New! v1127 Public Beta 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!

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

Arkham
Posts: 218
Joined: Thu Sep 07, 2006 7:41 pm

Re: New! v1127 Public Beta Available

Post by Arkham »

RangerJoe wrote: Wed Jan 03, 2024 3:13 pm
Kull wrote: Wed Jan 03, 2024 3:05 pm
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.
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.
One 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.

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!
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.
User avatar
RangerJoe
Posts: 17777
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: New! v1127 Public Beta Available

Post by RangerJoe »

Arkham wrote: Wed Jan 03, 2024 6:59 pm
RangerJoe wrote: Wed Jan 03, 2024 3:13 pm
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.
One 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.

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!
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.
Again you are guessing and making assumptions.

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! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
Image
User avatar
Admiral Scott
Posts: 707
Joined: Mon Jan 08, 2001 10:00 am
Location: Syracuse, NY USA

Re: New! v1127 Public Beta Available

Post by Admiral Scott »

How much longer before the final patch will be available? Any day now?
User avatar
btd64
Posts: 13946
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

Re: New! v1127 Public Beta Available

Post by btd64 »

Admiral Scott wrote: Fri Jan 12, 2024 5:36 pm How much longer before the final patch will be available? Any day now?
I'll check....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
Meaneye
Posts: 49
Joined: Wed Jun 12, 2013 1:19 am

Re: New! v1127 Public Beta Available

Post by Meaneye »

Meaneye wrote: Wed Oct 18, 2023 11:59 am
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!
Well 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....

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?
For the record, this works fine in 11.26a - so this was broken in the new beta...
morphin
Posts: 723
Joined: Fri Apr 26, 2002 6:51 pm
Location: Switzerland

Re: New! v1127 Public Beta Available

Post by morphin »

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.... :D
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
rept007.txt
(733.22 KiB) Downloaded 34 times
User avatar
Tanaka
Posts: 5094
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

Re: New! v1127 Public Beta Available

Post by Tanaka »

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 restriction
Admiral Scott wrote: Mon Jan 08, 2024 2:53 am
RangerJoe wrote: Mon Jan 08, 2024 2:37 am

Check you TF leaders . . .
I did check to see if he was available for a TF, ....nope.
Image
Arkham
Posts: 218
Joined: Thu Sep 07, 2006 7:41 pm

Re: New! v1127 Public Beta Available

Post by Arkham »

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.
Image
Image
Image
Meaneye
Posts: 49
Joined: Wed Jun 12, 2013 1:19 am

Re: New! v1127 Public Beta Available

Post by Meaneye »

Try going to TF 9 and hit the "," key and see what happens.
Arkham
Posts: 218
Joined: Thu Sep 07, 2006 7:41 pm

Re: New! v1127 Public Beta Available

Post by Arkham »

Meaneye wrote: Mon Jan 15, 2024 12:10 pm Try going to TF 9 and hit the "," key and see what happens.
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.
Image
User avatar
RangerJoe
Posts: 17777
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: New! v1127 Public Beta Available

Post by RangerJoe »

Arkham wrote: Mon Jan 15, 2024 7:04 pm
Meaneye wrote: Mon Jan 15, 2024 12:10 pm Try going to TF 9 and hit the "," key and see what happens.
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.
Image
Create a new TF and put all of the ships into the new TF.
Seek peace but keep your gun handy.

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

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
Image
Arkham
Posts: 218
Joined: Thu Sep 07, 2006 7:41 pm

Re: New! v1127 Public Beta Available

Post by Arkham »

RangerJoe wrote: Mon Jan 15, 2024 7:49 pm
Arkham wrote: Mon Jan 15, 2024 7:04 pm
Meaneye wrote: Mon Jan 15, 2024 12:10 pm Try going to TF 9 and hit the "," key and see what happens.
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.
Image
Create a new TF and put all of the ships into the new TF.
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.

Shame too, that was a fair amount of guns I'm missing out on now.
sanch
Posts: 422
Joined: Sat Oct 30, 2004 7:55 am

Re: New! v1127 Public Beta Available

Post by sanch »

Quite the place for a port...
Canegie-port.png
Canegie-port.png (118.73 KiB) Viewed 1045 times
Arkham
Posts: 218
Joined: Thu Sep 07, 2006 7:41 pm

Re: New! v1127 Public Beta Available

Post by Arkham »

sanch wrote: Mon Jan 15, 2024 9:12 pm Quite the place for a port...
Canegie-port.png
That's gotta be one really deep oasis in the middle of the desert
Dewey169
Posts: 62
Joined: Tue Sep 06, 2022 12:00 am
Location: Central Illinois, USA

Re: New! v1127 Public Beta Available

Post by Dewey169 »

Arkham wrote: Mon Jan 15, 2024 9:25 pm
sanch wrote: Mon Jan 15, 2024 9:12 pm Quite the place for a port...
Canegie-port.png
That's gotta be one really deep oasis in the middle of the desert
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…
User avatar
btd64
Posts: 13946
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

Re: New! v1127 Public Beta Available

Post by btd64 »

sanch wrote: Mon Jan 15, 2024 9:12 pm Quite the place for a port...
Canegie-port.png
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
User avatar
btd64
Posts: 13946
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

Re: New! v1127 Public Beta Available

Post by btd64 »

Arkham wrote: Mon Jan 15, 2024 8:19 pm
RangerJoe wrote: Mon Jan 15, 2024 7:49 pm
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.
Image
Create a new TF and put all of the ships into the new TF.
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.

Shame too, that was a fair amount of guns I'm missing out on now.
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....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
Arkham
Posts: 218
Joined: Thu Sep 07, 2006 7:41 pm

Re: New! v1127 Public Beta Available

Post by Arkham »

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.
User avatar
joey
Posts: 1525
Joined: Sat May 08, 2004 8:00 pm
Location: Johnstown, PA

Re: New! v1127 Public Beta Available

Post by joey »

How is the next patch coming along?
GivingUpTheGhost
Posts: 21
Joined: Fri Jul 23, 2021 8:07 pm

Re: New! v1127 Public Beta Available

Post by GivingUpTheGhost »

joey wrote: Mon Jan 22, 2024 4:44 pm How is the next patch coming along?
Please. I'd like to start a new campaign but have been holding off for the patch
Post Reply

Return to “War in the Pacific: Admiral's Edition”