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RE: Patch 07 - Unofficial Public Beta - 1118 updated 02 October 2012

 
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RE: Patch 07 - Unofficial Public Beta - 1118 updated 02... - 10/2/2012 2:22:15 PM   
michaelm


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Installer 1118b

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RE: Patch 07 - Unofficial Public Beta - 1118 updated 02... - 10/2/2012 2:41:45 PM   
LargeSlowTarget


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Not working with savegame, but with new game ok!



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RE: Patch 07 - Unofficial Public Beta - 1118 updated 02... - 10/2/2012 3:43:24 PM   
Jace11

 

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Space bar message delay doesn't seem to be working in 1118b, or at least the pop-up telling you it is "on" or "off" isn't.


< Message edited by Jace11 -- 10/2/2012 3:44:10 PM >

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Post #: 123
RE: Patch 07 - Unofficial Public Beta - 1118 updated 02... - 10/2/2012 6:50:35 PM   
janh

 

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Just wanted to say that the many improvements Michael made to menus, lists and such with the recent patches have made playing so much much easier, quicker and more fun. I don't even want to think back a year, and back to having to switch out pilots in the training sqrns manually.

Especially Michael and Andy provide awesome support! And that to a game that judged by normal production cycles would probably already be considered ancient. Thanks guys!

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Post #: 124
RE: Patch 07 - Unofficial Public Beta - 1118 updated 02... - 10/2/2012 6:57:00 PM   
LoBaron


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quote:

ORIGINAL: Jace11

Space bar message delay doesn't seem to be working in 1118b, or at least the pop-up telling you it is "on" or "off" isn't.



"5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
delay toggle instead"

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RE: Patch 07 - Unofficial Public Beta - 1118 updated 02... - 10/2/2012 11:56:15 PM   
Rainer

 

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1118b does work with my last save (saved under 1117h).
Are you referring to your mod?

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Post #: 126
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/3/2012 1:41:08 PM   
michaelm


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1118c - Fixed some issues with the a/c weapon filters

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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/3/2012 11:48:12 PM   
CyrusSpitama


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Thanks again, michaelm, for your dedication to this game and by extension, to us little folks out here :)

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Post #: 128
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/4/2012 9:57:12 AM   
Yaab


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1117h

I copied the WITP:AE folder from default directory at drive C to drive E ( I want to start a new campaign and have those 200 free save slots dedicated to it only). I install the patch07 but when I click the shorcut I get the following message "Error: Unable to find PW data". Is the beta patch only working if installed within the deafult installation folder at drive C?

My path to the folder on drive E looks like this:
E:\Games\War in the Pacific Admiral's Edition

Main exe in the new folder works just fine

PROBLEM SOLVED: Seems you can only have one shortcut to beta exe on your desktop screen. I have already created one and was manually creating the second one from the game folder which I had moved to drive E. This second shortcut wasn't valid.

< Message edited by Yaab -- 10/4/2012 10:19:33 AM >

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Post #: 129
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/4/2012 11:14:16 AM   
michaelm


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The beta shortcut is created by the installer based on the original installation directory.
If you move it elsewhere, you can edit the shortcut properties (Target and Start in ..) to point to the new 'installation' directory, and rename the shortcut to something else.

< Message edited by michaelm -- 10/4/2012 11:15:01 AM >


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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/4/2012 2:34:15 PM   
Shark7


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quote:

ORIGINAL: michaelm

The beta shortcut is created by the installer based on the original installation directory.
If you move it elsewhere, you can edit the shortcut properties (Target and Start in ..) to point to the new 'installation' directory, and rename the shortcut to something else.


OK, before I do this let me make sure I'm 100% straight.

I have 2 instances installed. 1 (the original) where I do my mods, betas, etc and now I also have a 2nd install (named PBEM) so its obvious. If I use the installer, it will apply it to the original installation, but not my PBEM installation, right?

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Post #: 131
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/4/2012 3:05:07 PM   
michaelm


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Correct.
To apply to other just copy over the Beta2 directory to the second install, and create a copy of the shortcut changing it to refer to the new second beta directory.

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Post #: 132
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/4/2012 9:35:08 PM   
inqistor


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quote:

ORIGINAL: michaelm

1118c - Fixed some issues with the a/c weapon filters

Seems we are closer to solution, but there are still some issues. I think you have to add another bit for torpedo replacement for port attacks. Take a look at picture:

Torpedo have filter 18 (naval+port)
there are two 250 kg bombs. One with filter 20 (port, and torpedo replacement), and second with filter 52 (port, torpedo replacement, and airfield attack)

It seems, when plane uses torpedo for port attack, both bombs are also used, but when torpedo is substituted for 800 kg bomb, it works, as it should - only 800 kg bomb is used (but maybe there WERE planes, which used torpedo, AND bomb in the same time?). Airfield attacks works, as they should.

Surprisingly, when torpedo is at 0 filter (lower picture), it works, like with no patch - additional bombs are always used.




Attachment (1)

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Post #: 133
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/5/2012 1:25:50 PM   
michaelm


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Normally I haven't included torpedoes as a Port Attack option. Torpedo replacement automatically does checks for Port attack and replacing torpedo (with 800kg or deleting it so the alternate weapons can be used.

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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/5/2012 5:06:57 PM   
Theages

 

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Michael, I would like to make two suggestions:
1. Is it possible to add the 'extension' of some unit types (eg.: 'HQ a') also on the troop loading screen (where you choose which units to load)? I think they are found everywhere else but here.
2. Is it possible to add a filter / toggle on the ship selection screen (task force creation) for ships in port / taskforce? Currently if you sort the list eg. by speed, ships in TFs show mixed with ships in port. With many ships in port and TFs at that base, looking up the correct ships could be sped up by this And you would / could not accidentally click on a ship already in a different TF.

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Post #: 135
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/5/2012 5:38:32 PM   
CyrusSpitama


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With the new patch(es), I noticed one behavior change with fleet formation. Previously, when I created a fleet while having another fleet window open, the new fleet gets the destination and home port of the 'parent' fleet. Other orders aren't the same but at least the destination and home are the same. Also, on your list of available ships for the new fleet, the spot in the list was 'saved' to reduce the need to scroll down when you made the next fleet. That is, more than one fleet created from a 'parent' fleet.

Currently, the ports carry over to the new fleet but this saved spot on the list no longer exists and you must fully scroll down the list to your previous spot in that list.

This is certainly no major issue, but I mention it in case it indicates something else has been effected by patch changes. With my task force number management, I noticed this behavior right away since you went to 118.

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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 1:49:14 AM   
michaelm


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quote:

ORIGINAL: CyrusSpitama

With the new patch(es), I noticed one behavior change with fleet formation. Previously, when I created a fleet while having another fleet window open, the new fleet gets the destination and home port of the 'parent' fleet. Other orders aren't the same but at least the destination and home are the same. Also, on your list of available ships for the new fleet, the spot in the list was 'saved' to reduce the need to scroll down when you made the next fleet. That is, more than one fleet created from a 'parent' fleet.

Currently, the ports carry over to the new fleet but this saved spot on the list no longer exists and you must fully scroll down the list to your previous spot in that list.



I don't see anything wrong here. The port carry overs was from a much earlier patch (released patch 5 or 6, this patch is 7)
The 'Form new TF' behaves as stated above. And the list stays centered on the position of the last selected ship. The exception is if you push a ship back into the available ship list or resort the list, it may need to reorder the list so the saved position is not correct anymore.
[edit] The position in the list does not necessarily carry over between each press of the 'Form new TF'. The list is rebuilt after each press of the 'Form new' button so the last position may not be relevant to that new list.
Did notice that in a failed attempt to form a tf, the current tf screen gets closed. It should stay open. Will fix that in the next beta. Also have found away to keep the list centered if a ship is transferred back to the top list from the bottom one.

< Message edited by michaelm -- 10/6/2012 4:03:45 AM >


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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 5:02:43 AM   
michaelm


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quote:

ORIGINAL: Theages

Michael, I would like to make two suggestions:
1. Is it possible to add the 'extension' of some unit types (eg.: 'HQ a') also on the troop loading screen (where you choose which units to load)? I think they are found everywhere else but here.

Yep, the HQ type got left out of that screen. The other types are there though "*cp"
quote:



2. Is it possible to add a filter / toggle on the ship selection screen (task force creation) for ships in port / taskforce? Currently if you sort the list eg. by speed, ships in TFs show mixed with ships in port. With many ships in port and TFs at that base, looking up the correct ships could be sped up by this And you would / could not accidentally click on a ship already in a different TF.

Sounds reasonable. Especially for PH

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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 8:18:45 AM   
michaelm


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Update 1118d
Changed Cancelling 'Form new TF' will return to original TF rather than close the TF screen
Added In port and TF filters to forming new TFs


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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 9:00:30 AM   
inqistor


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quote:

ORIGINAL: michaelm

Normally I haven't included torpedoes as a Port Attack option. Torpedo replacement automatically does checks for Port attack and replacing torpedo (with 800kg or deleting it so the alternate weapons can be used.


OK, so how to define torpedoes for port attack?

When they are set to 02, they are not used in port attack (at least 3 betas ago), and there is whole section in the manual, telling how port attack ordnance is selected, and surely torpedoes are there.

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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 9:53:33 AM   
michaelm


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Torpedo can be used in a port attack, but can be replaced by 800kg randomly. That is how it is normally without filters.
For the profiling, the randomness wasn't present. Is now (1118d) though.
Also made allowance for someone giving torpedo a Port Attack filter just to be safe.

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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 2:12:22 PM   
PaxMondo


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Michael, using today's beta, still getting results that are not what we are looking for unless I'm pooching the filters:

I've got my B5N2's set with
torp filter = 18
800kg filter = 04

It shouldn't be carrying both ...

    24 x B5N2 Kate launching torpedoes at 200 feet
              Port Attack:  1 x 45cm T91 Mod 2 Torp,  1 x 800 kg AP Bomb
      4 x A6M2-2 Zero sweeping at 15000 feet
     16 x D3A1 Val releasing from 1000'
              Port Attack:  1 x 250 kg SAP Bomb
     18 x B5N2 Kate bombing from 9000 feet
              Port Attack:  1 x 800 kg AP Bomb
      4 x A6M2-2 Zero sweeping at 15000 feet
      5 x D3A1 Val releasing from 3000'
              Port Attack:  1 x 250 kg SAP Bomb
     17 x B5N2 Kate launching torpedoes at 200 feet
              Port Attack:  1 x 45cm T91 Mod 2 Torp,  1 x 800 kg AP Bomb


When I remove the 800kg from the aircraft, I get this:

     27 x B5N2 Kate bombing from 9000 feet
              Port Attack:  1 x 800 kg AP Bomb
     26 x B5N2 Kate launching torpedoes at 200 feet
              Port Attack:  1 x 45cm T91 Mod 2 Torp
      4 x A6M2-2 Zero sweeping at 15000 feet
     18 x B5N2 Kate bombing from 9000 feet
              Port Attack:  1 x 800 kg AP Bomb




which looks ok ... but why would the 04 filter be involved with a port attack?

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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 2:45:30 PM   
michaelm


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Port attack is a special case and you should not have a 800kg defined as an alternate for the torpedo. The code automatically controls that replacement based on random factors.
The alternate naval for torpedo is suppose to be the 'normal' replacement bomb load (usually 250kg or smaller).

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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 3:00:11 PM   
PaxMondo


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quote:

ORIGINAL: michaelm

Port attack is a special case and you should not have a 800kg defined as an alternate for the torpedo. The code automatically controls that replacement based on random factors.
The alternate naval for torpedo is suppose to be the 'normal' replacement bomb load (usually 250kg or smaller).

Ahhh!!!


THANKS for clarifying this. Makes perfect sense now. <rushes off to adjust mod>

Michael, as always, thanks for the superlative support.



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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 5:00:01 PM   
JuanG


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Michael,

In light of all these incredible new options for weapon loadouts, is there any chance of the device slots for aircraft (1-10 for normal range, 11-20 for extended) being extended? Giving a plane with a moderate amount of defensive weapons like the G4M or a B25 a full range of loadouts is not possible at the moment, especially since 1 slot on each page is reserved for engines anyway.

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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 5:16:26 PM   
Shark7


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That's the problem with the limited weapons slots.

Of course, since you can combine filters, you might just have to use the multiple filter option and only define 2 or 3 different bombloads (which honestly should be enough for the 4Es).

IE, use the the filter 50 to define a load for primary Naval, Port and Airfield attacks. Then use the filter 76 to define your load for Alt Naval, Ground and ASW.

Obviously its not ideal, but it does at least give you some variety.

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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 6:15:52 PM   
witpqs

 

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quote:

ORIGINAL: JuanG

Michael,

In light of all these incredible new options for weapon loadouts, is there any chance of the device slots for aircraft (1-10 for normal range, 11-20 for extended) being extended? Giving a plane with a moderate amount of defensive weapons like the G4M or a B25 a full range of loadouts is not possible at the moment, especially since 1 slot on each page is reserved for engines anyway.

That would mean altering the editor, too.

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Post #: 147
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 6:45:32 PM   
US87891

 

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quote:

ORIGINAL: JuanG
Michael,

In light of all these incredible new options for weapon loadouts, is there any chance of the device slots for aircraft (1-10 for normal range, 11-20 for extended) being extended? Giving a plane with a moderate amount of defensive weapons like the G4M or a B25 a full range of loadouts is not possible at the moment, especially since 1 slot on each page is reserved for engines anyway.


quote:

Hi Juan. You can still finagle stuff with Alt-Dev/Alt-Use on bombs (hopefully). Just takes being judicious. The Pendleton guys have been doing that for a long time; using the editor filter for FBs and A-D/A-U for bombers. Been working fine since 2010, but that was before the recent spate of player interest and the resulting code improvements. Hopefully the basic system hasn't changed.

(in reply to JuanG)
Post #: 148
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 7:15:22 PM   
JuanG


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quote:

ORIGINAL: witpqs
That would mean altering the editor, too.

Not necessarily; as long as the code to support it is there, changes can be done via the csv's from witploadae without changing the editor. This was only witploadae has to be updated to support these new fields.

I was thinking something like slots 1-10 and 21-30 for normal ranges, and 11-20 and 31-40 for extended. Only the first pair (1-10, 11-20) would be visible in the editor, but the others would be available for editing via csv's.

This same situation already exists for submarine diving depth and weapon device secondary role statistics.


quote:

ORIGINAL: US87891
quote:

Hi Juan. You can still finagle stuff with Alt-Dev/Alt-Use on bombs (hopefully). Just takes being judicious. The Pendleton guys have been doing that for a long time; using the editor filter for FBs and A-D/A-U for bombers. Been working fine since 2010, but that was before the recent spate of player interest and the resulting code improvements. Hopefully the basic system hasn't changed.


I suppose this is one solution, though it does have some limits when it comes to something like a flying boat that already has 6-7 slots used up by defensive guns.

Thank you for the tip though; Ill have to experiment with it and see what I can get working and how.

< Message edited by JuanG -- 10/6/2012 7:16:09 PM >


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Post #: 149
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 10:19:00 PM   
LargeSlowTarget


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quote:

ORIGINAL: michaelm

Update 1118d
Added In port and TF filters to forming new TFs



Finally - see http://www.matrixgames.com/forums/fb.asp?m=2867814

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Post #: 150
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