Patch 07 - Unofficial Public Beta - 1126b updated 17 Sept 2016
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Patch 07 - Unofficial Public Beta - 1123v update
Michael, Can you add a way to select the number of PT boats you buy? Would like the option of buying a group of 4 or 6 or something like that.
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RE: Patch 07 - Unofficial Public Beta - 1123v update
Just reduce range to zero and you shouldn't have any OP losses from training anymore. [;)]
RE: Patch 07 - Unofficial Public Beta - 1123v update
ORIGINAL: Banzan
Just reduce range to zero and you shouldn't have any OP losses from training anymore. [;)]
I have reduced it to 0, for low fatigue, but still get some planes woff/damaged due to landing acidents, sometmes with pilot kiled. And that is on size 8 AF.
RE: Patch 07 - Unofficial Public Beta - 1123v update
In my games, it's been extremely rare to lose a pilot or plane from a group set to 100% Training, but I always set the range to 0 & the alt to 5k' (or less).
It's v. important to constantly check new arrivals, 'cos they enter w/ range set to max and alt too high. If you upgrade the airframe, the range will change to the new planes' max & must be reset to 0.
High alt & long range will cause high fatigue & lower morale, leading to ops losses.
The easiest way to check is on the hotkey A or N screens, look for units that are Training at 40% - those are new reinforcement airgroups that must have their alt & range settings changed ASAP. Check all groups for low morale (improved by Training) and high fatigue (reduced by some days at stand-down).
It's my personal opinion that the game does not accurately reflect the historical high losses of planes & pilots due to training accidents. 'S true that basic ground/flight training is abstracted in the 12-month queue of replacement pilots, but even so, switching from an AT-6 to a high-performance combat aircraft killed a lot of new pilots, to say nothing of learning to fly off & land on a carrier. I've read that there are 20,000 WWI-era plane-wreck sites in CONUS alone. The phrase "One a day, at Tampa Bay" was a cynical reflection on the danger that those pilots faced.
It's v. important to constantly check new arrivals, 'cos they enter w/ range set to max and alt too high. If you upgrade the airframe, the range will change to the new planes' max & must be reset to 0.
High alt & long range will cause high fatigue & lower morale, leading to ops losses.
The easiest way to check is on the hotkey A or N screens, look for units that are Training at 40% - those are new reinforcement airgroups that must have their alt & range settings changed ASAP. Check all groups for low morale (improved by Training) and high fatigue (reduced by some days at stand-down).
It's my personal opinion that the game does not accurately reflect the historical high losses of planes & pilots due to training accidents. 'S true that basic ground/flight training is abstracted in the 12-month queue of replacement pilots, but even so, switching from an AT-6 to a high-performance combat aircraft killed a lot of new pilots, to say nothing of learning to fly off & land on a carrier. I've read that there are 20,000 WWI-era plane-wreck sites in CONUS alone. The phrase "One a day, at Tampa Bay" was a cynical reflection on the danger that those pilots faced.
RE: Patch 07 - Unofficial Public Beta - 1123v update
Are you sure you lost the planes in units on training missions only? I can't remeber ever losing a plane from a training unit, besides getting cought in an attack units. All OP loses i can remember happend on missions. Even the "break down in hordes" transport planes never get OP losses while training.
RE: Patch 07 - Unofficial Public Beta - 1123v update
+1ORIGINAL: Banzan
Are you sure you lost the planes in units on training missions only? I can't remeber ever losing a plane from a training unit, besides getting cought in an attack units. All OP loses i can remember happend on missions. Even the "break down in hordes" transport planes never get OP losses while training.
800+ turns PBEM and I don`t lose more than 30 planes during training mission.
And probably most of them are loses when i was re-basing training units. Those 30XP pilots have bad habit to crash just after they are out of AF hex.
"Only the Dead Have Seen the End of War"
RE: Patch 07 - Unofficial Public Beta - 1123v update
Aye, landing in a new base seems to be very, very dangerous for pilots below 51 experience.
Trained ASW, NavS and Transport up to 70, but when flying from Seattle to Victoria to get ready for duty, 2 planes crashed with one dead pilot.
Trained ASW, NavS and Transport up to 70, but when flying from Seattle to Victoria to get ready for duty, 2 planes crashed with one dead pilot.
RE: Patch 07 - Unofficial Public Beta - 1123v update
Many thanks for the new patch.
Happy Easter, michaelm!
Happy Easter, michaelm!
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RE: Patch 07 - Unofficial Public Beta - 1123v update
ORIGINAL: Banzan
Are you sure you lost the planes in units on training missions only? I can't remeber ever losing a plane from a training unit, besides getting cought in an attack units. All OP loses i can remember happend on missions. Even the "break down in hordes" transport planes never get OP losses while training.
Well, it was partialy my fault in writing, in most cases it was only plane damaged (reading op report), and when plane was realy lost with pilot..well range was not set to 0, i forgot to change it, but othervise it was set to 100% trainig. It was in my traing area only, that why i got supicios, since i knowed i fly only traing missions here and i set all uniths here to traing only, well that was truth, but on some i forgot to change range.
Still i think option "keep at max posible numbers" will be usefull, not only to correct these types of mistakes like i did, but it will be usefull for patrol/tranport units too.
It will remove some nano-managment from game, leaving you more time for work with actual combat units.
And when we are on it, i think some coloring of fatigue on units will be nice to have, with red - this unit desperatly need rest, orange - nice idea to rest, green - ok condition, white - uni is very fresh .
similiar for morale.
RE: Patch 07 - Unofficial Public Beta - 1123v update
ORIGINAL: Yaab
Many thanks for the new patch.
Happy Easter, michaelm!
+1. Many thanks Michael.
- michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1123x5a update
There is a new test EXE that can be tried out.
tm.asp?m=3587237&mpage=1&key=EXE&#
I have tried it and it looked okay, but thought to put it out there separately as it may make a difference to pure bombardment ground attack.
If no issues, I will roll into the current beta.
tm.asp?m=3587237&mpage=1&key=EXE&#
I have tried it and it looked okay, but thought to put it out there separately as it may make a difference to pure bombardment ground attack.
If no issues, I will roll into the current beta.
Michael
RE: Patch 07 - Unofficial Public Beta - 1123x5a update
First I'm using the beta patch *u.
I had a strange issue a few day ago, I didn't consider it at the time so I have no save but just to say :
I got a sub repairing in Yokosuka then when he finished, he got no torpedoes and no mines.
I made a sub minelaying TF with this sub. When it was done the TF wasn't dock, so I docked it and then click on refuel/rearm from port, the sub loaded mines but not torpedoes.
I changed the task force to sub patrol and then it removed mines but it loaded torpedoes. I changed to sub mine laying and loaded mine but it removed torpedoes.
I didn't understood why it removed torpedoes so I needed one day more to reload mine[&:]
edit : Just discover mines remove torpedoes, forgive my noobiness.
I had a strange issue a few day ago, I didn't consider it at the time so I have no save but just to say :
I got a sub repairing in Yokosuka then when he finished, he got no torpedoes and no mines.
I made a sub minelaying TF with this sub. When it was done the TF wasn't dock, so I docked it and then click on refuel/rearm from port, the sub loaded mines but not torpedoes.
I changed the task force to sub patrol and then it removed mines but it loaded torpedoes. I changed to sub mine laying and loaded mine but it removed torpedoes.
I didn't understood why it removed torpedoes so I needed one day more to reload mine[&:]
edit : Just discover mines remove torpedoes, forgive my noobiness.
RE: Patch 07 - Unofficial Public Beta - 1123x5a update
Thanks Michael for the superlative support!ORIGINAL: michaelm
There is a new test EXE that can be tried out.
tm.asp?m=3587237&mpage=1&key=EXE&#
I have tried it and it looked okay, but thought to put it out there separately as it may make a difference to pure bombardment ground attack.
If no issues, I will roll into the current beta.
Pax
RE: Patch 07 - Unofficial Public Beta - 1123x5a update
Yes thanks from me too.
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
no idea if this is possible, but i will love that when you seting altitude, you will have displayed type of attack that unit will perform e.q. strafe, low g, dive, glide...etc.¨
It will be great help.
And milion thanks for contiuning support of game.
It will be great help.
And milion thanks for contiuning support of game.
- GeorgePatton
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Thanks Michaelm for the new patch. I got it to download and install without virus/reputation warnings now. Now enjoying the immense improvements to the game since 2012 patch.
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- LargeSlowTarget
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
For training purposes I have assigned 30 out of 36 pilots to group reserve - the 30 slackers are high-experience veterans who have earned some R&R and the six active pilots are rookies who will share the 100% training among themselves trying to catch up.
Now I want to set the veterans to active status again and have to click and confirm the change back to active status one by one - which is fast becoming tedious...
Is there another way to do this as batch operation? If not, could we get a "reset all pilots to active" button on the pilot screens?
Now I want to set the veterans to active status again and have to click and confirm the change back to active status one by one - which is fast becoming tedious...
Is there another way to do this as batch operation? If not, could we get a "reset all pilots to active" button on the pilot screens?
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
When on the group screen (not the pilot screen), there is a button to "add pilot" and another to the right of it that adds multiple pilots (the number varies and is shown). When you click on those buttons, pilots that have a 1-day delay (in other words are in group reserve) are the first ones chosen.
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- LargeSlowTarget
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
The group has the maximum number of pilots - no "add pilot" buttons available...