Bug Reports: SEDB70, MP4 v7.0.0, SEDCS v7.0.0

For bug reports and fixes, installation issues, and new ideas for technical features.

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IV/JG7_4Shades
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Bug Reports: SEDB70, MP4 v7.0.0, SEDCS v7.0.0

Post by IV/JG7_4Shades »

Please post bug reports here
IV/JG7_4Shades
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IV/JG7_4Shades
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Post by IV/JG7_4Shades »

One of the new features of SEOW7 is the way in which the Radar Control aircraft (the pink-skin B29 in HSFX) is handled.

As previously, you can select the Radar Control aircraft as the host seat. This will give you the B29 sitting on a temporary runway. Unfortunately in some maps with heavy missions or in bad weather, this can lead to damage events which cause the B29 crew to bail out, terminating the radar function.

In SEOW7, if Radar is enabled in the settings and you choose a non-Radar Control plane for the host seat, SEOW will add an AI-only B29 Radar Control plane to the mission and will allocate this plane an air start, fuel and waypoints sufficient for 5 hours flight. This should avoid the crash issues for radar aircraft on the ground, and give you a separate host seat.

SEOW will allocate the early-war Radar Control aircraft (RadarControlChainHome) prior to 1 September 1943 and the late-war Radar Control aircraft (RadarControlChainHome_Late) from September 1943 onwards. The Late version has better detection accuracy, consistent with developments in technology for late-war scenarios.

Cheers,
4Shades
IV/JG7_4Shades
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IV/JG7_4Shades
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Post by IV/JG7_4Shades »

We also now have a playability setting controlling the placement probability for entrenchments. The higher the probability, the more entrenchments will be placed with consequently greater demands on game performance.

Here is some data from the current HQ Korosten campaign (1288 platoons and flights, mix is 98% platoons).

Code: Select all

Entrenchment Probability          Mission File Size (kB)
          0%                              315
         50%                              405
        100%                              485
Cheers,
4S
IV/JG7_4Shades
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=gRiJ=Petr
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Post by =gRiJ=Petr »

Thanks for that, very useful info.
less then 100 KB per 50% is not that bad.
II/JG77Hawk_5
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Post by II/JG77Hawk_5 »

The Aircraft Loadout table shows the FW-190 A2 U3: (2xMG17 + 2xMG151/20) *

However in game the U3 loadout is actually U3:U1 + droptank + photo recce pod
IV/JG7_4Shades
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Post by IV/JG7_4Shades »

Thanks 5, I have posted a DB update script to cover this.
IV/JG7_4Shades
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CC_Tofolo
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Post by CC_Tofolo »

Regarding the loadout table, there's something weird on some aircraft.
Some of the fuel quantity reduction does not match with the bomb payload.
Let me post some pics to show it.

Ju-88A-4
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Pe-2 series 1
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IL-4DB-3F
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On the SB-2M103 happens aswell (6xFAB 100==70% fuel vs 2xFAB 500==100% fuel)

It seems that this was already on version 6 but we did not find out until now.

P.S:Thank you Shades and all the team for the new version! (and the old ones aswell)
IV/JG7_4Shades
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Post by IV/JG7_4Shades »

Hi Tofolo,

These fuel load constraints are editable and ought to be considered by campaign designers. The values you see are just suggested defaults. They are defined in the AircraftLoadout table.

Cheers,
4S
IV/JG7_4Shades
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II/JG77Hawk_5
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Post by II/JG77Hawk_5 »

It would be a great project for someone to go through there favourite planes and supply the accurate data or maybe you just happen to have some initial data for a particular type and can come up with some reasonably accurate values for various loadouts.

I guess if we just have an initial max takeoff weight for the aircraft type and then subtract bomb weights to come up with a fuel max for that loadout then we are close enough for our purposes. If that data can then be posted here we can slowly build up a more accurate listing we can refer to.
CC_Tofolo
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Post by CC_Tofolo »

Thanks for your clarification, 4Shades.
IV/JG7_4Shades
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Post by IV/JG7_4Shades »

Badger and I finally got the bottom of spuriously high fuel consumption for some staff car objects.

Symptom:
Some staff car types run out of fuel after a mission or two of driving, when they should have 300 km range or more.

Cause:
1/ Some staff cars have an internal fuel capacity of 32 L, others have 95 L.
2/ SEOW divides unit paths along roads into "segments" between doglegs in the roads. SEOW then calculates how much fuel is expended by traversing each segment. For short segments, the fuel expended may be less than 1 L but SEOW assumes that at least 1 L of fuel is expended per route segment. On some roads there are doglegs every km or so, so a 30 km route may have 30 segments. This would reduce the fuel holding of vehicles by 30 L or more, which is critical for a staff car with only 32 L capacity!

Solution:
Increase the Fuel_Capacity value for all VTR class units to something larger, e.g. 95 L. This is only important for road movement (where FMB roads have many doglegs).


Also we noticed that the RAF, US and NAAFI buses had zero fuel capacity! We set them to 500 L by default.

Cheers,
4S
IV/JG7_4Shades
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=VARP=Kaso
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Post by =VARP=Kaso »

Hi to all

Something strange is in the creation of Navy Task Force.
Well, when we select task force leader, then we get list of ships which can be in TF and we select desired ships. (still not pressed "commit")
After that, It seems that when you want uncheck some ships, and now press "commit", they will be anyway in that TF.

Secondly, another strange thing is in the movement of Subs TF.
Looks like only TF leader go to the set point, others stays on the same place.
IV/JG7_4Shades
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Post by IV/JG7_4Shades »

Thanks Kaso. What MP version are you using?
IV/JG7_4Shades
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=VARP=Kaso
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Post by =VARP=Kaso »

We are using v7.0.15

PS
This is Petr`s mediterranian campaign.
IV/JG7_4Shades
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Post by IV/JG7_4Shades »

OK, I have fixed up the first TF bug you mention, but I have not had time to check the submarine TF bug. I also fixed up a cosmetic but confusing top-up bug.

MP v7.0.16

Cheers,
4S
IV/JG7_4Shades
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