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!

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Re: New! v1127 Public Beta Available

Post by joey »

Przemcio251 wrote: Fri Jan 26, 2024 9:07 pm Thanks Joey works like a charm :D
You are welcome!
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Re: New! v1127 Public Beta Available

Post by Alpha77 »

Meaneye wrote: Tue Oct 17, 2023 10:25 pm I didnt imply that he was stupid. If I thought he was, frankly I would probably say it.

I just came to the realization that it didnt matter how I explained it, he was still going to find a way to argue about it, and frankly I dont need that. Doesnt mean he is stupid. I offered a bug report to the team, and frankly unless he is on said team, I dont know why he even bothered to comment to begin with. But its a free country, which is why I excused myself and said "have a nice day".

So - have a nice day.
Hey, I am also some kind of oldtimer in this game meanwhile and I know this feature what u call a "bug". And yes this existed already in the version(s) before is not new to this "beta". Frankly I think the 3 days to change repair modes are realistic... at least for bigger and complexer ships say from DD upwards and also perhaps for bigger cargo ships (debatable). U would be right for small / simpler vessels like PT, PBs and the like. A big modern cruiser at pierside repair....make this ship ready to sail.. yes THIS TAKES A WHILE in reality. In repair mode may the crew is reduced , the electricity on the ship may be down, there may be all kinds of repair tools and materials laying around... this takes time to make her sea worthy again imho ;) I thought this is more a feature then a bug tbh :)

Much bigger prob (plus a dozen others already posted) is ships and air units to gather at the new Off map bases like Suez and the AI IS NOT better at all!

This is one of the reasons (not only time) I gave up or at least paused my game now in 3/43.. and one more prob the Allies like to sail from the general area PM THROUGH the DEI waters and then to the Aden (or now Suez???) OFF MAP base. And when u open the other side, it says something like returning to the UK (?) even US ships/CVs?? And then they seem to get stuck for a while (or for all time??) below the "off map waterway" to Aden (iirc I do not have the game open) :shock: The "AI" in 43 seems to be on sleep again, I remember this happening in another (also complex) game and their a new start of Windows would help .. but not w/ WITP-AE (not in older or this newest patch versions). At least they took Guadalcanal back from me and landed at Milne and Munda. Seems only the US is "active" in some way... the British AI made some ok moves to take back Calcutta tho. But also now went to sleep while 2 dozen air units stack up in Suez and a bunch of warships too (one can understand freighters to wait and dock there..)
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Re: New! v1127 Public Beta Available

Post by Alpha77 »

I guess people here will say "pics or it did not happen" :)

So here the 2 pics, 1 is 5 AI fleets (incl. 3 US CVs :lol: ) stuck below Aden (yes I checked already 2 weeks game time ago the other side and they did not move):
ai ships stuck.jpg
ai ships stuck.jpg (55.24 KiB) Viewed 1813 times
And here the 20 or so air units "stuck" at Suez (all these fighters would be needed desperatly for the AI in India btw):

PLUS one more UK CV stuck at Jamaica and BB Washington stuck in the US homebase as well 2 more US DDs stuck in New Orleans (except the US base these are all new added bases you might note)

PS: With "STUCK" I mean the "AI" ( = Allies) seems to be not able to move these assets at all..or "forgot" about them :?:
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Re: New! v1127 Public Beta Available

Post by Platoonist »

I noticed long prior to the release of 1127 that unused Allied AI air assets used to pile up at Aden. (Along with unused submarines in San Francisco) I guess the issue has transferred to Suez.
Last edited by Platoonist on Sun Jan 28, 2024 5:07 pm, edited 1 time in total.
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Re: New! v1127 Public Beta Available

Post by btd64 »

Alpha77 wrote: Sat Jan 27, 2024 12:18 pm I guess people here will say "pics or it did not happen" :)

So here the 2 pics, 1 is 5 AI fleets (incl. 3 US CVs :lol: ) stuck below Aden (yes I checked already 2 weeks game time ago the other side and they did not move):

ai ships stuck.jpg

And here the 20 or so air units "stuck" at Suez (all these fighters would be needed desperatly for the AI in India btw):

PLUS one more UK CV stuck at Jamaica and BB Washington stuck in the US homebase as well 2 more US DDs stuck in New Orleans (except the US base these are all new added bases you might note)

PS: With "STUCK" I mean the "AI" ( = Allies) seems to be not able to move these assets at all..or "forgot" about them :?:
Did the TF's start on the east coast?....GP
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Re: New! v1127 Public Beta Available

Post by Alpha77 »

Platoonist wrote: Sun Jan 28, 2024 4:04 pm I noticed long prior to the release of 1127 that unused Allied AI air assets used to pile up at Aden. (Along with unused submarines in San Francisco) I guess the issue has transferred to Suez.
I have not noted this as bad as now.... yes OFC some AI assets already before this 1127 beta would not be used to full potential or were "forgotten" by the AI, but not half of the RAF in the theater :lol:In case of fighters it might even be more then half. But re. subs I noted the "AI" used way to many subs defensivly. You would always find lets 30 subs patrolling around PH or even SF etc. Not a bad thing to patrol even w/subs major ports BUT normally I count subs more as offensive weapons. So the AI might have 40 subs patrolling their major ports and perhaps 15 or so around Japan :mrgreen: Not nearly enough, not even a human player could do major damage to Japanese "home" shipping w/ only 15-20 subs. Needs double the number at least, onyl when IJN player is a noob or has no idea how to fight/find subs lesser number can be effective. /imo).

@btd64: I do not know where these fleets were formed, the AI can "teleport" ships it needs to form fleets too. I am lost why they would even sail to Aden (or UK?).. not even repair would make sense, only the 3 CVs would need a bigger yard and none of them is heavily damaged. So I have ZERO idea why the AI sends the ships this way and why they get "stuck" ;) I only noted as IJ player they often send the ships right through my waters (DEIs) and when one is suprised by this one can lose some ships in fact (I lost 4-5 bigger tankers which the US CV planes sunk), but later when ur alerted to this move and get fighers in place you can ofc deplete the American carrier planes (100 or so shot down). :mrgreen:
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Re: New! v1127 Public Beta Available

Post by btd64 »

Alpha77 wrote: Mon Jan 29, 2024 2:19 pm
Platoonist wrote: Sun Jan 28, 2024 4:04 pm I noticed long prior to the release of 1127 that unused Allied AI air assets used to pile up at Aden. (Along with unused submarines in San Francisco) I guess the issue has transferred to Suez.
I have not noted this as bad as now.... yes OFC some AI assets already before this 1127 beta would not be used to full potential or were "forgotten" by the AI, but not half of the RAF in the theater :lol:In case of fighters it might even be more then half. But re. subs I noted the "AI" used way to many subs defensivly. You would always find lets 30 subs patrolling around PH or even SF etc. Not a bad thing to patrol even w/subs major ports BUT normally I count subs more as offensive weapons. So the AI might have 40 subs patrolling their major ports and perhaps 15 or so around Japan :mrgreen: Not nearly enough, not even a human player could do major damage to Japanese "home" shipping w/ only 15-20 subs. Needs double the number at least, onyl when IJN player is a noob or has no idea how to fight/find subs lesser number can be effective. /imo).

@btd64: I do not know where these fleets were formed, the AI can "teleport" ships it needs to form fleets too. I am lost why they would even sail to Aden (or UK?).. not even repair would make sense, only the 3 CVs would need a bigger yard and none of them is heavily damaged. So I have ZERO idea why the AI sends the ships this way and why they get "stuck" ;) I only noted as IJ player they often send the ships right through my waters (DEIs) and when one is suprised by this one can lose some ships in fact (I lost 4-5 bigger tankers which the US CV planes sunk), but later when ur alerted to this move and get fighers in place you can ofc deplete the American carrier planes (100 or so shot down). :mrgreen:
We're investigating.. Question, What scenario? Which side are you playing? ....GP
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Re: New! v1127 Public Beta Available

Post by Meaneye »

Alpha77 wrote: Sat Jan 27, 2024 10:54 am
Meaneye wrote: Tue Oct 17, 2023 10:25 pm I didnt imply that he was stupid. If I thought he was, frankly I would probably say it.

I just came to the realization that it didnt matter how I explained it, he was still going to find a way to argue about it, and frankly I dont need that. Doesnt mean he is stupid. I offered a bug report to the team, and frankly unless he is on said team, I dont know why he even bothered to comment to begin with. But its a free country, which is why I excused myself and said "have a nice day".

So - have a nice day.
Hey, I am also some kind of oldtimer in this game meanwhile and I know this feature what u call a "bug". And yes this existed already in the version(s) before is not new to this "beta".
If it existed prior to the beta, then why does it work fine in 11.26a?
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Re: New! v1127 Public Beta Available

Post by BBfanboy »

Meaneye wrote: Tue Jan 30, 2024 5:08 am
Alpha77 wrote: Sat Jan 27, 2024 10:54 am
Meaneye wrote: Tue Oct 17, 2023 10:25 pm I didnt imply that he was stupid. If I thought he was, frankly I would probably say it.

I just came to the realization that it didnt matter how I explained it, he was still going to find a way to argue about it, and frankly I dont need that. Doesnt mean he is stupid. I offered a bug report to the team, and frankly unless he is on said team, I dont know why he even bothered to comment to begin with. But its a free country, which is why I excused myself and said "have a nice day".

So - have a nice day.
Hey, I am also some kind of oldtimer in this game meanwhile and I know this feature what u call a "bug". And yes this existed already in the version(s) before is not new to this "beta".
If it existed prior to the beta, then why does it work fine in 11.26a?
In the prior versions of the game, including 11.26a, TF could become stuck or lost if you gave them new routing orders while they were still in the TF holding box on the way to or from an off-map base. Since there are no actual hexes between the exit from the map and the off-map base, the game does a calculation of when the TF should show up there. But if you interrupt it during that timeline (not distance calculation), the game engine does not know where the TF is in space, so it can lose track of it completely. Call it a 'divide by 0' type calculation. Most of us long time players found out about that problem the hard way. Not really a bug - I think there are warnings not to try and change off-map travel orders.
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

BBfanboy wrote: Tue Jan 30, 2024 6:51 am In the prior versions of the game, including 11.26a, TF could become stuck or lost if you gave them new routing orders while they were still in the TF holding box on the way to or from an off-map base. Since there are no actual hexes between the exit from the map and the off-map base, the game does a calculation of when the TF should show up there. But if you interrupt it during that timeline (not distance calculation), the game engine does not know where the TF is in space, so it can lose track of it completely. Call it a 'divide by 0' type calculation. Most of us long time players found out about that problem the hard way. Not really a bug - I think there are warnings not to try and change off-map travel orders.
I haven't visited the forums in a long time (although I have been spending a lot of time fixing database errors that were reported for the update). What you said about not rerouting TFs in off map boxes is right - it can result in wierd things happening and TFs getting 'stuck'.

Regarding the new map - for the update we have reverted to a map that is just a minor update on the original map (with some new islands added and that's about it). The expanded map that we were trialling has been abandoned. I use it myself, but it hasn't been a success for the beta, so it's back to the (updated) original. I hope that also reduces the changes of TFs getting 'stuck' in odd places.
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Re: New! v1127 Public Beta Available

Post by btd64 »

btd64 wrote: Mon Jan 29, 2024 6:47 pm
Alpha77 wrote: Mon Jan 29, 2024 2:19 pm
Platoonist wrote: Sun Jan 28, 2024 4:04 pm I noticed long prior to the release of 1127 that unused Allied AI air assets used to pile up at Aden. (Along with unused submarines in San Francisco) I guess the issue has transferred to Suez.
I have not noted this as bad as now.... yes OFC some AI assets already before this 1127 beta would not be used to full potential or were "forgotten" by the AI, but not half of the RAF in the theater :lol:In case of fighters it might even be more then half. But re. subs I noted the "AI" used way to many subs defensivly. You would always find lets 30 subs patrolling around PH or even SF etc. Not a bad thing to patrol even w/subs major ports BUT normally I count subs more as offensive weapons. So the AI might have 40 subs patrolling their major ports and perhaps 15 or so around Japan :mrgreen: Not nearly enough, not even a human player could do major damage to Japanese "home" shipping w/ only 15-20 subs. Needs double the number at least, onyl when IJN player is a noob or has no idea how to fight/find subs lesser number can be effective. /imo).

@btd64: I do not know where these fleets were formed, the AI can "teleport" ships it needs to form fleets too. I am lost why they would even sail to Aden (or UK?).. not even repair would make sense, only the 3 CVs would need a bigger yard and none of them is heavily damaged. So I have ZERO idea why the AI sends the ships this way and why they get "stuck" ;) I only noted as IJ player they often send the ships right through my waters (DEIs) and when one is suprised by this one can lose some ships in fact (I lost 4-5 bigger tankers which the US CV planes sunk), but later when ur alerted to this move and get fighers in place you can ofc deplete the American carrier planes (100 or so shot down). :mrgreen:
We're investigating.. Question, What scenario? Which side are you playing? ....GP
Also are you using the new data for the new map? And the new super extended map?....GP
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Re: New! v1127 Public Beta Available

Post by Shilka »

Can't seem to recall, but is there any setting to get the game to fill up air group pilot slots? There is a 'pilot selection' setting which is skill setting, but does the player have to fill/replenish all the air groups with pilots manually or can the game do it automatically as needed/possible?
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Re: New! v1127 Public Beta Available

Post by btd64 »

Shilka wrote: Tue Jan 30, 2024 12:20 pm Can't seem to recall, but is there any setting to get the game to fill up air group pilot slots? There is a 'pilot selection' setting which is skill setting, but does the player have to fill/replenish all the air groups with pilots manually or can the game do it automatically as needed/possible?
There isn't a auto pilot replenish setting. You have to do it manually. Need to know the other answer about the map....GP
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Re: New! v1127 Public Beta Available

Post by Darkmike34 »

Hi,

The beta version is good: 1.8.11.27.2 ?

I have a problem with the boats that are in Abadan: I cannot use them, Set TF destination and Set TF Homeport cannot be changed.
Thanks

Michel


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Re: New! v1127 Public Beta Available

Post by Platoonist »

Darkmike34 wrote: Tue Jan 30, 2024 4:13 pm Hi,

The beta version is good: 1.8.11.27.2 ?

I have a problem with the boats that are in Abadan: I cannot use them, Set TF destination and Set TF Homeport cannot be changed.
Did you install the beta after doing a fresh install of the game? If you didn't you will have some off map box issues like at Abadan.

At this point it probably makes more sense to wait for the final patch which apparently will delete most of the off map areas that were introduced in this beta version.
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Re: New! v1127 Public Beta Available

Post by Tanaka »

Andrew Brown wrote: Tue Jan 30, 2024 10:15 am
BBfanboy wrote: Tue Jan 30, 2024 6:51 am In the prior versions of the game, including 11.26a, TF could become stuck or lost if you gave them new routing orders while they were still in the TF holding box on the way to or from an off-map base. Since there are no actual hexes between the exit from the map and the off-map base, the game does a calculation of when the TF should show up there. But if you interrupt it during that timeline (not distance calculation), the game engine does not know where the TF is in space, so it can lose track of it completely. Call it a 'divide by 0' type calculation. Most of us long time players found out about that problem the hard way. Not really a bug - I think there are warnings not to try and change off-map travel orders.
I haven't visited the forums in a long time (although I have been spending a lot of time fixing database errors that were reported for the update). What you said about not rerouting TFs in off map boxes is right - it can result in wierd things happening and TFs getting 'stuck'.

Regarding the new map - for the update we have reverted to a map that is just a minor update on the original map (with some new islands added and that's about it). The expanded map that we were trialling has been abandoned. I use it myself, but it hasn't been a success for the beta, so it's back to the (updated) original. I hope that also reduces the changes of TFs getting 'stuck' in odd places.

I am now generating two sets of new scenarios:
- One set that uses the 'expanded' map that was included in the first beta release of the new patch
- One set that uses the 'standard' (but updated) map that will be included in the second beta of the new patch (hopefully to be released fairly soon now)

What I intend to do is make sure that, if we do stick with the 'standard' (but updated) map when the patch is finally out of beta, is to make sure that the 'expanded' map, and the full set of scenarios made for it, are available for download.

It is possible that both maps and both sets of scenarios could be included in the final release, but unfortunately there isn't an elegant way of allowing players to switch between them.

Note that the updated 'standard' map still has some new islands, as well as some minor art and terrain updates, so the old map mods made for the original map will be mostly, but not 100%, compatible.

Also, the scenario editor can edit any scenario created for any map.
Thank you Andrew. Any chance you will still update the expanded map for the beta separately for those of us that would like to use it as per above?
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Re: New! v1127 Public Beta Available

Post by Darkmike34 »

Did you install the beta after doing a fresh install of the game? If you didn't you will have some off map box issues like at Abadan.
Thanks for your answer.

It was a fresh install.
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Re: New! v1127 Public Beta Available

Post by btd64 »

:D
Tanaka wrote: Wed Jan 31, 2024 3:36 am
Andrew Brown wrote: Tue Jan 30, 2024 10:15 am
BBfanboy wrote: Tue Jan 30, 2024 6:51 am In the prior versions of the game, including 11.26a, TF could become stuck or lost if you gave them new routing orders while they were still in the TF holding box on the way to or from an off-map base. Since there are no actual hexes between the exit from the map and the off-map base, the game does a calculation of when the TF should show up there. But if you interrupt it during that timeline (not distance calculation), the game engine does not know where the TF is in space, so it can lose track of it completely. Call it a 'divide by 0' type calculation. Most of us long time players found out about that problem the hard way. Not really a bug - I think there are warnings not to try and change off-map travel orders.
I haven't visited the forums in a long time (although I have been spending a lot of time fixing database errors that were reported for the update). What you said about not rerouting TFs in off map boxes is right - it can result in wierd things happening and TFs getting 'stuck'.

Regarding the new map - for the update we have reverted to a map that is just a minor update on the original map (with some new islands added and that's about it). The expanded map that we were trialling has been abandoned. I use it myself, but it hasn't been a success for the beta, so it's back to the (updated) original. I hope that also reduces the changes of TFs getting 'stuck' in odd places.

I am now generating two sets of new scenarios:
- One set that uses the 'expanded' map that was included in the first beta release of the new patch
- One set that uses the 'standard' (but updated) map that will be included in the second beta of the new patch (hopefully to be released fairly soon now)

What I intend to do is make sure that, if we do stick with the 'standard' (but updated) map when the patch is finally out of beta, is to make sure that the 'expanded' map, and the full set of scenarios made for it, are available for download.

It is possible that both maps and both sets of scenarios could be included in the final release, but unfortunately there isn't an elegant way of allowing players to switch between them.

Note that the updated 'standard' map still has some new islands, as well as some minor art and terrain updates, so the old map mods made for the original map will be mostly, but not 100%, compatible.

Also, the scenario editor can edit any scenario created for any map.
Thank you Andrew. Any chance you will still update the expanded map for the beta separately for those of us that would like to use it as per above?
The other 2 maps will be available....GP
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Re: New! v1127 Public Beta Available

Post by Admiral DadMan »

Will the Brit Type 281 radar range be corrected to 211,000 yards?
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Re: New! v1127 Public Beta Available

Post by Daslink »

Please don't interpret this as nudging, but is there an updated estimate on when the patch will be released? I am glad to wait while the kinks are ironed out but wanted to know for personal life planning purposes when I can dive back in.

Thank for all the hard work! It's appreciated.
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