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Next Generation Tracker: Staff Officer Companion
Posted: Mon Aug 24, 2026 12:25 pm
by RedConkristador
NGT (Next Generation Tracker) is a "staff section" utility for War in the Pacific: Admiral's Edition inspired by Tracker but also my own desire to have proactive planning tools to play this game. It reads your save (.pws) and your combat reports each turn and turns them into the boards a real theater staff would keep: J1 Personnel, J2 Intelligence, J3 Operations, J4 Logistics, J5 Plans, plus a Combined Production Board and a Commander-in-Chief section built around a live theater map. Below are some of its primary features. You can follow it's development in Discord (The Combined Fleet HQ).
DOWNLOAD:
NGT 5.59
The Theater Map

- NGT_map_whole_19430110 (2).png (781.66 KiB) Viewed 847 times
The centerpiece. Your actual game map art (derived from your own art folder), with staff layers over it:
- Own forces in APP-6 symbols — ground, air, naval — with a chain-of-command lens: click a unit and its higher HQ and subordinates light up on the map itself (no window over the ground). A second lens highlights every unit attached to the same HQ.
- Draw your own NATO style graphics on the map that are persistent through the campaign
- Enemy picture from your reporting: tracks with age, assessed carrier presence (triangulated from squadron sightings, SIGINT and last-known positions), threat and strike-reach rings.
- Weather zones and moonlight so the map shows tonight's illumination and each zone's weather.
- Search coverage: every air-search sector drawn as arcs — red = a gap with traffic, amber = assigned but silent, green = covered. Click a sector and it lists the squadrons flying it.
- Logistics on the map: every base as a stock-level pip (black / red / amber / green against the game's own requirement, projectable 7–90 days along the observed trend), convoy lanes with contact ticks, and a base-capability tier layer (more below).
- A right-click staff menu on any hex: show the chain of command, attach units to your task organization, open status cards, zoom.
- Jump to the map from anywhere — any unit, track, or base name on any board focuses the map on that entity.
- Add and combine any layers you want: derived from your planning tools, intelligence reports, base economy, weather, self-generated tactical graphics, operations plans, and so on
Analytic tools

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- Full suite of intelligence cycle tools including INTSUMs, SIGSUMs, and GRINTSUMs, which can be plottedo n the theater map. Tools for battle tracking and enemy order of battle analysis. Automatically generate intel reports for specific operations you plan.
- Base supply/fuel/oil/ resources against the game's own requirements, weather, moonlight, and now the Intelligence screen's campaign scoring (both sides' scores, PP, sorties, loss categories) —
- Campaign Scoring board: your score ratio against the year's auto-victory threshold (4×/3×/2×), with a trend that accrues a row every accepted turn.
- Combat Assessment: air engagement history from your reports, loss-exchange charts that lead with the question they answer, and an aircraft technical comparison - for both dogfighting and bomber interception
- Manual-grounded readouts everywhere. I swept the manual for every rule with a hard number (230 of them) and put the ones that drive decisions on the boards: airfield overstack (50×size 1E-equivalents), sortie-generation supply bands, the port-size capability table (torpedo/BB rearm only at size 7+, undocked refuel at 5+), spoilage ceilings, fort+2 assault odds on enemy base cards, repair-length estimates from the actual repair-point arithmetic, garrison requirements, base victory-point values.
- EMCON exposure: which of your TFs sit inside the 5-hex high-threat band of an enemy base, and the detection-level ladder (every strike you launch raises your own DL).
- Base capability tiers: every base classified from the manual's own tables — ANCHORAGE → NAVAL STATION → NAVAL BASE → FLEET BASE (and AIRSTRIP → MAJOR AIR BASE for the field), with +YARD and +TENDER modifiers — on the base card, a J4 table, and a map layer.
Planning tools

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- Fully functional order of battle generator linked to the operations map and all other staff sections
- campaign planning system with inputs for phases, lines of effort, metrics, operations, and key tasks
- Daily Tasking Order: compares the game state to your planning state in NGT and recommends actions to take on every turn
- Planning tools for maritime patrol, ASW patrol areas, submarine patrol zones, convoys, and air defense identification zones
- Task Force composer with role/type/theater/speed slicers and a doctrine recommender: nine historically grounded templates (Carrier Strike Group per '42–44 fast-carrier practice, Heavy Surface Combatant Group per Guadalcanal night doctrine, Hunter- Killer, Amphibious Assault, Fast Transport…) that draft real free hulls from your save, state every shortfall, and warn when your embarked carrier air exceeds the year's raid-coordination band.
- Lift feasibility on the game's own load costs and TOE slots: pick the units, pick the shipping, get troop/cargo margins and a beach-unload timeline (how many turns to put the force ashore).
- Convoy pipeline: size the requirement (tons/day × distance), draft the smallest hull set that carries it, count the escorts your doctrine wants, check the era's ASW modifiers, send it to the planning tray.
- Force Generation blanket: every squadron, hull and formation on a RESET → TRAIN/READY → AVAILABLE horse-blanket calendar with pacing items (ship classes, airframes, TO&Es, even device pools), operational commitments projecting recovery, and slicers by component/type/theater/nation.
- Operations Board: a weekly/monthly campaign calendar by theater (planning bars to X-day, execution, phases), plus OPORD generation that pulls its intelligence and logistics annexes from the J2/J4 boards automatically.
- Targeting (D3A): nomination folders by theater and score, PIRs you can edit and answer, and an ATO that advances targets through Decide-Detect-Deliver-Assess.
- March estimate: hex-to-hex ground movement time by unit class over the actual terrain (honestly labeled: roads aren't decoded, so a road march beats the figure).
Easy to install - just point it at your game files and you're all set. Missed a turn or a 100 turns? No problem - just refresh NGT and it'll load all the historical campaign data.
And much more! I'll post additional screenshots below.
Re: Next Generation Tracker: Staff Officer Companion
Posted: Mon Aug 24, 2026 12:29 pm
by RedConkristador
Plan strike missions and see enemy air defense threats to your air corridor...

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Plan convoy routing and see enemy threats...

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Plan submarine patrol zones and track enemy ASW...

- Screenshot 2026-08-23 224853.png (124.26 KiB) Viewed 844 times
Re: Next Generation Tracker: Staff Officer Companion
Posted: Mon Aug 24, 2026 12:31 pm
by RedConkristador
Track every device and airframe, which units are using them, and if losses are sustainable...

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Set your pilot training goals and compare your pilots and squadrons against them...

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Track the readiness level & availability of every unit compared to readiness thresholds...

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Re: Next Generation Tracker: Staff Officer Companion
Posted: Mon Aug 24, 2026 12:52 pm
by RedConkristador
Track each pilot's service record...

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Design your own campaign plan and plot milestones on a persistent timeline...

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Mix and match theater map layers to see exactly what you need... (below is SIGINT & enemy naval tracks, with movement displayed, and a sample Named Area of Interest & Target Area of Interest)

- NGT_map_whole_19430110 (4).png (1.36 MiB) Viewed 826 times
Re: Next Generation Tracker: Staff Officer Companion
Posted: Mon Aug 24, 2026 1:40 pm
by RedConkristador
Tracker and NGT have different aims. Tracker is a ledger that takes game information and displays in an orderly and easy to understand format. It has over a decade of refinement and is highly reliable. NGT is a planning suite designed to take organized information and apply your intent. In many ways, they’re complementary although they don’t interact with each other.
Choose Tracker when you want:
+ turn over turn database information
+ simplicity as a virtue - everything is in a directly accessible table
+ don’t want or need planning tools
Choose NGT when you want:
+ immersive staff planning tools (a game on top the game)
+ advanced analytics about enemy behavior
+ immersion: it’s designed to replicate the theater commander’s perspective
Re: Next Generation Tracker: Staff Officer Companion
Posted: Tue Aug 25, 2026 5:05 am
by Aramike
Flat out the best companion app I've ever seen to any game. I've been using it for about a week; it's absolutely game changing.
Re: Next Generation Tracker: Staff Officer Companion
Posted: Tue Aug 25, 2026 1:01 pm
by RedConkristador
A few more features...
You can track both friendly and enemy industry, etc status to evaluate bomb damage assessment (BDA). Especially useful for Allies late-game when planning strategic bombing of the home islands. It will
not show you enemy supply stocks and other things behind fog of war.

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You can add layers for: (1) range rings from bases, (2) enemy air activity, and (3) enemy heavy industry locations to plan strategic bombardment missions. You can also view the port and airfield by size to determine your logistics footprint.

- NGT_map_Japan_19430110.png (3.15 MiB) Viewed 698 times
You can visualize supply and fuel (and the other commodities) stocks plus project consumption for 7/14/30/60/90 days.

- NGT_map_whole_19430110 (5).png (1.28 MiB) Viewed 698 times
Re: Next Generation Tracker: Staff Officer Companion
Posted: Tue Aug 25, 2026 2:00 pm
by RedConkristador
Aramike wrote: Tue Aug 25, 2026 5:05 am
Flat out the best companion app I've ever seen to any game. I've been using it for about a week; it's absolutely game changing.
Thanks! Send feedback and show how you’re using it when you can!
Re: Next Generation Tracker: Staff Officer Companion
Posted: Wed Aug 26, 2026 12:58 pm
by RedConkristador
NGT calculates decision cycles on templated actions, indicating where you or the enemy might have decision advantage.

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There's a full suite of production and research tools for Japanese players.

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Re: Next Generation Tracker: Staff Officer Companion
Posted: Wed Aug 26, 2026 5:12 pm
by Diliwitm
It appears fantastic. Will try it and report back.
Re: Next Generation Tracker: Staff Officer Companion
Posted: Wed Aug 26, 2026 9:22 pm
by Dereck
Here are the steps I took:
1. Downloaded the file from the provided link.
2. Scan the file with my Panda Dome antivirus and it came up clean.
3. Copied the file from this computer over to my gaming computer on Windows 11 using Windows Defender.
When I clicked on the file Windows Defender immediately quarantined the file and when I looked at it, it said:
Detected: Trojan:Script/Wacatac.C!ml
Since other people seem to be using it what is the problem with my attempt?
Re: Next Generation Tracker: Staff Officer Companion
Posted: Wed Aug 26, 2026 9:47 pm
by RedConkristador
Dereck wrote: Wed Aug 26, 2026 9:22 pm
Here are the steps I took:
1. Downloaded the file from the provided link.
2. Scan the file with my Panda Dome antivirus and it came up clean.
3. Copied the file from this computer over to my gaming computer on Windows 11 using Windows Defender.
When I clicked on the file Windows Defender immediately quarantined the file and when I looked at it, it said:
Detected: Trojan:Script/Wacatac.C!ml
Since other people seem to be using it what is the problem with my attempt?
It has to do with the way Defender guesses about potential viruses. You should be able to go into Defender --> Threat Protection --> Manage Settings --> Exclusions --> Add an Exclusion, then add NGT. Let me know if that works or doesn't.
Re: Next Generation Tracker: Staff Officer Companion
Posted: Wed Aug 26, 2026 11:04 pm
by RedConkristador
NGT 3.95 released:
Single-player support
Campaigns no longer require a PBEM password: the setup form's first question is now the campaign type, and single-player stands down the password checks entirely (every other save validation still runs). Includes a fix where the setup footer wrongly kept demanding a password after selecting single-player. (v3.81, v3.87, v3.93)
Decision Cycle (OODA board)
- The assessed timeline is now the board's centerpiece: a dated strip per problem with phase names on the bar and every key event marked with its actual planning date (D+n resolved against the current game day). Enemy-threat timelines say plainly they're conditional on the enemy sailing today. (v3.82)
- You can now declare the enemy staging base on any threat row — your read [C] overrides the nearest-port geometry [V]; clear the field to revert. (v3.82)
- Verdicts speak military: FRIENDLY/ENEMY HAS THE INITIATIVE, MEETING ENGAGEMENT, OPPOSED EXECUTION, FAIT ACCOMPLI, ENEMY PRE-EMPTS, NO AVENUE OF APPROACH. (v3.82)
- Decision cycles drawn on the theater map: red threat axes with a DETECT tripwire, a COMMIT point, and the stretch between them shown as your literal decision space — green when you have room, red when you don't. A dashed ring shows where any strike force must stand to make the intercept; friendly operations draw phase ticks, the enemy countermeasure vector, and ring the enemy airfield whose search umbrella sees your corridor — labeled SUPPRESS. A mitigation panel maps every verdict to its fix. (v3.89)
Strategic bombing — a full targeting system
- War Industry joins Systems Targeting: manpower, heavy/light industry, resources, aircraft plants (decoded factories), armament, and yards — live readings vs at-start, value-ranked, feeding nominations. (v3.83)
- J5 Strategic Bombing board: bomber force posture (heavies identified by decoded engine count), reach & basing analysis, a campaign ledger parsed from your own raid reports (attribution by the attacking side's airframes — a base that changed hands can't corrupt its history), and effects vs claims. (v3.83)
- War industry on the map: enemy nodes sized by target value, damage-colored, with your bomber radii (escorted vs unescorted) drawn from every base hosting ready bombers. (v3.84)
- Target folders: per-city CBO-style cards — components, observed defenses, raid history with flak kills, and who reaches it. (v3.85)
- Raid Calculator: pick real groups at a real field, set altitude, and get a BLUF strike card — verdict banner, sorties/tons/hits/losses tiles, effect and cost bands against a 5% sustainability ceiling, plus a strike-profile graphic (climb, escort turn-back point, flak/CAP badges). CAP and flak are graded from observed defenses in your own reports; estimates can be filed to the target's folder so intent sits beside actuals. (v3.85, v3.91–92)
- Bombing directive: declare your target-system priority order; the ledger measures the weight of effort actually flown against it and states divergence plainly. (v3.86)
Aerial recon planning (new, v3.93–95)
- Collection requirements: a declared ledger plus auto-drafted suggestions from the boards that already exposed the gap — decision-cycle stagings, NAIs, stale target folders — each showing the age of the last look. (Mine flagged an anchorage unobserved for 398 days that was standing in a planned assault's countermeasure window.)
- Recon plan: task groups against requirements — only groups actually in range are offered, current mission shown — with an execute-in-game checklist, since NGT reads mission settings but never touches your game.
- Collection ledger: did the tasked looking happen? Seven days of reporting per requirement; coverage resets on reporting, never on intent.
- A recon map layer and one-click blind-spot crossings from the decision cycle, target folders, and raid calculator.
Theater map quality of life
- Stock pictures: one click sets a whole layer mixture — COMMAND PICTURE, ASW & CONVOY DEFENSE, COMMERCE WAR, STRATEGIC AIR, AMPHIBIOUS PLANNING, AIR DEFENSE & SEARCH, LOGISTICS, INTELLIGENCE, DECISION SPACE, RECONNAISSANCE — plus two custom save slots. (v3.88)
- Operations planning panel on the map: pin an operation to a docked card — set the objective by clicking the base, add phases and key tasks by clicking the hex where they happen, commit forces, and it all lands in the same J3 record the Operations board reads. Nothing to sync. (v3.90)
- The rail network is decoded: drawn as a map layer (double track heavier), and the movement calculator now runs a BY RAIL estimate over the actual network — a broken line stops the move and says so. (v3.80*)
Re: Next Generation Tracker: Staff Officer Companion
Posted: Thu Aug 27, 2026 4:52 am
by RedConkristador
NGT 4.12 Update:
Decision Cycle
- Prominent dated timeline bar with key planning events marked directly on it; staging base changeable in the enemy window; verdicts rewritten in military terms (e.g. DECISION SPACE HOLDS / DECISION SPACE LOST)
- Decision cycles drawn on the theater map: threat vectors with detect tripwires, commit points, and decision space shown as ground (green = room, red = deficit)
- Enemy COA templates can seed decision-cycle problems directly, including ground assault and air SLOC-interdiction kinds
Strategic Bombing
- New strategic bombing emphasis and targeting system, parallel to the submarine warfare system: war-industry system reading with weighted target values, target folders, and a bombing directive board
- Strategic bombing raid calculator: pick the groups and aircraft count, results in BLUF/graphical form — models CAP, flak, and altitude, and connects to target folders
Enemy Courses of Action (new J2 board)
- Track enemy COAs with a 19-kind catalog (naval, ground, air, and defensive operations), placed in J2 before All-Source Intelligence; sortable and filterable by theater on the board and on the map
- Selecting an enemy base auto-attaches reported units at the base and within 5 hexes; attachments removable
- COA rows collapsible with remove/retire; COAs attach together into named plans (e.g. deliberate defense + counter-invasion + carrier raid as one counterattack concept), drawn with plan colors on the map
Aerial Reconnaissance Planning
- Recon planning board: coverage ages, collection requirements drafted from PIRs, tasking limited to groups actually in reach, execute-in-game checklist, and a map layer showing requirements by coverage age
- PIRs show their text names (not just numbers) in NAI/Recon Tasking; PIRs take multiple NAIs and TAIs; TAIs creatable in place; area cards and the NAI/TAI list collapse
Theater Map
- Rail lines decoded and drawn as a map layer; movement calculator updated for rail
- One-click stock layer mixtures (pictures): command, ASW defense, commerce, strategic air, amphib, air defense, logistics, intel, decision space, reconnaissance
- Operations planning popup on the map: add objectives, key tasks, phases, and attach units directly on the map, reflected on the operations board
- Enemy COAs and Recon Plan now live on the map's Intelligence tab, Decision Cycles on Operations — standing layers that stay on beside any Systems choice
- Fixed: retired decision cycles no longer linger on the map
Convoys & Logistics
- Convoy escort assignments removable from lanes; lane assignments generate DTO tasks; task forces attachable to convoy routing
- Task force destination decoded from the save — the Convoy Formation Planner shows a decoded-inbound ledger: which TFs are bound for which base, distance, and ETA
- TF type decoded (Cargo, Tanker, Sub Patrol, Air/Surface Combat) and cargo aboard decoded (bulk/liquid tons verified against capacity) — every planner row shows type and what's aboard, and the TF number clicks open the full composition card
- Per-base inbound view: what cargo and supplies are en route on which task forces, integrated with convoy routing
Shipping & SLOC
- Enemy lift ledger split into four groups: Merchant, Tanker (TK), Oiler (AO/AOG), and Assault — the tanker war reads on its own line
Fixes & Accuracy
- Single Player campaigns no longer ask for a password anywhere in setup; the menu distinction from PBEM sharpened
- Staff alert audit: the J4 low-fuel alert was counting small hulls at full tanks (absolute 200-ton test → now fraction of bunkers); the J1 fatigue alert was reporting the 25-row display list instead of the true fatigued count (and could never escalate) — both fixed, all other alert numbers verified accurate
Re: Next Generation Tracker: Staff Officer Companion
Posted: Thu Aug 27, 2026 9:47 pm
by RedConkristador
NGT 4.32 adds operations templates. These templates automatically create the phases and key tasks, plots them on the map and a timeline, after you select an objective and force commitments. It will also automatically generate a decision cycle analysis (imag below) projecting when the enemy could interdict your operation.

- NGT_map_CENPAC_19430110 (1).png (228.38 KiB) Viewed 396 times
Re: Next Generation Tracker: Staff Officer Companion
Posted: Fri Aug 28, 2026 2:02 pm
by Dereck
RedConkristador wrote: Wed Aug 26, 2026 9:47 pm
Dereck wrote: Wed Aug 26, 2026 9:22 pm
Here are the steps I took:
1. Downloaded the file from the provided link.
2. Scan the file with my Panda Dome antivirus and it came up clean.
3. Copied the file from this computer over to my gaming computer on Windows 11 using Windows Defender.
When I clicked on the file Windows Defender immediately quarantined the file and when I looked at it, it said:
Detected: Trojan:Script/Wacatac.C!ml
Since other people seem to be using it what is the problem with my attempt?
It has to do with the way Defender guesses about potential viruses. You should be able to go into Defender --> Threat Protection --> Manage Settings --> Exclusions --> Add an Exclusion, then add NGT. Let me know if that works or doesn't.
That worked.
I have a question. Is it possible to change the location of the War Diary from C:\Users\<name>\AppData\Local\WITPAE_NGT... within the game at all? I don't like filling up my C drive. (I have it reserved for system files and applications and try to put game files and data on my specific game drive).
Re: Next Generation Tracker: Staff Officer Companion
Posted: Fri Aug 28, 2026 2:46 pm
by RedConkristador
Dereck wrote: Fri Aug 28, 2026 2:02 pm
RedConkristador wrote: Wed Aug 26, 2026 9:47 pm
Dereck wrote: Wed Aug 26, 2026 9:22 pm
Here are the steps I took:
1. Downloaded the file from the provided link.
2. Scan the file with my Panda Dome antivirus and it came up clean.
3. Copied the file from this computer over to my gaming computer on Windows 11 using Windows Defender.
When I clicked on the file Windows Defender immediately quarantined the file and when I looked at it, it said:
Detected: Trojan:Script/Wacatac.C!ml
Since other people seem to be using it what is the problem with my attempt?
It has to do with the way Defender guesses about potential viruses. You should be able to go into Defender --> Threat Protection --> Manage Settings --> Exclusions --> Add an Exclusion, then add NGT. Let me know if that works or doesn't.
That worked.
I have a question. Is it possible to change the location of the War Diary from C:\Users\<name>\AppData\Local\WITPAE_NGT... within the game at all? I don't like filling up my C drive. (I have it reserved for system files and applications and try to put game files and data on my specific game drive).
Not at this time. I'll add something to the next update.
Re: Next Generation Tracker: Staff Officer Companion
Posted: Sat Aug 29, 2026 2:57 am
by RedConkristador
Here are all the features added from NGT 4.32 to 4.79:
*Task organization*
- Current devices on the ground unit card, named from the current device id so a mid-upgrade unit names its new equipment, with an UPGRADE badge against establishment.
- Free-text unit notes under any card's name on the task org chart.
- Sibling ordering: the order of units under one parent is yours, moved with arrow buttons; unmoved units keep alphabetical order after the ones you placed.
- **Show formation on the map**: right-click any HQ or your own container and every subordinate with a position lights at once, with a shaded footprint over the ground it holds. Up to three formations at once in separate colors, so adjacent commands show their de facto boundary.
- Employment tint on that footprint (committed / ATO / patrol / zone, or "unclaimed by any plan"), and the HQ's command radius drawn as a ring with every unit beyond it flagged red — a unit outside its HQ's radius fights without it.
*Theater map*
- Native-feeling panning via a bleed margin (no refetch on ordinary pans), map hotkeys, and view bookmarks on the number keys.
- The OVERLAYS card replaces the old map menu: one card holding every layer, lens, graphics package and picture, with a legend describing each active layer.
- The map remembers your mixture per campaign; opening it from a staff section pre-lights that section's picture.
- TODAY layer (the day's plots, NAI hits and base ownership flips), front trace computed from both-sides base ownership, Campaign Timeline replaying past days, hex control layer, TF route plot.
- Air Reach to This Hex: every base whose air reaches it, and on which range setting — normal, extended, or maximum.
- Moon and daylight in the footer; the route ruler gained an overland march read.
*Planning graphics, wargame, alerts*
- Five battlefield-framework area kinds as acetate, plus generators that lay the framework off an operation's objective or off the computed front, with honest omissions stated rather than invented.
- Eight NATO-inspired planning graphics; adopting a wargame decision point files the DP mark wired to the PIR it stood up.
- The wargame is now three choices (initiative, friendly COA, enemy COA) with a tempo BLUF; depth folded into an ADVANCED drawer. COAs are picked from your operations and the enemy COA table, and each resolves into a stored situation snapshot — what the staff knew when the game opened.
- Alert tier lines are your doctrine [C]; alerts carry day-over-day deltas, resolved conditions get their own line, unacknowledged priorities escalate once and say why, and mutes are dated and reviewed.
- Reinforcement and arrival panels: what came on the map this day, and which ground units and task forces reached their destination.
*Pilots*
- The aircrew service record diffs each turn and files transfers, credits (with the ace threshold), promotions, fate changes and departures; the flight log reads each pilot's own mission counter directly rather than inferring participation, and says "mission unreported" where the reports are silent.
- Notes and photos per pilot; a save shelf keeps recent saves so turn-over-turn history has a yesterday to compare against.
*Presentation and under the hood*
- Three period desks under one STYLE button (default, 1942 Joint Planning Desk, Daihon'ei), rendered entirely in CSS; map art and symbols stay style-neutral so a skin never repaints the intelligence picture.
- Ctrl+K command palette; one sortable table family with sticky headers and honest pagination (three tables that silently capped at 40 or 400 rows now render in full); one color canon, one dialog system, stacking toasts, and named records that ask before they die.
Re: Next Generation Tracker: Staff Officer Companion
Posted: Sat Aug 29, 2026 3:06 am
by RedConkristador
NGT will assess strategic strikes for you. It will modify the assessment based on intel about enemy flak and CAP.

- strat.png (51.58 KiB) Viewed 243 times
Re: Next Generation Tracker: Staff Officer Companion
Posted: Sat Aug 29, 2026 3:11 am
by RedConkristador
After establishing submarine patrol zones, NGT will evaluate submarine performance in them.

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