View Full Version : Update is out! 1.053
Just posting that there is an update out for download.
Please post if you find anything that is out of the norm.
Thanks
Daedalus
This is From Norm Koger about the update.
I have released 1.053 for general update. Since there are very few, if any, changes other than the 1.052->53 fixes in the code, it should be clean. If anyone finds anything, I will hop on it quickly. We are preparing for the German language release, and have immediate plans to finish reworking our Trial installable to make it more convenient for Vista users.
So what all was changed between 1.052 and 1.053? Anything that might be noticeable?
So what all was changed between 1.052 and 1.053? Anything that might be noticeable?
Jeb on the updates, they are mostly internal fixes for some issues that have come up? Most are not seen in the game.
What has been done is on triangle symbols and things of that sort showing up like a torpedo attack against a shore battery . And as was said , fixes for people using the new Op systems.
I can get a more detailed understanding of this if you want. But mostly what is needed is if one sees things that are out of the norm in the game. Things that you would see while playing.
When Iam trying a qickbattle I now have CTD after choosing the daytime :crosseye:
When Iam trying a qickbattle I now have CTD after choosing the daytime :crosseye:
Thanks I will send this on.
When Iam trying a qickbattle I now have CTD after choosing the daytime :crosseye:
Ok I sent this in to Norm what you posted. If you can send your version into the support so they have your email and can ask you to send files if needed. Thanks
When Iam trying a qickbattle I now have CTD after choosing the daytime :crosseye:
Crinius I just talked to Norm and he is on the issue now. I'll get back to you as soon as I know anything. Or norm may email.
I'm glad to see that this game is still be supported. This is a fantastic game and covers a topic which has rarely been covered. I have played this game for many days and hours as the Japanese. I just recently concluded a full campaign using version 1.051. When I saw this new thread I was hopeful that a new version of the game would include some fixes to the Russian AI. From what I have read, this does not seem to be the case.
I feel that the Russian AI needs some tweeking. My last game was so lop sided that I was able to achieve a greater than historically victory without losing a single Maru or neutral cargo ship. I destroyed all of the Russian Squadrons that the AI sorties prior to the fall of Port Arthur within the first 14 days of the war.
As a result of my analysis of the above mentioned campaign game, I have compiled the following list of issues that I have encountered which make the Russian AI predictable and a little too easy to beat:
1) The AI attempts to sortie cruisers out of Port Artur after the opening torpedo attack regardless of their current damage level. Example: When the very fast PC Novik or Askold are trying to sortie with a top speed of fourteen knots, all that will result is easy kills for Japanese blockaders.
2) Russian ships fleeing in the face of superior forces near Port Arthur or Vladivostok never attempt to escape by gaining the harbor. Examples: If the Angara is trying to come out of Port Arthur and is blocked by Dewa's Greyhounds, she should be running back into the harbor, not running to the West past the harbor, as this only results in a long stern chase ending in her destruction. An opposite example is any overmatched Russian force headed back into Vladivostok. They never try to enter the harbor to escape, instead they run past it into the bay to the east of the harbor entrance where they get shot up like ducks in a shooting gallery.
3) Russia ships, regardless of their overwhelming superiority in a given situation, always open fire at unnecessarily long ranges. Examlpe: Why does the Vladivostok Cruiser Squadron need to start firing at a Japanese Auxiliary Cruiser from maximum range? They can easily run her down and finish her off at close range with no risk to themselves and a minimal expenditure of ammunition.
4) Russian cruisers that run the Port Arthur blockade always try to return to port Arthur, they never try to make a base change to Vladivostok, where they would have far more freedom of action.
5) I have never seem Russian forces attempt to mine the Elliott Islands base. Surely the Russian DDs or BBs could occassionally try, even if only to keep the Japanese on their toes.
6) I have also never seen a Russian Cruiser try to hunt down Japanese shipping along the Pacific coast of Japan. This means I never have to deploy any of my forces there to counter such a threat.
7) A final and much lesser concern has to do with the grouping of Russian DDs and TBs with their Cruisers on sorties. I feel that it is of little or no value and just reduces the cruisng range of the Cruisers.
Once again I would like to express my thanks for this superb game which I expect to have on my hard drive for many years to come. I look forward to playing again with furture versions.
I'm glad to see that this game is still be supported. This is a fantastic game and covers a topic which has rarely been covered. I have played this game for many days and hours as the Japanese. I just recently concluded a full campaign using version 1.051. When I saw this new thread I was hopeful that a new version of the game would include some fixes to the Russian AI. From what I have read, this does not seem to be the case.
I feel that the Russian AI needs some tweeking. My last game was so lop sided that I was able to achieve a greater than historically victory without losing a single Maru or neutral cargo ship. I destroyed all of the Russian Squadrons that the AI sorties prior to the fall of Port Arthur within the first 14 days of the war.
As a result of my analysis of the above mentioned campaign game, I have compiled the following list of issues that I have encountered which make the Russian AI predictable and a little too easy to beat:
1) The AI attempts to sortie cruisers out of Port Artur after the opening torpedo attack regardless of their current damage level. Example: When the very fast PC Novik or Askold are trying to sortie with a top speed of fourteen knots, all that will result is easy kills for Japanese blockaders.
2) Russian ships fleeing in the face of superior forces near Port Arthur or Vladivostok never attempt to escape by gaining the harbor. Examples: If the Angara is trying to come out of Port Arthur and is blocked by Dewa's Greyhounds, she should be running back into the harbor, not running to the West past the harbor, as this only results in a long stern chase ending in her destruction. An opposite example is any overmatched Russian force headed back into Vladivostok. They never try to enter the harbor to escape, instead they run past it into the bay to the east of the harbor entrance where they get shot up like ducks in a shooting gallery.
3) Russia ships, regardless of their overwhelming superiority in a given situation, always open fire at unnecessarily long ranges. Examlpe: Why does the Vladivostok Cruiser Squadron need to start firing at a Japanese Auxiliary Cruiser from maximum range? They can easily run her down and finish her off at close range with no risk to themselves and a minimal expenditure of ammunition.
4) Russian cruisers that run the Port Arthur blockade always try to return to port Arthur, they never try to make a base change to Vladivostok, where they would have far more freedom of action.
5) I have never seem Russian forces attempt to mine the Elliott Islands base. Surely the Russian DDs or BBs could occassionally try, even if only to keep the Japanese on their toes.
6) I have also never seen a Russian Cruiser try to hunt down Japanese shipping along the Pacific coast of Japan. This means I never have to deploy any of my forces there to counter such a threat.
7) A final and much lesser concern has to do with the grouping of Russian DDs and TBs with their Cruisers on sorties. I feel that it is of little or no value and just reduces the cruisng range of the Cruisers.
Once again I would like to express my thanks for this superb game which I expect to have on my hard drive for many years to come. I look forward to playing again with furture versions.
Ironclad I will forward this to Norm for him to read. This is the stuff that he needs to know or hear.
Thanks for letting us know.
Hi Daedalus. My version is 1.053 but Iam now out of town for 10 days. So Iam not able to send any files.
Bullethead
20 Aug 07, 15:35
This is what 1.053 fixed:
Build 1.053
*Fixed bug allowing torpedo fire on shore batteries. (thought we'd already fixed this)
*Fixed bug that could cause spurious "distant ship" status triangles to appear – mostly in campaign games.
*Added code for shore battery status trianges - low alpha, bright color.
*Tweaked shadow and lens flare code for more appropriate appearance in overcast situations.
Another fix I have noticed is that it is now possible to plot a course change while in camera follow mode without pausing the game. This is a nice change that I have been waiting for since the beginning.
I have also noticed that when a division is given a turn in succession order the trailing ships cheat and begin turning before they reach the spot on the water where the lead ship made its turn. Is this by design? It doesn't seem right to me. On tight turns the trailing ships tend to get bunched up and come close to colliding with each other.
Bullethead
20 Aug 07, 19:38
Another fix I have noticed is that it is now possible to plot a course change while in camera follow mode without pausing the game. This is a nice change that I have been waiting for since the beginning.
Same here, which is why I bugged Norm into doing it. This is a Jutland improvement filtering back to the RJW :).
I have also noticed that when a division is given a turn in succession order the trailing ships cheat and begin turning before they reach the spot on the water where the lead ship made its turn. Is this by design? It doesn't seem right to me. On tight turns the trailing ships tend to get bunched up and come close to colliding with each other.
Yeah, this isn't quite right yet. But we're working on it, trust me. This thing has to do with another new Jutland feature I can't name, but which I'm sure will be greatly appreciated.
But while ships do cheat on the corners still, did you notice they don't go as crazy in their avoiding of collisions? We've put a lot of effort into reducing the likelihood of "Spurious Collision Panic Syndrome". And even when they do break ranks now, they do so more realistically, and get back in order much more quickly.
This is what 1.053 fixed:
Build 1.053
*Fixed bug allowing torpedo fire on shore batteries. (thought we'd already fixed this)
*Fixed bug that could cause spurious "distant ship" status triangles to appear – mostly in campaign games.
*Added code for shore battery status trianges - low alpha, bright color.
*Tweaked shadow and lens flare code for more appropriate appearance in overcast situations.
Thanks for posting this Bullethead!
Daedalus, Thanks for forwarding my post. Please pass along any updated information regarding.
I am not sure if this is an 1.53 issue or if I had not noticed it before. Yesterday while playing 1.53 I sank a Russian ship or rather it was going to sink in 20 minutes. While sinking it was still fighting firing guns and torps, no problem with this as it is the best tradition but I was not able to target the ship any more.
I don't have a problem with the ship fighting on but we should still be able to target it and maybe speed up the sinking. I was in a stern chase and all my ships had to pass the sinking one which was still doing 12 knots and take its fire without being able to respond.
Anyone else notice this?
I am not sure if this is an 1.53 issue or if I had not noticed it before. Yesterday while playing 1.53 I sank a Russian ship or rather it was going to sink in 20 minutes. While sinking it was still fighting firing guns and torps, no problem with this as it is the best tradition but I was not able to target the ship any more.
I don't have a problem with the ship fighting on but we should still be able to target it and maybe speed up the sinking. I was in a stern chase and all my ships had to pass the sinking one which was still doing 12 knots and take its fire without being able to respond.
Anyone else notice this?
RCNVR Try this While in the game. With your ships highlighted put your courser over the ship that you want to attack and hit the (Q) key. See if that will let you attack the ship. Also setting the division to free fire will let them attack also, if they see it as a threat.
When you try again let me know with a post what you found. Also the new update is out so it may take care of the issues that you are seeing.
Daedalus
I tried again with 1.54 and it seemed better. I did notice that when a ship is declared sinking then all ships targeting that ship switch to another target. (not a bad idea in a major fleet action when you cannot or should not have to micromanage) This time I was able to retarget the sinking ship at least until the crew started to abandon ship when I presume that it will no longer fire any weapons.
I did notice that at least one ship fired all its torps seconds before abandoning ship.
But the concern I had seems not to be there I will just have to retarget when a ship starts to sink.
Thanks for your reply.
I tried again with 1.54 and it seemed better. I did notice that when a ship is declared sinking then all ships targeting that ship switch to another target. (not a bad idea in a major fleet action when you cannot or should not have to micromanage) This time I was able to retarget the sinking ship at least until the crew started to abandon ship when I presume that it will no longer fire any weapons.
I did notice that at least one ship fired all its torps seconds before abandoning ship.
But the concern I had seems not to be there I will just have to retarget when a ship starts to sink.
Thanks for your reply.
Ok, thanks for the reply on the post.
Let me know if you see anything else. But I think you will see things working better and like it should with the new update.
vBulletin® v3.7.4, Copyright ©2000-2008, Jelsoft Enterprises Ltd.