Asked and answered before. The new AI is not compatible with this.So, NoORIGINAL: Oberst_Klink
Michael,
slightly off-topic, alas... is it possible, like in Pacific War (WitP AE's grandfather) to computer control whole commands, e.g. ABDA, etc.or is it hard-coded in the game? Not that I shun micromanagement, but..
Klink, Oberst
Patch 07 - Unofficial Public Beta - 1126b updated 17 Sept 2016
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
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Oberst_Klink
- Posts: 4921
- Joined: Sun Feb 10, 2008 7:37 pm
- Location: Germany
- Contact:
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
ORIGINAL: n01487477
Thanks for clarification. Must have missed it while browsing and searching various threads. Anyway, keep up the bloody nice work you're doing with the updates!
Klink, Oberst
Asked and answered before. The new AI is not compatible with this.So, NoORIGINAL: Oberst_Klink
Michael,
slightly off-topic, alas... is it possible, like in Pacific War (WitP AE's grandfather) to computer control whole commands, e.g. ABDA, etc.or is it hard-coded in the game? Not that I shun micromanagement, but..
Klink, Oberst
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
Haven't noticed that before. Plane positioning uses same code for the air-naval screen.ORIGINAL: Jace11
Can you fix graphics bugs in these beta patches? If not no problem. There is a problem with strafing aircraft. They appear outside the combat dialogue box, not sure if its cause I run at a higher resolution. everything else that appears during combat is fine; ships, explosions etc. It's just planes that are strafing that leave the box...
They might have an incorrect position / scaling in relation to window size, I don't know.
I'll have another look to see if strafing is different somehow.
Michael
- castor troy
- Posts: 14331
- Joined: Mon Aug 23, 2004 10:17 am
- Location: Austria
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
ORIGINAL: michaelm
Haven't noticed that before. Plane positioning uses same code for the air-naval screen.ORIGINAL: Jace11
Can you fix graphics bugs in these beta patches? If not no problem. There is a problem with strafing aircraft. They appear outside the combat dialogue box, not sure if its cause I run at a higher resolution. everything else that appears during combat is fine; ships, explosions etc. It's just planes that are strafing that leave the box...
They might have an incorrect position / scaling in relation to window size, I don't know.
I'll have another look to see if strafing is different somehow.
have had the same thing happening since release, not really related to the betas I think. Other players don't have this happening so I'm not sure what the fault is.
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
I'm not seeing this. might be op sys related?ORIGINAL: castor troy
ORIGINAL: michaelm
Haven't noticed that before. Plane positioning uses same code for the air-naval screen.ORIGINAL: Jace11
Can you fix graphics bugs in these beta patches? If not no problem. There is a problem with strafing aircraft. They appear outside the combat dialogue box, not sure if its cause I run at a higher resolution. everything else that appears during combat is fine; ships, explosions etc. It's just planes that are strafing that leave the box...
They might have an incorrect position / scaling in relation to window size, I don't know.
I'll have another look to see if strafing is different somehow.
have had the same thing happening since release, not really related to the betas I think. Other players don't have this happening so I'm not sure what the fault is.
Pax
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
I've had times when there's no Air Combat Screen, nor clouds, nor water. Just aircraft, ships and messages on the WITP map (where the Air Combat Screen should be).
But, restart WITP, and it's fine. Go figure.
But, restart WITP, and it's fine. Go figure.
- Dan Nichols
- Posts: 863
- Joined: Mon Aug 29, 2011 11:32 pm
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
ORIGINAL: sanch
I've had times when there's no Air Combat Screen, nor clouds, nor water. Just aircraft, ships and messages on the WITP map (where the Air Combat Screen should be).
But, restart WITP, and it's fine. Go figure.
I've had this happen a few times also.
I think that the two obligations you have are to be good at what you do and then to pass on your knowledge to a younger person
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
me too
When in doubt restart WitP each time instead of leaving it in the background
When in doubt restart WitP each time instead of leaving it in the background
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
Using beta 1120c
Is there still an issue with the replay for the allies giving different results to the turn? I've tried re running the replay multiple times but I can't get the same result as the turn. The combatreport.txt file generated when I load the turn is different to the combatreport_430817.txt file.
The files are identical until part way through the morning air attacks on the first day (2 day turns) and then they start to diverge.
e.g.
Night Time Surface Combat, near Marcus Island at 123,85, Range 11,000 Yards
Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate
Allied Ships
DD Ammen
DD Boyd, Shell hits 1
DD Halford, Shell hits 1
Improved night sighting under 92% moonlight
Maximum visibility in Partly Cloudy Conditions and 92% moonlight: 11,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
Range closes to 23,000 yards...
Range closes to 21,000 yards...
Range closes to 19,000 yards...
Range closes to 17,000 yards...
vs
Night Time Surface Combat, near Marcus Island at 123,85, Range 29,000 Yards
Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate
Allied Ships
DD Ammen
DD Boyd
DD Halford
Low visibility due to Thunderstorms with 92% moonlight
Maximum visibility in Thunderstorms and 92% moonlight: 2,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
CONTACT: Allies radar detects Japanese task force at 25,000 yards
Range increases to 28,000 yards...
Range increases to 29,000 yards...
Japanese Task Force Manages to Escape
Japanese Fast Transport TF evades combat
Is there still an issue with the replay for the allies giving different results to the turn? I've tried re running the replay multiple times but I can't get the same result as the turn. The combatreport.txt file generated when I load the turn is different to the combatreport_430817.txt file.
The files are identical until part way through the morning air attacks on the first day (2 day turns) and then they start to diverge.
e.g.
Night Time Surface Combat, near Marcus Island at 123,85, Range 11,000 Yards
Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate
Allied Ships
DD Ammen
DD Boyd, Shell hits 1
DD Halford, Shell hits 1
Improved night sighting under 92% moonlight
Maximum visibility in Partly Cloudy Conditions and 92% moonlight: 11,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
Range closes to 23,000 yards...
Range closes to 21,000 yards...
Range closes to 19,000 yards...
Range closes to 17,000 yards...
vs
Night Time Surface Combat, near Marcus Island at 123,85, Range 29,000 Yards
Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate
Allied Ships
DD Ammen
DD Boyd
DD Halford
Low visibility due to Thunderstorms with 92% moonlight
Maximum visibility in Thunderstorms and 92% moonlight: 2,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
CONTACT: Allies radar detects Japanese task force at 25,000 yards
Range increases to 28,000 yards...
Range increases to 29,000 yards...
Japanese Task Force Manages to Escape
Japanese Fast Transport TF evades combat
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
Anyone know what this means?


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- phhex.jpg (58.93 KiB) Viewed 632 times
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
whoops, think I figured it out, a bit hasty on my part.
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
attach the replay and original turn so I can play them out. No known errors, but there could still be unknown ones.ORIGINAL: Itdepends
Using beta 1120c
Is there still an issue with the replay for the allies giving different results to the turn? I've tried re running the replay multiple times but I can't get the same result as the turn. The combatreport.txt file generated when I load the turn is different to the combatreport_430817.txt file.
The files are identical until part way through the morning air attacks on the first day (2 day turns) and then they start to diverge.
e.g.
Night Time Surface Combat, near Marcus Island at 123,85, Range 11,000 Yards
Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate
Allied Ships
DD Ammen
DD Boyd, Shell hits 1
DD Halford, Shell hits 1
Improved night sighting under 92% moonlight
Maximum visibility in Partly Cloudy Conditions and 92% moonlight: 11,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
Range closes to 23,000 yards...
Range closes to 21,000 yards...
Range closes to 19,000 yards...
Range closes to 17,000 yards...
vs
Night Time Surface Combat, near Marcus Island at 123,85, Range 29,000 Yards
Japanese Ships
DD Kamikaze
DD Matsukaze
APD Oite
DD Hayate
Allied Ships
DD Ammen
DD Boyd
DD Halford
Low visibility due to Thunderstorms with 92% moonlight
Maximum visibility in Thunderstorms and 92% moonlight: 2,000 yards
Range closes to 27,000 yards...
Range closes to 25,000 yards...
CONTACT: Allies radar detects Japanese task force at 25,000 yards
Range increases to 28,000 yards...
Range increases to 29,000 yards...
Japanese Task Force Manages to Escape
Japanese Fast Transport TF evades combat
Michael
- LargeSlowTarget
- Posts: 4970
- Joined: Sat Sep 23, 2000 8:00 am
- Location: Hessen, Germany - now living in France
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
There is a "divide" problem with some air units.
Some air units have detachments with different plane type at scenario start, e.g. 76th I.F. Chutai at Takao with Ki-15 in parent and Ki-46 in the detachment.
If the detachment is disbanded, the parent unit does NOT gain the ability to divide into sub-units (furthermore, the "Unit OOB" button remains active even if all sub-units have been disbanded).
If the detachment is upgraded to the same plane type than the parent unit and then "ReAttached", then no problem - the parent unit can sub-divide again.
But since in some cases there are not enough planes in the pool to upgrade and "ReAttach", it would be nice if we could use the disband function without loss of the divide function.
Some air units have detachments with different plane type at scenario start, e.g. 76th I.F. Chutai at Takao with Ki-15 in parent and Ki-46 in the detachment.
If the detachment is disbanded, the parent unit does NOT gain the ability to divide into sub-units (furthermore, the "Unit OOB" button remains active even if all sub-units have been disbanded).
If the detachment is upgraded to the same plane type than the parent unit and then "ReAttached", then no problem - the parent unit can sub-divide again.
But since in some cases there are not enough planes in the pool to upgrade and "ReAttach", it would be nice if we could use the disband function without loss of the divide function.
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
The parent (76th IF) is not set to allow it to "Divide unit".
[edit] Retract that. The scenario I was looking at didn't.
Having detachments is not an indication that a group can divide into /a/b/c.
The OOB list for the parent is not being cleared when a unit disbands. It should eventually clean itself up, but I'll force it when the parent is viewed.
[edit] Retract that. The scenario I was looking at didn't.
Having detachments is not an indication that a group can divide into /a/b/c.
The OOB list for the parent is not being cleared when a unit disbands. It should eventually clean itself up, but I'll force it when the parent is viewed.
Michael
- LargeSlowTarget
- Posts: 4970
- Joined: Sat Sep 23, 2000 8:00 am
- Location: Hessen, Germany - now living in France
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
Sorry, should have specified the scenario (DBB-C)
Of course I checked the parent for split allowed before 'complaining' here [;)].
Thx for fixing! [&o]
Of course I checked the parent for split allowed before 'complaining' here [;)].
Thx for fixing! [&o]
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
Hi Michael here's the replay
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- wpae001.zip
- (3.56 MiB) Downloaded 13 times
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
and the turn that was used to generate the replay. Let me know if you need the Japanese password and I'll ask the LYB to send it to you- otherwise.........I'm sure you have ways [:D]
- Attachments
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- wpae016.zip
- (3.57 MiB) Downloaded 15 times
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Chris21wen
- Posts: 7708
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- Location: Cottesmore, Rutland
RE: Patch 07 - Unofficial Public Beta - 1120 updated
michaelm
The link still points to 1120f
The link still points to 1120f
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
ORIGINAL: PaxMondo
I'm not seeing this. might be op sys related?ORIGINAL: castor troy
ORIGINAL: michaelm
Haven't noticed that before. Plane positioning uses same code for the air-naval screen.
I'll have another look to see if strafing is different somehow.
have had the same thing happening since release, not really related to the betas I think. Other players don't have this happening so I'm not sure what the fault is.
I have been able to reproduce such situations since game release.
The issue can be replicated by launching the game and doing all kinds of stuff, loading saves, exiting, alt tabbing back to DT, all things that mess with
game memory reservations/assignment. If you then do not restart the game, but simply load the turn replay, there is a pretty high chance you
see such graphical artefacts.
To me it never happens if I run a "clean" replay right after launching the game.

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JocMeister
- Posts: 8258
- Joined: Wed Jul 29, 2009 10:03 am
- Location: Sweden
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012
Just for information I also get the "strafing outside the box". Havn´t tried with fighters but it happens 100% of the time when B25 drops down to strafe after using their bombs. They then "stack" on top of each other outside the box. Very strange!







