New! v1127 Public Beta Available

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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RangerJoe
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Re: New! v1127 Public Beta Available

Post by RangerJoe »

A question on the Hurricane IV. The Hurricane IId which is a fighter upgrades to the Hurricane IV. The Hurricane IV is listed as a "Light bomber, Attack bomber" and it upgrades to the Mosquito FB VI which is a fighter bomber. Would it be better and possibly more accurate that the The Hurricane be listed as a fighter bomber?

A note on the supply issue, it is hard to accumulate supplies to haul to Australia, thence to the DEI before shipping to Manila or Hong Kong early in 1942 if the supplies are just not available!
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Re: New! v1127 Public Beta Available

Post by RangerJoe »

Another question on the intelligence screen, under the Industry/Troops/Resource pool, where are the American CD guns? You know, the 5" 51 caliber CD guns found in the US Naval Infantry Defense Battalions? They should upgrade to 155mm CD guns . . .
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Re: New! v1127 Public Beta Available

Post by RangerJoe »

More questions on the intelligence screen, under the Industry/Troops/Resource pool, in regards to mines:

1) why are some mines listed as being in production with a given number produced per month, yet there is no production of these mines at all?
2) why can't a person see which mines belong to which nationality? I only see the mines if all nationalities are selected, not if any are blocked.
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Ambassador
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Re: New! v1127 Public Beta Available

Post by Ambassador »

RangerJoe wrote: Thu Dec 15, 2022 12:39 am More questions on the intelligence screen, under the Industry/Troops/Resource pool, in regards to mines:

1) why are some mines listed as being in production with a given number produced per month, yet there is no production of these mines at all?
2) why can't a person see which mines belong to which nationality? I only see the mines if all nationalities are selected, not if any are blocked.
Hi RJ,

Devices don’t have a nationality, only a side (Allied/Japanese). In the Industry/Troops/Ressources Pool screen, when you select only some nationalities, it only lists devices present in LCUs of that nationality (and, I think, as well the future upgrades and the devices present in the TO&E part of the LCU file). As mines are never included in the TO&E of any LCU but only on ships, they don’t appear ; only by selecting « all » nationalities (in effect, removing any filter), can you see the mines.

Same goes for the Atomic Bomb device, in fact : if you only select US Army, it won’t appear ; you’ll need to select All Nationalities to be able to see this device.

Fun fact : scen 1 (not of this beta) has a USA Mech Cav Squad (device #1122 in the editor), with a production rate of 10 (start 42/12), but not a single LCU has this device, and as far as I know no other device upgrades to #1122. In-game, the Pool screen will only list this type of squad if you select All Nationalities.
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Re: New! v1127 Public Beta Available

Post by RangerJoe »

Ambassador wrote: Thu Dec 15, 2022 1:21 pm
RangerJoe wrote: Thu Dec 15, 2022 12:39 am More questions on the intelligence screen, under the Industry/Troops/Resource pool, in regards to mines:

1) why are some mines listed as being in production with a given number produced per month, yet there is no production of these mines at all?
2) why can't a person see which mines belong to which nationality? I only see the mines if all nationalities are selected, not if any are blocked.
Hi RJ,

Devices don’t have a nationality, only a side (Allied/Japanese). In the Industry/Troops/Ressources Pool screen, when you select only some nationalities, it only lists devices present in LCUs of that nationality (and, I think, as well the future upgrades and the devices present in the TO&E part of the LCU file). As mines are never included in the TO&E of any LCU but only on ships, they don’t appear ; only by selecting « all » nationalities (in effect, removing any filter), can you see the mines.

Same goes for the Atomic Bomb device, in fact : if you only select US Army, it won’t appear ; you’ll need to select All Nationalities to be able to see this device.

Fun fact : scen 1 (not of this beta) has a USA Mech Cav Squad (device #1122 in the editor), with a production rate of 10 (start 42/12), but not a single LCU has this device, and as far as I know no other device upgrades to #1122. In-game, the Pool screen will only list this type of squad if you select All Nationalities.
But it would be nice to see how many on that screen how many mines are left for the Dutch minelayers as well as the USS Argonaut. That is, without looking at the ship and trying to remember the type or writing it down somewhere. Also, maybe an ahistorical update to the Dutch minelayers so when the Dutch mines run out, they can lay another countries mines.

Then I guess that I could have fun and upgrade the 11th Cavalry to have that Cavalry Squad. The user Blackhorse might like that!
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Re: New! v1127 Public Beta Available

Post by Ambassador »

RangerJoe wrote: Thu Dec 15, 2022 1:56 pm
But it would be nice to see how many on that screen how many mines are left for the Dutch minelayers as well as the USS Argonaut. That is, without looking at the ship and trying to remember the type or writing it down somewhere. Also, maybe an ahistorical update to the Dutch minelayers so when the Dutch mines run out, they can lay another countries mines.

Then I guess that I could have fun and upgrade the 11th Cavalry to have that Cavalry Squad. The user Blackhorse might like that!
I agree, as much as it would be nice to be able to see which units have a given device, or how many you have on the whole, without using Tracker (which I can’t manage to use since I changed of computer :cry: ).

The ahistorical upgrade is something you can add in the editor if you want.
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Re: New! v1127 Public Beta Available

Post by RangerJoe »

One thing that might make a difference for PBEM, that is human against human, is to quit showing the fighter units in training during the air combat resolution. That can be a relatively cheap way to find out not just the number of fighters at a base but what type and what they are doing since the training units do not show up in the combat report unless they get caught up in the battle.
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Re: New! v1127 Public Beta Available

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Ambassador wrote: Thu Dec 15, 2022 2:10 pm
RangerJoe wrote: Thu Dec 15, 2022 1:56 pm
But it would be nice to see how many on that screen how many mines are left for the Dutch minelayers as well as the USS Argonaut. That is, without looking at the ship and trying to remember the type or writing it down somewhere. Also, maybe an ahistorical update to the Dutch minelayers so when the Dutch mines run out, they can lay another countries mines.

Then I guess that I could have fun and upgrade the 11th Cavalry to have that Cavalry Squad. The user Blackhorse might like that!
I agree, as much as it would be nice to be able to see which units have a given device, or how many you have on the whole, without using Tracker (which I can’t manage to use since I changed of computer :cry: ).

The ahistorical upgrade is something you can add in the editor if you want.
I have a hard time using tracker and I don't use if for the Allies. That might have to change with the new supply situation, however much I would not like that.
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Re: New! v1127 Public Beta Available

Post by pmelheck1 »

I posted earlier I was haveing some severe sound issues and have found that this was due to cpu affinity being set to a single cpu. I have a lot more than 4 cpu's and so the cpu4 still just runs on a single cpu. Has anyone found a way use a command line switch for more than 10 cpu's. Also the inability to disband a task force with a mouse click, is it WAD or is it on the fix list...
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Re: New! v1127 Public Beta Available

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pmelheck1 wrote: Fri Dec 16, 2022 9:41 pm Also the inability to disband a task force with a mouse click, is it WAD or is it on the fix list...
I'm not sure why they added that feature. As it currently functions, you have to hit the "Y" key for yes or the "N" key for no to get it to work or go away. Mousing on it does nothing.
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Re: New! v1127 Public Beta Available

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pmelheck1 wrote: Fri Dec 16, 2022 9:41 pm Also the inability to disband a task force with a mouse click, is it WAD or is it on the fix list...
WAD.
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Re: New! v1127 Public Beta Available

Post by Nomad »

pmelheck1 wrote: Fri Dec 16, 2022 9:41 pm I posted earlier I was haveing some severe sound issues and have found that this was due to cpu affinity being set to a single cpu. I have a lot more than 4 cpu's and so the cpu4 still just runs on a single cpu. Has anyone found a way use a command line switch for more than 10 cpu's. Also the inability to disband a task force with a mouse click, is it WAD or is it on the fix list...
Do not use the -cpu switch at all, then it will use all the cpus.

If you are having sound issues you should try using the -multiaudio switch.
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Re: New! v1127 Public Beta Available

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Platoonist wrote: Fri Dec 16, 2022 9:51 pm
pmelheck1 wrote: Fri Dec 16, 2022 9:41 pm Also the inability to disband a task force with a mouse click, is it WAD or is it on the fix list...
I'm not sure why they added that feature. As it currently functions, you have to hit the "Y" key for yes or the "N" key for no to get it to work or go away. Mousing on it does nothing.
For some of us with eyesight or mouse aiming problems, it was too easy to disband a TF with a mouse click when you intended to hit the line above or below. For me it is the proportional mouse movement that Windows uses - move the mouse fast and it accelerates so that it goes beyond the distance you intend, and if you click too quickly ...
So the Y/N requirement was put in as an alternative to moving the disband text elsewhere. It is all in this thread somewhere.
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Re: New! v1127 Public Beta Available

Post by Dewey169 »

BBfanboy wrote: Sun Dec 18, 2022 12:33 am
Platoonist wrote: Fri Dec 16, 2022 9:51 pm
pmelheck1 wrote: Fri Dec 16, 2022 9:41 pm Also the inability to disband a task force with a mouse click, is it WAD or is it on the fix list...
I'm not sure why they added that feature. As it currently functions, you have to hit the "Y" key for yes or the "N" key for no to get it to work or go away. Mousing on it does nothing.
For some of us with eyesight or mouse aiming problems, it was too easy to disband a TF with a mouse click when you intended to hit the line above or below. For me it is the proportional mouse movement that Windows uses - move the mouse fast and it accelerates so that it goes beyond the distance you intend, and if you click too quickly ...
So the Y/N requirement was put in as an alternative to moving the disband text elsewhere. It is all in this thread somewhere.
I have to wear trifocals nowadays so I can understand why the pop up Yes/No box was added. That said why can’t you click on the word Yes or the word No by using the mouse instead of stopping and reaching for the keyboard? If you decide to quit the game that same pop up occurs and forces you to answer yes or no before letting you continue. However, it lets you click on either yes or no with the mouse. Why can’t this one too? I think that is the main gripe, not that you have to confirm your action to disband but you need the keyboard to do so.
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Re: New! v1127 Public Beta Available

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Dewey169 wrote: Sun Dec 18, 2022 1:19 am
BBfanboy wrote: Sun Dec 18, 2022 12:33 am
Platoonist wrote: Fri Dec 16, 2022 9:51 pm

I'm not sure why they added that feature. As it currently functions, you have to hit the "Y" key for yes or the "N" key for no to get it to work or go away. Mousing on it does nothing.
For some of us with eyesight or mouse aiming problems, it was too easy to disband a TF with a mouse click when you intended to hit the line above or below. For me it is the proportional mouse movement that Windows uses - move the mouse fast and it accelerates so that it goes beyond the distance you intend, and if you click too quickly ...
So the Y/N requirement was put in as an alternative to moving the disband text elsewhere. It is all in this thread somewhere.
I have to wear trifocals nowadays so I can understand why the pop up Yes/No box was added. That said why can’t you click on the word Yes or the word No by using the mouse instead of stopping and reaching for the keyboard? If you decide to quit the game that same pop up occurs and forces you to answer yes or no before letting you continue. However, it lets you click on either yes or no with the mouse. Why can’t this one too? I think that is the main gripe, not that you have to confirm your action to disband but you need the keyboard to do so.
I don't have trifocals anymore, I can't stand bifocals, but you can ask someone to make the change.
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Re: New! v1127 Public Beta Available

Post by Dewey169 »

RangerJoe wrote: Sun Dec 18, 2022 1:25 am
Dewey169 wrote: Sun Dec 18, 2022 1:19 am
BBfanboy wrote: Sun Dec 18, 2022 12:33 am
For some of us with eyesight or mouse aiming problems, it was too easy to disband a TF with a mouse click when you intended to hit the line above or below. For me it is the proportional mouse movement that Windows uses - move the mouse fast and it accelerates so that it goes beyond the distance you intend, and if you click too quickly ...
So the Y/N requirement was put in as an alternative to moving the disband text elsewhere. It is all in this thread somewhere.
I have to wear trifocals nowadays so I can understand why the pop up Yes/No box was added. That said why can’t you click on the word Yes or the word No by using the mouse instead of stopping and reaching for the keyboard? If you decide to quit the game that same pop up occurs and forces you to answer yes or no before letting you continue. However, it lets you click on either yes or no with the mouse. Why can’t this one too? I think that is the main gripe, not that you have to confirm your action to disband but you need the keyboard to do so.
I don;t have trifocals anymore, I can't stand bifocals, but you can ask someone to make the change.
By the way, lov your pictures Joe….

Several people have indicated that the issue is not really that the yes/no now appears but having to confirm with the keyboard rather than using the mouse. If the devs are reading all this then I think that they would understand what the issue is. I guess the best answer would be make the disbandment yes/no work with the keyboard or the mouse. Then those that want to use the keyboard can and those of us that would rather use the mouse on it can do so as well.
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Re: New! v1127 Public Beta Available

Post by btd64 »

Platoonist wrote: Fri Dec 16, 2022 9:51 pm
pmelheck1 wrote: Fri Dec 16, 2022 9:41 pm Also the inability to disband a task force with a mouse click, is it WAD or is it on the fix list...
I'm not sure why they added that feature. As it currently functions, you have to hit the "Y" key for yes or the "N" key for no to get it to work or go away. Mousing on it does nothing.
This was added because some players would add a TF leader that cost pp's and to avoid losing the leader by mistake the yes/no safety was added....GP
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Re: New! v1127 Public Beta Available

Post by Nomad »

btd64 wrote: Sun Dec 18, 2022 2:27 am
Platoonist wrote: Fri Dec 16, 2022 9:51 pm
pmelheck1 wrote: Fri Dec 16, 2022 9:41 pm Also the inability to disband a task force with a mouse click, is it WAD or is it on the fix list...
I'm not sure why they added that feature. As it currently functions, you have to hit the "Y" key for yes or the "N" key for no to get it to work or go away. Mousing on it does nothing.
This was added because some players would add a TF leader that cost pp's and to avoid losing the leader by mistake the yes/no safety was added....GP
I like this feature, I hope they change it a bit and allow a mouse click on the yes/no answer box.
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Re: New! v1127 Public Beta Available

Post by Califvol »

All my TF's disband with a mouse click unless it has troops in it? I just did sub, surface, cargo, pt and they just disband no added click. I have the patch applied and am play Scn 06.
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Re: New! v1127 Public Beta Available

Post by Nomad »

Califvol wrote: Sun Dec 18, 2022 5:22 pm All my TF's disband with a mouse click unless it has troops in it? I just did sub, surface, cargo, pt and they just disband no added click. I have the patch applied and am play Scn 06.
I would assume you have the 1126a or 1126b patch applied, but not the 1127 patch.
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