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RE: User Interface - 7/29/2004 9:13:53 PM   
WhoCares


Posts: 653
Joined: 7/6/2004
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quote:

ORIGINAL: irrelevant
...
A game of this complexity and depth presupposes a certain level of knowledge. With all respect, may I suggest that it it your responsibility, not the makers of the game, to insure that you have it. This is not a fantasy role-playing game that requires an elaborate in-game backstory just to understand what it is all about. The backstory here is well-known, or should be. In any case, the Pacific War is thoroughly documented already. For Matrix to attempt to do so in-game would not only be redundant but would also be a waste of precious human resources that might be better employed in other ways.


I know the backstory better then many, but surely not as good as most on this board. But is it really in the interest of Matrix to limit potential customers to those that already know every little aspect of the theater? Wouldn't it be better for Matrix to have people play both, 'Highway to the Reich' and WitP?
Or shall a wargamer that so far concentrated on the european theater first spend a year on studies of every unit and peace of equipment in the pacific theater before he shall consider to play such a game?

And the fact that the Pacific War is thoroughly documented is very true, but I doubt there is a single source that covers everything as it appears in the game And I prefer redundant information at hand over information that I have to search for...


Last but not least, why did they add a naval and air database? Even I knew that the Yamato had 9 18.1" main and 6.1" secondary guns...


PS: Let's stop here as this 'philosophical' discussion shall not distract from the actual function of this thread. As I said, it is more a consideration for future products than for a patch of WitP.

< Message edited by WhoCares -- 7/29/2004 8:33:39 PM >

(in reply to tsimmonds)
Post #: 331
RE: wish list for patch - 7/29/2004 9:33:57 PM   
mavraam


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And furthermore...

How about displaying the terrain type either when a hex is clicked or when you hover over it.

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Post #: 332
"Blank" Scenario - 7/30/2004 1:23:23 AM   
DrewMatrix


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1) I would like an empty/blank scenario. I don't mean totally empty (you get that when you open the Editor). I mean a scenario that has all the Devices, Classes, Aircraft, Pilots, Leaders but does NOT have Ships (as opposed to ship classes), Air Groups or Locations.

I think what I am asking for is "all the locations set to 0000" but all the items there. Then I could add just a few as desired.

Why? I want to try some very small test scenarios but have the whole map and have production. Unless there is an easier way (there may be, I don't see it) the only way to get to that is open some scenario (to get the Iowa Class BB and to get the definitions of all the weapons on an Iowa) then click many thousands of times to remove all the Airgroups, AKs etc that litter the map.

I would like buttons, _particularly_ the Delete but also Insert, home, end, page up and page down keys to work in the editor to run up and down those lists of 5-6000 ships etc.

< Message edited by Beezle -- 7/29/2004 11:49:16 PM >


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Beezle - Rapidly running out of altitude, airspeed and ideas.

(in reply to mavraam)
Post #: 333
RE: wish list for patch - 7/30/2004 1:54:53 AM   
Crimguy


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From: Cave Creek, AZ
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I concur. Personally, I'd like the top bar on the screen to constantly update to show the hex coordinates and type of terrain the mouse is over. It'd make finding specific hexes much easier.


quote:

ORIGINAL: mavraam

And furthermore...

How about displaying the terrain type either when a hex is clicked or when you hover over it.

(in reply to mavraam)
Post #: 334
RE: User Interface - 7/30/2004 3:57:04 AM   
MadDawg

 

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Id like to have FOW added too or even loose if necessary the amount of enemy aircraft killed on the intel screen.

The main reason for this is that if the enemy looses a carrier and isnt able to get the aircraft off that lost carrier in time those aircraft will instantly appear on this intel screen, destroying any FOW that may have been assosiated with the sinking.

Dawg

(in reply to WhoCares)
Post #: 335
RE: Marine Raiders Sub Mission - 7/30/2004 4:20:35 AM   
siRkid


Posts: 6650
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quote:

ORIGINAL: Howard Mitchell

An oddity on aircraft ratings - the highest climb rate among Allied aircraft is for the I-16c and I-16 Type 24 at 4,100 (presumably ft/min). Given that this is a 1930s design shaped like a barrel with at most a 1,100 HP engine this seems unlikely.

My closest to hand source ('Soviet Air Force Fighter Colours 1941-1945' by Erik Pilawskii, which covers aircraft design and history in depth as well as colour schemes) gives an initial rate of climb for the I-16 Type 24 of 3,250 ft/min. I am not sure what an I-16c is (no book I have lists such a designation) but the initial rate of climb for other variants of I-16 runs the range from 1,300 ft/min for the 1934 vintage I-16 Type 4 through to 3,425 ft/min for the I-16 Type 29 of 1940.

Not a wish

Hi Kid, my wish is that the aircraft rating is changed ;) Wasn't sure if this was the appropriate thread for it, but it seemed to fit in here rather than the OOB thread.



It should go in the OOB thread. Anything that changes the database goes there.

_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to Howard Mitchell)
Post #: 336
RE: Beaufighters - 7/30/2004 4:55:36 AM   
Montrose


Posts: 72
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From: Gloucstershire UK
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The Beaufighters could use a tweak. Because they are classed as fighter bombers in the game the AI is flying them as ordinary fighters and dogfighting Zeroes with them. This is nothing like their actual role and they get creamed.

The Fleet Air Arm website classes Beaufighters as "Long-range heavy attack/fighter, night fighter, torpedo bombers". A standard 18" torpedo was a common load out as an alternative to two 500lb bombs. I'm not sure if rockets are in the game but eight could also be carried in lieu of the machine guns, while retaining the four cannon.

From what I know of the engine it would be difficult to get them to recreate their role as anti-shipping heavy fighters and night fighters. However, if they are left as fighter bombers they will be performing ahistorically with the WitP engine. Therefore I would ask the developers to consider re-classing them as torpedo bombers, and adding the one 18" torpedo as an alternative in addition to the two 500lb bombs. This way would see a more realistic performance and use of them by the AI at least.

If it can be made so that they can act as nightfighters, torpedo planes, low level bombers and very low level anti ship strafers all at the same time then I'll be seriously impressed

_____________________________

I spend my time building castles in the air, but in the end all of them, and I, blow away in the wind.

- Don Juan

(in reply to siRkid)
Post #: 337
RE: Beaufighters - 7/30/2004 8:04:55 AM   
Mike Scholl

 

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From: Kansas City, MO
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Something that would be very nice would be if when you clicked on a unit, TF, Base, etc in the lists
you had the option to "go to" that unit on the map. Hex coordinates in this game aren't a lot of help.

(in reply to Montrose)
Post #: 338
RE: User Interface - 7/30/2004 8:27:06 AM   
ATCSMike


Posts: 142
Joined: 2/28/2004
From: North Pole, Alaska
Status: offline
It sure woould be nice if I could just move the mouse pointer over a hex and it show the hex coord. It's a pain to click every hex trying to find the right one.

Mike

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("When all else fails, play DEAD")

United States Navy 1979-1982
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VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner)
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(in reply to WhoCares)
Post #: 339
RE: Beaufighters - 7/30/2004 10:38:14 AM   
BPRE

 

Posts: 624
Joined: 10/16/2000
From: Stockholm,Sweden
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quote:

ORIGINAL: Mike Scholl

Something that would be very nice would be if when you clicked on a unit, TF, Base, etc in the lists
you had the option to "go to" that unit on the map. Hex coordinates in this game aren't a lot of help.


Hi Mike,

I'm at work now but if I remember it correctly you can click on the destination for a TF in the TF list and the map centers on that TF.

Regards
BPRE

(in reply to Mike Scholl)
Post #: 340
RE: Beaufighters - 7/31/2004 10:39:35 AM   
Halsey

 

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A "set all aircraft on map to this mission" from the dropdown charts.

Hey BPRE! I've got relatives that live in Malmo. The name is Lind, go look them up for me, when you get some time off!

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Post #: 341
RE: Beaufighters - 7/31/2004 4:01:42 PM   
Iron Duke


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From: UK
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Hi Montrose,

The Beaufighter was a Torp bomber in UV and was changed to a Fighterbomber after many posts from various players showed that it was ahistorical to have the Beaufighter as a torpbomber the Mk's used in the CBI / Pacific did not carry torpedoes and that historically the beaufighter was and should be a Fighterbomber/Maritime strike fighter with out the capability to use torpedoes. However, you could allways use the editor and add torpedoes to the loadout.

cheers

_____________________________

"Bombers outpacing fighters - you've got to bloody well laugh!" Australian Buffalo pilot - Singapore

(in reply to Montrose)
Post #: 342
RE: Beaufighters - 7/31/2004 4:20:57 PM   
Montrose


Posts: 72
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From: Gloucstershire UK
Status: offline
Many thanks for the info Iron Duke, it makes sense. FWIW I wasn't bothered about them using torpedoes per se, but wanted to stop them being used as fighters by the AI because they are useless and are getting slaughtered. Perhaps they could be classed as level bombers instead.

_____________________________

I spend my time building castles in the air, but in the end all of them, and I, blow away in the wind.

- Don Juan

(in reply to Iron Duke)
Post #: 343
RE: Beaufighters - 7/31/2004 4:23:35 PM   
Iron Duke


Posts: 529
Joined: 1/7/2002
From: UK
Status: offline
Or teach the AI the difference between a fighterBOMBER and a FIGHTERbomber

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"Bombers outpacing fighters - you've got to bloody well laugh!" Australian Buffalo pilot - Singapore

(in reply to Montrose)
Post #: 344
RE: Beaufighters - 7/31/2004 7:18:53 PM   
BPRE

 

Posts: 624
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From: Stockholm,Sweden
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Hi Halsey,

Nacka where I live is just outside the capital, Stockholm, so Malmo is around 650 km (400 miles) from here.
Don't go there very often since we used to fly if we go south but who knows....
Have you ever been to visit them?

/BPRE

(in reply to Halsey)
Post #: 345
Air Groups - 7/31/2004 7:27:32 PM   
Rainerle

 

Posts: 463
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From: Burghausen/Bavaria
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Hi,
one more wish, new created AV's (from big AK's) should have an air group on board (yes I know in the japanese case it's a 1 plane air group, but it is an air group)

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(in reply to BPRE)
Post #: 346
RE: Air Groups - 7/31/2004 8:10:52 PM   
pry


Posts: 1410
Joined: 12/6/2002
From: Overlooking Galveston Bay, Texas
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quote:

ORIGINAL: Rainerle

Hi,
one more wish, new created AV's (from big AK's) should have an air group on board (yes I know in the japanese case it's a 1 plane air group, but it is an air group)


Not all AV have native aircraft attached, many only provide support to land based patrol groups that is what you are building from the AK's

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Post #: 347
RE: Beaufighters - 8/1/2004 1:10:48 AM   
Halsey

 

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Greetings BPRE,

My sister has gone to visit them, they went sailboating on the Baltic. I'm going to go visit them when I retire in a few years. My great grandfather was a turn of the century immigrant. He died during the 1912 flu epidemic, just like a lot of others.

Good to hear from a fellow Swede!
Enjoy the game and good luck to you!

Sorry that this post is off topic. I would have a hard time sleeping tonight if I knew it offended anyone.

< Message edited by Halsey -- 7/31/2004 5:23:27 PM >


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(in reply to BPRE)
Post #: 348
RE: Beaufighters - 8/1/2004 1:37:32 AM   
BPRE

 

Posts: 624
Joined: 10/16/2000
From: Stockholm,Sweden
Status: offline
Halsey,

You're welcome. I'm not into sailing myself but where I live we have all the islands outside the coast. Around the Malmo area there aren't that many islands but Denmark is close and Poland and Germany are not too far away either.

As far as the game is concerned I started to play SSIs USN in the mid-70s, had a short spell with Victory Games Pacific War in 87 and found GGs computer game Pacific War a few years later. I've been waiting for WitP the last 5 years (UV was a nice appetizer) and I'm very lucky to have an understanding wife. I will enjoy it enormously.

Good luck and see you (perhaps)
BPRE

(in reply to Halsey)
Post #: 349
RE: Beaufighters - 8/1/2004 5:50:41 AM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
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Ok, I'm going to lock this until I can catch it up. At this rate I'll have 10,000 post in this thread.

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Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to BPRE)
Post #: 350
Done - 8/10/2004 6:32:47 AM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline
I have collecte a list of 65 improvments from this thread. I will orginize the list and publish it in a few days. Once I do, you guys can keep adding to it but I will no longer track them.

_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to WhoCares)
Post #: 351
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