Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)

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FatR
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by FatR »

I've finalized the turn from the same save (made after I've seen the combat report posted above), setting a few airgroups to attack industry at Chungking, please take a look at the results.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by michaelm75au »

Yep. Found it.
This has been there since start of AE (and possibly WITP).

If a attack needs to breakdown into smaller packets, it is not passing along the city attack parameters (ie industry slot or type) to the new flights. As a result the new flights fall back to a random selection for the city attack.

--------------------------------------------------------------------------------
Morning Air attack on Chungking , at 76,45

Weather in hex: Light rain

Raid spotted at 19 NM, estimated altitude 9,000 feet.
Estimated time to target is 5 minutes

Japanese aircraft
Ki-49-IIa Helen x 11



Japanese aircraft losses
Ki-49-IIa Helen: 2 damaged



Light Industry hits 2
Fires 27

Aircraft Attacking:
11 x Ki-49-IIa Helen bombing from 6000 feet (7th Sentai / 11th Air)
City Attack: 4 x 250 kg GP Bomb



--------------------------------------------------------------------------------
Morning Air attack on Chungking , at 76,45

Weather in hex: Light rain

Raid spotted at 18 NM, estimated altitude 10,000 feet.
Estimated time to target is 5 minutes

Japanese aircraft
Ki-21-Ic Sally x 21
Ki-49-IIa Helen x 16



Japanese aircraft losses
Ki-21-Ic Sally: 3 damaged



Light Industry hits 2
Fires 27

Aircraft Attacking:
16 x Ki-49-IIa Helen bombing from 6000 feet (8th Sentai / 5th Air)
City Attack: 4 x 250 kg GP Bomb
21 x Ki-21-Ic Sally bombing from 6000 feet (27th Sentai / 3rd Air)
City Attack: 4 x 250 kg GP Bomb


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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by michaelm75au »

Quick update
Fixed City attack industry not set when flights were split off from main attack [MEM]
Changed Added a nationality to device pool screen [MEM]
Tweaked Refined the static-attached units as added in previous beta p5 [MEM]
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Bradley7735
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by Bradley7735 »

ORIGINAL: FatR

Also, may I ask one more question, related to this save? What is needed for a unit to upgrade its TOE? Some of the Japanese base forces (for example at Singapore, Sabang, Tulagi, Milne Bay) are stuck with their old TOEs for months now, only one such base force in Tokyo upgraded to its new TOE so far. Armaments pools are full (although DP guns included in the new TOE are not produced), and at least Singapore had over 100k supplies for several weeks.

I believe TOE upgrades need to have the unit in rest mode and a command HQ within range.
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by witpqs »

ORIGINAL: jmalter

well this is a late request, but it'd be v. useful if one could see a (range) field in the TF screen Destination area that shows the distance in hexes (along the TF's path) from its current position to its Destination. Then i could divide that number by 2 x the TF's speed & get a rough idea of the # of days it'll take the TF to get there.

Given the intercontinental distances involved in the game, this info would be a big help!

This would be very nice and save a bunch of manual counting.
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by CaptDave »

ORIGINAL: witpqs
ORIGINAL: jmalter

well this is a late request, but it'd be v. useful if one could see a (range) field in the TF screen Destination area that shows the distance in hexes (along the TF's path) from its current position to its Destination. Then i could divide that number by 2 x the TF's speed & get a rough idea of the # of days it'll take the TF to get there.

Given the intercontinental distances involved in the game, this info would be a big help!

This would be very nice and save a bunch of manual counting.

Agreed, but since you're willing to do some math anyway, this is easily calculated. Take the coordinates of your task force and the coordinates of the destination, calculate the difference between the X coordinates and the difference between the Y coordinates, and then take the greater of the two differences. This is your approximate distance (could be off by 1 because of staggered X columns, and will be off by more if your path is one of those going the long way around to avoid air cover). If you have waypoints set, you'll need to calculate each leg separately. You'll also need to factor in an undeclared waypoint if you're sailing around a large land mass that interferes with the direct route!
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by Pascal_slith »

ORIGINAL: witpqs
ORIGINAL: jmalter

well this is a late request, but it'd be v. useful if one could see a (range) field in the TF screen Destination area that shows the distance in hexes (along the TF's path) from its current position to its Destination. Then i could divide that number by 2 x the TF's speed & get a rough idea of the # of days it'll take the TF to get there.

Given the intercontinental distances involved in the game, this info would be a big help!



This would be very nice and save a bunch of manual counting.

I would add the estimated days in parentheses.......
So much WitP and so little time to play.... :-(

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Ol_Dog
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by Ol_Dog »

In your attachment, the exe file has a 7/13/11 date - earlier than the 7/24/11 date in the current file.

Holding off replacing the exe and dll
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witpqs
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by witpqs »

ORIGINAL: CaptDave
ORIGINAL: witpqs
ORIGINAL: jmalter

well this is a late request, but it'd be v. useful if one could see a (range) field in the TF screen Destination area that shows the distance in hexes (along the TF's path) from its current position to its Destination. Then i could divide that number by 2 x the TF's speed & get a rough idea of the # of days it'll take the TF to get there.

Given the intercontinental distances involved in the game, this info would be a big help!

This would be very nice and save a bunch of manual counting.

Agreed, but since you're willing to do some math anyway, this is easily calculated. Take the coordinates of your task force and the coordinates of the destination, calculate the difference between the X coordinates and the difference between the Y coordinates, and then take the greater of the two differences. This is your approximate distance (could be off by 1 because of staggered X columns, and will be off by more if your path is one of those going the long way around to avoid air cover). If you have waypoints set, you'll need to calculate each leg separately. You'll also need to factor in an undeclared waypoint if you're sailing around a large land mass that interferes with the direct route!

No - not that easy. BTW I've posted a spreadsheet here in the past which calculates the distance between two hexes.

The problem is that TF's use routing: sometimes way points, often routing around islands, coastal waters, perceived danger, and so on. So the straight line distance is very often not the actual distance the TF has to go.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by michaelm75au »

ORIGINAL: Ol_Dog

In your attachment, the exe file has a 7/13/11 date - earlier than the 7/24/11 date in the current file.

Holding off replacing the exe and dll
It is the right EXE. I saved into a older zip which kept the origibal date.
I refreshed the zip to make the date more current.
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Oliver Heindorf
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by Oliver Heindorf »

ORIGINAL: michaelm

Quick update
Fixed City attack industry not set when flights were split off from main attack [MEM]
Changed Added a nationality to device pool screen [MEM]
Tweaked Refined the static-attached units as added in previous beta p5 [MEM]
Is this the latest .EXE ? Sorry but I have trouble to keep up / follow it if multiple exe's are stored in almost every 10th post ;-)
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by Alfred »

ORIGINAL: Oliver Heindorf

Is this the latest .EXE ? Sorry but I have trouble to keep up / follow it if multiple exe's are stored in almost every 10th post ;-)

The solution to your problem would be for Matrix to release an official patch.[:)]

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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by michaelm75au »

ORIGINAL: Oliver Heindorf

ORIGINAL: michaelm

Quick update
Fixed City attack industry not set when flights were split off from main attack [MEM]
Changed Added a nationality to device pool screen [MEM]
Tweaked Refined the static-attached units as added in previous beta p5 [MEM]
Is this the latest .EXE ? Sorry but I have trouble to keep up / follow it if multiple exe's are stored in almost every 10th post ;-)

I'll do the normal weekly installer and put it in the first post.
That post just had an early copy of it in case players wanted to try out the changes earlier - a "beta" beta so to speak.[:D]

The official non-official installers will be in the first post of thread.
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by m10bob »

Hello Michaelm..Wonder if this can be looked at?

Ever since WITP(vanilla), sometimes a carrier TF with plenty of big guns and speedy ships alongside may encounter an enemy surface force with inferior strength, and the game engine has been allowing the weaker force a free ride to get away, with no surface combat at all.
Will the game engine allow this to be improved to where the CV's escorting surface ships can at least attempt to sink the enemy, more often?
IIRC, it is already set up to make the carriers the last target the enemy has a shot at..

TY for your considerations.[&o]
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by michaelm75au »

ORIGINAL: m10bob

Hello Michaelm..Wonder if this can be looked at?

Ever since WITP(vanilla), sometimes a carrier TF with plenty of big guns and speedy ships alongside may encounter an enemy surface force with inferior strength, and the game engine has been allowing the weaker force a free ride to get away, with no surface combat at all.
Will the game engine allow this to be improved to where the CV's escorting surface ships can at least attempt to sink the enemy, more often?
IIRC, it is already set up to make the carriers the last target the enemy has a shot at..

TY for your considerations.[&o]
Do you have an example where this occurs to look at?
Last night, I just happen to have had a US CV TF encounter a Japanese SurTF with a couple of CAs and DDs, and lost the CV. I thought the CV TF had one or two BBs in it plus 3 CAs. Not sure about the Japanese TF. I think I got one of the CAs.
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by michaelm75au »

Looks like I got some of the details wrong[:@]
Here is how the combat played out. Using latest beta - though nothing has changed with surface combat from memory since patch 5.

AFTER ACTION REPORTS FOR Aug 11, 42
--------------------------------------------------------------------------------
Day Time Surface Combat, near Rennell Island at 110,139, Range 20,000 Yards

Japanese Ships
     CA Chokai, Shell hits 15,  heavy fires
     CL Yubari, Shell hits 7,  on fire
     DD Yuzuki, Shell hits 7,  heavy fires,  heavy damage

Allied Ships
     CV Enterprise, Shell hits 6,  heavy fires
     BB North Carolina, Shell hits 1,  on fire
     CA Portland
     CLAA Atlanta, Shell hits 5
     DD Grayson
     DD Maury
     DD Benham
     DD Balch, Shell hits 3



Maximum visibility in Overcast Conditions: 20,000 yards
Range closes to 25,000 yards...
Range closes to 20,000 yards...
CONTACT: Japanese lookouts spot Allied task force at 20,000 yards
CONTACT: Allied lookouts spot Japanese task force at 20,000 yards
CL Yubari engages CV Enterprise at 20,000 yards
CL Yubari engages CV Enterprise at 20,000 yards
Range closes to 15,000 yards
CA Chokai engages CV Enterprise at 15,000 yards
DD Yuzuki engages DD Maury at 15,000 yards
DD Yuzuki engages DD Benham at 15,000 yards
DD Yuzuki engages DD Maury at 15,000 yards
Range closes to 11,000 yards
CA Chokai engages CV Enterprise at 11,000 yards
CA Chokai engages BB North Carolina at 11,000 yards
CA Portland engages CA Chokai at 11,000 yards
CL Yubari engages CLAA Atlanta at 11,000 yards
DD Yuzuki engages DD Maury at 11,000 yards
Range closes to 8,000 yards
CV Enterprise collides with DD Balch at 110 , 139
CA Chokai engages CLAA Atlanta at 8,000 yards
CA Chokai engages BB North Carolina at 8,000 yards
CA Chokai engages CA Portland at 8,000 yards
CLAA Atlanta engages CL Yubari at 8,000 yards
DD Benham engages CA Chokai at 8,000 yards
DD Yuzuki engages DD Grayson at 8,000 yards
Range increases to 10,000 yards
CA Chokai engages CV Enterprise at 10,000 yards
BB North Carolina engages CA Chokai at 10,000 yards
DD Benham engages DD Yuzuki at 10,000 yards
DD Maury engages DD Yuzuki at 10,000 yards
DD Yuzuki engages DD Grayson at 10,000 yards
CA Chokai engages CV Enterprise at 10,000 yards
CL Yubari engages CV Enterprise at 10,000 yards
DD Yuzuki engages DD Maury at 10,000 yards
CA Chokai engages CLAA Atlanta at 10,000 yards
DD Balch engages DD Yuzuki at 10,000 yards
DD Yuzuki engages DD Benham at 10,000 yards
DD Yuzuki engages DD Maury at 10,000 yards
Range increases to 11,000 yards
CA Chokai engages CV Enterprise at 11,000 yards
BB North Carolina engages CA Chokai at 11,000 yards
DD Yuzuki engages DD Maury at 11,000 yards
CA Chokai engages CLAA Atlanta at 11,000 yards
DD Yuzuki engages DD Balch at 11,000 yards
DD Grayson engages DD Yuzuki at 11,000 yards
Range increases to 13,000 yards
CA Chokai engages CV Enterprise at 13,000 yards
CL Yubari engages CV Enterprise at 13,000 yards
DD Yuzuki engages DD Benham at 13,000 yards
CA Chokai engages CLAA Atlanta at 13,000 yards
DD Balch engages DD Yuzuki at 13,000 yards
CA Chokai engages DD Maury at 13,000 yards
DD Grayson engages DD Yuzuki at 13,000 yards
Watanabe, S. orders Japanese TF to disengage
Range increases to 16,000 yards
CA Chokai engages CV Enterprise at 16,000 yards
CL Yubari engages CV Enterprise at 16,000 yards
CA Chokai engages CA Portland at 16,000 yards
DD Maury engages DD Yuzuki at 16,000 yards
DD Grayson engages DD Yuzuki at 16,000 yards
Range increases to 22,000 yards
CV Enterprise  screened from combat
- escorted by DD Balch ,  DD Benham ,  DD Maury ,
  DD Grayson
BB North Carolina engages CL Yubari at 22,000 yards
CA Portland engages CL Yubari at 22,000 yards
BB North Carolina engages DD Yuzuki at 22,000 yards
Range increases to 28,000 yards
CV Enterprise  screened from combat
- escorted by DD Balch ,  DD Benham ,  DD Maury ,
  DD Grayson
CA Portland engages CA Chokai at 28,000 yards
CA Portland engages CL Yubari at 28,000 yards
CLAA Atlanta engages CA Chokai at 28,000 yards
Task forces break off...

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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by m10bob »

That (to me) is another problem, with your BB along, I should think the CV would have been well back and out of the action altogether!
(Am I the only one noticing the BB's in game could not hit the broad side of a barn in any surface actions, with the best visuals, Radars, etc?)

As for my issue, It only happens "sometimes", I I checked the speed of the CVTF's guardians, and by all rights, they should have been able to force a surface confontation..I guess I am asking if their is a "%chance" for a surface action?

If it is a matter of the engine doing a die roll check, can it be tweked, perhaps dependent on the agressiveness of the commanders, speed of the ships??
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by michaelm75au »

Yes. I wasn't happy that the lead ship of the TF seemed to be the CV and it got pounded. Coup de grace came next turn when Jap CVs attacked and sank it because it couldn't get its CAP up due to damage from the surface engagement.
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by m10bob »

ORIGINAL: michaelm

Yes. I wasn't happy that the lead ship of the TF seemed to be the CV and it got pounded. Coup de grace came next turn when Jap CVs attacked and sank it because it couldn't get its CAP up due to damage from the surface engagement.


Bummer, and knowing the true events of "Taffy six", we know that would not have happened IRL....
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by oldman45 »

I faced 2 CV's with DD/CA escort with my surface group and noticed several times the phrase " xxx screened by xxx. The CV's took hits but most of the shots hit the DD's and cruiser. I went back and ran it several times with the same effect. Some damage to the carriers but most on the escorts. What it reminded me of was the action in the north Atlantic when the German BC's ran into the brit carriers. The escorts raced in to protect them but in the end the CV's went down.
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