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How to access your game log
If you've reported a bug we may ask you to track down your game or 'output log' - this contains details about your system (OS, CPU, Graphics card, memory etc.) as well as other details that can help us track down a crash or other sort of bug.

Windows:

If you're running windows the log file is inside your local game files.
Find your install directory and inside the VictoryAtSeaPacific_Data folder there is a file called "output_log.txt".

That's the file you're looking for, attach that to an email to support at victoryatseagame.com

OSX (Mac):

Your log lives in:
~/Library/Logs/Unity/Player.log

The Library on the mac is a hidden folder by default, to access this from your desktop click on the top menu bar, select/Go/Go to Folder and paste ~/Library/Logs/Unity/Player.log

You can then add that to your email.

Again, email this log to support at victoryatseagame.com

Linux:

Your log lives in:
~/.config/unity3d/CompanyName/ProductName/Player.log

Again, email this log to support at victoryatseagame.com

Save File Location
Save file location
Sometimes to help reproduce bugs we ask you for a copy of a save game, these can be found in

Windows:

This will be in your %LOCALAPPDATA%\EvilTwinArtworks\VictoryAtSeaPacific\Saves folder


OSX:

~/.local/share/EvilTwinArtworks/VictoryAtSeaPacific/Saves

Linux:

Might depend on the install but try:

~/.local/share/EvilTwinArtworks/VictoryAtSeaPacific/Saves

Your save game will be called SaveGame<number>.data or AutoSave<number>.data, please make sure to zip the save file before emailing it to support at victoryatseagame.com
Post edited October 10, 2018 by eviltwinartworks
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eviltwinartworks: Sometimes to help reproduce bugs we ask you for a copy of a save game, these are located in your steam remote cloud folder, which is:

<Steam install folder>\userdata\<Steam ID>\<Application ID>\

In our case Application ID is 806950, so you're looking for something like:
GOG build save files aren't actually under the Steam save path are they?
Minor Bug, when you save a game with a specifc name, say, MyGame1, when you go to load, that name is not displayed in the files listed.
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BeerNutz.533: Minor Bug, when you save a game with a specifc name, say, MyGame1, when you go to load, that name is not displayed in the files listed.
OK thanks for the report. Could you get us a save and output log? We haven't seen it here, are you running on Windows?
Annoying bug: my dive bombers seem to never load up on enough fuel for a air raid against an island. It never happens when attacking any enemy fleet, but I am unable to attack islands with aircraft. It seems to not affect the first flight, but any follow up flights have almost no fuel, some somehow manage to take off with no fuel whatsoever.
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TheLetterR: Annoying bug: my dive bombers seem to never load up on enough fuel for a air raid against an island. It never happens when attacking any enemy fleet, but I am unable to attack islands with aircraft. It seems to not affect the first flight, but any follow up flights have almost no fuel, some somehow manage to take off with no fuel whatsoever.
OK thanks for the report. Could you get us a save and output log?
There are a number of irritating bugs that I'd like to report, although I'm sure other people have probably done so. I'd like to say that I'm really enjoying this game, but some improvements and fixes would really enhance the experience.

1. Recently my bomber/torpedo flights will (when selected as "select all bombers/torpedo planes") a lot of the times head towards the target and then just as they sight the enemy fleet (this usually only happens against enemy fleets, not islands) will mill around within sight of the enemy and then turn back to the carrier (usually not low on fuel, although there is another bug that goes along with fuel levels for planes) without pressing home the attack. Sometimes you can get individual flights out of the larger group of planes to continue the attack but it requires a lot of micro management.
2. Fuel levels for flights being launched are sometimes at 50% or less from planes that just made it into the air. I can understand if they had just landed and are turned around quickly for re-launch, but shouldn't there be a state in which those planes are unavailable as they're being refueled and rearmed? I'll even select "all bombers" or "all fighters" and the range diameter will show what appears to be full range, and then as planes are launched the range diameter will shrink as each flight takes off, with less than a full load of fuel. Weird.
3. Flak is (especially for the Japanese side) far too powerful, especially in the early stages of the campaign. I've had entire squadrons (multiple 3 plane flights) shot down over a target ( while in their dives) to the point where nobody gets through to drop a weapon. To that end, I've tried coordinating high and low level attacks, to split the attention of the defenders, but (as mentioned above) sometimes the planes just mill around (suffering losses to flak and fighters) instead of attacking while others bore right into the teeth of the AA defenses and get smoked. I have been putting my bombers up as high as they'll go to get above the flak, but that doesn't work when they have to dive on the target to release (level bombers are inaccurate at 7000 meters. which they should be), but it seems like dive bombers are getting killed too often to be truly effective. Flak should be less effective at the beginning, and as the war goes on, become more and more so (particularly when the Americans get the VT radio fused AA shells). Speaking of AA - setting my ships guns to AA often doesn't stick; I'll click the plane icon to set that gun for AA and it'll stay AA for a few seconds and then return to conventional usage. I have a six carrier TF at the moment, and launched strikes against a 1 carrier Japanese TF, less than a dozen planes got through (this was after the IJN TF launched all it's fighters as scouts and I was able to shoot most of them down with fighter sweeps, the IJN TF denuded itself of air cover to scout (an AI issue, no doubt but not really the problem I'm talking about here) and still my 6 carriers worth of strike planes only had about dozen get through the flak to attack the enemy fleet.
4. Speaking of coordinating attacks; I'd like to be able to set rally points so I can have all my strike planes assemble at an area and then head into the target together, instead of strung out over miles of water and hitting the target piecemeal. Sometimes I'll launch planes, set a way point for each squadron to meet up, and then when they're all aloft, the first squadron will turn for home without orders (fuel is still ok) and defy commands to return to the mission. Also, squadrons who have individual flights who have expended their payloads will lead the rest of their squadrons home (even when there are still multiple flights who haven't dropped their payloads). Fighters should have slightly longer staying power, ammo wise, than they currently do.
5. Minor one: I'd like the ability rename ships. I don't mind the fictional names of ships, but after having 3 USS Lexingtons (2 Lexington classes, 1 Essex class (which is fine, since that happened historically but my original Lexington and Lexington II were both still alive, so...) and 2 USS Cottonmouths, I'd like the freedom to rename them to something less repetitive.
6. Another minor one, but it seems to me that when your carriers move "into the wind" they're actually moving with a tail wind (the arrows on the wind indicator seem to imply this), instead of the headwind that pilots prefer (headwinds cause more downdraft on the deck to give planes better lift on a short deck and the same for recovering planes, the headwind allows the plane to lose engine speed while still having lift and to land on the short deck.) I might be interpreting the wind symbol wrong, but it seemed backwards to me. Again, minor and sorta nitpicky.
7. In my 6 carrier TF, I have the various carriers broken up into 6 squadrons with accompanying cruisers and destroyers for escort (this is so I can quickly swap out squadrons into new TF's if the need arises), ok so all good there, however in the battle map mode, the squadrons are often (particularly the flank squadrons) are VERY far away from the middle two groups, so far that AA cannot possibly be mutually supporting. I'd like to be able to set formation distance without grouping all my units into one single squadron which makes managing the whole much more difficult. On a similar note, I'll set the CV's to be squadron leaders, and then the game will somehow (usually after I load a game but sometimes during play) set another ship to be squadron leader (usually a DD).

Ok that seems like a lot, but I may have forgotten stuff. Again, don't think I'm trashing you guys or this game, I really really like it but I think that some improvements are needed for it to really reach it's potential. I know how niche these types of games are, and I'm grateful as a fan of genre that you guys made this one (and the last one)
Post edited December 25, 2018 by dizoakiusmaximus
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dizoakiusmaximus: There are a number of irritating bugs that I'd like to report, although I'm sure other people have probably done so. I'd like to say that I'm really enjoying this game, but some improvements and fixes would really enhance the experience.

1. Recently my bomber/torpedo flights will (when selected as "select all bombers/torpedo planes") a lot of the times head towards the target and then just as they sight the enemy fleet (this usually only happens against enemy fleets, not islands) will mill around within sight of the enemy and then turn back to the carrier (usually not low on fuel, although there is another bug that goes along with fuel levels for planes) without pressing home the attack. Sometimes you can get individual flights out of the larger group of planes to continue the attack but it requires a lot of micro management.
2. Fuel levels for flights being launched are sometimes at 50% or less from planes that just made it into the air. I can understand if they had just landed and are turned around quickly for re-launch, but shouldn't there be a state in which those planes are unavailable as they're being refueled and rearmed? I'll even select "all bombers" or "all fighters" and the range diameter will show what appears to be full range, and then as planes are launched the range diameter will shrink as each flight takes off, with less than a full load of fuel. Weird.
3. Flak is (especially for the Japanese side) far too powerful, especially in the early stages of the campaign. I've had entire squadrons (multiple 3 plane flights) shot down over a target ( while in their dives) to the point where nobody gets through to drop a weapon. To that end, I've tried coordinating high and low level attacks, to split the attention of the defenders, but (as mentioned above) sometimes the planes just mill around (suffering losses to flak and fighters) instead of attacking while others bore right into the teeth of the AA defenses and get smoked. I have been putting my bombers up as high as they'll go to get above the flak, but that doesn't work when they have to dive on the target to release (level bombers are inaccurate at 7000 meters. which they should be), but it seems like dive bombers are getting killed too often to be truly effective. Flak should be less effective at the beginning, and as the war goes on, become more and more so (particularly when the Americans get the VT radio fused AA shells). Speaking of AA - setting my ships guns to AA often doesn't stick; I'll click the plane icon to set that gun for AA and it'll stay AA for a few seconds and then return to conventional usage. I have a six carrier TF at the moment, and launched strikes against a 1 carrier Japanese TF, less than a dozen planes got through (this was after the IJN TF launched all it's fighters as scouts and I was able to shoot most of them down with fighter sweeps, the IJN TF denuded itself of air cover to scout (an AI issue, no doubt but not really the problem I'm talking about here) and still my 6 carriers worth of strike planes only had about dozen get through the flak to attack the enemy fleet.
4. Speaking of coordinating attacks; I'd like to be able to set rally points so I can have all my strike planes assemble at an area and then head into the target together, instead of strung out over miles of water and hitting the target piecemeal. Sometimes I'll launch planes, set a way point for each squadron to meet up, and then when they're all aloft, the first squadron will turn for home without orders (fuel is still ok) and defy commands to return to the mission. Also, squadrons who have individual flights who have expended their payloads will lead the rest of their squadrons home (even when there are still multiple flights who haven't dropped their payloads). Fighters should have slightly longer staying power, ammo wise, than they currently do.
5. Minor one: I'd like the ability rename ships. I don't mind the fictional names of ships, but after having 3 USS Lexingtons (2 Lexington classes, 1 Essex class (which is fine, since that happened historically but my original Lexington and Lexington II were both still alive, so...) and 2 USS Cottonmouths, I'd like the freedom to rename them to something less repetitive.
6. Another minor one, but it seems to me that when your carriers move "into the wind" they're actually moving with a tail wind (the arrows on the wind indicator seem to imply this), instead of the headwind that pilots prefer (headwinds cause more downdraft on the deck to give planes better lift on a short deck and the same for recovering planes, the headwind allows the plane to lose engine speed while still having lift and to land on the short deck.) I might be interpreting the wind symbol wrong, but it seemed backwards to me. Again, minor and sorta nitpicky.
7. In my 6 carrier TF, I have the various carriers broken up into 6 squadrons with accompanying cruisers and destroyers for escort (this is so I can quickly swap out squadrons into new TF's if the need arises), ok so all good there, however in the battle map mode, the squadrons are often (particularly the flank squadrons) are VERY far away from the middle two groups, so far that AA cannot possibly be mutually supporting. I'd like to be able to set formation distance without grouping all my units into one single squadron which makes managing the whole much more difficult. On a similar note, I'll set the CV's to be squadron leaders, and then the game will somehow (usually after I load a game but sometimes during play) set another ship to be squadron leader (usually a DD).

Ok that seems like a lot, but I may have forgotten stuff. Again, don't think I'm trashing you guys or this game, I really really like it but I think that some improvements are needed for it to really reach it's potential. I know how niche these types of games are, and I'm grateful as a fan of genre that you guys made this one (and the last one)
Sorry to hear that I will go through and talk to the team about them
Torpedoes launched by Submarines seemed to be awfully slow, last time I played it. Is this problem known?
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Husky1980: Torpedoes launched by Submarines seemed to be awfully slow, last time I played it. Is this problem known?
I'd need to chat to the team, I think it depends on torp type. Also it's been a balance of realism as we had all torps moving faster but it made the game feel too much like an arcade experience.
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Husky1980: Torpedoes launched by Submarines seemed to be awfully slow, last time I played it. Is this problem known?
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eviltwinartworks: I'd need to chat to the team, I think it depends on torp type. Also it's been a balance of realism as we had all torps moving faster but it made the game feel too much like an arcade experience.
Hi, this isn't a real bug, but I would like to ask if you plan to add the achievements for Victory At Sea and Victory at Sea Pacific also on GOG, many people would be very happy, thank you!
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eviltwinartworks: I'd need to chat to the team, I think it depends on torp type. Also it's been a balance of realism as we had all torps moving faster but it made the game feel too much like an arcade experience.
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Alexim: Hi, this isn't a real bug, but I would like to ask if you plan to add the achievements for Victory At Sea and Victory at Sea Pacific also on GOG, many people would be very happy, thank you!
OK let me chat to the team!
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Alexim: Hi, this isn't a real bug, but I would like to ask if you plan to add the achievements for Victory At Sea and Victory at Sea Pacific also on GOG, many people would be very happy, thank you!
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eviltwinartworks: OK let me chat to the team!
Thank you, I appreciate it!
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Alexim: Hi, this isn't a real bug, but I would like to ask if you plan to add the achievements for Victory At Sea and Victory at Sea Pacific also on GOG, many people would be very happy, thank you!
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eviltwinartworks: OK let me chat to the team!
I think achievements would be a great addition as well.
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eviltwinartworks: I'd need to chat to the team, I think it depends on torp type. Also it's been a balance of realism as we had all torps moving faster but it made the game feel too much like an arcade experience.
avatar
Alexim: Hi, this isn't a real bug, but I would like to ask if you plan to add the achievements for Victory At Sea and Victory at Sea Pacific also on GOG, many people would be very happy, thank you!
I agree with Alexim. We want achievements!