VPA 3.67 beta-5 released

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Quapla
Posts: 91

VPA 3.67 beta-5 released

Post#1 » Sat Jun 15, 2013 4:10 pm

Hi,

i just finished the beta-5.

Esp. the minefield simulation and superrefit has been improved and corrected.

That is worth a download.

Steffen

2013-06-14 Quapla (3.67b5)
! some more bugs in Minesim fixed, now recocnizes own fields correctly, and colonial fightersweep works, too.
Decay comes after lay/sweep
+ Minesim: no sweep inside Ionstorms, mineexplosions
! show Superrefit fixed
+ show Super Spy D. (deluxe) if fcode does NOT start with 'x', otherwise show it yellow (standard superspy without planet fcode change)
...still playing VPA in a box...
latest VPA: https://sourceforge.net/projects/vpa/

User avatar
FireAge
Posts: 424

Re: VPA 3.67 beta-5 released

Post#2 » Fri Aug 16, 2013 4:22 pm

Just started playing a game as Klingon.
The klingon pillage into the planet simulation is a very nice addition!

Are you still taking comments, or is the development on hold?

User avatar
Quapla
Posts: 91

Re: VPA 3.67 beta-5 released

Post#3 » Fri Aug 16, 2013 5:29 pm

Well, it is still under develpement - but right now I moved the speed down (weather is too good for programming).

Yes, plaese make comments - I have already a big bug-list (again) - sigh...
...still playing VPA in a box...
latest VPA: https://sourceforge.net/projects/vpa/

User avatar
FireAge
Posts: 424

Re: VPA 3.67 beta-5 released

Post#4 » Fri Aug 23, 2013 3:01 am

Ok, here it comes :P

version:
3.67b5

Bugs:
Planet Simulator:
The Rebel Assualt and Klingon Pillage do not predict the correct amount of colonist and natives lost.
They just remove 20 colonist each time. Or 32 when both are activated. (The MC/Supplies prediction is very nice!)

Teleport Overview:
Need more digits to display the transfer in the overview. It's not hard to reach over 10.000MC to be received on a world.

As requested, only display the planet in the centre of the map when a user presses space bar. That would speed up the process tremendously. I made my turns this holiday on an Atom netbook, and had to resort back to the original teleport viewer as the in VPA one was too slow for such an underpowered machine. (As was scrolling through the map for most of the time :* )

Common Mistakes:
Too slow warning even though the ship will make it's destination (82 ly). Appearently you use a different calculation here then when VPA is used to plan the movement, as then it is displayed as being a one turn move.

Feature request:
Add a comments field to ships and planets. Maybe 20 characters or somethng where you can type what you want.
For ships this can be done using the name and then using the scramble name function, but this would be easier.
I'd like to use it to place comments about previously used calculations (how many mines etc).
I can also use it to add comments to enemy ships, if I know things like their beam configuration etc.

That's it for now, if I remember more I'll let you know. Thas for all you hard work on this program, much appreciated.
And you are right about the sun, so no deadlines for you until the temperature drops below 10C! :P

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Quapla
Posts: 91

Re: VPA 3.67 beta-5 released

Post#5 » Fri Aug 23, 2013 4:47 am

Hi,
yes a lot of things to do. I have some more ideas for Teleport. I wonder why this is so slow at your side.

Take care there is is bug with Shift-F10 (Mine sim), that can crash VPA. This is already fixed in beta-6.

Notes are already implemented, use CTRL-N.

Quapla
...still playing VPA in a box...
latest VPA: https://sourceforge.net/projects/vpa/

User avatar
FireAge
Posts: 424

Re: VPA 3.67 beta-5 released

Post#6 » Fri Aug 23, 2013 5:07 am

Ah, didn't notice there was a newer one! Where can i find it? it's not on sourceforge?
The crash I found a few times, now that you mention it.

Also, the Fleet Report does not seem to work for me? CTRL-F11.
But I just realized, maybe it's a dosbox command, I'll check.
Just checked, it was the DosBox special keys.

Notes are there.... oh god, all the paper I could have saved.
My apologies trees!

User avatar
Quapla
Posts: 91

Re: VPA 3.67 beta-5 released

Post#7 » Sun Sep 08, 2013 8:23 am

Sorry, I was on holiday - and (feeling sorry) a bit lazy.

I made some more bugfixes, and i try to update VPA at SF.net ASAP. (Wow, lots of shortcuts ;)
...still playing VPA in a box...
latest VPA: https://sourceforge.net/projects/vpa/

jemmini
Posts: 71

Re: VPA 3.67 beta-5 released

Post#8 » Sun Sep 08, 2013 2:32 pm

hi!

tell me that glitches in VPA :

crystal puts the web on behalf of the robot.
let's assume that the web is made up of 100 torpedoes
however, VPA shows that web robots consists of 25 torpedoes, ie takes into account 4x bonus.
tell me, what is this nonsense? this failure VPA ?

thanks!

User avatar
Quapla
Posts: 91

Re: VPA 3.67 beta-5 released

Post#9 » Sun Sep 08, 2013 3:47 pm

hi,
well maybe i did not get that right.

i have never tried that, but if VPA shows 25 torpedos then this is not so wrong, because if robots minesweeps "his" mines he will get 25 torpedos.

the radius has to be correct, anyway.

quapla
...still playing VPA in a box...
latest VPA: https://sourceforge.net/projects/vpa/

User avatar
FireAge
Posts: 424

Re: VPA 3.67 beta-5 released

Post#10 » Sat Sep 21, 2013 5:29 am

Found something peculiar.

In the common mistakes, there is a warning about InWarp.
I assume it means that when you go to a warpwell, and warp >1 it gives a warning.

In BT15 the warpwell is square, and upon changing it to square for VPA, I now get this warning for every ship flying towards a planet. Maybe it does not take the warpwell setting into account?

cheers,
Arend

User avatar
Quapla
Posts: 91

Re: VPA 3.67 beta-5 released

Post#11 » Sat Sep 21, 2013 5:46 am

Very strange ;)

I never had square warpwlls yet.

Since this is not quite my code (at least the underlaying part) i will check this in time.

This should be reproducible whren you set sqaure WP...

quapla
...still playing VPA in a box...
latest VPA: https://sourceforge.net/projects/vpa/

User avatar
FireAge
Posts: 424

Re: VPA 3.67 beta-5 released

Post#12 » Sat Sep 21, 2013 12:37 pm

In the common mistakes section, is there a way to ignore all planets with only 1 clan? :P
Soo many 1 clan planets giving me warning about not taxing them..

Just a thought :)

User avatar
Quapla
Posts: 91

Re: VPA 3.67 beta-5 released

Post#13 » Mon Dec 23, 2013 5:16 pm

Hi,
FireAge wrote: And you are right about the sun, so no deadlines for you until the temperature drops below 10C! :P
Still no temperatur below 10C here anyway - lol - but I am back in business, just finished beta-7.
I try to work down your list, as accurate as possible. Any more hints?
Very hard to code "Atom-Optimized" but i try my best.
Quapla

---
2013-08-20-2013-09-08 Quapla (3.67b6)
! Crash in Mine-Sim fixed
! Wrong data shown at Teleport-Info (Old Planets, no Bases etc.)

2013-12-08- Quapla (3.67b7)
+ Unity Features added: bd[1-9,h], Klingon Vailand makes fighters
! lfm added (experimantal)
! Hiss, Pillage RGA now fixed again (in planet screen, happyness change), speed optimized, Player 4+10 still sloooow
...still playing VPA in a box...
latest VPA: https://sourceforge.net/projects/vpa/

User avatar
FireAge
Posts: 424

Re: VPA 3.67 beta-5 released

Post#14 » Mon Dec 23, 2013 6:13 pm

Nice!

If you need someone to test stuff, let me know :)

I'll think about more hints, I've put my mind to sleep on this topic during your summer hibernation :P

User avatar
Quapla
Posts: 91

Re: VPA 3.67 beta-5 released

Post#15 » Tue Dec 24, 2013 1:31 am

FireAge wrote:summer hibernation :P
very nice :D

As usual I will publish updates regularly on SF.net
...still playing VPA in a box...
latest VPA: https://sourceforge.net/projects/vpa/

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