WitPTracker AE Release 1.11 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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treespider
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RE: WitPTracker AE Release 1.9 Available!

Post by treespider »

ORIGINAL: n01487477

ORIGINAL: treespider

Tried transferring .jar...no love.

Did a clean install...transferred all 90 save game files of current game and reports to new install folder...completed the multi-turn read...so far so good.

Looked at the LCU Production charts...Green line for Units Accumulative Arm Points ...no longer present

IIRC the same is true for vehicles.
That's weird, does a restart of tracker show it ?



Bingo...we have a winner....restart and alles in ordung und bis bald vielen dank.
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alimentary
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RE: WitPTracker AE Release 1.9 Available!

Post by alimentary »

ORIGINAL: n01487477

So, what do you want a change to the formula, an added column or a change to the heading?

I only added it to give players an idea of better / worse ship classes for cargo hauling...

Fair enough. Bitching is easy, design is hard.

My preference would be for two columns. One for the pure fuel efficiency number [expressed in units of kiloton-hexes per ton of fuel] and one for ship usage [expressed in units of kiloton-hexes per ship per day].


The real challenge would be to look at port A, port B with a given flow of goods, factor in cargo handling at both ends and have a tool to compute fuel/day and total-ships-required as a function of ship choice.

Or to compute the maximum achievable rate of goods hauled per day from port A to port B as a function of ship choice.
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n01487477
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RE: WitPTracker AE Release 1.9 Available!

Post by n01487477 »

ORIGINAL: alimentary

ORIGINAL: n01487477

So, what do you want a change to the formula, an added column or a change to the heading?

I only added it to give players an idea of better / worse ship classes for cargo hauling...

Fair enough. Bitching is easy, design is hard.

My preference would be for two columns. One for the pure fuel efficiency number [expressed in units of kiloton-hexes per ton of fuel] and one for ship usage [expressed in units of kiloton-hexes per ship per day].
Ok. I'll have a think about it... but thanks for sharing.

The real challenge would be to look at port A, port B with a given flow of goods, factor in cargo handling at both ends and have a tool to compute fuel/day and total-ships-required as a function of ship choice.

Or to compute the maximum achievable rate of goods hauled per day from port A to port B as a function of ship choice.
Sort of done that in the Production area...
fcharton
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RE: WitPTracker AE Release 1.9 Available!

Post by fcharton »

ORIGINAL: alimentary
Yes, if you move twice as fast, you halve the number of convoys at sea. But every convoy at sea is consuming fuel at double rate because fuel usage is based on hexes, not days and all of those convoys at sea are moving twice as fast and consuming twice as much fuel per day. The net effect is a wash -- speed does not enter in.

You are right that fuel usage is not reduced in proportion to speed. But speed will play a role unless your convoys spend all their time at sea, are not escorted and face no threat.

If you escort your convoys, the number of escorts (and their fuel cost) will be proportional to the number of ships on the lane (and therefore the cargo speed)
If enemy subs hunt on your lanes, the less cargoes you have the better (and the faster the better if they meet an enemy sub).
(On the other hand, for very short lanes, speed plays almost no role, as the time spent loading and unloading is larger than the time at sea).

I really believe a correction for speed is needed...

Francois

alimentary
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RE: WitPTracker AE Release 1.9 Available!

Post by alimentary »

ORIGINAL: fcharton
ORIGINAL: alimentary
Yes, if you move twice as fast, you halve the number of convoys at sea. But every convoy at sea is consuming fuel at double rate because fuel usage is based on hexes, not days and all of those convoys at sea are moving twice as fast and consuming twice as much fuel per day. The net effect is a wash -- speed does not enter in.

You are right that fuel usage is not reduced in proportion to speed. But speed will play a role unless your convoys spend all their time at sea, are not escorted and face no threat.

If you escort your convoys, the number of escorts (and their fuel cost) will be proportional to the number of ships on the lane (and therefore the cargo speed)
If enemy subs hunt on your lanes, the less cargoes you have the better (and the faster the better if they meet an enemy sub).
(On the other hand, for very short lanes, speed plays almost no role, as the time spent loading and unloading is larger than the time at sea).

I really believe a correction for speed is needed...

Francois


If convoys move twice as fast, you need half as many ships at sea and, accordingly, half as many escorts, true enough. But, all things being equal, the escorts will be moving twice as fast and consuming twice as much fuel. So, with respect to fuel consumption it is still a wash.

I do agree that speed has value.
JamesM
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RE: WitPTracker AE Release 1.9 Available!

Post by JamesM »

ORIGINAL: floydg

ORIGINAL: jamesm

I still can not get this utility to work

Edit the WitPTracker.bat file and change the startup command to read:

Code: Select all

java -Xms384m -Xmx512m -jar "WitPTracker.jar" nomap
If that doesn't work, try this one:

Code: Select all

java -Xms512m -Xmx640m -jar "WitPTracker.jar" nomap
Thank you for your advice I got it to work. I use the second one but have removed the no map code and it still works.

Thanks again
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scout1
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RE: WitPTracker AE Release 1.9 Available!

Post by scout1 »

Question as to Tracker Exporting info (via CSV format) ....

Looking to export info that covers land unit name, AV value and location (by name rather than just coordinates if it exists) for any given turn. Can Tracker do this ?
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scout1
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RE: WitPTracker AE Release 1.9 Available!

Post by scout1 »

ORIGINAL: scout1

Question as to Tracker Exporting info (via CSV format) ....

Looking to export info that covers land unit name, AV value and location (by name rather than just coordinates if it exists) for any given turn. Can Tracker do this ?

Never mind ... [8|]

One other question .... If I am running 3 games, obviously in 3 different save game slots, do I need to run 3 different occurrences of Tracker ? 3 full independent directories, or is it simplier than that ?
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RE: WitPTracker AE Release 1.9 Available!

Post by witpqs »

ORIGINAL: scout1
ORIGINAL: scout1

Question as to Tracker Exporting info (via CSV format) ....

Looking to export info that covers land unit name, AV value and location (by name rather than just coordinates if it exists) for any given turn. Can Tracker do this ?

Never mind ... [8|]

One other question .... If I am running 3 games, obviously in 3 different save game slots, do I need to run 3 different occurrences of Tracker ? 3 full independent directories, or is it simplier than that ?
That's how I do it.
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scout1
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RE: WitPTracker AE Release 1.9 Available!

Post by scout1 »

ORIGINAL: witpqs
ORIGINAL: scout1
ORIGINAL: scout1

Question as to Tracker Exporting info (via CSV format) ....

Looking to export info that covers land unit name, AV value and location (by name rather than just coordinates if it exists) for any given turn. Can Tracker do this ?

Never mind ... [8|]

One other question .... If I am running 3 games, obviously in 3 different save game slots, do I need to run 3 different occurrences of Tracker ? 3 full independent directories, or is it simplier than that ?
That's how I do it.


did you merely copy the existing directory over and make the appropriate changes to specific files, or did you do a complete re-install into a new location ?
floydg
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RE: WitPTracker AE Release 1.9 Available!

Post by floydg »

ORIGINAL: scout1

ORIGINAL: witpqs
ORIGINAL: scout1



Never mind ... [8|]

One other question .... If I am running 3 games, obviously in 3 different save game slots, do I need to run 3 different occurrences of Tracker ? 3 full independent directories, or is it simplier than that ?
That's how I do it.


did you merely copy the existing directory over and make the appropriate changes to specific files, or did you do a complete re-install into a new location ?

Both achieve the same result, so do what's easiest for you.
Delete the trackerdb.* files.
Copy the pwsdll.dll file from the game folder to the WitPTracker folder.
Try running the WitPTracker.bat again.
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RE: WitPTracker AE Release 1.9 Available!

Post by larryfulkerson »

merely copy the existing directory over and make the appropriate changes to specific files is what I did and it's working perfectly for me.
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scout1
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RE: WitPTracker AE Release 1.9 Available!

Post by scout1 »

ORIGINAL: scout1

ORIGINAL: witpqs
ORIGINAL: scout1




And since I'm on a roll ..... Can I use Tracker to extract info to CSV files for turn 0 ? To help with planning ?
Never mind ... [8|]

One other question .... If I am running 3 games, obviously in 3 different save game slots, do I need to run 3 different occurrences of Tracker ? 3 full independent directories, or is it simplier than that ?
That's how I do it.


did you merely copy the existing directory over and make the appropriate changes to specific files, or did you do a complete re-install into a new location ?
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scout1
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RE: WitPTracker AE Release 1.9 Available!

Post by scout1 »

And since I'm on a roll ..... Can I use Tracker to extract info to CSV files for turn 0 ? To help with planning ?
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RE: WitPTracker AE Release 1.9 Available!

Post by floydg »

ORIGINAL: scout1

And since I'm on a roll ..... Can I use Tracker to extract info to CSV files for turn 0 ? To help with planning ?

Load whatever save file you want and then export.
Delete the trackerdb.* files.
Copy the pwsdll.dll file from the game folder to the WitPTracker folder.
Try running the WitPTracker.bat again.
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scout1
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RE: WitPTracker AE Release 1.9 Available!

Post by scout1 »

ORIGINAL: floydg

ORIGINAL: scout1

And since I'm on a roll ..... Can I use Tracker to extract info to CSV files for turn 0 ? To help with planning ?

Load whatever save file you want and then export.

thank you .....
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RE: WitPTracker AE Release 1.9 Available!

Post by witpqs »

ORIGINAL: scout1
ORIGINAL: witpqs
ORIGINAL: scout1



Never mind ... [8|]

One other question .... If I am running 3 games, obviously in 3 different save game slots, do I need to run 3 different occurrences of Tracker ? 3 full independent directories, or is it simplier than that ?
That's how I do it.


did you merely copy the existing directory over and make the appropriate changes to specific files, or did you do a complete re-install into a new location ?
This one. And I make separate shortcuts for each PBM (AE & Tracker).
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RE: WitPTracker AE Release 1.9 Available!

Post by Hanzberger »

Just wanted to say THANK YOU to Damian and Floyd.

Playing Scen 2 vs Ai currently

Japan AC wire chart here
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RE: WitPTracker AE Release 1.9 Available!

Post by Empire101 »

ORIGINAL: Hanzberger

Just wanted to say THANK YOU to Damian and Floyd.


I second that....thanks guys for your hard work, much appreciated[8D].
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SuluSea
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RE: WitPTracker AE Release 1.9 Available!

Post by SuluSea »

ORIGINAL: floydg

Tracker Fans -

After over a year, a new release of WitPTracker AE is now available. Life and play got in the way of programming, but the release does add some good features and fix some annoyances.

New Features:
[*]Victory points for LCU losses are counted
[*]Economic multipliers are read from the save file, supporting custom scenarios
[*]Support for larger pilot pool size
[*]Paratroop/cavalry notation on infantry units is now shown in LCU panel and LCU production panel
[*]Nation filter in Aircraft panel and Ships panel
[*]Additional details added for pilots in the Summary panel
[*]Ship withdrawal/return shown on ships
[*]Comments can be added to the witptracker.properties file (start the line with a hash (#) character)
[*]Device end date shown in Device panel (on upgrade everything shows as 0/0, but after reading a turn, it will be properly updated)
[*]CSV export of Resource panel information
[*]SigInt file import possible with two-day turn cycle games
[*]Ship panel added CV-related information, fuel/hex, cargo/fuel/hex, and filter for AK-t ships
[*]Base panel filter for bases with damage
[*]Ship Class panel added number of ships and ships-to-come counts, fuel/hex, cargo/fuel/hex, conversion types in details, grouped-types in filter
[*]Air Groups panel shows plane deficit/overage (active - max)
[*]TF Panel shows fuel usage/day
[*]Resources panel shows region and filter added for region
[*]Engine planning 18 months out
[*]LCU Panel shows packed/unpacked state and alert added when packed or unpacked
[*]EDIT: Ship movement shown in Map panel. Green squares are at-sea locations and green lines are drawn directly to connect them. Blue squares show in port locations.

Bugs Fixed:
[*]Proper handling of two-day turns for SigInt files
[*]Port, AF and fort expansion that was out of range for the database is fixed (shows as 101%)
[*]Support types from an LCU counted towards the base regardless of the LCU's operations mode
[*]Engineer count in the LCU panel corrected
[*]Pilot filter on Group only shows pilots that are active in a group
[*]Device type ELINT corrected
[*]Special sunk conditions corrected (e.g., hit obstruction, grounding, eaten by giant whale [:D])
[*]Air Group target fixed (needs to read a new turn to get corrected)

Known Issues:
[*]Ship Class Upgrades get confused when there are multiple of the same device in the same place
[*]Ship withdrawal alert may show too often
[*]Purchased LCUs with non-standard TOEs show database errors when they go back into the reinforcement queue (harmless, but annoying)
[*]Scenarios where units have a delay of 9999 are shown, but a filter should be added to hide them

In case you forgot, the release is available here: https://sites.google.com/site/witptracker/home

This release is also packaged with the latest pwsdll.dll file, so hopefully we'll never need to worry about that issue again.

And again, a special thanks to Michael M for his assistance deciphering things.

Enjoy!

Damian and Floyd


Your work is very much appreaciated guys.


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