.
The scenario will go on for up to double the time limit if forces are in contact and half an hour after last contact. Might that be the case?
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Post by Fredrik W on Dec 24, 2013 15:30:40 GMT -6
Here's one: It's dusk (NOT dawn) at 0500. Battle generator S-A war scenario. Could you explain some more what the problem is? It looks like dusk to me.
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Post by meroka37 on Dec 25, 2013 2:38:14 GMT -6
Dec 24, 2013 8:39:50 GMT 1 meroka37 said: Applied patch 1.61, limit time for random scenario looks not to work properly, scenario goes on after time expired.
The scenario will go on for up to double the time limit if forces are in contact and half an hour after last contact. Might that be the case? Yes, that was the case.
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Post by fredsanford on Dec 25, 2013 7:10:00 GMT -6
Here's one: It's dusk (NOT dawn) at 0500. Battle generator S-A war scenario. Could you explain some more what the problem is? It looks like dusk to me. Exactly. But it's 0500 local. 5 in the morning.
and Merry Christmas!
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Post by oldpop2000 on Dec 25, 2013 8:52:40 GMT -6
I get this memory access violation randomly when using the scenario editor. Happened twice in one session, but it keeps working. The second violation occurred when I was getting a new environment. Also, is there a way for me to test the pictures without delving into the game. I want to be able to click on a ship and get the information popup with the new picture to ensure that it looks ok. I can do some but it is hard with the others. Am I just stupid or what?
EDIT: Forgot. I am running an AMD Phenom II X4 810 processor 2.6 GHz with 8 GB of RAM , 64 bit Operating system, Windows 7 SP1.
Attachment Deleted
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Post by oldpop2000 on Dec 25, 2013 10:53:12 GMT -6
Sorry, but another memory violation. Starting with a blank ship design page, right click on ship graphic on the right, immediate access violation. It works fine with a ship loaded and a graphic present. If you begin to develop a ship and save, then click on "Update Ship Graphic", you do not receive an access violation after a graphic appears. Possibly the design page should start with a basic hull graphic then you can proceed from there. This access violation and the previous always occur with a blank page, so maybe that is where to look. I won't present anymore of these, if that is consensus.
Attachment Deleted
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Post by Fredrik W on Dec 25, 2013 15:01:44 GMT -6
Could you explain some more what the problem is? It looks like dusk to me. Exactly. But it's 0500 local. 5 in the morning.
and Merry Christmas!
Thanks!
Indeed, it seems that the time calculations are off when battles are starting in the western hemisphere. It doesn't affect the battle really, it is just the local time computation that is wrong. Thanks for the report!
"The time is out of joint, o cursed spite that ever I was born to set it right!" ;-)
Edit: Upon further investigation it turns out that it doesn't have to do with the hemisphere, it appears that the time calculations did not anticipate battles before 1900.
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Post by Rasputitsa on Dec 25, 2013 16:00:42 GMT -6
Exactly. But it's 0500 local. 5 in the morning.
and Merry Christmas!
Thanks!
Indeed, it seems that the time calculations are off when battles are starting in the western hemisphere. It doesn't affect the battle really, it is just the local time computation that is wrong. Thanks for the report!
"The time is out of joint, o cursed spite that ever I was born to set it right!" ;-)
Edit: Upon further investigation it turns out that it doesn't have to do with the hemisphere, it appears that the time calculations did not anticipate battles before 1900.
Ah! the millennium bug struck 100 years before we actually expected it , Merry Christmas and a Happy New Year.
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Post by Fredrik W on Dec 25, 2013 16:35:11 GMT -6
Hehe!
Computers have a tendency to compute time from 31st December 1899, that is what is at the root of it. I am afraid this seems non-trivial to fix, so you might have to live with it in scenarios before 1900 for the time being.
Battles before 1900 are a little out of the design envelope actually.
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Post by Fredrik W on Dec 25, 2013 16:39:33 GMT -6
Sorry, but another memory violation. Starting with a blank ship design page, right click on ship graphic on the right, immediate access violation. It works fine with a ship loaded and a graphic present. If you begin to develop a ship and save, then click on "Update Ship Graphic", you do not receive an access violation after a graphic appears. Possibly the design page should start with a basic hull graphic then you can proceed from there. This access violation and the previous always occur with a blank page, so maybe that is where to look. I won't present anymore of these, if that is consensus.
Thanks for the feedback. Both the ship editor and the scenario editor might be a bit quirky when nothing is loaded.
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Post by fredsanford on Dec 25, 2013 18:10:44 GMT -6
Yeah, the 19th century time bug doesn't sound like it would be worth the effort. I started a campaign game as the Japanese, and have a couple of things to report: 1. Units on Screen duty don't seem to match fleet speed. Ever. 16 knots seems to be the favored setting. I noticed this in SAI, but it didn't matter as much then since that was default cruise speed. With lower cruise speeds and shorter DD ranges, this really hurts DD's operating ranges now, since they effectively steam twice as far as the rest of the fleet going back and forth. 2. Shore batteries are TOUGH! I had a destroy 2 shore target mission, so I targeted the southernmost 6" batteries by PA so that I could approach and stay to the south of the major caliber shore batteries. It took all 6 B's ALL of their ammo (and pretty much all day), and I still had to bring in some cruisers afterward to finish them off. One of the batteries took 15 major and 97 medium hits to destroy. All 6 B's were damaged, Mikasa out for 8 weeks. Won't do that again...WW1 SAI shore batteries were much easier to knock out. WAD? 3. I emergency activated most of 2nd fleet once, but had to leave 1 DD from 5th DD div back due to lack of OP's. Later, the DD's had to go into port in Nitaka due to getting low on fuel. I left them there-didn't relocate them back to Fusan. Ok so far, but now I can't recombine the 5th DD div. I get an 'access violation' error popup when I try to reassign the orphan DD back to the 5th, or any other division for that matter. 4. AI controlled units such as TR's sailing independently "blink" in and out of sight when observed by my units. I steamed alongside a TR for a couple hours or so in clear, daylight weather, not more than 1-2,000 yards away at closest approach on a parallel course. The TR would disappear for a few minutes, then reappear. This behavior repeated for the entire time that I approached from astern, came abreast of the TR, and then drew ahead. So this seems to happen regardless of relative wind direction (I thought maybe funnel smoke was the issue). It's an aesthetic thing so far as my own units go, but it made me wonder if it would possibly affect AI vs. AI engagement results. Didn't notice that in WW1 SAI, and I've followed AI convoys across the North Sea before.
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Post by Fredrik W on Dec 26, 2013 1:34:21 GMT -6
Yeah, the 19th century time bug doesn't sound like it would be worth the effort. I started a campaign game as the Japanese, and have a couple of things to report: 1. Units on Screen duty don't seem to match fleet speed. Ever. 16 knots seems to be the favored setting. I noticed this in SAI, but it didn't matter as much then since that was default cruise speed. With lower cruise speeds and shorter DD ranges, this really hurts DD's operating ranges now, since they effectively steam twice as far as the rest of the fleet going back and forth.
This is historical in its cause. Screening destroyers did have to go back and forth a lot and coupled with DD lower endurances, that made destroyers the ship type that typically limited fleet endurance even in WW2. However, this might be exacerbated by the lower fleet speeds in the RJW period so I will look at that. There is one thing more. It is not possible to set destroyers to screen in SAI RJW as they were not used in that role in this period, there being no need for anti-submarine DD screens. However, it is possible to set them to screen when planning the campaign force, but they will then go to independent once the scenario starts. This is an oversight on my part, and it should not be possible to set them to screen in the planning stage.
Edit: TBH DD ranges were probably a little too generous in WW1 SAI, and they have been tightened somewhat in SAI RJW, and coupled with the smaller DD size, that probably also makes the effect much more noticeable. OTOH the absence of submarines means that you do not need accompanying DD:s to the same extent as in WW1.
2. Shore batteries are TOUGH! I had a destroy 2 shore target mission, so I targeted the southernmost 6" batteries by PA so that I could approach and stay to the south of the major caliber shore batteries. It took all 6 B's ALL of their ammo (and pretty much all day), and I still had to bring in some cruisers afterward to finish them off. One of the batteries took 15 major and 97 medium hits to destroy. All 6 B's were damaged, Mikasa out for 8 weeks. Won't do that again...WW1 SAI shore batteries were much easier to knock out. WAD? The batteries around PA are intentionally tough to knock out, it seldom pays to duel with them and I try to avoid that as well, though in my experience they are not that tough. Maybe your gunners had a bad day. 3. I emergency activated most of 2nd fleet once, but had to leave 1 DD from 5th DD div back due to lack of OP's. Later, the DD's had to go into port in Nitaka due to getting low on fuel. I left them there-didn't relocate them back to Fusan. Ok so far, but now I can't recombine the 5th DD div. I get an 'access violation' error popup when I try to reassign the orphan DD back to the 5th, or any other division for that matter.
That is intended to handle rebasings, but it does have the effect of splitting divisions as in this case. You should have gotten a question if you wanted to rebase them back after the scenario.
Do you have a save so I can check the reassign error?
4. AI controlled units such as TR's sailing independently "blink" in and out of sight when observed by my units. I steamed alongside a TR for a couple hours or so in clear, daylight weather, not more than 1-2,000 yards away at closest approach on a parallel course. The TR would disappear for a few minutes, then reappear. This behavior repeated for the entire time that I approached from astern, came abreast of the TR, and then drew ahead. So this seems to happen regardless of relative wind direction (I thought maybe funnel smoke was the issue). It's an aesthetic thing so far as my own units go, but it made me wonder if it would possibly affect AI vs. AI engagement results. Didn't notice that in WW1 SAI, and I've followed AI convoys across the North Sea before. It will not affect the AI, sightings of friendly forces is handled differently, though the aesthetic aspect might need to be looked at. Thanks for the feedback!
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Post by fredsanford on Dec 26, 2013 3:24:24 GMT -6
For the screen issue, what prompted the comment was that I was using the lone CL Yaeyama to lead my B's in the hope that it would be the first to hit any mines in my path. Coward won't stay in position, though. I did use the DD gunboat Miyako to screen a ML once, and that guy was circling the ML like a wild man. I don't recall actually confirming the screen order while the turn played, so may very well have been on independent the whole time.
On the orphan DD issue, it went away when I exited and reloaded. He's now back with his original division. I didn't relocated the div back to it's original base at the end of the turn, so that may have been why. I moved the orphan DD up to the new base the turn after the sortie, and then tried to reassign. That's when I got the error, but like I said now that I exited the game and reloaded, the reassignment worked fine. No biggie.
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Post by kasuga on Dec 26, 2013 4:32:52 GMT -6
After update to 1.61 i have a very strange bug, in admiral mode when my controled division enter in enemy vision range the leader of the division simple stops, behind him all units are moving but none pass him, is very strange.
I add a save where you can see this.
Thanks.
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