alant
Full Member
Posts: 129
|
Post by alant on Dec 7, 2020 21:20:43 GMT -6
Same happened with the TB Squadron 1237 (original squadron) on Saratoga. It converted to B model in August, saved the turn, ran turn to September with B model still showing. Then exited and re-started. Reverted back to base model Devastator. Note the Helldiver B's aren't affected (replacement squadrons 1914 and 2030). Sept B model Restart, August base model.
|
|
|
Post by seawolf on Dec 8, 2020 11:21:38 GMT -6
Same happened with the TB Squadron 1237 (original squadron) on Saratoga. It converted to B model in August, saved the turn, ran turn to September with B model still showing. Then exited and re-started. Reverted back to base model Devastator. Note the Helldiver B's aren't affected (replacement squadrons 1914 and 2030). Sept B model View AttachmentRestart, August base model. View Attachment My guess is that this was also what was causing the bottleneck in production, if each time you restarted all the new models got replaced with old ones
|
|
alant
Full Member
Posts: 129
|
Post by alant on Dec 8, 2020 13:04:23 GMT -6
Quote - My guess is that this was also what was causing the bottleneck in production, if each time you restarted all the new models got replaced with old ones.
We'll find out. I still have no understanding of what drives aircraft production and have slowed/spread out my carrier builds to accommodate insufficient aircraft production. Still can't afford to put fighters, DBs or TBs on land bases and medium bomber production is about 1 squadron per turn.
Are the impossible to turn down F3F, Helldiver and Devastator upgrades built into the Mod?
|
|
|
Post by seawolf on Dec 8, 2020 17:32:17 GMT -6
Quote - My guess is that this was also what was causing the bottleneck in production, if each time you restarted all the new models got replaced with old ones. We'll find out. I still have no understanding of what drives aircraft production and have slowed/spread out my carrier builds to accommodate insufficient aircraft production. Still can't afford to put fighters, DBs or TBs on land bases and medium bomber production is about 1 squadron per turn. Are the impossible to turn down F3F, Helldiver and Devastator upgrades built into the Mod? Those aren't built in to the mod, the upgrades are stock. If those initial squadrons were the cause of the problem everything should work fine going forward
|
|
alant
Full Member
Posts: 129
|
Post by alant on Dec 12, 2020 13:57:49 GMT -6
It is working better.
In the stock game to my knowledge I've always been able to refuse upgraded models. In 1936 that has not been the case. Hmmm.
|
|
|
Post by seawolf on Dec 12, 2020 21:20:54 GMT -6
It is working better. In the stock game to my knowledge I've always been able to refuse upgraded models. In 1936 that has not been the case. Hmmm. IIRC closing the window accepts the model, even if you didn’t click yes
|
|
alant
Full Member
Posts: 129
|
Post by alant on Dec 12, 2020 21:27:18 GMT -6
I click no and that closes teh window. Xing out might do as you say, but I never do that.
|
|
alant
Full Member
Posts: 129
|
Post by alant on Dec 19, 2020 8:54:04 GMT -6
Noticed a couple of typos/auto-correct problems with US Navy cruiser names suggested by the Mod:
- Santa Fee - Philadephia
|
|
|
Post by cabalamat on Dec 25, 2020 4:38:52 GMT -6
So I've put the Historical 1936 mod into Rtmods and started a game as Italy. One thing I noticed is the German pre-dreadnoughts are missing.
Other than that pretty good mod.
|
|
|
Post by seawolf on Dec 25, 2020 22:30:19 GMT -6
So I've put the Historical 1936 mod into Rtmods and started a game as Italy. One thing I noticed is the German pre-dreadnoughts are missing.
Other than that pretty good mod.
I considered including them, but eventually decided to remove all training ships, which they technically were, even if they were used in a bombardment once. The AI also doesn’t know how to use refitted pre-dreads
|
|
alant
Full Member
Posts: 129
|
Post by alant on Dec 28, 2020 14:29:34 GMT -6
Checked out the British 1936 start and noticed a couple of things with ships under construction:
CV Illustrious class is overweight by 1,273 tons. It shows 4" flight deck and 4" hanger side armor. I checked Conway's Fighting Ships 1922-1946 and it says 3" deck, 4.5" hanger side. If you reduce deck to 3" and leave hanger side at 4 that bring the chip to -41 tons. Not where you really want to be, but way better than +1,273.
CV Indomitable class is overweight by 1,155 tons. It shows 4" flight deck and 1.5" hanger side armor. Conway's says 3" deck and 1.5" hanger side. Reduce deck to 3" and you are at -159 tons instead of +1,155.
Generally I design CV, BBs and BCs with at least 300 available/unused tons, usually more, for later upgrades.
|
|
|
Post by seawolf on Dec 28, 2020 15:17:49 GMT -6
Checked out the British 1936 start and noticed a couple of things with ships under construction: CV Illustrious class is overweight by 1,273 tons. It shows 4" flight deck and 4" hanger side armor. I checked Conway's Fighting Ships 1922-1946 and it says 3" deck, 4.5" hanger side. If you reduce deck to 3" and leave hanger side at 4 that bring the chip to -41 tons. Not where you really want to be, but way better than +1,273. CV Indomitable class is overweight by 1,155 tons. It shows 4" flight deck and 1.5" hanger side armor. Conway's says 3" deck and 1.5" hanger side. Reduce deck to 3" and you are at -159 tons instead of +1,155. Generally I design CV, BBs and BCs with at least 300 available/unused tons, usually more, for later upgrades. Oh ya, that was a decision I had to make. Bomb pen is off in RTW so 4" of FD armor is equivalent to 3" IRL. I used exploits to make them work so the ships will be fine for rebuilds and such
|
|
alant
Full Member
Posts: 129
|
Post by alant on Dec 28, 2020 16:03:42 GMT -6
"Oh ya, that was a decision I had to make. Bomb pen is off in RTW so 4" of FD armor is equivalent to 3" IRL. I used exploits to make them work so the ships will be fine for rebuilds and such."
By that I think you mean we don't need to worry about the ones in the production track. But can we build more of the same classes or does that result in overweight ships?
|
|
|
Post by seawolf on Dec 28, 2020 17:04:26 GMT -6
"Oh ya, that was a decision I had to make. Bomb pen is off in RTW so 4" of FD armor is equivalent to 3" IRL. I used exploits to make them work so the ships will be fine for rebuilds and such." By that I think you mean we don't need to worry about the ones in the production track. But can we build more of the same classes or does that result in overweight ships? You can build more of the same class, you just can’t modify it
|
|
alant
Full Member
Posts: 129
|
Post by alant on Jan 3, 2021 13:40:56 GMT -6
NOTE: I forgot to delete and replace all the existing squadrons the British start the game with. I wonder if this happens to the non-player countries as well. Posting this Bug Report here as it probably has to do with the Mod rather than base game. When did you start the game - 1900 or 1920? 1936 using 1936 Mod What nation were you playing? Great Britain Were there any start options that were not the default? Whatever the mod uses. This is not the first time this has happened. Describe the issue in detail. After saving I closed the game, then turned my computer off for the evening. Restarted the game in the morning and noticed my squadrons were not equipped with the same models as the night before. After taking some notes and screen shots (below) I opened the .bcs save file to see if I could fix some of this. What I found was that the AircraftTypeId= line in some squadrons did not match the AircraftType= line. Strange, very strange. What were you doing when the bug occurred? Restarting game after save/close and computer shutdown. What did you expect to happen and how was the result you saw different than you expected. Expected everything to be the way it was when I saved. Can you describe how to reproduce the bug? Hmm, I'll have to see. It's possible the Mod is causing this, the carriers that have been affected are the ones the Brits start the game with. Other carriers do not seem to be affected. I will cross-post in the 1936 Mod section to see what they have to say. What version of the game were you playing (v1.00, v1.01, etc)? v1.22 For example: The "Vulcan B" is the 5th generation British Torpedo Bomber with AT100 and AT100Id=3404 The "Swordfish" is the 1st generation British Torpedo Bomber with AT18 and AT18Id=19 From the .bcs file: AU14 AircraftTypeId=19
AU14AircraftType= Vulcan B
AU14Id=36 AU14AircraftNumber=20 AU14DesiredAircraftNumber=20 AU14Role=2 AU14Nation=0 AU14Experience=15 AU14Name= 1245 Squadron
AU14CarrierCapable=1 AU14AirKills=0 AU14BombHits=0 AU14TorpedoHits=0 AU14Elite=0 AU14HomeBase=1011 ________________ AT100Name= Vulcan B
AT100Manufacturer=Vickers AT100Year=1940 AT100BaseModelYear=1938 AT100MaxSpeed=197 . . . AT100Version=1 AT100Obsolete=0 AT100ReliabilityKnown=1 AT100ValuesKnown=0 AT100AvailableAircraft=0 AT100Id=3404
________________ AT17Id=18 AT18Name= Swordfish
AT18Manufacturer=Fairey AT18Year=1936 AT18BaseModelYear=1936 AT18MaxSpeed=120 . . . AT18Version=99 AT18Obsolete=1 AT18ReliabilityKnown=1 AT18ValuesKnown=0 AT18AvailableAircraft=655 AT18Id=19Makes me wonder if the 1245 Squadron (and any other original squadron number assigned to a carrier the British started the game with) ever changed aircraft model, except in name only.
|
|