Patch 07 - Unofficial Public Beta - 1126b updated 17 Sept 2016

Post bug reports and ask for help with other issues here.

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

User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013

Post by witpqs »

A continuing game, Babes 28-C started early December 2011 under whatever Beta was extant at that time. The date seemed OK. The only glitch is that the ones on the carrier didn't go automatically.

Oh, another slight issue but maybe better dealt with in scenario data than code - the groups for Wasp did not sync right. The VS group withdrew but planes and pilots did not go into the VB group. I suspect that's because they are different numbers (they were VS-71 and VB-72).

I'll send you a save so you can look at why it didn't work on the carriers.
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013

Post by michaelm75au »

The Wasp groups don't get any default template - don't match the minimum a/c capacity of 85. Any change to them would have to be thru scenario data.
Michael
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013

Post by witpqs »

I made a type BTW, it was Babes 28-C.
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013

Post by michaelm75au »

The carrier groups will only re-size when in friendly base hex.

BTW, I found an issue with my own save in that the disbanding VS didn't automatically send its plane/pilots to the VB.
Michael
User avatar
PaxMondo
Posts: 10401
Joined: Fri Jun 06, 2008 3:23 pm

RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013

Post by PaxMondo »

Michael,
 
Thanks for the ongoing support!!
 
[&o][&o][&o]
Pax
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013

Post by michaelm75au »

ORIGINAL: witpqs

Oh, another slight issue but maybe better dealt with in scenario data than code - the groups for Wasp did not sync right. The VS group withdrew but planes and pilots did not go into the VB group. I suspect that's because they are different numbers (they were VS-71 and VB-72).
The name of the groups shouldn't matter (unless the scenario is relying on the default template). A disbanding group, that can pool its plane/pilots, will attempt to find a group that has same type of a/c and is either changing size or needs replacements.

Michael
User avatar
DOCUP
Posts: 3115
Joined: Wed Jul 07, 2010 7:38 pm

RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013

Post by DOCUP »

Playing stock Scen 1 Allied patch 22a Mar 43.  My fighter sweeps are going in piecemeal.  25 operational plans with good CO's, good CO in Air HQ, great supply, Lv 8 AF, weather hasn't been a problem.  They go in 12 or 13 plane groups.  Before the patch they went in with ether all 25 or 20 and 3 or something close to it. Not saying anything is broken am I missing something?
User avatar
trhinz
Posts: 70
Joined: Sat Feb 07, 2004 4:33 am
Location: Saskatchewan, Canada

RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013

Post by trhinz »

I saw this too a few turns ago in my Babes game with zuluhour. A 52 plane US fighter sweep came in in numerous packets, some as small as 4 planes. I've never seen this before.
User avatar
koniu
Posts: 2763
Joined: Mon Feb 28, 2011 4:19 pm
Location: Konin, Poland, European Union

RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013

Post by koniu »

ORIGINAL: DOCUP

Playing stock Scen 1 Allied patch 22a Mar 43.  My fighter sweeps are going in piecemeal.  25 operational plans with good CO's, good CO in Air HQ, great supply, Lv 8 AF, weather hasn't been a problem.  They go in 12 or 13 plane groups.  Before the patch they went in with ether all 25 or 20 and 3 or something close to it. Not saying anything is broken am I missing something?

Confirming that.
I start thinking You have start using small P-38 groups or giving % to rest.
It happens two times in two days over the same hex. Also as i remember when You sweep Magwe few day ago they come in full 25 size, and we had play that turn under 22a patch also(can be wrong). So maybe bad dice rolls only?


"Only the Dead Have Seen the End of War"
JocMeister
Posts: 8258
Joined: Wed Jul 29, 2009 10:03 am
Location: Sweden

RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013

Post by JocMeister »

ORIGINAL: DOCUP

Playing stock Scen 1 Allied patch 22a Mar 43.  My fighter sweeps are going in piecemeal.  25 operational plans with good CO's, good CO in Air HQ, great supply, Lv 8 AF, weather hasn't been a problem.  They go in 12 or 13 plane groups.  Before the patch they went in with ether all 25 or 20 and 3 or something close to it. Not saying anything is broken am I missing something?

This has been in BETA the two times Erik and I tried it. When I reported the issue I was told a bug was found and fixed and that is what is causing this behavior. So I guess this is how its supposed to be.
Image
User avatar
Crackaces
Posts: 3858
Joined: Sat Jul 09, 2011 3:39 pm

RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013

Post by Crackaces »

ORIGINAL: JocMeister

ORIGINAL: DOCUP

Playing stock Scen 1 Allied patch 22a Mar 43.  My fighter sweeps are going in piecemeal.  25 operational plans with good CO's, good CO in Air HQ, great supply, Lv 8 AF, weather hasn't been a problem.  They go in 12 or 13 plane groups.  Before the patch they went in with ether all 25 or 20 and 3 or something close to it. Not saying anything is broken am I missing something?

This has been in BETA the two times Erik and I tried it. When I reported the issue I was told a bug was found and fixed and that is what is causing this behavior. So I guess this is how its supposed to be.

I realize that certain algorithums and the results of these algorithums adds to the fog of war. However, there is also the problem of identifying eroors with these algorithums when code changes. In one example, the LCU occupying a hex with LI/HI, a behaivor change happend with nobody realizing it .. until the Moose spoke up .. I am not sure that leaving the morale checks and other "fixable" variables hidden from the players is a good idea as opposed to the random variables being hidden. What if the code breaks and a skill/morale or whatever check fails and it should not have failed ... How would I know if the code was broken to report the error? Thus a balance between FOW and the fact this this game is the result of software code and software is inherrently full of faults. Maybe a combat message .. "Lt Dan fails air skill check groups fail to link up" .. or "Lt Bob fails morale check group fails to fly mission," even a message "the game has decided to randomly dispurse the mission so you will get frustrated and realize the stuff happends in war" would be helpful in identifying aberrant vs. expected software behavior.

On the other hand most games do not have such a dedicated indivudal to maintain the game long after its publication. For that the community must be grateful.

Just a thought . if you do want to catch more errors .. then plugging in some descriptive messages for the most controversial behaviors might be helpful in id'ing errors. .... and these messages would be helpful to the community to understand when the game is acting as designed -- lowering the number of false "bug" reports ...
"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"
barkman44
Posts: 344
Joined: Sat Jan 16, 2010 10:40 pm

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by barkman44 »

this may be regarded as a stupid question but how do i get it to run full screen?i'm running win7 1600x900 resolution.
never mind figured it out
User avatar
mikkey
Posts: 3173
Joined: Sun Feb 10, 2008 1:04 pm
Location: Slovakia

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by mikkey »

barkorn, you must improve your shortcut with something similar like this:
"I:\YOUR PATH WITH War in the Pacific Admirals Edition\War in the Pacific Admiral Edition.exe" -f -px1600 -py900 -deepColor -altFont -SingleCpuOrders -multiaudio -cpu2 -dd_sw
More information about shortcut switches are in WhatsNew.pdf in your game folder.
henry1611
Posts: 81
Joined: Thu Jan 21, 2010 6:41 pm

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by henry1611 »

In the TF Information Screen, there is block of info provided for the TF's total Gun, AAA, Torps and ASW values. Is there any way to get that same info added into the Create a TF Screen as illustrated below? I know that the Create a TF Screen for a Combat TF provides these values for the individual ships but it would be good to know the total values for the whole TF as it is being created. Also, the Create a TF Screen for a Non-Combat TF (e.g., Cargo) does not provide these values at all, so it would be doubly nice!

Just a hopeful wish if it can be done. Thanks!

Image
Attachments
pic.jpg
pic.jpg (164.83 KiB) Viewed 181 times
User avatar
BigDuke66
Posts: 2035
Joined: Thu Feb 01, 2001 10:00 am
Location: Terra

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by BigDuke66 »

OK I'm not sure if this problem is scenario related or related to the program.
Let me explain:
Currently I'm playing the Guadalcanal scenario and when trying to move a unit by strategic move north it only works when I click the hex, clicking the base will either show "Unable to reach target, movement not allowed" or "Invalid destination" depending on where my map has "jumped" to.
The map "jump" itself seems to come from the fact that the playing field its smaller than my screen resolution and scrolling up or down makes the map view constantly jump left & right.
Jumped right gives "Unable to reach target, movement not allowed"
Jumped left gives "Invalid destination"
Strangely with bases a bit more right like Bundaberg the problem isn't so big, jumped right still gives the "Unable to reach target, movement not allowed" message but jumped left works.
So is this scenario related or an WITP problem?
I guess enlarging the play field could help, 1920 is a typical screen resolution on todays TFTs
User avatar
Quixote
Posts: 774
Joined: Thu Aug 14, 2008 5:34 pm
Location: Maryland

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by Quixote »

I think it's a screen resolution issue, not a game or scenario problem. I run on boring old 1280x1024 and strat movement in the Guadalcanal scenario works normally for me. Don't know if michael can do anything to alter the jumping you get playing on a screen that big, but you could always drop your resolution just a bit when playing this scenario (even for just a turn or two) if you had to do some strat movement, then go back to the settings you like. Not an ideal fix in your case, but I'm guessing it would work.
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by michaelm75au »

I don't have the issue with my laptop (native res 1366 x 768) Game played with 1200x768 in window mode.


Image
Attachments
smallmap..gefield.jpg
smallmap..gefield.jpg (224.39 KiB) Viewed 181 times
Michael
Itdepends
Posts: 937
Joined: Mon Dec 12, 2005 9:59 am

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by Itdepends »

A wish list for the TF screen (or even on map). Would it be possible to quickly rank TF's in the TF list by detection limit? It would really help sub operations and help maintenance of surface TF's once you realise they've been detected.
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by michaelm75au »

ORIGINAL: henry1611

In the TF Information Screen, there is block of info provided for the TF's total Gun, AAA, Torps and ASW values. Is there any way to get that same info added into the Create a TF Screen as illustrated below? I know that the Create a TF Screen for a Combat TF provides these values for the individual ships but it would be good to know the total values for the whole TF as it is being created. Also, the Create a TF Screen for a Non-Combat TF (e.g., Cargo) does not provide these values at all, so it would be doubly nice!

Just a hopeful wish if it can be done. Thanks!
It sounds reasonable. However, the screen is full and we can't just overwrite the info where you had it.
So I have made the TF type a 'menu item' so it can show a mouse-over message as shown.



Image
Attachments
newtftransfer.jpg
newtftransfer.jpg (76.8 KiB) Viewed 181 times
Michael
User avatar
n01487477
Posts: 4759
Joined: Tue Feb 21, 2006 12:00 am

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by n01487477 »

While you're making changes, maybe I could request a change to TF display too. Out at sea, I sometimes want to split a larger TF into smaller TF's near a locale I am attacking multi-prong. The thing is when I want to split these I can only see troop numbers, not unit names...and chance of toggling this ? I can do this with tracker open tho ;-)


Thx for any consideration...
Post Reply

Return to “Tech Support”