Making the last Beta Official

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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

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Moltrey
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Re: Making the last Beta Official

Post by Moltrey »

It's hard to guess olorin42.

The clues I see are Erik being VERY busy helping the small Distant Worlds 2 team swatting bugs and optimizing AI routines. Until that settles down I don't see the chances of movement on the final patch headed to testing and release.
That is not to say that progress by the parties involved in the actual work are sitting idle, although candidly that is also conjecture.

Nothing official has been said, so we just need to be patient. I am also in the same boat as you- wanting to start a new Allied Campaign, but not willing to slog through the immense setup time required with a new version on the horizon.
At 57, patience comes to me a lot easier, so I find my entertainment in lots of other games, etc. I understand folks getting itchy though, it's gonna be cool to have a final version for sure! :)
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Weatherman
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Re: Making the last Beta Official

Post by Weatherman »

I'm extremely pleased how the team continues to make improvements even on older games. BUT it sure would be nice to get a guestimated ETA, even the date is way out there. Like others, I'm waiting to jump into a new game again and am chomping at the bit.
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Yaab
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Re: Making the last Beta Official

Post by Yaab »

No info from the devs. Fingers crossed for 2023 release date.
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btd64
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Re: Making the last Beta Official

Post by btd64 »

I'm checking now for an update....GP
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btd64
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Re: Making the last Beta Official

Post by btd64 »

Erik is busy, but a beta should be be released by the middle of July or early August. I've been working on the manual for quite a while and it will need a review as well....GP
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Zovs
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Re: Making the last Beta Official

Post by Zovs »

btd64 wrote: Tue May 17, 2022 1:05 pm Erik is busy, but a beta should be be released by the middle of July or early August. I've been working on the manual for quite a while and it will need a review as well....GP
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Moltrey
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Re: Making the last Beta Official

Post by Moltrey »

btd64 wrote: Tue May 17, 2022 1:05 pm Erik is busy, but a beta should be be released by the middle of July or early August. I've been working on the manual for quite a while and it will need a review as well....GP
btd64:
When the time comes, if you are looking for review eyes on the manual let me know. More than happy to help out.
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btd64
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Re: Making the last Beta Official

Post by btd64 »

Moltrey wrote: Wed May 18, 2022 2:02 pm
btd64 wrote: Tue May 17, 2022 1:05 pm Erik is busy, but a beta should be be released by the middle of July or early August. I've been working on the manual for quite a while and it will need a review as well....GP
btd64:
When the time comes, if you are looking for review eyes on the manual let me know. More than happy to help out.
Moltrey, thank you for the offer. But when the manual is ready the whole community will have a chance to review it....GP
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JanSako
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Re: Making the last Beta Official

Post by JanSako »

One more suggestion:

Allow setting of arcs for Naval Attack.

The idea is to be able to cover approaches to enemy base with NAV bombers without them barging into a heavily CAP-ed base the first chance they get. Or after the opponent puts a sacrificial xAKL there...
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trojan58
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Re: Making the last Beta Official

Post by trojan58 »

Submarine mine and torpedo damage should be immediately fatal. I dont beleive and submarine was hit by a torpedo and survived (this happens often in the game) and to my knowledge only one extremely lucky Sub hit a mine and survived. Submarines generally dont have the reserve boyancy to survive these type of hits.
There are two types of ships in the world

Submarines and Targets

D.B.F
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terry1040
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Re: Making the last Beta Official

Post by terry1040 »

JanSako wrote: Tue Apr 12, 2022 9:10 am The pop-up window & centering is a general issue, not just combat. Things like selecting a 'Location' from lists, like a TF or Air Group. The pop-up covers up the actual location.
2022-04-12_2-03-57.png

Having the target be offset from the center like this would be super helpful!
2022-04-12_2-07-01.png

Thank you for your consideration!
I second that request. It would be extremely helpful to be able to view the location.
An alternative soltuion could also be to hide the pop-up window temporarily when holding the spacebar.
But I would indeed prefer some off-set.
Terry
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Moltrey
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Re: Making the last Beta Official

Post by Moltrey »

btd64 wrote: Wed May 18, 2022 4:36 pm Moltrey, thank you for the offer. But when the manual is ready the whole community will have a chance to review it....GP
Ah, that's great then. Would you be able to talk about the scope of game manual work? I am assuming dovetailing prior patch notes and corrections, but other items of interest?
Thanks.
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DConn
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Re: Making the last Beta Official

Post by DConn »

One small item I have noticed: If you pull pilots (including all of them) out of a squadron to send to reserve and then replace them with pilots from the Replacement pool, the game does not recalculate the average experience of the pilots on the squadron screen.

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dr.hal
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Re: Making the last Beta Official

Post by dr.hal »

I believe the game must go to the next turn in order to make a recalculation of the overall pilots experience, etc. It would be asking too much of the game mechanics to recalculate after each and every pilot move. Remember these figures change with even ONE pilot being added or subtracted.
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jiajia1
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Re: Making the last Beta Official

Post by jiajia1 »

Does it mean WITP series is going to an end?
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BBfanboy
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Re: Making the last Beta Official

Post by BBfanboy »

jiajia1 wrote: Sun Jun 19, 2022 8:39 am Does it mean WITP series is going to an end?
Yes - Matrix stopped supporting the game several years ago but some of the programmers did new fixes on their own time to support the game community here. Recently, a lot of new players have taken up the game and Matrix updated the official patch from version 1124 to the 1126 beta patch, but called the official patch 1126a. But this forum is so active and players have tested game features so thoroughly that Matrix agreed to do one last fix supported by their programming dollars/euros. When that is rolled out and debugged briefly, there will be no more support for this classic, but quite old game. No doubt this forum community will carry on with mods and AARs, but tech support from Matrix will cease.
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LargeSlowTarget
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Re: Making the last Beta Official

Post by LargeSlowTarget »

LongLance93 wrote: Tue Apr 19, 2022 9:05 pm No PP cost for moving units between unrestricted commands.
Big +1! That would be really great in order to keep the chain of command tidy and to help with planning, assembling and deploying of assigned forces.

Or at least lower the costs to a symbolic value, like 1 PP or 1% of nominal PP costs.
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jiajia1
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Re: Making the last Beta Official

Post by jiajia1 »

Thank you BB.

It is an old game but could play a whole life.

OK. I have just one ask: add a "Transfer all ships" button on the "Form new TF" dialog.

BTW, is there any chance for programmers to help this game? For example multilanguage module.
steevo38
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Re: Making the last Beta Official

Post by steevo38 »

Maybe this has already mentioned but I'd love the ability to continue base port and fort construction despite airfield damage.
Sometimes it's better to prepare defenses and forget about your air power, especially if you've already evacuated air assets.
This annoyed me at Port Morsby, when trying to beef up defenses before Japanese onslaught!!
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GrosserKreuzer
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Re: Making the last Beta Official

Post by GrosserKreuzer »

First I want to say thanks for the great work that is put into this game. Seeing the game still being supported is just amazing!

The following might has been mentioned before/somewhere else and comes propably too late, but maybe it is easy to deal with. ;)

When using planes that carry 2xtorpedo as their normal range loadout with bombs against targets within normal range their bomb loadout seems to small.
Example 1: looking at the Catalinas. If I looked it up correctly, all Catalinas carry either 4x250kg for normal and 2x250kg for extended range or 2xtorpedo for normal and 2x250kg for extended range according to the in game plane database. Using those that can carry torpedos with bombs, they only use 2x250kg within rormal range.
This surprised me a bit, since I concluded from the following post that each torpedo would be changed to 2x250kg, but I can see this as working as intended.
RE: bomb loadout question

Post by michaelm75au » Wed Sep 22, 2010 12:54 pm

Replacement load for torpedo is usually:
Allied - 1 or 2 x 500lb bombs
Japanese - 1 x 800kg,
or 1 or 2 x 250kg for non-LBA
or 1 or 2 x 250kg and 2 or 4 x 60kg for LBA

The settings are for normal range and and over normal respectively.

We had to make a generalized call on what constituted a normal bomb load when flying without torps
Examle 2: This one really made me wonder. The Emily has a loadout of 2xtorpedo for normal and 4x250kg for extended range. When set to use bombs, the Emily uses 2 bombs at normal and 4 at extended range. I always believed that extended range would reduce (or sometimes keep) the bombload, but not increase it.

I tested this in scen 3 and my Emily squadron only wanted to attack land targets at exteended range, but it still shows how it works.
I have to admit that I am using v1.01.26a but the change notes to v1.01.26b dont mention a change here.
Witp_PA_bombs.jpg
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