Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: New Version 10b the future

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: New Version 10b the future Page: <<   < prev  8 9 [10] 11 12   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: New Version 10b the future - 12/31/2009 4:00:04 PM   
FatR

 

Posts: 2522
Joined: 10/23/2009
From: St.Petersburg, Russia
Status: offline
One more note about BB variant - De Zeven Provincien does not show up in the Allied ship line during naval combat animations. I was sort of freaked out when my ships started shelling nowhere. Also, are its main guns really supposed to be 12cm instead of 12in?

(in reply to FatR)
Post #: 271
RE: New Version 10b the future - 12/31/2009 6:08:14 PM   
JuanG


Posts: 906
Joined: 12/28/2008
Status: offline
DZP class main guns are meant to be 28cm, and should show as such. As for it not showing up, are you sure you have the latest art pack? It is definately included, as AnShil0980 and AnSide0980.

There was an error with an earlier version that ggm found that had DZP using its 12cm secondaries as main guns, with the secondary battery replaced by Japanese AS Radar. Needless to say that was not intentional.

So if your DZP is using 12cm as primary, and a 'Type 16' as secondaries, you need to update.

Not sure about the animation issues, but if it persists after updating, let me know.

< Message edited by JuanG -- 12/31/2009 6:10:31 PM >


_____________________________


(in reply to FatR)
Post #: 272
RE: New Version 10b the future - 12/31/2009 6:22:44 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
JuanG

I'm trying to download the latest version of BBE and they are not showing up as zip files. I was successful doing so about 1 1/2 months ago, but not now. Any suggestions??

(in reply to JuanG)
Post #: 273
RE: New Version 10b the future - 12/31/2009 7:12:28 PM   
JuanG


Posts: 906
Joined: 12/28/2008
Status: offline
Seems theres something wrong the files ive uploaded, or with the host itself.

Ill try to resolve the situation, may just be a case of them getting corrupted during the upload.

Ill let you know if I find the problem, if not, if you PM your email I can send them that way for now.

_____________________________


(in reply to ny59giants)
Post #: 274
RE: New Version 10b the future - 12/31/2009 7:56:16 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
PM sent

(in reply to JuanG)
Post #: 275
RE: New Version 10b the future - 12/31/2009 11:02:38 PM   
FatR

 

Posts: 2522
Joined: 10/23/2009
From: St.Petersburg, Russia
Status: offline

quote:

ORIGINAL: JuanG

DZP class main guns are meant to be 28cm, and should show as such. As for it not showing up, are you sure you have the latest art pack? It is definately included, as AnShil0980 and AnSide0980.

Oh, the art was in place when I loaded as Allies to see, if this was a bug. As now (after I rebooted my PC for unrelated reasons), the editor shows everything correctly, with 280-mm as the main guns, that probably was some glitch with the database refusing to update properly. Sorry for bothering you constantly with my own problems ((.

Overall, by the way, playing this mod is a quite enjoyable experience. Maybe that's just the difference between Normal and Hard, but AI demonstrates much greater aggression and more ships means more naval clashes.





(in reply to JuanG)
Post #: 276
RE: New Version 10b the future - 12/31/2009 11:12:56 PM   
JuanG


Posts: 906
Joined: 12/28/2008
Status: offline

quote:

ORIGINAL: FatR


quote:

ORIGINAL: JuanG

DZP class main guns are meant to be 28cm, and should show as such. As for it not showing up, are you sure you have the latest art pack? It is definately included, as AnShil0980 and AnSide0980.

Oh, the art was in place when I loaded as Allies to see, if this was a bug. As now (after I rebooted my PC for unrelated reasons), the editor shows everything correctly, with 280-mm as the main guns, that probably was some glitch with the database refusing to update properly. Sorry for bothering you constantly with my own problems ((.





Not a problem, I much prefer to get feedback, even if it is in the form of errors and problems people are having, rather than hear nothing at all, despite watching the number of downloads go up.

_____________________________


(in reply to FatR)
Post #: 277
RE: New Version 10b the future - 1/1/2010 11:36:53 AM   
JuanG


Posts: 906
Joined: 12/28/2008
Status: offline
Ok, the links should now be working properly.

Ill look at getting the files hosted somewhere else too so that if it even happens again there will be an alternative source available.

_____________________________


(in reply to JuanG)
Post #: 278
RE: New Version 10b the future - 1/1/2010 10:21:37 PM   
ggm


Posts: 139
Joined: 5/26/2007
Status: offline
juang

http://ww2drawings.jexiste.fr/Files/2-Airplanes/Airplanes.htm

here is a link to plane art which can be a basis for early planes and experimental models.
the data base is embaressingly complete but lack top art. the side art is very well done.
also includes some plane info.


ggm


_____________________________

Alas, poor Yorick!--I knew him, Horatio; a fellow of infinite jest, of most excellent fancy: he hath borne me on his back a thousand times; and now, how abhorred in my imagination it is! my gorge rises at it.
William Shakespeare Hamlet

(in reply to JuanG)
Post #: 279
RE: New Version 10b the future - 1/1/2010 11:36:32 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
Juan - The TFs assigned to land on Luzon from Formosa have their "follow" commands backwards, I think. You have them set up for the SC TF to follow the Amphib TF. This way in a non-historical first turn, the British DDs could head over from Hong Kong and hit the transports without having to go through the SC TF first. I have a list of things for a Japanese player when the game first came out. My notes said to reverse this. I changed them to be:
TF 12 - Vigan
TF 14 - Aparri
TF 19 - Aparri
TF 87 - Follow TF 14
TF 88 - Follow TF 12
TF 118 - Follow TF 19

Please double check this.


< Message edited by ny59giants -- 1/1/2010 11:37:09 PM >

(in reply to ggm)
Post #: 280
RE: New Version 10b the future - 1/1/2010 11:38:17 PM   
JuanG


Posts: 906
Joined: 12/28/2008
Status: offline
These TFs are as in stock, I did not change the orders for the invasion TFs.

I will look at the issue however, and maybe change them to what you suggest.

However, as I recommend playing the mod without "historical first turn" anyway, it is not likely to be an issue for most players.

_____________________________


(in reply to ny59giants)
Post #: 281
RE: New Version 10b the future - 1/2/2010 9:18:01 AM   
JuanG


Posts: 906
Joined: 12/28/2008
Status: offline
Some more Super BB Mod artwork, this time from the US side;

BB South Dakota
(Pre- and post-reconstruction)



BB President (Modified 1920 Fast BB Design 'D')
(Pre- and post-reconstruction)



_____________________________


(in reply to JuanG)
Post #: 282
RE: New Version 10b the future - 1/2/2010 1:52:13 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
Juan,

I tried to load the newest version of BBE that you sent me last night on Tracker. It look OK, except I cannot get the Mike fighters to show up in any version. I have sent the game file to Damian (Tracker co-developer) to ID problem.

I just went into the Editor. I cannot load Scen 43 (not listed(?!?), but could do so with Scen 42. I looked up the ID numbers for the various Mike fighters. Is there a reason their ID is below 600?? I'm wondering if 600 is the cut off for Allied planes and this is causing a problem. japan planes can only be in slots above ID 600.

(in reply to JuanG)
Post #: 283
RE: New Version 10b the future - 1/2/2010 2:00:15 PM   
JuanG


Posts: 906
Joined: 12/28/2008
Status: offline
Shouldnt be an issue with the ID numbers, they've worked fine before in the same slots, atleast ingame. The fact that you cant open it in the editor is confusing, and to me says that the file is corrupt somehow.

Have you tried redownloading the files? I can resend them to you right away in case its on my end.

_____________________________


(in reply to ny59giants)
Post #: 284
RE: New Version 10b the future - 1/2/2010 2:14:40 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
According to the Tracker guys, anything with an ID below 600 is viewed as an Allied plane. So one side of this equation or the other needs to be changed. It would be easier in the long run for you to move those planes so their ID is above 600, IMO.

(in reply to JuanG)
Post #: 285
RE: New Version 10b the future - 1/2/2010 2:15:14 PM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: JuanG

Shouldnt be an issue with the ID numbers, they've worked fine before in the same slots, atleast ingame. The fact that you cant open it in the editor is confusing, and to me says that the file is corrupt somehow.

Have you tried redownloading the files? I can resend them to you right away in case its on my end.

The issue is not what slots you use for what JuanG, it will work in game whatever you do ... The problem is that Tracker uses 600 as the cutoff slot for Allied and the start for IJNAF (as you can see in the editor) ... the definition is made there (IMO), for organisational reasons... There are hundreds of slots available for both sides, but please adhere to this organisational practice...and in future please place them above the 600 slot number

Sorry if I'm annoying you, I'm not trying to have a go at you, you've made an interesting mod, just think that things should be ... organised a little better for these 5 planes.

_____________________________


(in reply to JuanG)
Post #: 286
RE: New Version 10b the future - 1/2/2010 2:20:55 PM   
JuanG


Posts: 906
Joined: 12/28/2008
Status: offline
Well, as I've said before I dont personally use tracker, and WitpStaff had no problems identifying them as Japanese, so I wasnt really even aware of it being an issue until now - I had assumed tracker would just read the nationality field rather than working by slot IDs, since one of the best things AE did was get rid of said slot restrictions (in most cases).

However, its definately not a problem to move them, and I'll do so for version 11. ny59giants, Ill send you an updated version by email before that so you can get started.

PS: What about slot 600 itself? Is that Allied or Japanese - asking in advance since Super BB mod has added a plane there.

< Message edited by JuanG -- 1/2/2010 2:22:27 PM >


_____________________________


(in reply to n01487477)
Post #: 287
RE: New Version 10b the future - 1/2/2010 2:24:33 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
quote:

However, its definitely not a problem to move them, and I'll do so for version 11. ny59giants, Ill send you an updated version by email before that so you can get started.


Thanks Juan

I think that a lot of other players use Tracker vs Staff to run their Japanese economy. It will help other potential players.

(in reply to JuanG)
Post #: 288
RE: New Version 10b the future - 1/2/2010 2:27:35 PM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline
Juan,
thanks for the quick response, I'll fix some of this for the future development on mods, the problem is not the allocation of types based on nationality, rather that the data is spread over different area's (eg. production is different from aircraft data etc), so they need to be married up with no common key except slot number...
Sorry I was pointed in my language, its been a long day

Cheers and have a good one.

quote:

[edit]PS: What about slot 600 itself? Is that Allied or Japanese - asking in advance since Super BB mod has added a plane there.

At the moment nothing (my oversight), but we can fix that pretty quickly I believe.

< Message edited by n01487477 -- 1/2/2010 2:39:13 PM >


_____________________________


(in reply to JuanG)
Post #: 289
RE: New Version 10b the future - 1/2/2010 2:37:51 PM   
JuanG


Posts: 906
Joined: 12/28/2008
Status: offline
No worries, I much prefer you pointing out how I've screwed up (even with pointed language ), rather than wonder why nothing is working and people are complaining.

Any idea on that slot 600? Probably safer to not use it, but would like to know just in case.

Thanks.

PS: Seems you beat me to it. Thanks for the answer.

quote:

ORIGINAL: n01487477

Juan,
thanks for the quick response, I'll fix some of this for the future development on mods, the problem is not the allocation of types based on nationality, rather that the data is spread over different area's (eg. production is different from aircraft data etc), so they need to be married up with no common key except slot number...
Sorry I was pointed in my language, its been a long day

Cheers and have a good one.




< Message edited by JuanG -- 1/2/2010 2:38:21 PM >


_____________________________


(in reply to n01487477)
Post #: 290
RE: New Version 10b the future - 1/2/2010 2:38:56 PM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline
600 should be Japanese and I'll fix that now in WitPTracker.

(in reply to JuanG)
Post #: 291
RE: New Version 10b the future - 1/2/2010 3:16:34 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
I have run the newest files, Juan. Tracker now likes the new slots for the Mike fighters.

The next question is, "Are they any good?"  I can start production in 1/42 and wonder how much to invest in them.

(in reply to floydg)
Post #: 292
RE: New Version 10b the future - 1/2/2010 3:24:50 PM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline
quote:

ORIGINAL: ny59giants

I have run the newest files, Juan. Tracker now likes the new slots for the Mike fighters.

The next question is, "Are they any good?"  I can start production in 1/42 and wonder how much to invest in them.


Did you see the service rating, TBO and upgradeTO path (although I need to do more work on this in Tracker) ?

< Message edited by n01487477 -- 1/2/2010 3:25:16 PM >


_____________________________


(in reply to ny59giants)
Post #: 293
RE: New Version 10b the future - 1/2/2010 3:33:51 PM   
Akos Gergely

 

Posts: 733
Joined: 4/8/2004
From: Hungary, Bp.
Status: offline

quote:


BB President (Modified 1920 Fast BB Design 'D')
(Pre- and post-reconstruction)




Graceful huge monster

We accept bets for this versus No 13 :)


_____________________________


(in reply to JuanG)
Post #: 294
RE: New Version 10b the future - 1/2/2010 3:36:56 PM   
JuanG


Posts: 906
Joined: 12/28/2008
Status: offline
quote:

ORIGINAL: ny59giants

I have run the newest files, Juan. Tracker now likes the new slots for the Mike fighters.

The next question is, "Are they any good?"  I can start production in 1/42 and wonder how much to invest in them.



Its definately 'different' to all your other early war aircraft. Fast, climbs well, reasonable firepower (especially the 1a and later variants) and a little tougher than the Zero, plus its more manueverable at higher altitudes. The downside is short range and the horrid service rating - definately not a plane that will be flying weeks of sustained operations. I generally have to either operate the airgroup at 30% or so rest, or in two or three day bursts.

Personally I find it mediocre, but look forward to the 1a with the droptanks and better SR.

< Message edited by JuanG -- 1/2/2010 3:38:59 PM >


_____________________________


(in reply to ny59giants)
Post #: 295
RE: New Version 10b the future - 1/2/2010 4:11:03 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
What sentai or daitai can upgrade to the Mike's??
I just opened a head-to-head game and do not see any Mike's as reinforcements. Nor do any of the Navy fighters have them included in their upgrade path with PDUs turned on.  I see the single 27 plane sentai at Tokyo (ID as navy fighter, not army). It would be nice to have it as an army plane that I can use to replace Nate/Oscars.


< Message edited by ny59giants -- 1/2/2010 4:24:09 PM >

(in reply to JuanG)
Post #: 296
RE: New Version 10b the future - 1/2/2010 5:44:23 PM   
JuanG


Posts: 906
Joined: 12/28/2008
Status: offline
Its a IJNAF plane, not an IJAAF plane.

Its available to all the same groups as the A6M3, and other non carrier based fighters. for the first few months all you get is that one airgroup, and there are no more groups that have it as a non-PDU upgrade - this is intentional, so that a player who decides to not use the ahistoric aircraft can do so without further penalty.

Its a game engine limitation that PDU wont let you switch carrier capable groups (A6M2) to non carrier capable planes (J2He, A6M3) unless specifically in their upgrade list.

You can easily see what can upgrade to the J2He by lookin at what it has in its upgrade choices.

< Message edited by JuanG -- 1/2/2010 5:47:33 PM >


_____________________________


(in reply to ny59giants)
Post #: 297
RE: New Version 10b the future - 1/2/2010 11:20:13 PM   
eloso


Posts: 335
Joined: 5/28/2006
From: The Greater Chicagoland Area, USA
Status: offline

quote:

ORIGINAL: JuanG

Some more Super BB Mod artwork, this time from the US side;

BB South Dakota
(Pre- and post-reconstruction)



BB President (Modified 1920 Fast BB Design 'D')
(Pre- and post-reconstruction)




Sorry for being obtuse...

Does this mean that there will be another version for the Enhanced BB mod or is this just an artwork upgrade?

_____________________________


(in reply to JuanG)
Post #: 298
RE: New Version 10b the future - 1/2/2010 11:25:09 PM   
JuanG


Posts: 906
Joined: 12/28/2008
Status: offline
quote:

ORIGINAL: OSO


quote:

ORIGINAL: JuanG

Some more Super BB Mod artwork, this time from the US side;

BB South Dakota
(Pre- and post-reconstruction)



BB President (Modified 1920 Fast BB Design 'D')
(Pre- and post-reconstruction)




Sorry for being obtuse...

Does this mean that there will be another version for the Enhanced BB mod or is this just an artwork upgrade?


These are for the 'Super BB' variant, which is a joint project between csatahajos and myself inspired by his plans for a AltWNT scenario, based on the premise of there being no naval treaty until around 1930.

The scenario is not part of the standard series of AltWNT scenarios (CV/BB Variant and Enhanceds), though it is based in part upon the Enhanced BB Variant. However, there are a lot of differences, which should make it play rather differently to the normal scenarios.

We like to call it 'Pacific Jutland'.

It will be the next scenario released, probably around next weekend. After that I will finally work on the CV Variants.

Heres some more stuff;

CB Alaska (CA2D)


BB Rhode Island (US 9x18 Super BB)


< Message edited by JuanG -- 1/2/2010 11:37:56 PM >


_____________________________


(in reply to eloso)
Post #: 299
RE: New Version 10b the future - 1/3/2010 3:06:58 AM   
RevRick


Posts: 2617
Joined: 9/16/2000
From: Thomasville, GA
Status: offline
Juan..
Has anyone thought of, or perhaps done, artwork depicting the Maryland modified to carry the 8 tw. 5/38 mounts without the West Virginia superstructure rebuild. I have been working on a mod which incorporates some rebuilds of the New Mexico, Tennessee, and Colorado class BBs to enhance their AA suite - which was allowed under the WNT. And I have used some of the artwork which has appeared in your BB mod.

There are several other ideas about the building of the modern navy (post WWI) which would correspond to an Alternative Scenario beginning with the light cruisers of the Omaha class. One of the things I have worked up with that class is either a 7800 ton CL with 4 twin 6/53 mounts, or 8500 ton CL with 2 triple and 2 twin superfiring 6/53 mounts. So far I have been using the Pensacola BMP, and having the Pensacola and Salt Lake City wind up as New Orleans, later on, of course. I can send you some of that data if you wish.. Let me know..

I particularly like the CA2D Alaska, which makes a whole lot more sense to me than a 27,000 ton semi-battle cruiser hybrid white elephant. This would be specially true if the CA2D carried the same AA suite as the Alaska. Do you perceive of this being a 19-21K ton cruiser, or maybe a tad lighter.



_____________________________

"Action springs not from thought, but from a readiness for responsibility.” ― Dietrich Bonhoeffer

(in reply to JuanG)
Post #: 300
Page:   <<   < prev  8 9 [10] 11 12   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: New Version 10b the future Page: <<   < prev  8 9 [10] 11 12   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.438