PHANTOM CARGO

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duettoalfa
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PHANTOM CARGO

Post by duettoalfa »

It was suggested in the other section that I should post the problem here:

I have these AKs. Individually they appear empty of cargo. Then I put them in a TF and they wont load anything because the TF screen says they are already half loaded. I order to unload, and I get the message: "Tf XY awaiting unloading at XZ" and nothing happens.
This has been going on for a long time because I tried to disband, form and reform TFs, transfer ships from one Tf to another, change mission, change port; with no success. Problem is now I cant recall what the original TF mission was when they were loaded, what ships were in that TF, and other details. Most probably it was a transport TF containing AKs and TKs ordered to load fuel that was at some point disbanded in the same port.

here's an example:



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HansBolter
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RE: PHANTOM CARGO

Post by HansBolter »

You'll likely need to post a saved game.

You can do that by changing the file suffix to .zip as the forum only accepts Zip files and jpegs.

mihaelm can change the suffix back to normal and run the game to find the bug or see if the database is corrupted.
Hans

duettoalfa
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RE: PHANTOM CARGO

Post by duettoalfa »

I'll do anything he asks me to, if he does...
duettoalfa
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RE: PHANTOM CARGO

Post by duettoalfa »

no solution for the Phantom Cargo then?
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Admiral DadMan
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RE: PHANTOM CARGO

Post by Admiral DadMan »

I just had the same issue with 4 TKs from 2 different TFs in 2 different parts of the map. Here is what I did:

-I went back to a save game file when they were in a TF with no problem (it was a Tanker TF).
-I copied down the TF # (330).
-I then went to the current turn, found TF330. It was already at sea with a TK that was working fine, so
-I clicked "Form New TF" on TF330's panel, and made a new Tanker TF (95 I think).
-I then made sure that the 2 TKs in question were disbanded.
-I then went to a major port with a lot of ships that I wasn't going to use for a turn, and made single ship TFs (Surface or Escort).

The idea was to keep making TFs until TF330 was used for something and its mission cleared. I ended up making about 25 TFs.

I now have use of all of those TKs again.

I'm not sure what caused it, but it's possible that I had changed TF330's mission and/or its cargo load without without it being fully empty.
Scenario 127: "Scraps of Paper"
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duettoalfa
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RE: PHANTOM CARGO

Post by duettoalfa »

Thanks for writing Admiral DadMan, I followed you till step 4. In step 4 you separate the "bad" TKs from the good TK. correct?
In step 5 you disband the 2 bad TKs in a major port (I tried Sf, LA and eastern US). I dont understand step 6: I make a single ship TF with a "bad"ship? and then?

My bad AKs have been disbanded and put in new TFs (transport TFs) several times and they never unloaded. You say I should keep disbanding them and create new TFs until one fine day the game decides they can be unloaded?

If this is not what you meant, would you please try to explain it again for me?

Thank you

Uncivil Engineer
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RE: PHANTOM CARGO

Post by Uncivil Engineer »

ORIGINAL: duettoalfa

Thanks for writing Admiral DadMan, I followed you till step 4. In step 4 you separate the "bad" TKs from the good TK. correct?
In step 5 you disband the 2 bad TKs in a major port (I tried Sf, LA and eastern US). I dont understand step 6: I make a single ship TF with a "bad"ship? and then?

My bad AKs have been disbanded and put in new TFs (transport TFs) several times and they never unloaded. You say I should keep disbanding them and create new TFs until one fine day the game decides they can be unloaded?

If this is not what you meant, would you please try to explain it again for me?

Thank you



You need to know the TF number of the corrupt TF (the one that won't unload in your case; TF 330 in his example). Then make new TF's until that number is used, which overwrites the corruption. Then all those single ship TF's can be disbanded and you're on your merry way. It's not the ship that's bad, it's the TF.
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Admiral DadMan
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RE: PHANTOM CARGO

Post by Admiral DadMan »

ORIGINAL: duettoalfa

Thanks for writing Admiral DadMan, I followed you till step 4. In step 4 you separate the "bad" TKs from the good TK. correct?
In step 5 you disband the 2 bad TKs in a major port (I tried Sf, LA and eastern US). I dont understand step 6: I make a single ship TF with a "bad"ship? and then?

My bad AKs have been disbanded and put in new TFs (transport TFs) several times and they never unloaded. You say I should keep disbanding them and create new TFs until one fine day the game decides they can be unloaded?

If this is not what you meant, would you please try to explain it again for me?

Thank you


Cargo, Transport, Tanker, and Amphib TFs handle loading differently, with different load rates, and different load priorities. So if you load a ship in one mode (Cargo), then move it to a TF that has different mode (Transport), the game doesn't know what to do with it. And you can't just simply create new TF or transfer the ship back to a TF with its original mode. You have to either get it back to its original TF# if it still exists with its original mode, or disband the original TF# and reform it to clear the memory for that TF#.

This will take a bit of work to fix if it is what I think it is.

Go back to the turn(s) when the AK's in question were functioning properly, and find the TF number they were in AT THAT TIME. If they were in (I'll make up a number) TF150, and were working fine, then you either changed TF150's mission, or you moved those AK's to another TF, either by "transfer" or "create new TF" and probably with a different mission type. What then happened is that were stuck with TF150's mission memory, but in a different TF type. I.e. TF150 was a "Cargo" TF with 5 ships, 2 were moved to a new TF (via Transfer or Create) that had a mission of "Transport". The 2 that moved to the "Transport" TF are stuck with a "Cargo" load/function


-Unload and disband your "bad" AK's. When that is done,
-Go back to the turn when they were working correctly, and find the TF that these came from (I'll call it "TF150").
-Note the TF's ("TF150") mission (Cargo, Transport, etc.)
-Go to your current turn.
-Find this TF ("TF150")
-Click "Create New TF"
-Make a TF of the SAME TYPE (Cargo, Transport, etc.)
-Move ONLY the ships from THIS TF ("TF150") into it.
-By doing this, the new TF should have the same Destination and Home Port.
(If it's a CS TF, then you have to wait until it gets back to its Home Port to reset it to CS again.)
LEAVE THE "BAD" AK's disbanded.

What you now have to do is to clear the ("TF150") mission memory to release your "bad" AK's. To do that, ("TF150") has to be re-formed, preferably with a new mission type.

There are probably many unused TF slots less than 150, so
-form 1 ship TF's until you reach 150
-go to San Francisco and start making TF's.
-make 1 ship "Escort" TF's (because I had a lot of AK's) until you get near the problem TF#.
-keep making TF's until you make a "TF150" with "Escort" mission.

Then do what ever else you were going to do, or if you're done your turn, End Turn. On the next turn, you can disband all of those dummy TF's, and you should have your AK's back to normal.
Scenario 127: "Scraps of Paper"
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(> <)

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duettoalfa
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Location: Milano, Italy

RE: PHANTOM CARGO

Post by duettoalfa »

ok then. I'll go back in time and find the bad TF # and type. But in present day that TF does not exist any more. I'll try to make a Tf of the same type until the game assigns that same #.

bad news is that I dont have the files of past turns. I have to ask my opponent. Maybe he does.

clue: the bad AKs are only loaded half of their cargo capacity. could it mean that the original TF was amphibiuos?
duettoalfa
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RE: PHANTOM CARGO

Post by duettoalfa »

my friend sent me turn 60 in which the bad AKs are all in one TF 146, loaded with fuel (maybe that's why they appear half loaded), together with many other ships. I'll ask him to send the previous days.

current turn is 140.
Alfred
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RE: PHANTOM CARGO

Post by Alfred »

All of this has already been covered in the identical thread opened elsewhere.
&nbsp;
http://www.matrixgames.com/forums/tm.asp?m=3886471&mpage=1&key=tenders&#3886757
&nbsp;
Detailed posts from myself and Symon have obviously been disregarded.&nbsp; For the OP to enquire just a few hours ago that maybe fuel had been carried when I had specifically identified that as being very likely and explained why it would create a problem, and why the step by step approach I outlined might be followed, makes it pointless helping.
&nbsp;
Accept you have stuffed it up.&nbsp; Michaelm has not responded, which is not surprising as he very rarely responds to these type of threads.&nbsp; So unless a dev with access to the code appears, and the evidence is clear that isn't going to happen, the only alternative is to attempt to implement what has been pointed out by several posters in both threads to try to clear out the memory problem.
&nbsp;
This tech thread is a very good example of why separate threads on exactly the same subject should never be opened.&nbsp; Trying to gain a special advantage does not work and makes things more confusing for other players.
&nbsp;
Alfred
duettoalfa
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RE: PHANTOM CARGO

Post by duettoalfa »

I opened the same thread in the tech support because it was suggested (geofflambert) (it is my opening sentence in the first post). I dont understand what special advantage you are talking about.
I have read with attention your posts and Symons'.I followed your steps. but they did not solve the problem. Memory has not been cleared. That is why I came back to the subject. Luckily someone else tried to help and gave me another road to follow, which I am trying to do.
You feel I make you waste your time? Ignore my posts.
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