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RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/9/2015 5:13:29 AM   
witpqs


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From: Argleton
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quote:

I don't think you got lost either. I think you're on track. I guess I'm asking why that's the intent - because only 1 ship can use the ARD, so if you have multiple eligible ships in the port then none of them will use the ARD unless you change priority settings. This creates problems in the following situation, which I'd like to imagine isn't uncommon for a major forward base:

Ship 1 - has 12 Sys, 5 (5) Floatation damage. At a level 7+, this will repair fully at pier side... however, it's a minor ship and you don't need it so you leave the priority at Normal or even set it to Low.

Ship 2 - has 25 Sys and maybe some other minor damage that can be fixed at the pier. This is a major ship and needs to be back in action ASAP, so you set it to High or Critical priority on Pier Side.

Ship 3 - similar to ship 2, maybe 10 System and also has 2 (2) Floatation damage. You need it back in action just as much as ship 2, within days if possible, so you set to Critical.

Ship 4 - has 0 Sys, 10 (10) Floatation damage. This will require the ARD to repair. Maybe it's a CL - something really useful, and you want it repaired, but you don't need it before ships 2 and 3. However, you have to set it at a higher repair priority in order for it to get to use the ARD in front of ships 2 and 3 (if they have floatation damage). Even if you have it set to Repair Ship.


Does that make sense to anyone else? I am admittedly loathe to use Critical priority except in special cases.


You are confusing the stuffing out of me. Why do you think "then none of them will use the ARD"? What gives you that idea?

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Post #: 61
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/9/2015 4:20:57 PM   
Lokasenna


Posts: 9131
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: witpqs

quote:

I don't think you got lost either. I think you're on track. I guess I'm asking why that's the intent - because only 1 ship can use the ARD, so if you have multiple eligible ships in the port then none of them will use the ARD unless you change priority settings. This creates problems in the following situation, which I'd like to imagine isn't uncommon for a major forward base:

Ship 1 - has 12 Sys, 5 (5) Floatation damage. At a level 7+, this will repair fully at pier side... however, it's a minor ship and you don't need it so you leave the priority at Normal or even set it to Low.

Ship 2 - has 25 Sys and maybe some other minor damage that can be fixed at the pier. This is a major ship and needs to be back in action ASAP, so you set it to High or Critical priority on Pier Side.

Ship 3 - similar to ship 2, maybe 10 System and also has 2 (2) Floatation damage. You need it back in action just as much as ship 2, within days if possible, so you set to Critical.

Ship 4 - has 0 Sys, 10 (10) Floatation damage. This will require the ARD to repair. Maybe it's a CL - something really useful, and you want it repaired, but you don't need it before ships 2 and 3. However, you have to set it at a higher repair priority in order for it to get to use the ARD in front of ships 2 and 3 (if they have floatation damage). Even if you have it set to Repair Ship.


Does that make sense to anyone else? I am admittedly loathe to use Critical priority except in special cases.


You are confusing the stuffing out of me. Why do you think "then none of them will use the ARD"? What gives you that idea?


Because an ARD can only repair 1 ship at a time, and I've been watching my ports - if I don't use the priority to assign, even when in Repair Ship mode, none of the major floatation gets fixed, ever. Latest example: I had an LCI with 9 Floatation damage in a port, set to Repair Ship and High priority. However, I also had some (redacted) naval vessels there repairing at Pier Side and set their priority to High - the LCI was the only ship set to Repair Ship, which should have made it use the ARD, but it wasn't making any progress over several turns.


Honestly, simply making ARDs look at ships that are in Repair Ship mode first would solve the problem, I think. Because it's looking at all the ships in the point (started with highest priority), if there are several on the highest priorities, it will be trying to repair more than 1 ship and therefore repair none.

(in reply to witpqs)
Post #: 62
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/9/2015 4:57:03 PM   
witpqs


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From: Argleton
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OK, so you saying that based on what you see, it looks like the part about not needing to assign to Repair Ship (for ARD to be used) is no longer working. Now I understand.

< Message edited by witpqs -- 11/9/2015 5:57:35 PM >


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Post #: 63
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/9/2015 6:17:00 PM   
Lokasenna


Posts: 9131
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From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: witpqs

OK, so you saying that based on what you see, it looks like the part about not needing to assign to Repair Ship (for ARD to be used) is no longer working. Now I understand.


I honestly don't know if that bit is working or not. What I do know is that assigning to Repair Ship doesn't always make the ARD repair that ship, even if you only have that 1 ship assigned to Repair Ship and even if the ARD is the only Repair Ship option at the port.

(in reply to witpqs)
Post #: 64
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/9/2015 7:51:28 PM   
witpqs


Posts: 24990
Joined: 10/4/2004
From: Argleton
Status: offline

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: witpqs

OK, so you saying that based on what you see, it looks like the part about not needing to assign to Repair Ship (for ARD to be used) is no longer working. Now I understand.


I honestly don't know if that bit is working or not. What I do know is that assigning to Repair Ship doesn't always make the ARD repair that ship, even if you only have that 1 ship assigned to Repair Ship and even if the ARD is the only Repair Ship option at the port.

Are you looking at the percentage accumulated towards the next point of damage repair? You have to go to the "Manage Repairs" screen (forget exact wording) and select the ship in question. in that cluster of information in the upper right 1/4 of the screen there will be a percentage number showing how far along towards repairing the next point of damage. Some ships take more than one turn at many shipyards to fix a single point of damage.

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Post #: 65
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/9/2015 8:16:50 PM   
Lokasenna


Posts: 9131
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From: Iowan in MD/DC
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quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: witpqs

OK, so you saying that based on what you see, it looks like the part about not needing to assign to Repair Ship (for ARD to be used) is no longer working. Now I understand.


I honestly don't know if that bit is working or not. What I do know is that assigning to Repair Ship doesn't always make the ARD repair that ship, even if you only have that 1 ship assigned to Repair Ship and even if the ARD is the only Repair Ship option at the port.

Are you looking at the percentage accumulated towards the next point of damage repair? You have to go to the "Manage Repairs" screen (forget exact wording) and select the ship in question. in that cluster of information in the upper right 1/4 of the screen there will be a percentage number showing how far along towards repairing the next point of damage. Some ships take more than one turn at many shipyards to fix a single point of damage.


Yep, I always check the repair points. It's critical to how I manage my ship repairs.

I was looking at that LCI for several days in a row. No change in the repair points accumulated, and all damage on the other ships at the same priority level could be fixed by the port (as it was just System, less than 5 major flooding and less than 5 major engine, and size 7+ port also with plenty of naval support)... so there's no reason why I would want the ARD working on those ships that are at pier side.

(in reply to witpqs)
Post #: 66
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/9/2015 9:31:31 PM   
BBfanboy


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I vaguely recall something saying if you set too many ships at "High" priority for repair it will confuse the AI. Anyone hear/read similar?

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Post #: 67
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/9/2015 9:54:31 PM   
Lokasenna


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From: Iowan in MD/DC
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quote:

ORIGINAL: BBfanboy

I vaguely recall something saying if you set too many ships at "High" priority for repair it will confuse the AI. Anyone hear/read similar?


It only takes 2 in this instance. I can repeat this behavior as long as the port has an ARD present. I think it may be repeatable with just an AR, but I haven't tested.

(in reply to BBfanboy)
Post #: 68
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/9/2015 11:26:27 PM   
Bullwinkle58


Posts: 11302
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quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: witpqs

OK, so you saying that based on what you see, it looks like the part about not needing to assign to Repair Ship (for ARD to be used) is no longer working. Now I understand.


I honestly don't know if that bit is working or not. What I do know is that assigning to Repair Ship doesn't always make the ARD repair that ship, even if you only have that 1 ship assigned to Repair Ship and even if the ARD is the only Repair Ship option at the port.


I'm seeing this too. I had to move an ARD away from the AR to a different base to make the ARD work on major float. And even there the ARD needs Critical to do anything.

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The Moose

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Post #: 69
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/10/2015 4:32:47 AM   
Lokasenna


Posts: 9131
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: witpqs

OK, so you saying that based on what you see, it looks like the part about not needing to assign to Repair Ship (for ARD to be used) is no longer working. Now I understand.


I honestly don't know if that bit is working or not. What I do know is that assigning to Repair Ship doesn't always make the ARD repair that ship, even if you only have that 1 ship assigned to Repair Ship and even if the ARD is the only Repair Ship option at the port.


I'm seeing this too. I had to move an ARD away from the AR to a different base to make the ARD work on major float. And even there the ARD needs Critical to do anything.


Yeah. I think something needs to change to make this intuitive. As it stands, it just feels bonkers in the UI.

(in reply to Bullwinkle58)
Post #: 70
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/11/2015 8:46:40 AM   
michaelm75au


Posts: 13071
Joined: 5/5/2001
From: Melbourne, Australia
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An ARD is only going to add a max 100 repair points per cycle. Depending on the number of repair points per damage point, it may take sometime flip over the required points to get 1 damage point repaired - a ARD means that the damage comes off the major float.
I'll load up the saves from the other post and have a look.

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Michael

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Post #: 71
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/11/2015 4:16:48 PM   
Lokasenna


Posts: 9131
Joined: 3/3/2012
From: Iowan in MD/DC
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quote:

ORIGINAL: michaelm

An ARD is only going to add a max 100 repair points per cycle. Depending on the number of repair points per damage point, it may take sometime flip over the required points to get 1 damage point repaired - a ARD means that the damage comes off the major float.
I'll load up the saves from the other post and have a look.


Interesting to know about the ARD and repair points. I thought it was dependent on the lift size of the ARD, but I can see how that wouldn't necessarily be the case. I can post up some demonstrations of the ARD not repairing anything if other ships in port are set to the same priority level as the ship that is set to use the ARD (via being the only ship in port set to Repair Ship).

(in reply to michaelm75au)
Post #: 72
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/14/2015 12:23:55 AM   
michaelm75au


Posts: 13071
Joined: 5/5/2001
From: Melbourne, Australia
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quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: michaelm

An ARD is only going to add a max 100 repair points per cycle. Depending on the number of repair points per damage point, it may take sometime flip over the required points to get 1 damage point repaired - a ARD means that the damage comes off the major float.
I'll load up the saves from the other post and have a look.


Interesting to know about the ARD and repair points. I thought it was dependent on the lift size of the ARD, but I can see how that wouldn't necessarily be the case.


The lift size determines if a ship can be repaired by the ARD. Too big and the ARD wont be used.

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Michael

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Post #: 73
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/14/2015 6:14:13 AM   
Lokasenna


Posts: 9131
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From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: michaelm

An ARD is only going to add a max 100 repair points per cycle. Depending on the number of repair points per damage point, it may take sometime flip over the required points to get 1 damage point repaired - a ARD means that the damage comes off the major float.
I'll load up the saves from the other post and have a look.


Interesting to know about the ARD and repair points. I thought it was dependent on the lift size of the ARD, but I can see how that wouldn't necessarily be the case.


The lift size determines if a ship can be repaired by the ARD. Too big and the ARD wont be used.


Right, but it seems as if you said (and maybe this is information I could've gotten before if I'd looked hard enough) that an ARD provides 100 repair points, whether its lift is 3K tons or 55K tons. I mean, other tenders have static repair points provided, so it makes sense, I just figured that an ARD functioned so much like a shipyard that I assumed a lift of 55 meant it would provide repair points like a size 55 Repair Shipyard.

(in reply to michaelm75au)
Post #: 74
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/14/2015 5:28:21 PM   
witpqs


Posts: 24990
Joined: 10/4/2004
From: Argleton
Status: offline

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: michaelm

An ARD is only going to add a max 100 repair points per cycle. Depending on the number of repair points per damage point, it may take sometime flip over the required points to get 1 damage point repaired - a ARD means that the damage comes off the major float.
I'll load up the saves from the other post and have a look.


Interesting to know about the ARD and repair points. I thought it was dependent on the lift size of the ARD, but I can see how that wouldn't necessarily be the case.


The lift size determines if a ship can be repaired by the ARD. Too big and the ARD wont be used.


Right, but it seems as if you said (and maybe this is information I could've gotten before if I'd looked hard enough) that an ARD provides 100 repair points, whether its lift is 3K tons or 55K tons. I mean, other tenders have static repair points provided, so it makes sense, I just figured that an ARD functioned so much like a shipyard that I assumed a lift of 55 meant it would provide repair points like a size 55 Repair Shipyard.

It's always been that the tonnage of a ship must be within the lift capacity of an ARD for that ARD to work on it.

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Post #: 75
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/14/2015 8:09:42 PM   
Lokasenna


Posts: 9131
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From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: michaelm

An ARD is only going to add a max 100 repair points per cycle. Depending on the number of repair points per damage point, it may take sometime flip over the required points to get 1 damage point repaired - a ARD means that the damage comes off the major float.
I'll load up the saves from the other post and have a look.


Interesting to know about the ARD and repair points. I thought it was dependent on the lift size of the ARD, but I can see how that wouldn't necessarily be the case.


The lift size determines if a ship can be repaired by the ARD. Too big and the ARD wont be used.


Right, but it seems as if you said (and maybe this is information I could've gotten before if I'd looked hard enough) that an ARD provides 100 repair points, whether its lift is 3K tons or 55K tons. I mean, other tenders have static repair points provided, so it makes sense, I just figured that an ARD functioned so much like a shipyard that I assumed a lift of 55 meant it would provide repair points like a size 55 Repair Shipyard.

It's always been that the tonnage of a ship must be within the lift capacity of an ARD for that ARD to work on it.


Yes, I know that. But a bigger shipyard provides more repair points, in addition to being able to fit bigger ships. I didn't realize that an ARD provided a static number of repair points, regardless of lift capacity.

(in reply to witpqs)
Post #: 76
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/14/2015 8:14:23 PM   
witpqs


Posts: 24990
Joined: 10/4/2004
From: Argleton
Status: offline

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: michaelm

An ARD is only going to add a max 100 repair points per cycle. Depending on the number of repair points per damage point, it may take sometime flip over the required points to get 1 damage point repaired - a ARD means that the damage comes off the major float.
I'll load up the saves from the other post and have a look.


Interesting to know about the ARD and repair points. I thought it was dependent on the lift size of the ARD, but I can see how that wouldn't necessarily be the case.


The lift size determines if a ship can be repaired by the ARD. Too big and the ARD wont be used.


Right, but it seems as if you said (and maybe this is information I could've gotten before if I'd looked hard enough) that an ARD provides 100 repair points, whether its lift is 3K tons or 55K tons. I mean, other tenders have static repair points provided, so it makes sense, I just figured that an ARD functioned so much like a shipyard that I assumed a lift of 55 meant it would provide repair points like a size 55 Repair Shipyard.

It's always been that the tonnage of a ship must be within the lift capacity of an ARD for that ARD to work on it.


Yes, I know that. But a bigger shipyard provides more repair points, in addition to being able to fit bigger ships. I didn't realize that an ARD provided a static number of repair points, regardless of lift capacity.

OK, I got it. I never knew about what repair points they provided.

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Post #: 77
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/15/2015 4:39:42 PM   
Zebedee


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Just a fairly random one, but playing unmodded scenario 1, I've noticed that sub on sub attacks aren't centred in the graphical representation of the attack. The sub being attacked is off to the right rather than in the crosshairs. Pretty sure this isn't my drunk sub captains missing . This is using the 1920x1080 switch, although every other graphical representation of sub attacks are exactly within the crosshairs.

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Post #: 78
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/18/2015 7:15:45 PM   
jeffk3510


Posts: 4129
Joined: 12/3/2007
From: Kansas
Status: offline
Patrol point selections

I haven't been playing a lot lately, and with the winter season around the corner I will be more.

This may have been addressed, but I don't think so.

When you select patrols points, each time you click the button to chose the next patrol point (2 and 3 for example) the screen to click the hex on the map reverts to the location of the task force/submarine.

Is it possible for the screen when you chose your hex to center over the most recent selection you just chose? ...So that you do not have to scroll from your task force/submarine location ALL of the way back to where you

chose your first point from to select your next patrol point.

If this isn't clear, please advise and I will explain more.

Thanks.

< Message edited by jeffk3510 -- 11/18/2015 8:21:48 PM >

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Post #: 79
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/18/2015 7:45:14 PM   
BBfanboy


Posts: 15435
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: jeffk3510

Patrol point selections

I haven't been playing a lot lately, and with the winter season around the corner I will be more.

This may have been addressed, but I don't think so.

When you select patrols points, each time you click the button to chose the next patrol point (2 and 3 for example) the screen to click the hex on the map reverts to the location of the task force/submarine.

Is it possible for the screen when you chose your hex to center over the most recent selection you just chose? ...So that you do not have to scroll from your task force/submarine location ALL of the way back to where you

chose your first point from to select your next patrol point.

If this isn't clear, please advise and I will explain more.

Thanks.

That seems clear enough, and the reverse is true if you want to do something in the area under the unit info box - you cannot move the unit box to see the area first before making your selection. If the unit screen could be moveable by grabbing the box (via held left click) and moving it, it would save a lot of exiting and reopening the screen. I do not need to have a unit/base centred on screen to understand the info screen for it.

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Post #: 80
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 11/18/2015 8:32:18 PM   
jeffk3510


Posts: 4129
Joined: 12/3/2007
From: Kansas
Status: offline
quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: jeffk3510

Patrol point selections

I haven't been playing a lot lately, and with the winter season around the corner I will be more.

This may have been addressed, but I don't think so.

When you select patrols points, each time you click the button to chose the next patrol point (2 and 3 for example) the screen to click the hex on the map reverts to the location of the task force/submarine.

Is it possible for the screen when you chose your hex to center over the most recent selection you just chose? ...So that you do not have to scroll from your task force/submarine location ALL of the way back to where you

chose your first point from to select your next patrol point.

If this isn't clear, please advise and I will explain more.

Thanks.

That seems clear enough, and the reverse is true if you want to do something in the area under the unit info box - you cannot move the unit box to see the area first before making your selection. If the unit screen could be moveable by grabbing the box (via held left click) and moving it, it would save a lot of exiting and reopening the screen. I do not need to have a unit/base centred on screen to understand the info screen for it.


Understand, and that would be great, too.. I feel like I'd move the box too many times on accident clicking on buttons and missing them by a tad then becoming angered lol


< Message edited by jeffk3510 -- 11/18/2015 9:35:51 PM >

(in reply to BBfanboy)
Post #: 81
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 12/7/2015 3:20:48 PM   
jeffk3510


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Does anyone else feel the same way about patrol points?

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Post #: 82
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 12/7/2015 5:21:48 PM   
m10bob


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From: Dismal Seepage Indiana
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Hope this is the right place for a future upgrade...In the preferences screen I would like to be able to either turn off the transport plane cycle altogether, or minimize the time as by 1944 it really takes a lot of time getting thru the turns on that alone..
I can always check after the turn for any supply updates or issues.

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Post #: 83
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 12/8/2015 10:06:07 AM   
michaelm75au


Posts: 13071
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From: Melbourne, Australia
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quote:

ORIGINAL: m10bob

Hope this is the right place for a future upgrade...In the preferences screen I would like to be able to either turn off the transport plane cycle altogether, or minimize the time as by 1944 it really takes a lot of time getting thru the turns on that alone..
I can always check after the turn for any supply updates or issues.

Don't quite understand the 'transport plane cycle'. Could you give more detail.

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Post #: 84
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 12/8/2015 1:06:55 PM   
m10bob


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From: Dismal Seepage Indiana
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quote:

ORIGINAL: michaelm


quote:

ORIGINAL: m10bob

Hope this is the right place for a future upgrade...In the preferences screen I would like to be able to either turn off the transport plane cycle altogether, or minimize the time as by 1944 it really takes a lot of time getting thru the turns on that alone..
I can always check after the turn for any supply updates or issues.

Don't quite understand the 'transport plane cycle'. Could you give more detail.

Thank you for your time MichaelM..
At the end of the second "air cycle" there is a section called the (air) transport phase which shows every single air transport squadron making its' deliveries.
Even when this is minimized, by 1944 my planes going to China probably take five minutes.
If there might be some way to elect to keep this phase off the graphics it would speed the turns.
(We still get those details on the written event report each turn).

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Post #: 85
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 12/9/2015 8:55:40 AM   
michaelm75au


Posts: 13071
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From: Melbourne, Australia
Status: offline
You can remove the message delay by pressing CNTL-Z (I think) and it will speed thru all messages on the screen. Being as that is towards the end of turn, it probably wont matter if it skims thru the screen messages - important ones are in the reports.
Pressing it again turns the delay back on.

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Michael

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Post #: 86
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 12/9/2015 1:22:58 PM   
richlove


Posts: 196
Joined: 5/1/2009
Status: offline

quote:

ORIGINAL: jeffk3510

Does anyone else feel the same way about patrol points?


Yes, I feel the same way. I *think* waypoint selection also brings you back to the TF location - I would be happy if that behavior changed as well.

(in reply to jeffk3510)
Post #: 87
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 12/9/2015 3:42:32 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline

quote:

ORIGINAL: michaelm

You can remove the message delay by pressing CNTL-Z (I think) and it will speed thru all messages on the screen. Being as that is towards the end of turn, it probably wont matter if it skims thru the screen messages - important ones are in the reports.
Pressing it again turns the delay back on.

TY MichaelM

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(in reply to michaelm75au)
Post #: 88
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 12/9/2015 6:13:47 PM   
BBfanboy


Posts: 15435
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: m10bob


quote:

ORIGINAL: michaelm

You can remove the message delay by pressing CNTL-Z (I think) and it will speed thru all messages on the screen. Being as that is towards the end of turn, it probably wont matter if it skims thru the screen messages - important ones are in the reports.
Pressing it again turns the delay back on.

TY MichaelM

I use the Esc key for the same purpose. It will run until the next report (I set for in-game combat reports) which will be land combat after the Air Transport Phase.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to m10bob)
Post #: 89
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 12/9/2015 7:54:45 PM   
Admiral DadMan


Posts: 3583
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
Another "nice to have":

The ability to disband fragments on a CV at sea if there is a similar aircraft aboard. For example, if VF-2 is aboard Lexington, and a fragment of VF-6 is also aboard, and they are flying F4F-4s, it would be nice to be able to cobble all of them into one, especially after a battle if another CV is knocked out.

Even better if the fragment has damaged aircraft and time to repair is long, it would be like pushing the carcass over the side...

< Message edited by Admiral DadMan -- 12/9/2015 8:55:45 PM >


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Scenario 127: "Scraps of Paper"
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(O.o)
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CVB Langley:

(in reply to BBfanboy)
Post #: 90
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