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!

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Sardaukar
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Re: Making the last Beta Official

Post by Sardaukar »

I agree that recommended sequence is:

1. Coral Sea
2. Guadalcanal
3. Grand Campaign

Of course I never followed my own advice, but getting grips of many game mechanics is very beneficial before "diving into deep end". 8-)
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Re: Making the last Beta Official

Post by btd64 »

Sardaukar wrote: Sat Oct 01, 2022 8:22 am I agree that recommended sequence is:

1. Coral Sea
2. Guadalcanal
3. Grand Campaign

Of course I never followed my own advice, but getting grips of many game mechanics is very beneficial before "diving into deep end". 8-)
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Re: Making the last Beta Official

Post by Jellicoe »

I always thought the correct order was

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Re: Making the last Beta Official

Post by tigercub »

War in the pacific
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Re: Making the last Beta Official

Post by BBfanboy »

Jellicoe wrote: Mon Oct 03, 2022 12:56 pm I always thought the correct order was

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Sardaukar was referring to the scenarios within the WITP-AE game, not playing other games ...
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Re: Making the last Beta Official

Post by Sardaukar »

It'd be slightly counter-productive to play those older games, since interface and game system has changed considerably in AE.
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Re: Making the last Beta Official

Post by tigercub »

War in the Pacific: Admiral's Edition most popular Game matrix ever made closing on a million Hits, but they definitely don't want to make number 2 just kicking the tyre.

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Re: Making the last Beta Official

Post by Edward75 »

last Beta Official patch in the best game in world - it sounds sad. Unless of course you create (AE II).

Recently, I rarely go to forum, a lot of work. I hope I'm not too late.
My suggestions:

Editor
Increase possibilities in Editor, or remove restrictions for modders!!!
I want to make a mod: "Russo-Japanese War 1904-05" and I need to be able to create a time period: since 1900
I want to create a map at a different scale and I need to change (reduce) hex distances to make map bigger!
Ability to change coalitions!
Possibility to change the names of resources fuel to coal (name only).

Tracker
Tracker is very important and necessary! As a standalone program, but not inside game. So that in tracker you can add something new or change it.
Tracker needs to be reprogrammed for modern computers. Installing a tracker is a headache...

Fix bugs:
Two different bugs in TF replenishment (AOs)
1. TF replenishment (AOs) after meeting with assigned Combat TF and transferring fuel, does not go to home port, but in opposite direction (towards enemy). It seems to me that such a bug happens when transfer of fuel occurs far from bases or there is enemy TF nearby (threat).
2. TF replenishment (AOs) transfers to Combat TF all fuel in tanks, if it lacks it from its capacity (and even from its escort(s)) and remains completely empty and cannot move next turns. Bad bug. TF replenishment (AOs) should only transfer fuel from their cargo tanks, not their own.
- manual says that damaged ships lose crew experience (many losses). Never seen this in game. Should work!

Add:
- Railway capacity. There should be a limit on how many units can be transported on railroads each turn.
- ability to build roads and railway roads yourself (long and expensive)

Possible changes:
Ports
- Ability to create and build CD Units in ports! (Long and expensive).

Combat Report
- it's bad that in Combat Report "Hits" are not shown by which shells and where, but only by number.

Airfields
- why don't Ops-losses of aircraft increase in damaged airfields in proportion to the damage to the airfield?

Ships
- should be fatigue crews of ships
- reduce Allies' ship repair bonus. Very quickly repaired, even at sea. Moreover, as I understand it, this bonus applies to ALL Allies, and not just US ships. Why is that?
Repair of ships at sea should depend on experience of crew and for all nations in this case!
- Change incorrect arrival dates for many Allied ships (some weren't in PTO).
- Many Soviet ships are missing from game. I can make a list of these ships (I have wanted to do this for a long time), but I need time to prepare and check.

Operation report
- Why is it reported in Operation report that enemy has increased lvl of base, airfield or fortifications, if there was no reconnaissance there. Why can I know?
- It's bad that in Operation report all messages are in a heap, it would be better if they were sorted into groups, detections separately, kills separately, attacks separately, etc. If this is difficult, then at least assign them a color scheme, so that it would be more convenient and easier to view and find what you need.
- It is not correct that you are informed: enemy cleared so many mines and in such a hex, how can you know this and how many?
- It is not correct that you are told what is on your mines and where enemy ships were blown up, how can you know this? Provided that there is no visual contact.

Base
- I don't like Automatic transportation of resources, supplies, fuel. (back and forth every turn, because of this, transport loss of resources and it is impossible to accurately control it yourself)

Surface Combat
- I don't like that during surface combat ships use torpedoes when attacking merchant ships, moreover from long distances. When you can just fire only from guns, or at least get closer to a closer distance for a torpedo attack.
- when attacking merchant ships, use only shells of guns, and for heavy explosive and SA ships, use secondary guns, save main ammo.

Submarine attacks
- I don't like that when attacking merchant ships from surface without escort, submarines use torpedoes. When you can just fire only from guns, as it was in reality. First of all, submarine must use ammunition of gun, only then torpedoes.

Ground combat
After capturing a hexbase, there is very little supply left on it, even if there may have been a lot of supplies there before attack. After battle, it all disappears somewhere. I would like post-battle/capture supply counting system to be reworked in right direction.

Pilots
- Add pilot filters to Reserve. This problem is little known. If you assign a pilot from a reserve to a combat air unit, for example from a Bomber poll to Bomber air unit, then poll does not know which pilot it is (from Medium Bomber or Light Bomber. From 4-engine Flying Boat or Seaplane).
When a pilot is sent from reserve to wrong type of aircraft, his experience is lost. Reserve does not show what type of aircraft this pilot is. Because of this problem, I spend a lot of time checking every pilot before being assigned, every turn. It's unbearable!!! Need an extra filter!
- After delay remains 1 day, pilot must AUTOMATICALLY activate himself in air unit, and not do it himself every turn!

Calculating Victory Points
I think scoring system needs to be reworked:
- 1VP - for a single-engine aircraft
- 2 VP - for a 2-engine aircraft
- 3 or 4 VP - for a 4-engine aircraft
Ships should have a lot more Victory Points

Air Recon
- I do not like that Air Recon is carried out in a clockwise arc, first one half, in afternoon other half. You have to choose where.
- Add ability to see where planes flew (each plane) when pressing a hotkey, to understand how many planes flew and in which directions.

Map
- just pay attention to new extended map in RHS Level II mod. A lot can be added from there!

Manual
- Add a manual in different languages! For novice players, learning a game in a language other than their own is a very difficult process! Adding translations should attract a lot of new players! (For example, one player made a very professional translation of the manual in Russian, immediately after the release of the game. I think, perhaps, also in other foreign countries)
- I think, manual can also be created later than release of patch separately, it has nothing to do with mechanics of the game.

Question:
- I noticed that during Training, weak pilots gain experience, but they do not have sorties in Missions, and there are no Ops losses. It turns out that they study theoretically, at their desks like at school?)

Regarding delays of pilots. I think this is correct and historical, I would even increase percentage of pilots and number of days. Pilots cannot be used instantly as firefighters from one place to another (thousand miles away).
Also, I would disable ability to send pilots from TF (any) if they are not in port! How can they get into another unit or reserve if ships are on high seas? This should work like a change of ship commander only in PORT!

Discussion:
Regarding transportation of fuel in barrels on cargo ships. I have been working on tankers all my life and transporting oil and oil products around world. And I will tell you that transportation of oil, even on special tankers, is a very complex technological process even today, even at modern terminals in ports. Transportation of oil by ship by sea is a long evolutionary process in which a lot of ships sunked and burned. Transporting oil in barrels is IMPOSSIBLE in practice, or very difficult and not worth cost! For example, in 1990s, I worked on OBO ships (oil and ore carrier, ship carried oil from Europe to America, and coal back). Now there are no such types of ships for a long time. They were cancel because they are very difficult to operate. These are specialized vessels for such purposes, they are not even barrels!
APs must also NOT carry cargo. These are passenger ships, they do not have large cargo holds for cargo, no lashing equipment, etc. These ships are designed to carry people and small quantities of supplies.

And last!
If this is last patch and Matrix will no longer support game. Open access to modders to fix and create new patches and mods!
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Weatherman
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Re: Making the last Beta Official

Post by Weatherman »

jwilkerson wrote: Fri Sep 23, 2022 1:40 pm We're "inching" towards the finish line for the 1st beta-release ! Any eon now !! :)
A lot of good changes and mods have been created over the years. Just curious what if any significant changes are being made for the final version vs the beta.
And FYI - label the final version 12.7.41 ;)
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Re: Making the last Beta Official

Post by RangerJoe »

Edward75 wrote: Thu Oct 20, 2022 3:23 pm last Beta Official patch in the best game in world - it sounds sad. Unless of course you create (AE II).

Recently, I rarely go to forum, a lot of work. I hope I'm not too late.
My suggestions:

Editor
Increase possibilities in Editor, or remove restrictions for modders!!!
I want to make a mod: "Russo-Japanese War 1904-05" and I need to be able to create a time period: since 1900
I want to create a map at a different scale and I need to change (reduce) hex distances to make map bigger!
Ability to change coalitions!
Possibility to change the names of resources fuel to coal (name only).
Changing the years would be nice but some things are hard coded to occur at certain dates.
The hex size is what it is, you are wanting a different game.
Change the coalitions? You could probably do so in the editor but . . .


Tracker
Tracker is very important and necessary! As a standalone program, but not inside game. So that in tracker you can add something new or change it.
Tracker needs to be reprogrammed for modern computers. Installing a tracker is a headache...
Ask for this in the tracker area.

Add:
- Railway capacity. There should be a limit on how many units can be transported on railroads each turn.
- ability to build roads and railway roads yourself (long and expensive)
Nice but then there would be a lot more engineering. But someone did that by making bases and swapping out map files/pictures.

Possible changes:
Ports
- Ability to create and build CD Units in ports! (Long and expensive).
Nice but where would the guns come from? But why limit it to CD units? Just let Japan make more units up to its manpower, weapons, and vehicle points. The juggernaut in 1942 would be hard to stop as Japan could then capture all of India, Australia, as well as New Zealand. Then go to Big Canada Land and bomb the USA.
In fact, if a person could design such "CD" units, then why put in CD guns at all but lots of other toys!?


Airfields
- why don't Ops-losses of aircraft increase in damaged airfields in proportion to the damage to the airfield?
Who says that they don't?

Ships
- should be fatigue crews of ships
- reduce Allies' ship repair bonus. Very quickly repaired, even at sea. Moreover, as I understand it, this bonus applies to ALL Allies, and not just US ships. Why is that?
Repair of ships at sea should depend on experience of crew and for all nations in this case!
- Change incorrect arrival dates for many Allied ships (some weren't in PTO).
- Many Soviet ships are missing from game. I can make a list of these ships (I have wanted to do this for a long time), but I need time to prepare and check.
Actually, the Allied repair bonus should come in later since it was the lessons from the Coral Sea battle which taught the US Navy a lot. Then the Royal Navy was taught by the US Navy.
You can add/remove ships in the editor as well as change the dates of arrival as well as adding departure dates.


Operation report
- Why is it reported in Operation report that enemy has increased lvl of base, airfield or fortifications, if there was no reconnaissance there. Why can I know?
- It's bad that in Operation report all messages are in a heap, it would be better if they were sorted into groups, detections separately, kills separately, attacks separately, etc. If this is difficult, then at least assign them a color scheme, so that it would be more convenient and easier to view and find what you need.
- It is not correct that you are informed: enemy cleared so many mines and in such a hex, how can you know this and how many?
- It is not correct that you are told what is on your mines and where enemy ships were blown up, how can you know this? Provided that there is no visual contact.
Spies, sig int and other sources of information could tell you this.

Base
- I don't like Automatic transportation of resources, supplies, fuel. (back and forth every turn, because of this, transport loss of resources and it is impossible to accurately control it yourself)
You can stop the movement of this stuff by turning the stockpiling on and off as well as the amount of supplies requested.

Surface Combat
- I don't like that during surface combat ships use torpedoes when attacking merchant ships, moreover from long distances. When you can just fire only from guns, or at least get closer to a closer distance for a torpedo attack.
- when attacking merchant ships, use only shells of guns, and for heavy explosive and SA ships, use secondary guns, save main ammo.
Ssshhh . . . . it happens. have sunk an enemy freighter with one torpedo at 18k yards . . .
It was a surprise . . .


Submarine attacks
- I don't like that when attacking merchant ships from surface without escort, submarines use torpedoes. When you can just fire only from guns, as it was in reality. First of all, submarine must use ammunition of gun, only then torpedoes.
Torpedoes were used on the surface unless it was a very small ship.

Ground combat
After capturing a hexbase, there is very little supply left on it, even if there may have been a lot of supplies there before attack. After battle, it all disappears somewhere. I would like post-battle/capture supply counting system to be reworked in right direction.
Fire, flames, demolition, wastage, not to mention that the attacking units may have grabbed some of the supplies for their use.

Pilots
- Add pilot filters to Reserve. This problem is little known. If you assign a pilot from a reserve to a combat air unit, for example from a Bomber poll to Bomber air unit, then poll does not know which pilot it is (from Medium Bomber or Light Bomber. From 4-engine Flying Boat or Seaplane).
When a pilot is sent from reserve to wrong type of aircraft, his experience is lost. Reserve does not show what type of aircraft this pilot is. Because of this problem, I spend a lot of time checking every pilot before being assigned, every turn. It's unbearable!!! Need an extra filter!
- After delay remains 1 day, pilot must AUTOMATICALLY activate himself in air unit, and not do it himself every turn!
The computer seems to do it fairly well, just have enough pilots trained on that type of aircraft. The experience loss is minimal. But you can manually do it yourself if you don't have enough of the correctly trained pilots in the pool. Sometimes it does not work correctly if the correctly trained pilots do not have enough experience.

Map
- just pay attention to new extended map in RHS Level II mod. A lot can be added from there!
Someone is working on new maps.

Question:
- I noticed that during Training, weak pilots gain experience, but they do not have sorties in Missions, and there are no Ops losses. It turns out that they study theoretically, at their desks like at school?)
Some of their training is at a desk or in ground school. But the number of missions flown do impact their training so you don't want to increase those. What is flown in training are not actually missions, just practice.

Regarding delays of pilots. I think this is correct and historical, I would even increase percentage of pilots and number of days. Pilots cannot be used instantly as firefighters from one place to another (thousand miles away).
Depending upon how it is done, there can be a delay.
Also, I would disable ability to send pilots from TF (any) if they are not in port! How can they get into another unit or reserve if ships are on high seas? This should work like a change of ship commander only in PORT!
COD, that is Carrier Onboard Delivery. That is, aircraft that can fly to a carrier with extra people not needed on board to fly the aircraft. This will also happen with the US Replenishment squadrons with transferring plots for the aircraft carriers needing both planes and aircrew.

Discussion:
Regarding transportation of fuel in barrels on cargo ships. I have been working on tankers all my life and transporting oil and oil products around world. And I will tell you that transportation of oil, even on special tankers, is a very complex technological process even today, even at modern terminals in ports. Transportation of oil by ship by sea is a long evolutionary process in which a lot of ships sunked and burned. Transporting oil in barrels is IMPOSSIBLE in practice, or very difficult and not worth cost! For example, in 1990s, I worked on OBO ships (oil and ore carrier, ship carried oil from Europe to America, and coal back). Now there are no such types of ships for a long time. They were cancel because they are very difficult to operate. These are specialized vessels for such purposes, they are not even barrels!
This is done to simplify things. Aviation Fuel (Av Gas) and other fuels were shipped in barrels. Some ships also used diesel fuel as well as bunker fuel so it s not unreasonable that diesel fuel for ships could have come in barrels, especially if there was a shortage of tankers.
APs must also NOT carry cargo. These are passenger ships, they do not have large cargo holds for cargo, no lashing equipment, etc. These ships are designed to carry people and small quantities of supplies.
Some xAPs carried more passengers than cargo, some carried a lot more cargo. Some "tramp" steamers were designed to carry both to small ports. What is funny is that the units being carried eat no food since they do not consume any supplies!

And last!
If this is last patch and Matrix will no longer support game. Open access to modders to fix and create new patches and mods!
You can use the editor to create new mods but I doubt if the code will ever be released.
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Re: Making the last Beta Official

Post by RangerJoe »

It appears that another bug was found where a Marine dive bomber air unit set on daytime search then was switched to night attack conducted a search. See post #13 on this thread for details.

https://www.matrixgames.com/forums/view ... 3&t=389674
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Last edited by RangerJoe on Thu Nov 03, 2022 4:59 pm, edited 1 time in total.
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Re: Making the last Beta Official

Post by Edmon »

RangerJoe wrote: Wed Nov 02, 2022 2:51 pm It appears that another bug was found where a Marine dive bomber air unit set on daytime search then was switched to night attack conducted a search. See post #13 on this thread for details.

https://www.matrixgames.com/forums/view ... 3&t=389674
The image you've added to your post is both off-topic and sexist.

For this you've been warned. Please keep your posts on topic and avoid blatantly sexist memes.

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Re: Making the last Beta Official

Post by DD696 »

Huh? Nomad's post was deleted? So I will ask.

How was that post sexist?

Will you delete me also?
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Re: Making the last Beta Official

Post by Edmon »

DD696 wrote: Thu Nov 03, 2022 9:59 pm Huh? Nomad's post was deleted? So I will ask.

How was that post sexist?

Will you delete me also?
He's changed the picture.
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Re: Making the last Beta Official

Post by trojan58 »

Submarines need to be far more fragile to flotation damage, a hit by a torpedo, large bomb or mine should be 100% fatal
There are two types of ships in the world

Submarines and Targets

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Re: Making the last Beta Official

Post by Neil Hilton »

RangerJoe wrote: Sat Oct 29, 2022 1:31 am
Edward75 wrote: Thu Oct 20, 2022 3:23 pm
Ships
- should be fatigue crews of ships
- reduce Allies' ship repair bonus. Very quickly repaired, even at sea. Moreover, as I understand it, this bonus applies to ALL Allies, and not just US ships. Why is that?
Repair of ships at sea should depend on experience of crew and for all nations in this case!
- Change incorrect arrival dates for many Allied ships (some weren't in PTO).
- Many Soviet ships are missing from game. I can make a list of these ships (I have wanted to do this for a long time), but I need time to prepare and check.
Actually, the Allied repair bonus should come in later since it was the lessons from the Coral Sea battle which taught the US Navy a lot. Then the Royal Navy was taught by the US Navy.
You can add/remove ships in the editor as well as change the dates of arrival as well as adding departure dates.

Wrong. The Royal Navy did not need the USN to 'teach them' anything. They were experts at damage control and repair.
After the battle of Coral Sea a USN officer had a 'lightbulb' moment. To flood a carriers aviation fuel pipe network with CO2 rather than just drain it (leaving it filled with avgas fumes).
In reality it was the IJN training system that was at fault, it was a system that actually punished personal initiative. Only their specialist damage control crews were trained and motivated to conduct repairs. The ordinary seamen were not. So 'the allied damage control bonus' should be more accurately called the 'japanese damage control penalty'.

Check this out :)
https://www.youtube.com/watch?v=iC6LN3U5ELk

For game suggestions i have a couple.
1. Allow repair of damaged airfields and ports to be toggled, not automatic. I have noticed that my ground forces wont build fortifications because they are constantly having to repair bombed airfields even when there are no air groups stationed there and enemy LCUs are closing in.
2. New unit. Hospital ship. When anchored in a base they provide ground support points. (like the way seaplane tenders work).
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Re: Making the last Beta Official

Post by actrade »

I haven't seen an update on when this might go beta since August. Can we narrow the availability date down any more, perhaps "before year's end?". I've been holding off on a new GC until this releases and am anxious to give it a go! Thanks.
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Re: Making the last Beta Official

Post by RangerJoe »

Neil Hilton wrote: Sat Nov 05, 2022 10:11 am
RangerJoe wrote: Sat Oct 29, 2022 1:31 am
Edward75 wrote: Thu Oct 20, 2022 3:23 pm
Ships
- should be fatigue crews of ships
- reduce Allies' ship repair bonus. Very quickly repaired, even at sea. Moreover, as I understand it, this bonus applies to ALL Allies, and not just US ships. Why is that?
Repair of ships at sea should depend on experience of crew and for all nations in this case!
- Change incorrect arrival dates for many Allied ships (some weren't in PTO).
- Many Soviet ships are missing from game. I can make a list of these ships (I have wanted to do this for a long time), but I need time to prepare and check.
Actually, the Allied repair bonus should come in later since it was the lessons from the Coral Sea battle which taught the US Navy a lot. Then the Royal Navy was taught by the US Navy.
You can add/remove ships in the editor as well as change the dates of arrival as well as adding departure dates.

Wrong. The Royal Navy did not need the USN to 'teach them' anything. They were experts at damage control and repair.
After the battle of Coral Sea a USN officer had a 'lightbulb' moment. To flood a carriers aviation fuel pipe network with CO2 rather than just drain it (leaving it filled with avgas fumes).
In reality it was the IJN training system that was at fault, it was a system that actually punished personal initiative. Only their specialist damage control crews were trained and motivated to conduct repairs. The ordinary seamen were not. So 'the allied damage control bonus' should be more accurately called the 'japanese damage control penalty'.

Check this out :)
https://www.youtube.com/watch?v=iC6LN3U5ELk
Sir, you are incorrect.

https://militaryhistorynow.com/2021/05/ ... -u-s-navy/
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Re: Making the last Beta Official

Post by btd64 »

I've seen cat's do that.....GP
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Re: Making the last Beta Official

Post by Sardaukar »

What I have read, IJN problem was indeed in damage control.

Their damage control was in hands of specialists, in Western navies, it was taught to a some degree to everyone.

IJN problem was not flooding control, they were pretty good battling that. It was fires.
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