@ cdrsubron7 especially: I have not found anything in any of the mission files I've looked at. I've not even found a "suspect" we can call "a mission of interest". Other than the fact that the Hunter / Killer groups are all destroyers, and a couple of the convoys will generate 7 or 8 destroyers - but also merchants, there is nothing in those files to suggest the line-ups those threads I referenced above have documented. One piece of what I feel would be really useful information to find out would be "how high of TC were you using?".
When I had my encounter near Tokyo years ago, I was using the highest TC level my computer could do back then, 'cause I was in a hurry, and wanted to get to my secondary mission objective fast. This is where the "fault" lies, I think. Looking at the map and where some of these groups are reported to have been encountered, the users may have been in what I'll call "an overlapping spawn area" for the Hunter / Killer groups. The game, coming out of the TC, with the user now within the games "no-go" spawning radius, has a group already spawning, and the game goes "uh uh uh..." and starts to choke on it's own data. Hence the lag AND the resultant corrupted save. It might just be that some of the issues reported as a TC issue have actually been a "close encounter of the spawning kind", and that some of the bad saves have been the same issue at their root. Way too much data to try to save. If you've got the map zoomed out, you may not see the sonar lines that are drawn when the hydrophone gets the "sonar contact, bearing 42, long range" comes across the text box, and in TC, you won't hear it. All you'd notice it the lag, and then think to yourself "I'd better save this thing before I lose all those ships I sunk"... Poof - gone.
I gotta go mow the lawn now... ratz.
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