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New Device Question

Posted: Mon Oct 16, 2006 7:14 pm
by engineer
I'm working on implementing some of the AP recommendations in that thread and have hit a curious problem.

I've added the "merchant gun" devices and they take in the Device fields. When I then reference these new devices in the ship class section, they pull up the wrong device. For example, I added a 6in merchant naval gun in device 534, but when I call out device 534 in the class section, it comes back with the device 018 in pull down menu of the devices (a 12.7 cm japanese gun). I changed the merchant gun device to slot #988 (entering the data from scratch in an empty device field) and then it came back with a Japanese engine (I think it was device 244) in the class fields.

Earlier, I created a new 16in CD mortar device in a blank device number near some of the other US CD devices so I'm not sure if I'm stumbling into reserved device numbers or what.



RE: New Device Question

Posted: Mon Oct 16, 2006 7:32 pm
by Terminus
A shipborne device must be in the earliest part of the device list, above 144, if I remember correctly. Made that mistake myself in my WitP mod...

RE: New Device Question

Posted: Mon Oct 16, 2006 7:38 pm
by engineer
Thanks.  Not that many open slots up there if I remember correctly.  Oh, well, one bit of chrome that may need to go by the boards.
 

RE: New Device Question

Posted: Tue Oct 17, 2006 3:50 am
by Helpless
Actually ship can carry up to #255.

I would suggest to use WITP v6 editor or WITP editor X (the best imho), they do automatically ajust (WITPv6) or mark in red in case of mistake.


RE: New Device Question

Posted: Tue Oct 17, 2006 10:15 am
by Terminus
Yeah, not shipborne "device", I meant "shipborne gun". I know for certain that goes up to slot #170, because I have it in my WitP mod. Problem is, Tanker's using the devices list heavily in WPO.

RE: New Device Question

Posted: Tue Oct 17, 2006 3:39 pm
by engineer
I took a second look at the device list last night and there are DP & naval gun devices scattered all the way up to 400+.  As a test, I took one of the 400+ devices and inserted it into a weapons slot for a ship and verified that the original misplaced pointer problem recurred.  So there are opportunities for error in the existing WPO 1.205 device list. 
 
I've been holding off on getting WITP since I've hundreds if not thousands of hours of WPO ahead yet [:D] But if the editing tools are worth it . . .   

RE: New Device Question

Posted: Tue Oct 17, 2006 6:10 pm
by Helpless
Think that all 250+ naval devices are used by CD units, i.e. non-ship, which is acceptable..

All the WIP editing tools can perfectly deal with WPO. I realy like WITP editor X [&o] (Edit: And you don't need to own WITP to have it ) [:)]
tm.asp?m=1263507



RE: New Device Question

Posted: Tue Oct 17, 2006 6:38 pm
by Tankerace
ORIGINAL: engineer

I took a second look at the device list last night and there are DP & naval gun devices scattered all the way up to 400+.  As a test, I took one of the 400+ devices and inserted it into a weapons slot for a ship and verified that the original misplaced pointer problem recurred.  So there are opportunities for error in the existing WPO 1.205 device list. 

Just to confirm, DP and Naval guns can be in any part of the list. CD guns are usually classified naval guns, and some ground weapons are (or can be) classed as DP guns.

However, to be used on a ship, the device MUST be before slot 235 or else the game will glitch. So if you have two 155mm guns that are exactly the same, one in Device slot 234 and the other 400, and both are classed as naval guns, both can point to the 234 slot for the Shipborne and CD gun version. However, the game will glitch if the shipborne version points to 400. A CD Battalion using the 400 slot 155mm gun will work fine.

The issue is not where DP and naval guns are located, it is where devices (torpedoes, AA guns, DP guns, naval guns, radars [if they were used], mines, ASW weapons, etc) that are to be used on ships are located.

The reason DP guns are located lower in the list are for the 3inch AA guns that could, in theory, be trained to low level and used as ersatz CD guns. Army weapons include field guns and howitzers, but naval guns are used for the big emplaced CD guns. No ship (in stock WPO) points to a CD naval gun and the issue is not present in the stock game.

RE: New Device Question

Posted: Tue Oct 17, 2006 7:35 pm
by Terminus
Everybody should use FlashTraffic's EditorX. It's unbelievably superior to the stock one...

RE: New Device Question

Posted: Wed Oct 18, 2006 4:51 pm
by engineer
Thanks!

Ok, I understand how the game is set up so that a ship mounted gun is under a low number device and the CD gun is under a high number device. 

Is the reason to duplicate the gun tied into the system where damaged naval guns go through the ship repair system while lost ground guns are replaced from a production pool?  If I understand the explanation correctly, does that also mean that a single piece of ordinance might actually be double listed in a ground unit as a naval gun for use against ships as well as an army gun for use against LCU's?

Which leads to another observation and question.  During the siege of Bataan, the US forces were using the 12in coast defence mortars on Corregidor to bombard the Japanese ground forces outside the lines on Bataan.  One advantage of the mortars is that they were indirect fire weapons with 360 degree field of fire so they could be brought to bear when the Japanese did not oblige the US defenders by sailing into the field of fire of the big rifles that pointed out to sea. Japanese counter-battery fire hit one of the emplacements and the flash ignited the magazine at the battery, blowing it to hellandgone.   (A hot but well-spent day of sight-seeing, the devastation was awful even after 50 years ) Are the CD mortars in WPO potential weapons against LCU's in the hex?