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1.02.13 Public Beta Update Now Available!

 
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1.02.13 Public Beta Update Now Available! - 1/4/2022 4:08:16 PM   
JosephStephenson

 

Posts: 11
Joined: 7/4/2019
Status: offline
Hi everyone,

Hope you all had a good New Year.

Steam users can find the beta under beta branch.

It is also available as a zip file for download via this Download link.

Here's the change list for this Beta update:

v01.02.13 – 24th December 2021
New Features and Rule Changes
• Several changes to flak, some bug fixes (especially in what flak guns were listed as participating), some adjustments to formulas, with the net being a major reduction in flak losses. Also reduced air to air and op losses.
• Several changes to ground combat, including reducing the effectiveness of towed guns in the attack, and adjustments to mortars. Also added a chance for indirect fire weapons to participate in hasty attacks (on both sides). If they participate, their rate of fire will be greatly reduced.
• Scaled HQ set color window and ground element/aircraft icons.
• Change to Logistics – It is possible for supplies and fuel in cities to automatically be converted to freight in the depot in the hex, with the supplies and freight returning to the pool (I don’t think this was ever documented but has always been the case). This has now been changed so it no longer happens in isolated cities.
Bug Fixes and AI Improvements
• Enemy equipment is imported even when none is in the captured pool, as it could incorrectly take from the enemy equipment pool of the weapon instead of the friendly pool of captured equipment. Fixed.
• Fixed a problem when air units that don’t have the same number of aircraft and pilots are sent from the map to the reserve. Now, if there are more pilots than aircraft, the excess pilots will be removed from the unit and put in the free pilot pool. If the unit has more aircraft than pilots, the extra aircraft will be sent to the pool.
Data and Scenario Changes
• Device changes:
o 20mm Flak38 L/65 (0121 & 0243), 20mm Quad Flak38 (0126 & 0244), 20mm Twin Flak38 (0252), 20mm ItK/38 L/65 (0257), 20mm Flak30 L/65 (0677), 20mm Triple MG151 (0668) 20mm L65 Cannon (0689), and 20mm Quad L65 Cannon (0690) guns - Accuracy increased from 350 to 400;
o 45mm M35 (0179) - Accuracy increased from 0 to 100;
o 50mm DBT (0184) - Accuracy increased from 0 to 100;
o 2in Mk II (0186) - Accuracy increased from 0 to 100;
o 50mm GrW36 (0188) - Accuracy increased from 0 to 100;
o 50mm M40/41 (0189) - Accuracy increased from 0 to 100;
o 60mm M2 (0208) - Accuracy increased from 0 to 100;
o 60mm Mle 1935 (0209) - Accuracy increased from 0 to 100;
o 20mm Mle1939 L/60 (0240) - Accuracy increased from 375 to 400;
o 20mm 36M L/72 (0298) - Accuracy increased from 300 to 350;
o 40mm 40/41M L/51 (0248) - Accuracy increased from 400 to 475;
o 40mm Bofors L/56 (0249) and 40mm Twin Bofors (0250) - Accuracy increased from 400 to 425;
o 88mm Flak18 L/56 (0125 & 0253) - Accuracy increased from 450 to 500;
o 105mm Flak39 L/63 (0254) - Accuracy increased from 475 to 525;
o 37mm M18 L/40 (0308) - Accuracy increased from 250 to 300;
o 45mm M32/34 L/46 (0322) - Added HVAP penetration of 96;
o 47mm M39 L/40 (0324) - Accuracy decreased from 375 to 350;
o 75mm 41M L/25 (0334) - Range increased from 2,500 to 3,000;
o 75mm KwK37 L/24 (0335) - Range increased from 2,500 to 3,000 and HEAT penetration decreased from 94 to 90;
o 75mm StuK37 L/24 (0336) - Range increased from 2,500 to 3,000 and HEAT penetration decreased from 94 to 90;
o 75mm DT-UDR 26 L/48 (0342) - Accuracy decreased from 600 to 575;
o 75mm SA35 (0347) - Range increased from 2,500 to 3,000;
o 75mm leFK18 L/26 (0350) - HEAT penetration decreased from 94 to 90;
o 76.2mm KT-28 L/25 (0351) - Range increased from 2,500 to 3,000;
o 76.2mm ZiS-3 L/42.6 (0352) - HEAT penetration decreased from 80 to 75;
o 76.2mm ZiS-3 L/43 (0353) - HEAT penetration decreased from 80 to 75;
o 75mm M34 L/46 (0354) - Range increased from 2,800 to 3,000;
o 75mm leIG18 L/11 (0356) - HEAT penetration increased from 94 to 90;
o 75mm M34 L/18 (0357) - Range increased from 2,500 to 3,000, Accuracy increased from 225 to 250, Penetration decreased from 58 to 52, and HEAT penetration increased from 70 to 100;
o 3in L/25 (0359) - Range increased from 2,500 to 3,000;
o 75mm M2 L/31 (0362) - Range increased from 2,600 to 3,000;
o 75mm M3 L/42 (0363) - Ranged increased from 2,800 to 3,000;
o 76.2mm L-11 L/30.5 (0366) - Range increased from 2,600 to 3,000;
o 76.2mm F-34 L/41.5 (0367) - Range increased from 2,800 to 3,000 and HEAT penetration decreased from 80 to 75;
o 76.2mm ZiS-5 L/41.5 (0368) - Range increased from 2,800 to 3,000;
o 76.2mm PS-3 (0369) - Range increased from 1,250 to 3,000;
o 76.2mm M27/39 L/16.4 (0370) - Added HEAT penetration of 75;
o 75mm Mk V L/36.5 (0377) - Range increased from 2,800 to 3,000;
o 76.2mm L-10 L/30.5 (0378) - Range increased from 2,500 to 3,000;
o 88mm KwK36 L/56 (0379) - Range increased from 3,400 to 4,000 and Accuracy increased from 425 to 475;
o 88mm KwK43 L/71 (0380), 88mm PaK43/1 L/71 (0381), and 88mm PaK43 L/71 (0382) - Range increased from 4,400 to 4,800 and Accuracy increased from 550 to 600;
o 90mm M41C L/53 (0383) - Range decreased from 5,400 to 5,000, Accuracy increased from 450 to 500;
o 95mm Mk I L/21.5 (0384) - Range increased from 3,000 to 4,000;
o 90mm M3 L/53 (0386) - Range increased from 3,600 to 4,000;
o 122mm A-19 L/46.3 (0387) - Accuracy increased from 450 to 500 and added HEAT penetration of 120;
o 107mm M-60 L/43 (0388) - Range increased from 3,200 to 4,000;
o 105mm sK18 L/52 (0389) - Accuracy increased from 450 to 500;
o 105mm StuH42 L/28 (0390) - Range increased from 3,000 to 4,000 and HEAT penetration increased from 104 to 110;
o 105mm da 105 L/25 (0391) - Range increased from 3,000 to 4,000, accuracy increased from 250 to 275, Penetration increased from 76 to 91, and HEAT penetration increased from 100 to 120;
o 105mm FH18 L/25 (0393) - HEAT penetration increased from 104 to 110;
o 100mm D-10S L/53.5 (0397) - Range increased from 4,000 to 4,400 and Accuracy increased from 500 to 550;
o 105mm 40/43M L/20 (0399) - Range increased from 3,000 to 4,000 and Accuracy increased from 200 to 250;
o 128mm PaK44 L/55 (0404) - Range increased from 4,200 to 4,600 and Accuracy increased from 525 to 575;
o 122mm D-25 L/45 (0407) - Range increased from 3,400 to 4,000 and Accuracy increased from 450 to 500;
o 122mm M-30S L/23 (0408) - Range increased from 3,000 to 4,000;
o 75mm Pak 97/38 L/36 (0409 & 0680) - Range increased from 2,500 to 3,000;
o 150mm StuH43 L/12 (0415) - Range increased from 3,000 to 4,000;
o 150mm L10 (0420) - Range increased from 2,500 to 4,000;
o 152mm M-10 L/25 (0423) - Range increased from 3,000 to 4,000;
o 152mm ML-20S L/29 (0424) - Range increased from 3,000 to 4,000;
o Added 152mm M-10 L/25 Howitzer (0512) with Accuracy of 300 and Penetration of 0;
o 75mm M1897A4 L/36 (0559) - Range increased from 2,500 to 3,000;
o 100mm BS-3 L/59.6 (0580) - Range increased from 4,000 to 4,400 and Accuracy increased from 500 to 550;
o 105mm M4 L/24.5 (0588) - Range increased from 3,000 to 4,000;
o 3.7in Mk I L/12 (0595) - Range increased from 3,000 to 4,000;
o 2in Mk VIII (0605) - Accuracy increased from 0 to 100;
o 75mm M6 L/40 (0607) - Range increased from 2,800 to 3,000;
o 75mm M1A1 L/16 (0608) - Range increased from 2,500 to 3,000;
o 128mm (2) Flak40 L/61 (0625) and 128mm Flak40 L/61 (0629) - Accuracy increased from 475 to 525;
o 20mm M35 L/65 (0630) - Accuracy increased from 350 to 375;
o 90mm M41 L/53 (0633) - Range increased from 3,600 to 4,000 and Accuracy increased from 450 to 500;
o 75mm leIG37 L/24 (0666) - HEAT penetration increased from 85 to 90;
o 75mm K51 L/24 (0667) - Range increased from 2,500 to 3,000 and HEAT penetration decreased from 94 to 90;
o 114mm H/18 L/16 (0670) - Range increased from 3,000 to 4,000;
o 150mm sIG33 L/11 (0671) - Range increased from 3,000 to 4,000;
o 76.2mm F-22 L/31.5 (0676) - Range increased from 2,600 to 3,000;
o 75mm M37 L/34.3 (0685) - Range increased from 2,800 to 3,000 and Penetration decreased from 89 to 79;
o 105mm FHM L/31 (0688) - HEAT penetration increased from 104 to 110;
• Ground Element changes:
o Tiger (0025 & 0285) - Accuracy increased to 975 from 825, Front Armor increased to 110 from 107, Side Armor decreased to 75 from 80, and Top Armor increased to 29 from 25;
o King Tiger (0026) - Accuracy increased to 1,600 from 1,400;
o Nashorn (0038) - Accuracy increased to 1,600 from 1,400;
o Jagdpanther (0042) - Accuracy increased to 1,700 from 1,600;
o Ferdinand (0043) and Elefant (0350) - Accuracy increased to 1,600 from 1,400;
o Jagdtiger (0044) - Accuracy increased to 1,725 from 1,575;
o SdK-10/4 Flak 30 (0048), Flakpanzer 38 (0049), Wirbelwind (0050), 20mm Flak38 AA Gun (0072), SdKfz-251/17 Halftrack (0090), 20mm Quad Flak38 AA Gun (0106), SdKfz-7/1 Flak38 (0209), SdKfz-251/21 AAMG (0421), SdKfz-10/5 Flak38 (0473), 20mm Fortress Cannon (0479), 20mm Quad Fortress Cannon (0480), 20mm Flak38 AA Gun (0515), 20mm Flak38 AA Gun (1024), and 20mm Quad Flak38 AA Gun (1025) - Accuracy increased to 700 from 650;
o 88mm PaK43 AT Gun (0071) - Accuracy increased to 1,100 from 1,000;
o 88mm FlaK18 AA Gun (0073, 0352, 0459, 0489, 0503 & 0518) - Accuracy increased to 1,300 from 1,150;
o 105mm sK18 Field Gun (0105) - Accuracy increased to 1,300 from 1,050;
o 105mm Flak39 AA Gun (0132) - Accuracy increased to 1,375 from 1,225;
o 40mm ItK/39 AA Gun (0146) - Accuracy increased to 625 from 600;
o 75mm ItK/37 AA Gun (0162) - Accuracy decreased to 450 from 600;
o 20mm ItK/38 AA Gun (0163) - Accuracy increased to 600 from 550;
o 152mm H/38 Howitzer (0165) - Device changed to (0152) with accuracy of 0;
o L6/40 (0178) - Accuracy decreased to 250 from 300;
o M-11/39 (0179) - Accuracy increased to 200 from 100;
o M-13/40 (0180) and Panzer M13/40 735i (0396) - Accuracy decreased to 200 from 300;
o M-15/42 (0181) and Panzer M15/42 738i (0397) - Accuracy decreased to 300 from 325;
o P-26/40 (0182) and Panzer P40 737i (0398) - Device changed to 75mm M37 L/34.3 (0685);
o Semovente L40 da 47 (0183) and Stug L6 47/32 630i (0442) - Accuracy decreased to 200 from 350;
o Semovente M40 da 75 (0184) and Stug M42 850i (0406) - Accuracy decreased to 150 from 225;
o Semovente M43 da 105 (0185) and Stug M43 853i - Accuracy decreased to 175 from 200;
o Semovente M41M da 90 (0186) - Accuracy decreased to 350 from 400;
o AB41 Armored Car (0187) - Accuracy decreased to 250 from 300;
o Semovente M42 da 75 (0188) and Stug M42 851i (0407) - Device changed to 75mm M37 L/34.3 (0685);
o 47mm M35 AT Gun (0192) - Accuracy decreased to 200 from 250;
o 20mm M35 AA Gun (0193) - Accuracy decreased to 275 from 550;
o 90mm M41C AA Gun (0194) - Accuracy increased to 750 from 700;
o 75mm DT-UDR 26 AT Gun (0246) - Accuracy decreased from 750 to 575;
o Toldi II (0278) - Accuracy decreased to 250 from 350;
o Turan I (0279), Toldi IIa (0303), and 40mm 40M AT Gun (0359) - Accuracy decreased to 325 from 575;
o Turan II (0280) - Accuracy decreased to 175 from 275;
o Nimrod (0287) and 40mm 36M AA Gun (0292) - Accuracy decreased to 275 from 600;
o 39M CSABA Armored Car (0288) - Accuracy decreased to 100 from 350;
o Zrinyi II (0307) - Accuracy decreased to 200 from 250;
o 80mm 29M AA Gun (0308) - Accuracy decreased to 250 from 600;
o 47mm Breda AT Gun (0244) and 47mm M34 AT Gun (0290) - Accuracy decreased to 200 from 300;
o 128mm Twin Flak40 AA Gun (0339) and 128mm Flak40 AA Gun - Accuracy increased to 1,375 from 1,225;
o Toldi I (0353) - Accuracy decreased to 250 from 350;
o Stug M43 852i (0408) - Accuracy decreased to 250 from 350;
o SdKfz-8 Flak18 (0422) and SdKfz-9 Flak18 (0423) - Accuracy increased to 1400 from 1150;
o 47mm M1935 Infantry Gun (0460) - Accuracy decreased to 200 from 250;
o IS-2 M1944 (0759) - Accuracy increase to 850 from 750;
o IS-2 M1945 (0760)- Accuracy increased to 850 from 750;
o SU-100 (0767) - Accuracy increased to 950 from 850;
o ISU-122 (0769) - Accuracy increased to 850 from 750;
o 122mm A-19 Field Gun (0824) - Accuracy increased to 500 from 450;
o IS-2 M1943 (0829) - Accuracy increased to 500 from 450;
• Ob changes:
o Added reduced infantry division OBs for Germans (three are variations of 2 regiments with 3 battalions and three variants of 3 regiments with 2 battalions). For expansion scenarios.
o Added Kampfgruppe OBs for Infantry Divisions, Panzer Divisions and Motorized/Panzergrenadier Divisions. All kampfgruppes are brigade sized and are about 6-8k men. Infantry KGs are based around a single infantry regiment and its artillery regiment. Panzer KGs are based on a single panzergrenadier regiments, artillery regiment and a single panzer battalion. Mot/Panzergrenadier KGs are based on a single panzergrenadier regiment and artillery regiment. If any unit becomes depleted in the scenario, it automatically "upgrades" to the Kampfgruppe OB. For expansion scenarios.
o Some of my OB upgrade paths of the new OBs were broken and have been fixed.
• Increased air national morale for Axis Generic nationality to 65 in the early war and then lowered to match German air NM as it drops in later years.
• Added new photos for the following leaders:
o Croatia (all Leader have the German nationality flag)
481 Kvaternik Slavko
482 Moskov Ante
484 Luburic Vjekoslav
o Polish-Sov:
826 Berling Zigmund
1208 Poplowski S.G.
1209 Swierczewski Karol
o Allied British
1759 Elliott William
1760 Mills George
3000 ***YUGOSLAVIA-SOV***
3001 Ambrozic-Novljan Ladislav
3002 Apostolski Mihailo
3003 Dapcevic Peko
3004 Drapsin Petar
3005 Gosnjak Ivan
3006 Ilic Pavle
3007 Jaksic Pavle
3008 Jerkovic Mate
3009 Jovanovic Arso
3012 Krstulovic Vicko
3013 Lekic-Spanac Danilo
3014 Mandic Gligo
3016 Nad Kosta
3017 Orescanin Bogdan
3018 Popovic Koca
3020 Rodic Slavko
3021 Rozman-Stane Franc
3022 Rukavina Ivan
3023 Sakic Micun Milan
3025 Tanaskovic Rajko
3026 Vuckovic Ljubo
3027 Vukanovic Radovan
3028 Tito Josip
o ***BRITISH-SOV***
3046 Elliott William
3047 Mills George
• Map data changes in maptext/city/hexart/hex/factory/mapregion/cityOwner files:
o 0009 Vienna (GER) correct text overlap with flag in Zoomlevel 1
o 0043 Elbing (GER) add size-3 port and add to Baltic Sea zone
o 0097 Wismar (GER) add size-1 port and add to Baltic Sea zone
o 0119 Guben (GER) one part of Oder river was minor instead of proper major
o 0289 Verden (GER) Lay Aller river from Northeast to Southeast of Verden
o 0307 Flensburg (GER) added size-4 port with a water connection to the Baltic Sea
o 0453 Helsinki (FIN) correct text overlap with Gulf of Finland in Zoomlevel 1/2
o 0498 Petsamo (FIN) add 1x pop/manpower, added to Barents Sea zone
o 0846 Sulina (ROM) added to Black Sea zone
o 1772 Murmansk (SOV) added to Barents Sea zone
o 2161 Eysk (SOV) added to Azov Sea zone
o 2609 Kronstadt (SOV) remove port damage
o 2851 Krasnovodsk (SOV) added to Caspian Sea zone
o 3404 Oslo (NOR) added 5x pop/manpower/port/rail and added to Skagerrag Sea zone
o 3424 Steinkjer (NOR) gets population/industry from Stod, linked to Atlantic
o 3425 Stad (NOR) renamed Stod, Population/industry moved to nearby Steinkjer
o 3976 Assens (DEN) fix odd map text placement
o 3979 Abenra (DEN) renamed Aabenraa
o Romania (maptext) changed to Rumania (Zoomlevel 1) to be in sync with general ingame use
o Sea of Azov correct text overlap with green terrain in Zoomlevel 1
o removed sea zones from several inland water hexes in Finland and northern Soviet Union
o fixed southern soviet border and rail around the Aras river (Iran/Turkey)
o added rail from Port Said to Suez via Ismailia, slightly rearrange rail around Ismailia
o added rail from Cairo to Suez
o connected Marsa Matruh to rail net
o added some rail around Benghazi and Tripoli
o removed location 2954 Pechenga (Soviet name for Petsamo, misplaced)
o slightly changed Dnestr river layout NW of Oknitsa
o Several (lake) water hexes removed from land regions (or sea region regions if they had no access to the sea/ocean)
o Mittellandkanal extended from Wolfsburg to Magdeburg, some flow changes between Hannover and Wolfsburg
o Leine river re-routed from east side of Hannover to west side
o change most parts of Hunte river into a canal, add real Hunte to SSE of Oldenburg
o re-route Donau to flow north of Linz
o fix map text of both Przemysl locations
o some minor rail changes in Caucasus + change some tracks to dual there (especially around Baku)
o some minor rail changes E/SE of Bodensee
o Lomza connected to rail net
o added rail Willenberg <-> Ostroleka
o added rail connection from Braunschweig to Salzgitter
o some minor rail layout changes around Hildesheim
o Rail line Trieste-Ljubljan-Zagreb changed to dual-Track
o Rail line Maribor-Celje changed to dual-track
o Rail line Novska-Belgrade changed to dual-track
o several rail lines in Yugoslavia added or modified to better reflect rail layout there
o removed dual-track from Csap (HUN)
o Rail layout changes round Ostrava
o several minor rails in Poland changed to dual-track
o Location renamed:
0916 Szerenes (HUN) Szerencs
2311 Lisko (SOV/POL) Lesko
2327 Lomzha (SOV/POL) Lomza
2590 Novogrod-Volynsky (SOV) Novograd-Volynsky
3519 Palanka (YUG) Velika Plana
o Location rename + Data change x
0274 Dollbergen (GER) Lehrte, add 2x railyard
o Location Data change
0290 Lueneburg (GER) -1 population/manpower for new location Uelzen
1664 Yelets (SOV) add 1 railyard
o New Location
0357 Uelzen (GER) 127,168 with 1x population/manpower/railyard
2940 Kiestinki (SOV) 187,151 an airbase already existing in GC41
o Map regions changes:
Northern Bucovina and Jan Mayen created, Moldovia renamed Moldavia, changed some map region colors if two regions with similar colors were next to each other
Narva and 2 hexes below moved from Leningrad to Estonia region
Bessarabia region extended westwards towards Khotin using Dnestr river as northern border, hexes taken from Podolia region
Chernovtsy and surrounding hexes moved from Podolia to new Northern Bucovina region
The 2 rocky islands of Jan Mayen added to new Jan Mayen region
Hex SW of Lomza moved to Bialystok region
The 2 hexes SE of Friedrichshafen (GER) moved from Tyrol to Württemberg and Bayern region
Extended Ligurian Sea region to SE towards Elba island
Extended Western Mediterranean region to NE towards a line Nice <-> Calvi (Corsica)
Sudetenland region expanded to include Nesselsdorf (which is kept with Czech nation though)
• Changes in ac file – Increased the imports of Slovakian Bf 109E-7 and G-2 by 10 a/c each, fixed a small mishap with wrong nation of Romanian PZL 23B.
• SoundFXconfig file – Fixed one of the music tracks which had a typo and was not being played.
• OP Typhoon changes:
o fix name of 271-276 mot. Army Flak Bn
o fix name of 12 IAP "A"
o disabled some duplicate AA units in Moscow
o Eremenko removed from delayed Kalinin front due to a bug + being wrong leader
o Updated with appropriate map changes made to generic data in this update
• Red Army Resurgent changes:
o fixed name of 279 mot. Army Flak Bn
o Updated with appropriate map changes made to generic data in this update
• RtL changes:
o fixed name of 272-280 mot. Army Flak Bn
o 1st NKVD RD OB change to then-current 991
o 20th NKVD RD OB change from future 992 to then-current 991
o Updated with appropriate map changes made to generic data in this update
• RtM changes:
o fix name of 271/276 mot. Army Flak Bn
o 190 ShAP changed from I-153 to I-153BS
o remove duplicate Pz Ib entry in 19th Panzer Div
o fix 2 soviet HQ motorization issues
o Updated with appropriate map changes made to generic data in this update
• VL changes:
o demotorized 30th Guards Rifle Regiment
o Updated with appropriate map changes made to generic data in this update
• Destruction of SW Front changes:
o Reactivated VI Rum. Korps with 15-Turn freeze
o disabled 141st PVO AA Bn in Kirovograd (duplicate unit)
o renamed duplicate 364th PVO AA Bn into 3364
o fixed name of 275-279 mot. Army Flak bn
o III./JG 52 changed to Bf 109F-4 full
o III./JG 77 changed to Bf 109F-4 20+15
o 69 IAP renamed 69 IAP PVO
o 146 IAP changed to MiG-3
o 146 RAP renamed 2/146 IAP, changed to 20x I-16 Type 24, assigned to 20 SAD AOG, disbands turn 12
o removed Ju 86E-2 pool (not a frontline bomber, withdrawn to schools)
o Husi airbase (ROM) removed, was built ~1943
o demotorized Soviet Black Sea Amphib HQ
o Updated with appropriate map changes made to generic data in this update
• 1941 Campaigns changes:
o Updated with appropriate map changes made to generic data in this update
o some german air unit rename to use Gr and not Gr. as abbrevation for Gruppe
o removed Ju 86E-2 pool (not a frontline bomber, withdrawn to schools)
o 13th Slov Fighter squadron changed disband into AR withdrawal on T11, returns 10/42, withdraws west 1/44
o 13./JG 52 (Slov) rename slot changed to use Slovakian Bf 109E-7
o 14./KG 3 (Eis) changed from Ju 88 C-2 NF to A-4 bomber
o 14./KG 55 (Eis) changed from future He 111H-20 to H-16
o LLG 1/2 air units change to Go 244
o III./KG zbV 323 change to use Me 323
o 12 IAP "A" name fixed
o 69 IAP renamed 69 IAP PVO
o 146 IAP changed to MiG-3
o 146 RAP renamed 2/146 IAP, changed to 20x I-16 Type 24, assigned to 20 SAD AOG, disbands turn 12
o 190 ShAP changed from I-153 to I-153BS
o KG zbV renamed KGr zbV: 4-8,20-25,172
o KGr zbV 4 arrives 2/42 with full complement of Ju 52 and gets removed in mid 6/42
o KGr zbV 5 arrives 2/42 with full complement of He 111, transfers to WE in 5/43 and to FI in 3/44
o KGr zbV 6/7 arrive 2/42 with full complement of Ju 86, disband at the end of 3/42
o KGr zbV 8 arrives 2/42 with full complement of Ju 52 and gets removed at the end of 4/42
o KGr zbV 20 arrives with full complement of He 111 in early 12/42, gets removed late 3/43
o KGr zbV 21 arrives with 25 Ju 86 in early 12/42, gets removed late 3/43
o KGr zbV 22 arrives with 14 Ju 86 in early 12/42, disbands late 2/43
o KGr zbV 23 arrives with full complement of He 111
o KGr zbV 25 arrives with full complement of He 111 in 1/43, gets removed late 3/43
o KGr zbV 200 changed to Fw 200 transports, arrive 1T earlier with high exp/morale, will be removed early 3/43
o KGr zbV 300 arrives with full complement of Ju 52, gets removed late 6/42
o KGr zbV 400 remove double West TB transfer
o KGr zbV 999 arrives 1/42 with full complement of Ju 52, gets removed late 4/42
o KGr zbV Frankfurt, Wittstock, S.7 and S.11 arrive with full complement of aircraft and will be removed instead of disbanded
o KGr zbV S.7/11 disband earlier in late 1/43
o KGr zbV S.13 - disabled, its formation was cancelled
o remove movement points from frozen Romanian rail repair unit
o fix name of 139th Mountain Rgt
o fix name of 271-280 mot. Army Flak bn
o 1439th Medium SU Regiment rebuilt to proper 1943 OB
o 2.(H)/AufklarGr 32 moved to Suwalki airbase
o 36 VG Div rename slot set to non-motorized
o Husi airbase (ROM) removed, was built ~1943
o set Hexes around Orestieada to Axis control
o island of Bornholm made Axis controlled
o unfreeze several Italian support units assigned to Ital. Expeditionary Corps
o reduce frozen turns for three Hungarian support units
o 239/712 Marine Flak Bns arrival moved from Liepaja to Memel
o Kharkov Air Command AOG is now removed on turn 7 just like its parent unit
o Konotop Airbase moved from Odessa to Kharkov Air Command
o Removed rebuild restrictions: 7th/16th NKVD Border Guard detachment, 4th/20th/21st NKVD Rifle Division
o removed FE transfer from 16th NKVD border guard: 1st/4th NKVD RD OB change to then-current 991
o 20th NKVD RD OB change from future 992 to then-current 991
o set Hexes around Orestieada to Axis control
o island of Bornholm made Axis controlled
• Vistula to Berlin, Stalingrad to Berlin, Red God of War - Updated with most of the appropriate map changes made to generic data in this update.
• Multiple scenarios:
o set player for Ronne, Anina, Cugir, Orestiada,Uelzen, Kiestinki
o Location removed - 2954 Pechenga
o Airbases/airbase units added:
1499 Krasnodar size 2 262,198
1505 Velikie Luki size 2 201,129
1585 Yelnya size 1 215,138
1664 Yelets size 2 240,144
1665 Lipetsk size 2 244,142
1671 Chernigov size 2 214,164
1675 Nezhin size 1 217,167
1951 Kashira size 1 233,129
2008 Mikhailov size 1 236,131
2277 Lyuban (s) size 1 198,159
2346 Slutsk size 1 196,158
2376 Dretun size 1 198,135
2394 Rechitsa size 1 208,159

v01.02.12 – 15th December 2021
New Features and Rule Changes
• This version includes the War in the West editor manual in the /Manuals folder that was accidentally left out of the 1.02.11 official update. Although there are many differences between the WitW and WitE2 editors, the WitW editor manual is a useful guide to understanding the WitE2 editor.
• Greatly reduced the chance that more men show as disrupted in the combat report detail than were in the battle. If it happens, this indicates an element has been disrupted more than once.
Bug Fixes and AI Improvements
• Day/night button on top menu display not appearing during air transport ops. Fixed.
• Can air transport any unit into an enemy hex adjacent to friendly airbase and it acts like an airborne drop. Fixed (not allowed into enemy hexes).
• More AT guns are built than the build limit. Fixed.
• Guards Rifle Corps was incorrectly downgraded to a Guards Rifle Division. Unit used to create corps had a rename that was not cleared that should have been cleared at the time of corps creation. Fixed.
• AI - Soviet unit warps to near Vienna (far behind enemy lines). Fixed.
• AI – Improved Axis AI in late war.


< Message edited by Erik Rutins -- 1/4/2022 4:24:22 PM >
Post #: 1
RE: 1.02.13 Public Beta Update Now Available! - 1/4/2022 4:33:20 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Hi everyone,

This fixes the critical warping bug, as well as including a number of other important fixes and changes. We expect this to go official later this week, but recommend that all players update to this beta ASAP.

Regards,

- Erik


_____________________________

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CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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(in reply to JosephStephenson)
Post #: 2
RE: 1.02.13 Public Beta Update Now Available! - 1/4/2022 5:50:26 PM   
actrade

 

Posts: 283
Joined: 11/3/2006
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Wow, lots of fixes. I also like the ability to download via link rather than going to the Matrix site. Curious about the changes in mortars and guns. When you say accuracy improved from 0 to 100, are you talking percent, yards, meters? Does that mean the mortars were complete inaccurate before. Same with the bigger guns going from 250 to 350...what exactly does that mean? Also, noticed that Husi AF has been removed. I had some planes there in my game that aren't there now, but can't remember which squadrons they were. Where would the game have moved them to? Would they default to the closest available AF?

< Message edited by actrade -- 1/4/2022 6:14:40 PM >

(in reply to Erik Rutins)
Post #: 3
RE: 1.02.13 Public Beta Update Now Available! - 1/4/2022 6:14:58 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
IIRC Gary uses the accuracy number as the range at which the weapon has an unadjusted 50% chance of hitting. He also has used it at times for other purposes, but that's the main use.

_____________________________

All understanding comes after the fact.
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(in reply to actrade)
Post #: 4
RE: 1.02.13 Public Beta Update Now Available! - 1/4/2022 7:55:01 PM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline
OK and thanks for the ongoing supreme support !

KG interesting... I hope they can become dual purpose/SU then they will be quite useful and show the value of them.

(in reply to Joel Billings)
Post #: 5
RE: 1.02.13 Public Beta Update Now Available! - 1/4/2022 8:03:05 PM   
Stamb

 

Posts: 1030
Joined: 10/26/2021
Status: offline
quote:

ORIGINAL: Joel Billings

IIRC Gary uses the accuracy number as the range at which the weapon has an unadjusted 50% chance of hitting. He also has used it at times for other purposes, but that's the main use.

It means that previously all of that 0 - 100 weapons had very low chance of hitting anything?

Anyway thanks for a patch, i really think that feedback from players -> patches will make this game very enjoyable for each side.

< Message edited by Stamb -- 1/4/2022 8:08:42 PM >

(in reply to Joel Billings)
Post #: 6
RE: 1.02.13 Public Beta Update Now Available! - 1/4/2022 9:45:13 PM   
actrade

 

Posts: 283
Joined: 11/3/2006
Status: offline
Hmmm...I did NOT restart a new campaign, but my first turn with the new patch I lost 56 recon planes to FLAK and 6 operational in 890 sorties. Prior to the patch on the previous 8 turns, I was losing 15-30 max of my recon to FLAK. Based on the patch notes, FLAK is supposed to be less deadly, right? FWIW, I manually steer my planes away from FLAK so I didn't change my methodology. I will monitor future turns to see if the trend continues.

(in reply to Stamb)
Post #: 7
RE: 1.02.13 Public Beta Update Now Available! - 1/4/2022 9:49:59 PM   
Zovs


Posts: 6668
Joined: 2/23/2009
From: United States
Status: offline
I think Recon and flak is still an issue not yet resolved. See my post in tech support on this issue.

_____________________________


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(in reply to actrade)
Post #: 8
RE: 1.02.13 Public Beta Update Now Available! - 1/5/2022 12:25:16 AM   
actrade

 

Posts: 283
Joined: 11/3/2006
Status: offline
FWIW I was flying all recon at 17,000 feet with these losses and none over city Flak towers.

(in reply to Zovs)
Post #: 9
RE: 1.02.13 Public Beta Update Now Available! - 1/5/2022 12:58:43 AM   
Zovs


Posts: 6668
Joined: 2/23/2009
From: United States
Status: offline
I am 23k and still seeing high flak losses to small recon missions.

_____________________________


Beta Tester for:
Flashpoint Campaigns: Sudden Storm
War in the East 1 & 2
WarPlan & WarPlan Pacific
Valor & Victory
DG CWIE 2
SPWW2 & SPMBT scenario creator

(in reply to actrade)
Post #: 10
RE: 1.02.13 Public Beta Update Now Available! - 1/5/2022 11:16:39 AM   
dgrimes

 

Posts: 80
Joined: 8/18/2018
Status: offline
Note that the 81mm grw34 mortar still has an accuracy rating of 0 in cg41 (no early end)

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Post #: 11
RE: 1.02.13 Public Beta Update Now Available! - 1/5/2022 11:21:39 AM   
dgrimes

 

Posts: 80
Joined: 8/18/2018
Status: offline
Also 210mm M35 L23.8 and 210 nbw 42 rocket have accuracy ratings of 0. I am sure there are more weapons with this problem. Is there any way to scan the files for any weapon with an accuracy rating of 0 in order to catch all of these?

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Post #: 12
RE: 1.02.13 Public Beta Update Now Available! - 1/5/2022 1:00:37 PM   
steevo38

 

Posts: 16
Joined: 2/15/2019
Status: offline
Hi,
Seemed to have gone straight from 01.02.11 to 01.02.13. Is that a problem? Are all the beta updates cumulative?

< Message edited by steevo38 -- 1/5/2022 1:01:38 PM >

(in reply to dgrimes)
Post #: 13
RE: 1.02.13 Public Beta Update Now Available! - 1/5/2022 1:03:28 PM   
Stamb

 

Posts: 1030
Joined: 10/26/2021
Status: offline
quote:

ORIGINAL: steevo38

Hi,
Seemed to have gone straight from 01.02.11 to 01.02.13. Is that a problem? Are all the beta updates cumulative?

No problem, changes from 02.12 are also in 02.13. I did the same update 02.11 -> 02.13. Works fine

< Message edited by Stamb -- 1/5/2022 1:04:52 PM >

(in reply to steevo38)
Post #: 14
RE: 1.02.13 Public Beta Update Now Available! - 1/5/2022 2:04:35 PM   
Teo41_ITA

 

Posts: 151
Joined: 9/2/2021
Status: offline

quote:

ORIGINAL: dgrimes

Also 210mm M35 L23.8 and 210 nbw 42 rocket have accuracy ratings of 0. I am sure there are more weapons with this problem. Is there any way to scan the files for any weapon with an accuracy rating of 0 in order to catch all of these?


Yes, there is. Load the generic data, export the "Devices" to a CSV file, open it and freeze the top row. Select column I and look for values = 0

(in reply to dgrimes)
Post #: 15
RE: 1.02.13 Public Beta Update Now Available! - 1/5/2022 2:07:11 PM   
rocketman71

 

Posts: 441
Joined: 2/20/2007
Status: offline
Thanks, was waiting for the flak fix, and teleporting units before starting my first grand campaign.

(in reply to Stamb)
Post #: 16
RE: 1.02.13 Public Beta Update Now Available! - 1/5/2022 3:33:04 PM   
oldMarinePanzer

 

Posts: 82
Joined: 2/9/2015
Status: offline
I think it is fantastic that the game constantly gets tweaked and made better, at least in my opinion I think that is BEST. But for those of us who do extensive changes to campaigns/scenarios which require extensive changes to the generic files, every time there is a new fix then game "tweakers" (like myself) must re do all their changes and restart their campaign/scenarios. Is there any update on the editor release? Could that be given a little more priority? Once that is done then most updates could be applied without any issues.

(in reply to rocketman71)
Post #: 17
RE: 1.02.13 Public Beta Update Now Available! - 1/5/2022 3:51:05 PM   
Teo41_ITA

 

Posts: 151
Joined: 9/2/2021
Status: offline

quote:

ORIGINAL: oldMarinePanzer

I think it is fantastic that the game constantly gets tweaked and made better, at least in my opinion I think that is BEST. But for those of us who do extensive changes to campaigns/scenarios which require extensive changes to the generic files, every time there is a new fix then game "tweakers" (like myself) must re do all their changes and restart their campaign/scenarios. Is there any update on the editor release? Could that be given a little more priority? Once that is done then most updates could be applied without any issues.


Same. I am currently tweaking all the historical support units for the Soviets for my 1941-45 GC and it's a bit of a pain to track down each individual correction done to the official 1941 scenario and introduce them into my modded units file!

(in reply to oldMarinePanzer)
Post #: 18
RE: 1.02.13 Public Beta Update Now Available! - 1/5/2022 4:19:44 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Updating the editor is our next priority.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Teo41_ITA)
Post #: 19
RE: 1.02.13 Public Beta Update Now Available! - 1/5/2022 4:22:37 PM   
Arthurius

 

Posts: 48
Joined: 5/7/2019
Status: offline
To avoid high OP and flak losses I increase in editor armor rating of all single engine planes from 0-1 to 2 and all multi engine planes to 3. Some planes like Ił-2 and Hs-129 goes to AR 4. It really works for me.
I also increased overall impact of air force by multiple damage of bombs and rocket for 2,5 x for Soft attack and 2x for hard attack.

(in reply to Teo41_ITA)
Post #: 20
RE: 1.02.13 Public Beta Update Now Available! - 1/5/2022 4:48:37 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
It is WAD that some weapons have 0 accuracy. I think this indicates they are indirect fire only weapons.

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All understanding comes after the fact.
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(in reply to dgrimes)
Post #: 21
RE: 1.02.13 Public Beta Update Now Available! - 1/6/2022 1:38:23 PM   
AlbertN

 

Posts: 3693
Joined: 10/5/2010
From: Italy
Status: offline
Flak losses seem still very extreme to me!

(in reply to Joel Billings)
Post #: 22
RE: 1.02.13 Public Beta Update Now Available! - 1/6/2022 2:02:30 PM   
Zovs


Posts: 6668
Joined: 2/23/2009
From: United States
Status: offline
I finding that if you really manage your air assets the losses will be attritional over time, the extreme is when you run any AD and only use Auto(Auto) you'll get butchered.

Here is turn 10 of my solo test game against the AI on 115.

Axis
Total Losses
2013
Operational Losses
523
Flak Losses
979
Air Combat Losses
511

Soviet
Total Losses
8449
Operational Losses
453
Flak Losses
292
Air Combat Losses
3378
Lost on the Ground
4326


Axis odds ratio

Operational to Flak Losses
1.8719

Operational to A2A Losses
0.9771

Flak to A2A Losses
0.5263

Soviet odds ratio

Operational to Flak Losses
0.6446

Operational to A2A Losses
7.4570

Flak to A2A Losses
11.5685

Flak to Lost on the Ground
14.8151

Operational to Lost on the Ground
9.5497


Axis to Soviet odds ratios

Operational Losses
0.2064

Flak Losses
0.0711

A2A Losses
1.5750


I am no mathematician but the numbers don't seem too excessive, you can see where I lost those 979 recon planes to high flak. I used Auto(Auto) with an area of 3-5 and got butchered by flak.

Source:
https://www.medcalc.org/calc/odds_ratio.php


_____________________________


Beta Tester for:
Flashpoint Campaigns: Sudden Storm
War in the East 1 & 2
WarPlan & WarPlan Pacific
Valor & Victory
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SPWW2 & SPMBT scenario creator

(in reply to AlbertN)
Post #: 23
RE: 1.02.13 Public Beta Update Now Available! - 1/6/2022 2:11:33 PM   
wkuh

 

Posts: 81
Joined: 5/16/2017
Status: offline
Thanks for this update.

(in reply to Zovs)
Post #: 24
RE: 1.02.13 Public Beta Update Now Available! - 1/6/2022 2:17:03 PM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline
I am a bit new to this issue but the idea that flak fires at everything that passes over hex is just ridiculous. This would be OK for fixed city based flak units but not units in the field unless they were the object of attack that is one of the reasons why I think flat losses may be so high.
I am now in November 41 first campaign. I stopped using air except for re supply as the losses are destroying the air and the results I could get from the air units is at best pants. It a shame as WITP AE the effect of air and the losses seem very realistic.

In this game all you have to do as Russians is build loads of flak units - you do not need an air force at all.

Just offering this up there is a lot to like on the ground combat front

< Message edited by Cavalry Corp -- 1/6/2022 3:34:21 PM >

(in reply to wkuh)
Post #: 25
RE: 1.02.13 Public Beta Update Now Available! - 1/6/2022 4:31:41 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
Not all the flak guns that are overflown are assumed to have fired, but the system accumulates the flak value of all of the various weapons overflown. Flak in the target hex are the most important.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to Cavalry Corp)
Post #: 26
RE: 1.02.13 Public Beta Update Now Available! - 1/6/2022 5:09:20 PM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline
Ok thanks for that - hope its sorted one way or another.

(in reply to Joel Billings)
Post #: 27
RE: 1.02.13 Public Beta Update Now Available! - 1/6/2022 5:10:49 PM   
rocketman71

 

Posts: 441
Joined: 2/20/2007
Status: offline

quote:

ORIGINAL: Zovs

I finding that if you really manage your air assets the losses will be attritional over time, the extreme is when you run any AD and only use Auto(Auto) you'll get butchered.

Here is turn 10 of my solo test game against the AI on 115.

Axis
Total Losses
2013
Operational Losses
523
Flak Losses
979
Air Combat Losses
511

Soviet
Total Losses
8449
Operational Losses
453
Flak Losses
292
Air Combat Losses
3378
Lost on the Ground
4326


Axis odds ratio

Operational to Flak Losses
1.8719

Operational to A2A Losses
0.9771

Flak to A2A Losses
0.5263

Soviet odds ratio

Operational to Flak Losses
0.6446

Operational to A2A Losses
7.4570

Flak to A2A Losses
11.5685

Flak to Lost on the Ground
14.8151

Operational to Lost on the Ground
9.5497


Axis to Soviet odds ratios

Operational Losses
0.2064

Flak Losses
0.0711

A2A Losses
1.5750


I am no mathematician but the numbers don't seem too excessive, you can see where I lost those 979 recon planes to high flak. I used Auto(Auto) with an area of 3-5 and got butchered by flak.

Source:
https://www.medcalc.org/calc/odds_ratio.php


So, if I do things manually to avoid flak losses, what would your main recommendations/pointers be to keep in mind when creating air directives?

(in reply to Zovs)
Post #: 28
RE: 1.02.13 Public Beta Update Now Available! - 1/6/2022 5:35:44 PM   
Zovs


Posts: 6668
Joined: 2/23/2009
From: United States
Status: offline
It depends on the AD really, but it also depends on the number of aircraft flying, the more it sends the more potential losses. For example if 500 planes fly expect more ops, flak and a2a losses.

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Flashpoint Campaigns: Sudden Storm
War in the East 1 & 2
WarPlan & WarPlan Pacific
Valor & Victory
DG CWIE 2
SPWW2 & SPMBT scenario creator

(in reply to rocketman71)
Post #: 29
RE: 1.02.13 Public Beta Update Now Available! - 1/7/2022 10:06:35 AM   
malyhin1517


Posts: 1426
Joined: 9/20/2015
From: Ukraine Dnepropetrovsk
Status: offline
The link on the forum and on the website for patch 1.02.13 does not work!

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Sorry, i use an online translator :(

(in reply to Zovs)
Post #: 30
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