Moved to another Patch 06 - Public Beta - Build 1108p3 updated 10 July

Post bug reports and ask for help with other issues here.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
USSAmerica
Posts: 19211
Joined: Mon Oct 28, 2002 4:32 am
Location: Graham, NC, USA
Contact:

RE: Two problems with 1108m2

Post by USSAmerica »

Michael, thanks for your amazing ongoing efforts! [&o]

The last part you mentioned is why I thought I remember the Ledo source being removed in an early patch.  Since there is no road/rail connection.  I'm sure you are accurate that the code still allows it, as you can see the code and I can't.  [:D]  Maybe it's time to try my luck with the search function to find the earlier discussion and see if any change was intended at that time....
Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me

Image
Artwork by The Amazing Dixie
User avatar
USSAmerica
Posts: 19211
Joined: Mon Oct 28, 2002 4:32 am
Location: Graham, NC, USA
Contact:

RE: Two problems with 1108m2

Post by USSAmerica »

Michael, I found this clarification from Andrew Brown and many others, indicating that the Ledo option was intended to be removed from the game since there is no actual road from there until 1945, and that the manual was wrong and should have Ledo removed.

tm.asp?m=2203304&mpage=1&key=ledo%2Croad&#2203325

It seems that you are seeing the code not match what several developers intended.  Maybe a quick scrum with key players is needed to decide which way the Ledo option should go.  [:)]
Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me

Image
Artwork by The Amazing Dixie
User avatar
michaelm75au
Posts: 12463
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Two problems with 1108m2

Post by michaelm75au »

Simply fix to remove and as it seems Andrew had intended that.
Looks like it was missed.

I have crossed it out of my manual[;)].
Michael
User avatar
berto
Posts: 21461
Joined: Wed Mar 13, 2002 1:15 am
Location: metro Chicago, Illinois, USA
Contact:

RE: Two problems with 1108m2

Post by berto »

The Burma Road was thought to be impossible, and would have been so without all sorts of what-ifs, not the least of which was Joe Stilwell's singularly dogged determination to see it built. A unique accident of history altogether dependent on just the right mix of preconditions unlikely to be replicated in most WITP:AE games.

I say remove it.
Campaign Series Legion https://cslegion.com/
Campaign Series Lead Coder https://www.matrixgames.com/forums/view ... hp?f=10167
Panzer Campaigns, Panzer Battles Lead Coder https://wargameds.com
User avatar
michaelm75au
Posts: 12463
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Two problems with 1108m2

Post by michaelm75au »

Looking at the Amphib Bonus, it seems to already apply to all TFs unloading in the same hex as the TF the Amphib HQ is in.
To maximize the bonus, you need the HQ to be prep'ed for the target base. The higher the %, the better.

(Could find where we discussed this before)
Michael
User avatar
PaxMondo
Posts: 10847
Joined: Fri Jun 06, 2008 3:23 pm

RE: Two problems with 1108m2

Post by PaxMondo »

ORIGINAL: michaelm

Simply fix to remove and as it seems Andrew had intended that.
Looks like it was missed.

I have crossed it out of my manual[;)].
And that foks, is what is called FAST SERVICE!!!

Thanks Michael!!!
[&o]
Pax
User avatar
michaelm75au
Posts: 12463
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Two problems with 1108m2

Post by michaelm75au »

ORIGINAL: sspahr

I ran into two problems last night playing with the latest patch:

1. The Burma Road is showing as open despite the Japanese controlling virtually every base in Burma. I ran a turn with Tsuyung set to stockpile supplies and it seems to be receiving the 500 supply point bonus.

2. I'm still getting Dive bombers level bombing when set to 16000 feet. On the other hand, if they're set to 17000 ft they glide bomb like I expect them to.

Save attached.

According to my list (which might be slightly out)
DB dive bomb at 10-15K', level bomb at 16+K'
Michael
User avatar
michaelm75au
Posts: 12463
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Get New Pilot

Post by michaelm75au »

ORIGINAL: KHawk

Michael

The P-400 fighters should be glide bombing in this report but look like they level bomb.



Morning Air attack on TF, near Port Moresby at 99,132

Weather in hex: Overcast

Raid spotted at 29 NM, estimated altitude 18,000 feet.
Estimated time to target is 11 minutes

Japanese aircraft
Ki-27b Nate x 1



Allied aircraft
A-24 Banshee x 12
P-400 Airacobra x 15
P-40E Warhawk x 11


Japanese aircraft losses
Ki-27b Nate: 1 destroyed

Allied aircraft losses
P-400 Airacobra: 2 damaged

Japanese Ships
CM Aotaka, Bomb hits 2, heavy fires, heavy damage
xAP Dairen Maru



Aircraft Attacking:
4 x A-24 Banshee releasing from 2000'
Naval Attack: 1 x 1000 lb SAP Bomb
15 x P-400 Airacobra bombing from 12000 feet
Naval Attack: 1 x 500 lb SAP Bomb
8 x A-24 Banshee releasing from 3000'
Naval Attack: 1 x 1000 lb SAP Bomb
8 x P-40E Warhawk sweeping at 15000 feet



Attached and zipped is the save from just before the action.

Thanks,

KHawk
The combat report doesn't make any distinction between glide or level bombing. It just reports the general/group altitude at the target. However, glide or level bombing is accounted for in the execution of the attack.

The Banshees on the other hand are performing dive attacks.
Michael
User avatar
jeffk3510
Posts: 4143
Joined: Mon Dec 03, 2007 5:59 am
Location: Merica

RE: Get New Pilot

Post by jeffk3510 »

Maybe this has been addressed...but I just downloaded this beta...been using the most recent patch prior to this. Everytime I open the beta it will NOT open in full screen. I still see the min/full/exit symbols at the top and half of the bottom is cut off (goes outside of my screen) and can't see the base info at the bottom...

If I need to post a screenshot I will...just let me know how.

Thanks.
Life is tough. The sooner you realize that, the easier it will be.
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Two problems with 1108m2

Post by witpqs »

ORIGINAL: michaelm

Looking at the Amphib Bonus, it seems to already apply to all TFs unloading in the same hex as the TF the Amphib HQ is in.
To maximize the bonus, you need the HQ to be prep'ed for the target base. The higher the %, the better.

(Could find where we discussed this before)

Thank you, sir, that is an important confirmation!
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Two problems with 1108m2

Post by witpqs »

ORIGINAL: michaelm
ORIGINAL: sspahr

1. The Burma Road is showing as open despite the Japanese controlling virtually every base in Burma. I ran a turn with Tsuyung set to stockpile supplies and it seems to be receiving the 500 supply point bonus.

A supply path can be traced to Ledo from Tsuyung.
I changed the hotkey 5 to use the same setting as for the Burma Road, and found that the path is going across non-road, no-rail hexes.
According to the manual, it is suppose to follow roads and rails.

When I checked the code, it is not limiting the path by the requirement for road/rail.

I have changed it to the stated condition and it now follows the road/rail network.
As a result, the road is now closed.!
-----------------------
But even when the path is clear of enemy units, it is not possible to trace a road/rail path to Ledo from Tsuyung.
I don't think we can change this to a road/rail network only.

Michael,

I believe there was more than one thread discussing the 'Road', and it is supposed to be the Burma Road, not the Ledo Road. I know USS America found the reference to the 'Ledo Road' being an error. Perhaps someone else can confirm or deny my recollection on this.

I believe it is a route by road and/or rail from Rangoon to Tsuyun (with both in Allied hands, of course), and 500 supply per day would appear in Chungking when the road is open.
User avatar
Major SNAFU_M
Posts: 585
Joined: Thu Nov 03, 2005 4:36 pm

RE: Get New Pilot

Post by Major SNAFU_M »

ORIGINAL: michaelm

ORIGINAL: Major SNAFU
ORIGINAL: michaelm





Would have to see if there is down side to the map drawing with having to 'print' the extra values?
There is a slight delay with drawing the items generated by hotkeys on the map, not as bad as the supply path as that involves some calcualtions to update the map.
Of course, if you using a Cray-2, you probably don't notice the difference. [:D]

Rather than that, how about a search function where you could type in the coordinates of a hex and have the map zoom to that location, and also have the ability to zoom the map to a selected unit or TF?

Both of these would help in a number of ways, including when trying to coordinate movement of multiple TFs to a general or same hex area.
You can already center on a TF/unit from most of the TF and LCU lists that have the location click-able.
Or is there something else I'm missing?

michaelm,

Yep. I had missed that feature and am now using it.

To expand a bit on what would save me (and I think lots of others as they are learning the game) would be the following:

Have a search tool that you can input a set or coordinates of a placename (bases, dot hexes, etc.) and have the map scroll to center the map to this location. But to make this really useful, it needs to be available during the action of setting destinations, homeports, LCU planning, etc. But even to just show a newbie where something is would be a huge time saver.

Also, when setting patrol zones, meeting points, etc. it would be a real time-saver if the coordinates of the hex were reported as you mouse-over a hex - not when you click on a hex. If you have to click on the hex, and you made a mistake, then you have to re-start the process. If possible, showing the coordinate before you have to click on hex would save much time.

Can the dots for dot-hexes be made bigger? I spent 10 minutes looking for Portland Roads last night even when Google maps was showing me the rough location.

Here is an example:

I am setting up my first GC in AE (never got that far with WiTP). I am using the allied set up spreadsheet available on the forum by some (name not coming to me) saintly person. Having re-sorted the list by hex coordinates and then country so I only work on a single area of the map at a time, I still spend about 1/3 of time time in trying to find a particular hex, dot hex or named location (with no coordinate given). I have google maps open at all times, which has helped immensely, but necessitates more clicking because it takes the active window away from AE. I have logged my time the last few days and I would easily save 1/3 of my time if I could eliminate the searching or corrective hex-clicking that I have described above.

Perhaps this is better suited to a WiTP AE 2 post, and so I apologize if this is the case.
"Popular Opinion? What I suggest you do with 'Popular Opinion' is biologically impossible and morally questionable." -

"One ping to find them all,
One ping to link them;
One ping to promote them all,
and in the darkness sink them"
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Get New Pilot

Post by witpqs »

Major SNAFU,

This is one use I envision for a hot key that displays the hex numbers in each hex. Turn on the hot key, then get in and do the function (for example select a TF and tell it to move to a certain hex), when done turn off the hot key.

On my old PC the screen response is very slow when almost any of the hot keys is on, that's why I would only turn it on when needed.

I think the schema that you are asking for is better, but I suspect that it might be tons and tons of coding because I think it would touch all those individual functions.
User avatar
Major SNAFU_M
Posts: 585
Joined: Thu Nov 03, 2005 4:36 pm

RE: Get New Pilot

Post by Major SNAFU_M »

ORIGINAL: witpqs

Major SNAFU,

This is one use I envision for a hot key that displays the hex numbers in each hex. Turn on the hot key, then get in and do the function (for example select a TF and tell it to move to a certain hex), when done turn off the hot key.

On my old PC the screen response is very slow when almost any of the hot keys is on, that's why I would only turn it on when needed.

I think the schema that you are asking for is better, but I suspect that it might be tons and tons of coding because I think it would touch all those individual functions.

What I don't understand is why it would cause a major slow down. You don't want the hex coordinates turned on for the entire map, only for the section being viewed tactically. I could see it taking a bit more time when yuo jump to a new location because more data would be written to the video buffer. But if someone was going scroll the tactical view, I would have the hex coordinates turn off until they stopped moving around. Or perhaps only draw every 20th or so so they have a position fix. As a matter of fact, just having every 10th in x and y would be a huge help because I would know I am in the correct grid and then just have to count off a few hexes (never more than four). And this would reduce the additional data by 9/10ths.

"Popular Opinion? What I suggest you do with 'Popular Opinion' is biologically impossible and morally questionable." -

"One ping to find them all,
One ping to link them;
One ping to promote them all,
and in the darkness sink them"
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Get New Pilot

Post by witpqs »

I'm not sure. I do know that if I scroll the map with a hot key on it slows things down on my old PC. Some hot keys more so than others.
asdicus
Posts: 260
Joined: Thu May 16, 2002 6:24 pm
Location: Surrey,UK

1108m2 beta division merge issues

Post by asdicus »

Using 1108m2 beta in my pbm game as the allies.

Sorry to report there is still a problem with disappearing infantry when you merge brigades into divisions. 3 brigades at Brisbane with infantry comprised of CMF militia. Merge them into a division and all the CMF militia disappear replaced by 0 squads of AMF infantry. I have seen this problem before on previous betas. I tested the file on the last full patch and the merge worked ok.
pbm save attached.
Attachments
wpae014.zip
(2.44 MiB) Downloaded 5 times
asdicus
Posts: 260
Joined: Thu May 16, 2002 6:24 pm
Location: Surrey,UK

RE: 1108m2 beta division merge issues

Post by asdicus »

image of brigade prior to division merge.

Image
Attachments
merge_1.jpg
merge_1.jpg (358.75 KiB) Viewed 246 times
asdicus
Posts: 260
Joined: Thu May 16, 2002 6:24 pm
Location: Surrey,UK

RE: 1108m2 beta division merge issues

Post by asdicus »

image of division after merger. note lack of any AMF infantry squads.

Image
Attachments
merge_2.jpg
merge_2.jpg (356.91 KiB) Viewed 246 times
User avatar
michaelm75au
Posts: 12463
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: 1108m2 beta division merge issues

Post by michaelm75au »

ORIGINAL: asdicus

Using 1108m2 beta in my pbm game as the allies.

Sorry to report there is still a problem with disappearing infantry when you merge brigades into divisions. 3 brigades at Brisbane with infantry comprised of CMF militia. Merge them into a division and all the CMF militia disappear replaced by 0 squads of AMF infantry. I have seen this problem before on previous betas. I tested the file on the last full patch and the merge worked ok.
pbm save attached.
2 things.

1. You are stockpiling the Aus Inf 42 - the only one that is! This is stopping devices from being used. Took the stocking off and the device took all 37 of the Aus infantry.
2. The TOE of the Div states it uses Aus Inf 42 as its base. The rebuilding of the Div tries to bring old devices up to that device or one that upgrades directly to it. I compared this to scen #10 and its TOE has CMF Inf Sec as its device.
I changed the TOE to this in your save and it retained the old CMF Infantry as it matched to the next upagrade.

Rebuilding of mismatched devices especially where multiple sub-units (not the /ABC one) has always been a problem which is why it relies on using the TOE as its base.

I can try to extend the upgrade check to look at an upgrade before the last one or perform a device upgrade in the manner that normal SQUAD devices do (ie put the devices back as the upgraded type) so they will be available.
-----
Or change the TOE to match the earliest device of the sub-components. I don't really consider this as an option as it doesn't fix current games and it could break normal LCUs that TOE upgrade to that specific TOE (devices could go backwards).
Michael
User avatar
michaelm75au
Posts: 12463
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: 1108m2 beta division merge issues

Post by michaelm75au »

This is how I explained why some subcomponents don't really fit into the rebuilt parent to someone. It was written a little while back.
--------
from memory, land units (just as groups) can start out over-strength and as time goes by the extra devices slowly die off due to combat/etc. These slots generally don't exist in the TOE so there is no 'level' to maintain. This is all good and valid.

With the introduction of component units and mergeing back into bigger units, the difference between the devices in these units is a bit of a problem. Remember even with the old 'split a LCU into 3 /A/B/C' has its own issues when trying to combine - same weapons being one.

For the component merging, the 'same weapon' test is impossible. And to merge all componenets and create new device entries for each unique weapon could cause issues esp if more than 20 unique devices in total and/or some devces have upgraded and other not.

I think that rejoining these components back to the parent TOE is probably the best solution. It now takes into account if the merging device is (a) the same, (b) upgrades to, or (c) was upgraded from, the device in the parent TOE. It also scans the the TOE list to find the appropriate match so the order of devices is not as important in these cases. Most of the component units don't even have the same weapons (eg artillery bn compared to inf bns in the 1st Burma.

I see the extra devices in the component units as having been allocated from the strategic or tactical reserves for the duration while the unit was operating independently. And would have been given back once the components have been reconstituted back into the main formation (with its own TOE).

As long as the devices are NOT lost when rebuilding, I can't see any issue with the extra devices being there. The devices not used in the rebuilding are returned to the device pool. Players will need to understand that a Brigade with the strength of a Division is not going to rebuild into a Divsion with  twice the strength of other similar divisions. Smile

Michael
Post Reply

Return to “Tech Support”