Translations for our friends around the world.

Author Topic: Tigers Unleashed Beta 24/08/16  (Read 17066 times)

0 Members and 1 Guest are viewing this topic.

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Tigers Unleashed Beta 24/08/16
« on: August 25, 2016, 01:51:57 PM »



Tigers Unleashed Beta 24/08/16

This is a D.O.W. exclusive. There is a new Beta for Tigers unleashed.

This is a beta patch. All the usual caveats apply. You might get errors, lock-ups or crashes. Please report if you do. Do not download and install this patch if you do not accept that issues can arise.

Please give feedback if you have any suggestions or issues.

Download (90MB): Click here
 
Install:

Some folks reported problems with the Windows Installer last time due to having the update already installed.  I increased the version this time so hopefully it will just replace the exiting one automatically, but if it doesn't and you get an error message, you'll need to uninstall the Tigers Unleashed (Update) installation manually (Control Panel | Programs).   

But don't uninstall the main program, or you'll be hosed!

You must have an existing install of Tigers Unleashed. Run the TU update installer into the same directory.

Here is the direct email for the dev scott@hpssims.com.


=================================
Tigers Unleashed Beta 24/08/16 Release notes
=================================


* = Corrections
+ = Additions/Improvements

Corrections
* Adjusted dust creation for round impacts and explosions - wasn't always being added.  Rubble creation now also automatically adds dust outside of the action that caused it.

* Fixed an FOW issue where friendly units were not being properly shown on the map even though they were known.

* Corrected issue that sometimes prevented existing arty missions having their ammo values changed.

* Corrected crater "overspill" into adjacent hexes/locs.  Was sometimes being artificially truncated.

* Fixed a major movement path/command error when detachments were created by combat actions and the AI subsequently gave them (or their parent) orders in reaction to perceived enemy threats.  Also sometimes affected other units.

* When selecting to fire DF at an an area target, the check routines now only verify the LOS - not sighted/known values.

* Human vs. Human games now always return to player control after the combat phase (auto-run settings ignored).

* Updated the AI to rotate the hull when firing a turret-mounted gun when the turret can't be rotated.

* Fixed an error where sometimes the correct time and conditions were not being displayed in the Setup Phase.

* Updated the WpnSys Data Table Editor Form - was showing double first columns, and can now set name of new system when adding.

* Fixed an intermittent c++ access error when an artillery impact detonated multiple mines without any other units nearby.

* Fixed a number of incorrect size values in the IP Data Table.

* Corrected C++ error in Composite Units Form

* Fixed access error when selecting "Specialized Engr Op" from Engineering Operations Form.

* Added a "Water Placement OK" flag to IP's; IP's and obstacles placed in prohibited terrain from previous saves are now automatically removed.

* VP's weren't being added back when player-placed objects (IP's, mines, etc.) were removed from the map.

* Limited situational auto-unloading to ground units.

* Stopped the Main Form Pop-up menu

* Fixed "Cut/Copy/Paste" pop-up menu functions from Force Selection Form; now also highlight updated units on tree.

* 'Done' button now always enabled after force selection on low Expert Levels.

* Fixed an intermittent c++ access error in the AI force auto-selection process.

* Corrected issues with New Game Checklist form:
 - was showing incorrect steps completed
 - was not completely resetting after closing
 - was not displaying correct Personnel VP totals.

* Fixed "Div by zero" floating point error in Shoot & Scoot determination routines.

* Corrected an issue with sighting under low light conditions - was "overflowing" and acting as if in full light.

* Lowered mechanical breakdown probabilities (for movement).

* LOS wasn't being displayed in replay (at Level 6) for units that were destroyed during the turn.

* TO&E Form was resizing properly below a certain size.

* Fixed intermittent error showing nation force, mission, and control (AI vs. Human) on Loading Form.


Additions/Improvements
+ Updated Turn Combat/Action Reporting to better preserve FOW and also show more results info.

+ Adjusted force auto-selection routines; now more heavily weighted towards combat arms over support type formations.

+ Added new options to speed up sighting (Preferences | Performance):
 - "Aggregate Units of Same Type": all units of the same general type (Infantry, AFV, etc.)in a loc are considered a single 'unit' for sighting purposes (as spotter or tgt) and use avg values for unit values and equipment.
 - Min Visible Target Size: A random determination is made to skip checking to the LOS to targets of this apparent size (in Min of Arc) or smaller.
 - Quick LOS Blocking check:  The blocking points (as %) in the spot and tgt locs are totaled, and a random determination made to see if the LOS should be skipped (60% blocked, 60% chance of being skipped).

+ Arty Missions Form now shows message while processing.

+ Mouse Wheel now zooms in/out on map.  Zoom-in centers on mouse position.

+ Optimized LOS sighting routines

+ Added options to use multi-core processors/threading: Set in Preferences | Performance.  Currently only used for Turn Detection Phase.

+ Updated AI to better unload units when they get into locs threatened by enemy fire.

+ Added automatic checks for visible display layers when new game loaded, or player logs in.

+ Adjusted LOS X-Section Form to be resizable.

+ Adjusted Main Form to make resizing smoother.

+ Modified hexside obstacles to be a single side (instead of N/S/E/W)

+ Updated FOW for obstacles to be more realistic.

+ Expanded set-up sequence and controls to give players more options and information on the steps and sequence.

+ Added check if primary map display layers enabled when game first shown.

+ Adjusted max possible known level for enemy personnel in IP's, based on IP blocking: 30%=Level 4 Max; 50+%: Level 3 Max.

+ Updated Engineering Operations Form to be more intuitive, and to show more information and feedback on actions.

+ Added option to remove unit FOW from combat reports in games with at least one AI player (use Arrow Control on Reporting Form).  It affects ONLY the text shown; normal FOW and limitation remains in effect for all purposes.

+ Added "Suppression to S-1 Staff Officer, and also as an option for 'mouse-over' text (Preferences | Map/Colors"

+ Changed "Move Timeouts" caption on Combat Reporting Form to "AI Move Timeouts", and added a descriptive mouse-over hint.

+ Added "additional Illum" level to mouse-over text (from flares, fires, etc.)

+ Added and option to "Zoom out for Air Movement" in the combat phase instead of just doing it by default.

+ Added option to stop the auto-close countdown for the LOS Form during the Combat Phase/Replay (Detail Level 6)

+ Updated the Set Initial Conditions Form (when creating new games) - Nation selection now on top, and country name shown in header.

+ Improved ammo selection AI to better account for "area" effects from HE, flame, incendiary, etc.

+ Leader casualty status now shown in S-1 screen, incl from all previous turns.

+ Additional unit symbols added.

+ FSO (arty) Staff Officer now shows a list of all IF units and allows player the option to see their existing missions & possible targeting locations.

+ Added checks for invalid weapons systems when creating/editing scenarios.

+ Updated Composite Units Editing Form to be more user-friendly & allow multi-selection.

+ Added option to remove a carrier from a Composite Unit Group after unloading passengers (if they are in the same group).  This creates a separate unit for the carrier.

+ Updated Unloading Form to be easier to use and provide more information on Composite Unit Group status and on how to keep them together.

+ "Added "TRP:" to the info text string for them in the Location Information Box.

+ Expanded range of Scenario/Day Part Dust and Foliage adjustment levels to 2000% (20x normal) from 200% (2x normal).

+ Changed TEC Dust Adjustment Value to be a straight percent instead of a relative value between 0 and 10.

+ Adjusted the Weather Periods Form - now easier to use, and more analytical when adjusting the number of periods per day. Also added a button to change the current time.

+ IP dimensions now in centimeters (cm) instead of decimeters (dm).

+ Added timed info-box showing max ammo ranges for firing unit when selecting DF targets.

+ Added ammo max range text to Weapons Systems Info form.

+ Added button on Unit Info Form to reset all unit symbols to the default values in the Weapon Systems Data Table.

+ The "Show Unit" and "Show Terrain" display toggles are automatically turned on at the start of a player's turn / combat phase.

+ Any "Currently Selected Locs" are reset when entering the Staff Officers Form to reduce confusion.

+ Added a display box that shows weapon system for selected FRIENDLY units. <Right-Click> for options and Main Menu | Preferences for On/OFF toggle.

+ All accy calcs are now based strictly on CEP/actual deviation of the round at range & tgt size.

+ Round CEP/deviation past the defined max range are now adaptively extrapolated from previous curve values instead of simple exponential/straight line.

+ IP combat routines updated to be more detailed and include aiming specifically at opening/ports, and over walls.

+ Updated to a newer compiler version.

+ Added and additional "set-up checklist control" after force selection to show what steps have been done, and which can (or must) be performed before the game can begin.

+ Improved and optimized the AI routines for selecting smoke arty targets.

+ Completely updated the AirDrops form to be more user friendly, to allow editing after missions initially saved, and also to show more information on each pass/stick.

+ The Arty Missions Form was updated to be clearer, and added icons to the Tree View to show the status of potential calling/spotting units: OK, no LOS and/or too long commo delay.

+ Arty/IF impacts now shown individually on the map & saved for the mission.  A slightly darker color is used for spotting rounds. The size will reflect the blast radius (within set minimum/maximum sizes based on zoom level).

+ Added ability for users to adjust and change the automatic unit name creation scheme when selecting units form the TO&E.

+ Added a new Preference for how unit info and name strings are displayed during the game.  Preferences | Display [Set Unit Name Format].

+ The combat report now shows estimated crater sizes.

+ Updated CAS Staff Officer display on the map - the mission heading, start point, strafing/weapon release points are now shown.

+ Made the CAS Missions form more user-friendly, added processing status messages and additional information instructions.

+ Added additional reporting for smoke/dust/chem/nuclear generation from impacts, fires, wrecks, movement, etc. (higher detail levels only).

+ Added option to show the movement paths for all the unit in the force when giving orders ("Show All Paths" checkbox).

+ Adjusted DF Targeting Form to show more info, and also the max ranges are displayed on the map for all weapons in the selected unit (that have ammo).

+ "Engage Armored Tgts With Small Arms" SOP now set to "NO" for older games (before it was implemented) when they are loaded in.

+ Added more detail to "No Files Found In Folder message" when looking for Tutorials or Scenarios, and not just any saved games.
« Last Edit: August 27, 2016, 01:04:05 AM by Asid »
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Tigers Unleashed Beta 24/08/16
« Reply #1 on: August 25, 2016, 01:53:51 PM »
Small Arms vs Armored Targets SOP.

In the first place it wasn't being set right for the older games (before it was implemented), so I fixed that.

In the second place, if you want to change it here's how using the Unit Information Form:



Note that at the same time you can apply the setting to some or all of the units in the force based on a number of criteria.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline bigus

  • New member
  • *
  • Posts: 27
  • New member
Re: Tigers Unleashed Beta 24/08/16
« Reply #2 on: August 25, 2016, 08:38:59 PM »
Thanks Scott and Asid!


I did a quick install and am happy to report that units when in composite unit mode are now loading and unloading properly!!!!
Like the quick view on units and the wheel mouse zoom.
Turn resolution is much quicker.

One quick note for installation. Delete all the scenarios but do not delete the tutorial scenarios.

looking good so far. I will report if I see anything once I get some more gaming time.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline budd

  • Full Member
  • ***
  • Posts: 157
Re: Tigers Unleashed Beta 24/08/16
« Reply #3 on: August 26, 2016, 08:59:10 PM »
Maybe some kind soul will do an AAR. Asid is the manual on line anywhere?
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions
Enjoy when you can, and endure when you must.  ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Tigers Unleashed Beta 24/08/16
« Reply #4 on: August 26, 2016, 09:27:47 PM »
Tigers Unleashed Manuals


TSS Manual (PDF): Click here

Data viewer (PDF): Click here

TU Help files: Click here


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline bigus

  • New member
  • *
  • Posts: 27
  • New member
Re: Tigers Unleashed Beta 24/08/16
« Reply #5 on: August 26, 2016, 11:12:00 PM »
Couple of problems I've seen so far.

Program can't find map file for saved games. in other words, I can't load a saved game.
I believe I've installed correctly. I could not find this file (see attached)

Playing "Sons of Chaos" Unit does not have "Clear Urban/IP's Room-by-room" order but this is the result after the unit moved one hex into the village.
1192 hours? (see attached)
I'm not sure if this is scenario specific. I'll check out more scenarios and report back. I did see this kind of delay in the last patch.

Can you please clarify the command delay with units with a radioman? It seems to me the delay is way to long especially if the unit is in command range.
I'm not an expert on the game so this is by no means a bug report.
« Last Edit: August 26, 2016, 11:29:48 PM by bigus »
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Tigers Unleashed Beta 24/08/16
« Reply #6 on: August 26, 2016, 11:48:58 PM »
Program can't find map file for saved games. in other words, I can't load a saved game.
I believe I've installed correctly. I could not find this file (see attached)
This does not affect me. I can save and reload. I know that is not very helpful but it's the best I can do right now. I am sure you will get a reply from the dev.

Regards
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline bigus

  • New member
  • *
  • Posts: 27
  • New member
Re: Tigers Unleashed Beta 24/08/16
« Reply #7 on: August 27, 2016, 12:34:22 AM »
Program can't find map file for saved games. in other words, I can't load a saved game.
I believe I've installed correctly. I could not find this file (see attached)
This does not affect me. I can save and reload. I know that is not very helpful but it's the best I can do right now. I am sure you will get a reply from the dev.

Regards

Confirmed that I can't load a saved game on my laptop.
Laptop running windows 7 and desktop running windows 10.
I'm sure that I've installed the patch correctly. I could be wrong.
I will post specs if needed and saved games as well.

Can someone else confirm this?

« Last Edit: August 27, 2016, 12:39:41 AM by bigus »
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Tigers Unleashed Beta 24/08/16
« Reply #8 on: August 27, 2016, 12:47:43 AM »
I Am on Windows 8.1 64bit

My directory structure

C:\HPS Simulations\Tigers Unleashed

C:\HPS Simulations\HPS Shared

I already had TU installed. Make sure you point it into the correct folder

Help > About in the toolbar should show: 1.00.11 (beta U2) - Standard (24/08/16)
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline bigus

  • New member
  • *
  • Posts: 27
  • New member
Re: Tigers Unleashed Beta 24/08/16
« Reply #9 on: August 27, 2016, 12:54:25 AM »
I Am on Windows 8.1 64bit

My directory structure

C:\HPS Simulations\Tigers Unleashed

C:\HPS Simulations\HPS Shared

I already had TU installed. Make sure you point it into the correct folder

Help > About in the toolbar should show: 1.00.11 (beta U2) - Standard (24/08/16)

Yes.
I've installed correctly then.
Help file show Beta U2.
Did you delete all scenario files or overwrite?

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Tigers Unleashed Beta 24/08/16
« Reply #10 on: August 27, 2016, 12:58:34 AM »
Hi Bigus

I did a fresh install.

Original Installer then update.

Regards
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Tigers Unleashed Beta 24/08/16
« Reply #11 on: August 27, 2016, 01:03:32 AM »
Here is the direct email for the dev scott@hpssims.com.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline budd

  • Full Member
  • ***
  • Posts: 157
Re: Tigers Unleashed Beta 24/08/16
« Reply #12 on: August 27, 2016, 01:26:24 AM »
Thanks for the links Asid.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions
Enjoy when you can, and endure when you must.  ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Tigers Unleashed Beta 24/08/16
« Reply #13 on: August 27, 2016, 01:31:14 AM »
Thanks for the links Asid.
I am glad I could help.

Regards
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline bigus

  • New member
  • *
  • Posts: 27
  • New member
Re: Tigers Unleashed Beta 24/08/16
« Reply #14 on: August 27, 2016, 01:51:11 AM »
Here is the direct email for the dev scott@hpssims.com.

Thanks Asid,
Just did a fresh install with stock scenarios included.
No change. I still can't load a saved game.

I would rather not e-mail him direct. Hopefully Scott can respond to this thread

The game is there! it needs some tweaks and this is the simulation.


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Tags:
     

    Point Of Attack 2 Beta v1.2.10 (x64 Bit + x32 Bit) 18/06/19

    Started by Asid

    Replies: 0
    Views: 2377
    Last post June 20, 2019, 07:42:23 PM
    by Asid
    Request for Beta Testers - Panzer Battles - Normandy

    Started by Strela

    Replies: 2
    Views: 5323
    Last post November 06, 2016, 07:14:01 AM
    by Strela
    Tigers on the Hunt

    Started by Asid

    Replies: 47
    Views: 27946
    Last post July 05, 2018, 09:24:42 PM
    by Asid
    Pokemon Go unleashed in the UK

    Started by Asid

    Replies: 10
    Views: 8946
    Last post July 30, 2016, 07:40:38 PM
    by Cougar11
    Point Of Attack 2.5.09 (Beta B4Q) 15/10/17

    Started by Asid

    Replies: 2
    Views: 3357
    Last post October 25, 2017, 02:03:59 AM
    by Asid