Updated 30/07/2022: Bottlenecks in the Pacific v1.3b

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JanSako
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by JanSako »

That was a picture from the Tracker. I did not have the game open at that moment but I was looking at the tracker.

They are dot bases in the game.
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LargeSlowTarget
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by LargeSlowTarget »

Ok I see. Never have used Tracker.
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Macquarrie1999
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by Macquarrie1999 »

What do the Yard Oilers do in this mod? I know they are in Dababes as well, and I haven't found much use for them.
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LargeSlowTarget
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by LargeSlowTarget »

YOs are miniature AOs. My mod reduces the potential port sizes at many places, YOs can be used to increase the fuel storage and refueling capacity of small ports, for example refueling hubs in the SoPac. Also useful at frontline bases where you do not want to risk a real AO or TK and/or the need for fuel is limited, for example a forward PT base.
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gervabit
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by gervabit »

Could there be a problem with the path of the Japanese carrier planes? In my last game almost all the groups of zeros of all my CV changed from the A6m2 model to the A6m3 model, the problem arose once the A6M3a was available. When this happens, the capacity of the CVs is exceeded. It seems that every plane is counted twice
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LargeSlowTarget
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by LargeSlowTarget »

Mmh, gotta check - could be the "carrier capable" checkbox in the editor.
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LargeSlowTarget
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by LargeSlowTarget »

Nothing wrong there, the M2 and M3a are carrier capable, the M3 is not - just like in stock. The default upgrade paths for the carrier air groups go from M2 to M3a, as in stock. Your problem should have occured when you upgraded carrier groups from the M2 to the M3 model - which is not carrier capable and thus takes 4x the capacity per airframe than carrier capable planes. Do you have a save game for me?
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LargeSlowTarget
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by LargeSlowTarget »

Got the save from gervabit and it turned out my assumption has been correct.

He has upgraded the Zuiho and Junyo Zeros to the M3 model which is NOT carrier capable, therefore it takes more space and the capacity of the carriers is not sufficient for the number of airframes on board.

He needs to downgrade to the M2 or upgrade to the M3a or later versions in order to solve the problem.

So no issue with my mod, the same can happen on stock scenarios when you upgrade carrier groups to the M3.

The Allies have the same issue with the F4U Corsair - the first version is not carrier capable either.

The game is full of traps :lol:
JanSako
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by JanSako »

Would the M3's still fly missions or will they just sit there? I mean if you reduced the overcrowding so that the CV does not show as 'overloaded' ? Never tried this, I am curious though.
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LargeSlowTarget
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by LargeSlowTarget »

When the capacity of a carrier is exceeded, nothing flies anymore. I think the threshold is 115% capacity.
JanSako
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by JanSako »

"I mean if you reduced the overcrowding so that the CV does not show as 'overloaded' ?"

So I remove the other planes form the CV, just keep the one wing that are not CV capable & take up a lot of space. It is a stoopid thing to do, of course, I am just asking if the game has a check/prohibition against flying non-CV capable planes from the deck if you somehow crammed them onboard - like with the in-place upgrade to A6M3 model.
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btd64
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by btd64 »

Non CV capable aircraft cannot fly missions from a CV....GP
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Macquarrie1999
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by Macquarrie1999 »

I think I found a bug. When combining the elements of the 3rd New Zealand division from the units that start on Fiji and arrive in Auckland the unit turns into an HQ and gets rid of all of combat troops turn into support.
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LargeSlowTarget
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by LargeSlowTarget »

Yes, I was surprised to witness that myself in the game I took over from Axe against Jansako earlier this year.

The Kiwi division is not supposed to recombine, it never deployed and fought as a full division of three brigades but only as two individual brigades.

So in my mod it is supposed to consist of a "3rd Division" HQ and the two brigades.

Turned out that I have forgotten to delete the "prim(ary) unit" slot number of the brigade sub-units.

It's fixed in the version I use in the restarted game against Jansako (see https://www.matrixgames.com/forums/view ... 5&t=385100) but I will wait for more issues to be found in the course of the game before issuing a "final" update.
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Macquarrie1999
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by Macquarrie1999 »

Thanks for the quick response. I have been really enjoying my PBEM game using your mod right now. I especially like the Chinese guerillas. They have been very successful.
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LargeSlowTarget
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by LargeSlowTarget »

Glitch found in pwhexdat file - missing railroad link in China between Pengpu and Huaishang across the Huai River (yellow "X" on map").

Corrected file here

Historically the railroad bridge had been destroyed in 1938.

In the mod, the bridge and railroad between the two hexes should be present (but have not been until now).

However crossing the river in strat movement mode is not allowed until the bridge has been repaired - i.e. the "ports" at both Pengpu and Huaishang must be build-up to max standard size in order to simulate the repairs.

Note that the red "X" north of Nanking designate a river without a bridge - the Nanking bridge across the Jangtze was opened only in 1968, until then the river had to be crossed by boat.

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RangerJoe
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Re: Updated 22/01/2022: Bottlenecks in the Pacific v1.3a

Post by RangerJoe »

LargeSlowTarget wrote: Sat Jul 30, 2022 9:09 pm Glitch found in pwhexdat file - missing railroad link in China between Pengpu and Huaishang across the Huai River (yellow "X" on map").

Corrected file here

Historically the railroad bridge had been destroyed in 1938.

In the mod, the bridge and railroad between the two hexes should be present (but have not been until now).

However crossing the river in strat movement mode is not allowed until the bridge has been repaired - i.e. the "ports" at both Pengpu and Huaishang must be build-up to max standard size in order to simulate the repairs.

Note that the red "X" north of Nanking designate a river without a bridge - the Nanking bridge across the Jangtze was opened only in 1968, until then the river had to be crossed by boat.

Image
Do you think that this missing bridge could have been replaced by a ferry capable of handling trains? While it would delay the journey some it would not delay the journey as much as unloading from one train, moving across the river, then loading onto another train.
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LargeSlowTarget
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Re: Updated 30/07/2022: Bottlenecks in the Pacific v1.3b

Post by LargeSlowTarget »

This bridge is in the area devastated by the Yellow River flood after the dikes had been breached near Kaifeng. From what I have read the Yellow river then meandered in an ever-shifting course and changing depths across the plains, which made train-ferrying operations - if such ferries have been available - hazardous at least and probably impractical. The Yellow river flood effectively divided China in two separate theaters of operations - that's why the Japanese kept two separate theater commands, the China Expeditionary Force HQ guiding operations in central and southern China and the North China Area Army.

In any case, it is not possible to simulate a "railway ferry" as a slowed-down strat movement in the game, either you move in start mode with the predefined RR strat movement rate which then renders moot the simulation of destroyed / missing bridges, or you have to kick the unit out of strat move in order to simulate the destroyed / missing bridges.
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Tanaka
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Re: Updated 30/07/2022: Bottlenecks in the Pacific v1.3b

Post by Tanaka »

LargeSlowTarget wrote: Thu Aug 18, 2022 8:30 am This bridge is in the area devastated by the Yellow River flood after the dikes had been breached near Kaifeng. From what I have read the Yellow river then meandered in an ever-shifting course and changing depths across the plains, which made train-ferrying operations - if such ferries have been available - hazardous at least and probably impractical. The Yellow river flood effectively divided China in two separate theaters of operations - that's why the Japanese kept two separate theater commands, the China Expeditionary Force HQ guiding operations in central and southern China and the North China Area Army.

In any case, it is not possible to simulate a "railway ferry" as a slowed-down strat movement in the game, either you move in start mode with the predefined RR strat movement rate which then renders moot the simulation of destroyed / missing bridges, or you have to kick the unit out of strat move in order to simulate the destroyed / missing bridges.
Love this mod will you be updating to the new beta patch?
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LargeSlowTarget
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Re: Updated 30/07/2022: Bottlenecks in the Pacific v1.3b

Post by LargeSlowTarget »

Tanaka wrote: Fri Nov 11, 2022 6:14 pm Love this mod will you be updating to the new beta patch?
No need to update my mod.

The code changes of the new beta patch are "universal" regardless of scenario used (stock or mod doesn't matter).

The scenario, map graphic and pwhex data changes of the new beta patch are for use with stock scenarios only.

If you use my mod, you must install the specific scenarios, map graphics and pwhexdat data files provided with the mod installation files.

The important point is that if you have my mod already installed and you apply the new beta patch, it will overwrite the map and pwhexdat files of my mod - in other words, after installing the new beta patch, you will need to reinstall the mod.
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