Well, I'm not sure how its coded right now, but I would might guess that they multiplying the search chance percentage after other factors are accounted for by a small number (such as .25) to apply a malus for non focused search. It would be a matter of changing that number and lowering it quite a bit more. Testing should be fairly easy too, as I did in my other thread.RangerJoe wrote: Wed Jan 03, 2024 3:13 pmOne problem that I see will be the length of time doing the coding and then the testing to make sure that it does not mess something else up.Kull wrote: Wed Jan 03, 2024 3:05 pmThe issue is that Naval search isn't functioning "as designed". The game is supposed to offer a 360 degree option in which all quadrants are searched, but that is supposed to involve "penalties". Currently there are no penalties.BBfanboy wrote: Tue Jan 02, 2024 11:47 pm You assume everyone wants it fixed so they will have to do the tedious work of setting up hundreds of search arcs. Not so.
I don't see any downside to fixing the problem. Search Arcs will work as they are designed and will provide higher chances of detection in the areas they focus on while those who don't want to bother with Arcs will still get 360 coverage, but not better results in the coverage areas.
I have experienced where a bug was fixed and then months later the same or similar bug appeared. Due to coding for other things, what happened due to that bug reappeared. I mean, trains and railroad cars should not be able to retreat cross country where there is no railroad line!
New! v1127 Public Beta Available
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
Re: New! v1127 Public Beta Available
Re: New! v1127 Public Beta Available
Again you are guessing and making assumptions.Arkham wrote: Wed Jan 03, 2024 6:59 pmWell, I'm not sure how its coded right now, but I would might guess that they multiplying the search chance percentage after other factors are accounted for by a small number (such as .25) to apply a malus for non focused search. It would be a matter of changing that number and lowering it quite a bit more. Testing should be fairly easy too, as I did in my other thread.RangerJoe wrote: Wed Jan 03, 2024 3:13 pmOne problem that I see will be the length of time doing the coding and then the testing to make sure that it does not mess something else up.Kull wrote: Wed Jan 03, 2024 3:05 pm
The issue is that Naval search isn't functioning "as designed". The game is supposed to offer a 360 degree option in which all quadrants are searched, but that is supposed to involve "penalties". Currently there are no penalties.
I don't see any downside to fixing the problem. Search Arcs will work as they are designed and will provide higher chances of detection in the areas they focus on while those who don't want to bother with Arcs will still get 360 coverage, but not better results in the coverage areas.
I have experienced where a bug was fixed and then months later the same or similar bug appeared. Due to coding for other things, what happened due to that bug reappeared. I mean, trains and railroad cars should not be able to retreat cross country where there is no railroad line!
US PBYs during the battle of Midway went out 700 miles search and returned, they found the enemy.
"Strawberry 9"
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


- Admiral Scott
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Re: New! v1127 Public Beta Available
How much longer before the final patch will be available? Any day now?
Re: New! v1127 Public Beta Available
I'll check....GPAdmiral Scott wrote: Fri Jan 12, 2024 5:36 pm How much longer before the final patch will be available? Any day now?
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"Do everything you ask of those you command"....Gen. George S. Patton
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
Re: New! v1127 Public Beta Available
For the record, this works fine in 11.26a - so this was broken in the new beta...Meaneye wrote: Wed Oct 18, 2023 11:59 amWell see that is the problem. The way I personally use the port repair option is I put all units in the port in pierside first. Then I put any "#" ships in drydock. Then I go back and return any unneeded pierside ships to readiness to see how it affects other ships still in pierside. Once upon a time, this USED to work fine. It no longer does....BBfanboy wrote: Wed Oct 18, 2023 3:15 am I don't recall anyone mentioning the "out" that prevents the 3 day penalty when you try the pierside or drydock options to see how that affects repair time. You simply have to remember to hit the "Cancel Changes" option before doing anything else. If you move on to another ship or leave that screen the repair option you selected will be applied along with penalties if you try to undo it early.
There is some justification for 3 days to undo pierside repair. When you dock a ship pierside you shut down your boilers and hook up power and water from the pierside facilities. You also get a gang of workmen, tools and machines, and materials brought aboard. They will not wait for the Admiral to change his mind before they start cutting and welding. And ammo must be removed from any area near the repair/refit work. OTOH, we are spared the time to prepare a drydock to accept a ship (the bottom blocking must be configured by divers for the hull of the ship to properly support it). So there is that!
Its like saying to the dock supervisor "well when can you do these if we repair everything at once?"
"well, I can have this ship ready tomorrow, this one in 2 days, that one in a week"
"Ok, how about if we leave this ship out?"
"Ok, than I can have that ship in 5 days"
"ok, lets do that..."
And then the turn is run and the order is executed. This is how (IMHO) it SHOULD work, and is indeed how it USED to work. The way you guys seem to be understanding it just because I ask the dock guy how long, he is actually pulling the ships up to the dock the instant I ask, and there is no reason for that.
Edit: I mean the "set all ships to <this repair mode>" option is kind of pointless if you cant change them back if you want to, isnt it?
Re: New! v1127 Public Beta Available
Hi
In the next release are the incosistence fixed? here in the attachment you see the result from witpchkAE for the last Beta scenario 007 (V1127). In my Opinion there are things to fix (not all records but many, see attachment)
So for example:
-Air groups that starts or arriving on map with Aircraft that are not yet available
-Air groups set to never arrive
-groups on ship where the ship arrives bevor the group is due
and many more
Also on Scenario 1 and 2 it seems to me there were introduced such incosistnces on the last beta that were not here in previous scenario versions.. I have fixed these on a another post, but on scenario 007 it is quite more to fix so bevor i start i would like to know if someone has reviewed these scenarios....
Also scenario 007 it is maybe intended to have unrealistic settings (so as for example groups with AC that are not yet available) but it seems to me there a a lot of such things (AC from 1944 in groups at scenario start i would personally avoid). So this make it more difficult to fix for me (e.g. should i push forward the available date of the AC or push back the Group availability date? or even change the AC for the group to match one that is available on the date the group arrives?)
Thank's
In the next release are the incosistence fixed? here in the attachment you see the result from witpchkAE for the last Beta scenario 007 (V1127). In my Opinion there are things to fix (not all records but many, see attachment)
So for example:
-Air groups that starts or arriving on map with Aircraft that are not yet available
-Air groups set to never arrive
-groups on ship where the ship arrives bevor the group is due
and many more
Also on Scenario 1 and 2 it seems to me there were introduced such incosistnces on the last beta that were not here in previous scenario versions.. I have fixed these on a another post, but on scenario 007 it is quite more to fix so bevor i start i would like to know if someone has reviewed these scenarios....

Also scenario 007 it is maybe intended to have unrealistic settings (so as for example groups with AC that are not yet available) but it seems to me there a a lot of such things (AC from 1944 in groups at scenario start i would personally avoid). So this make it more difficult to fix for me (e.g. should i push forward the available date of the AC or push back the Group availability date? or even change the AC for the group to match one that is available on the date the group arrives?)
Thank's
- Attachments
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- rept007.txt
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Re: New! v1127 Public Beta Available
https://www.matrixgames.com/forums/view ... 3&t=400868
Omat wrote: Mon Jan 08, 2024 6:27 pm Hello
regarding the topic: McMorris
It is an Data error
12359 => McMorris, Chas H. => Should be Type 4 => problem: a leader with rank higher 28 and Type 05 will vanish ingame because of the code restriction
I made a list with some errors:
Some Data Question // suggestions: (I took scen 01) But I think this will be also an issue in other scenarios
Ships:
3280 Boise => Question: Should the ship have a withdrawdate 08.06.1942 // return 15.11.1942? (Was in the Mediterranean)
Ship Class:
679 Lexington => Wpn 10 20 mm => Looks wrong maybe left side => see ID678
1046 Sendai => Wpn17 25mm => Question is this right also front as Wpn 16? Or Facing rear?
1055 Katori => Wpn17 Type 21 Radar => Should be facing to ALL Sides
2174 Soya => Wpn 6 13,2mm => Should be facing to Left Sides
3229 Leander => Cptain Bevan, Robert Hesketh should command the ship (this leader has to be created)
https://uboat.net/allies/warships/ship/4003.html
3230 Achilles => Leader 17167 Barnes,Hugh Merriman should command the ship
https://uboat.net/allies/warships/ship/4001.html
2390 Kanawha => Wpn 7 SG SS Rdar => Should be facing to ALL Sides
2483 Manoora AMC => Wpn 7 .303 cal Lews => Should be facing to Left Sides
2555 Pres. Coolidge => Here all AA Guns should be checked 20mm and 0,5 in
2625 C2S Mt. Hood => Wpn 7 20mm => Should be facing to Left Sides4
2669 C Hamul => Wpn 7 20mm => Should be facing to Left Sides
2678 C1 Acontius => Wpn 5 20mm => Should be facing to Left Sides
2679 C1 Acontius => Wpn 5 20mm => Should be facing to Left Sides
2688 LST Type-II => Wpn 8 20mm => Should be facing to Left Sides
3101 Bathurst => Wpn 5 20mm => Should be facing to Right Sides ?
4983 S-47 => remove cpatain Hayler (was cpatain later the cpaitain of the USS Honolulu) (( James White Davis would be the correct one... but he is already appointed // other suggtestion would be Frank Edward Hayler, USN => Commanded the S-47 from 30. Sep 1942 till late 1944. But this leader has to be created.
See:
https://uboat.net/allies/warships/ship/4842.html
Leaders:
9010 Hayler, Robert W. => Should be Rank 28 or Type 04 (was promoted 1944 to rear admiral) => problem: a leader with rank higher 28 and Type 05 will vanish ingame because of the code restriction
8689 Conolly, Richard L. => Only suggestion Would promote him to 29 rear admirla (he was promoted July 1942 maybe put his delay to this date)
9311 DuBose, Laurance => Should be Rank 28 or Type 04 => problem: a leader with rank higher 28 and Type 05 will vanish ingame because of the code restriction
9782 Fletcher Frank Jack => Fletcher, Frank Jack
10158 Ginder, Samuel Paul => Should be Rank 28 or Type 04 => problem: a leader with rank higher 28 and Type 05 will vanish ingame because of the code restriction
12359 => McMorris, Chas H. => Should be Type 4 => problem: a leader with rank higher 28 and Type 05 will vanish ingame because of the code restrictionAdmiral Scott wrote: Mon Jan 08, 2024 2:53 amI did check to see if he was available for a TF, ....nope.

Re: New! v1127 Public Beta Available
Any known issues with this beta patch for task forces in small map scenarios going 'off map' and becoming uncontrolable?
I look at my ship list and is see the CA Indianapolis (I think that was the lead ship) the CLs and DDs are all in ’Task Force 8*” with a * next to it. I see the location as ‘off map taskforce’. If i look at my task force list however, it just starts with task force 9 and goes down to the end. Task force 8 isn’t shown and I can’t select it.
If i look at the very top of the map i see the icon for the task force, but if i mouse over it it just says ‘10042 —task force’ or something like that, and i can’t control it or do anything with it. Those ships are basically stuck and unusable for me right now and have been sitting there for a few turns. They had a night surface action the turn where this started, two are damaged. The surface action however was well in the middle of the map and the TF has somehow 'teleported' to sit on the map edge.



I look at my ship list and is see the CA Indianapolis (I think that was the lead ship) the CLs and DDs are all in ’Task Force 8*” with a * next to it. I see the location as ‘off map taskforce’. If i look at my task force list however, it just starts with task force 9 and goes down to the end. Task force 8 isn’t shown and I can’t select it.
If i look at the very top of the map i see the icon for the task force, but if i mouse over it it just says ‘10042 —task force’ or something like that, and i can’t control it or do anything with it. Those ships are basically stuck and unusable for me right now and have been sitting there for a few turns. They had a night surface action the turn where this started, two are damaged. The surface action however was well in the middle of the map and the TF has somehow 'teleported' to sit on the map edge.



Re: New! v1127 Public Beta Available
Try going to TF 9 and hit the "," key and see what happens.
Re: New! v1127 Public Beta Available
It just skips to a base. I can circle all through all bases and TFs using that key and TF8 isn't selected.Meaneye wrote: Mon Jan 15, 2024 12:10 pm Try going to TF 9 and hit the "," key and see what happens.
If I do somehow manage to select the TF I can see a number of submarine icons at the bottom, but i can't issue any control or anything to it.
Edit: This is the best I can do for selecting the TF. Note the sub icons at the bottom. If i hover over them they just say the same ship name, S-30. The path back to base is set, but it hasnt moved in the 5-6 turns since this specific date.

Re: New! v1127 Public Beta Available
Create a new TF and put all of the ships into the new TF.Arkham wrote: Mon Jan 15, 2024 7:04 pmIt just skips to a base. I can circle all through all bases and TFs using that key and TF8 isn't selected.Meaneye wrote: Mon Jan 15, 2024 12:10 pm Try going to TF 9 and hit the "," key and see what happens.
If I do somehow manage to select the TF I can see a number of submarine icons at the bottom, but i can't issue any control or anything to it.
Edit: This is the best I can do for selecting the TF. Note the sub icons at the bottom. If i hover over them they just say the same ship name, S-30. The path back to base is set, but it hasnt moved in the 5-6 turns since this specific date.
![]()
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: New! v1127 Public Beta Available
Can't. I can't do anything to manipulate TF8 at all. Can't redirect it, can't disband it, can't move ships in/out of the TF. Its just stuck there at the edge of the map. PBEM small map game (1k mile war). I don't even get the options box for the TF when i manage to select it, all I see is what is in the screen shots.RangerJoe wrote: Mon Jan 15, 2024 7:49 pmCreate a new TF and put all of the ships into the new TF.Arkham wrote: Mon Jan 15, 2024 7:04 pmIt just skips to a base. I can circle all through all bases and TFs using that key and TF8 isn't selected.Meaneye wrote: Mon Jan 15, 2024 12:10 pm Try going to TF 9 and hit the "," key and see what happens.
If I do somehow manage to select the TF I can see a number of submarine icons at the bottom, but i can't issue any control or anything to it.
Edit: This is the best I can do for selecting the TF. Note the sub icons at the bottom. If i hover over them they just say the same ship name, S-30. The path back to base is set, but it hasnt moved in the 5-6 turns since this specific date.
![]()
Shame too, that was a fair amount of guns I'm missing out on now.
Re: New! v1127 Public Beta Available
Quite the place for a port...
Re: New! v1127 Public Beta Available
That's gotta be one really deep oasis in the middle of the desert
Re: New! v1127 Public Beta Available
That was already reported as map issue, like a year ago. There were quite a few map issues reported back then. The 1127 map had too many issues and I’ve elected to stay on the old 26a map but using the 27 exe for now…
Re: New! v1127 Public Beta Available
Fixed in the next patch....GP
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
Re: New! v1127 Public Beta Available
If you save and exit the game completely then restart the game, does that help? If not, keep the save and as soon as the new beta is released post this in the new thread with the save....GPArkham wrote: Mon Jan 15, 2024 8:19 pmCan't. I can't do anything to manipulate TF8 at all. Can't redirect it, can't disband it, can't move ships in/out of the TF. Its just stuck there at the edge of the map. PBEM small map game (1k mile war). I don't even get the options box for the TF when i manage to select it, all I see is what is in the screen shots.RangerJoe wrote: Mon Jan 15, 2024 7:49 pmCreate a new TF and put all of the ships into the new TF.Arkham wrote: Mon Jan 15, 2024 7:04 pm
It just skips to a base. I can circle all through all bases and TFs using that key and TF8 isn't selected.
If I do somehow manage to select the TF I can see a number of submarine icons at the bottom, but i can't issue any control or anything to it.
Edit: This is the best I can do for selecting the TF. Note the sub icons at the bottom. If i hover over them they just say the same ship name, S-30. The path back to base is set, but it hasnt moved in the 5-6 turns since this specific date.
![]()
Shame too, that was a fair amount of guns I'm missing out on now.
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
Re: New! v1127 Public Beta Available
This is a PBEM game, so exiting didn't work. Been going on for at least 5-6 turns now.
I'll try the new beta patch when it comes out and let you know, thanks.
I'll try the new beta patch when it comes out and let you know, thanks.
Re: New! v1127 Public Beta Available
How is the next patch coming along?
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Re: New! v1127 Public Beta Available
Please. I'd like to start a new campaign but have been holding off for the patch