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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

 
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/24/2011 3:56:39 PM   
CV 2

 

Posts: 376
Joined: 2/21/2011
Status: offline
quote:

ORIGINAL: Blackhorse

Performance above and beyond the call of duty. Well done!



+1

quote:

ORIGINAL: Blackhorse

2. On the "Device" screen it would be especially helpful to identify devices by nationality



+2

(in reply to Blackhorse)
Post #: 91
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/24/2011 4:33:56 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Thank you Michaelm..The patch released and dated 072411 looks to be the most important and comprehensive "chrome" patch to date...Thanks again..

_____________________________




(in reply to CV 2)
Post #: 92
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/24/2011 8:10:16 PM   
Pascal_slith


Posts: 1651
Joined: 8/20/2003
From: back in Commiefornia
Status: offline
I have a Bombardment TF mission, Escorts Bombard is ON, Minimum distance was set to 1 (1000), they fired (and I saw DD Triomphant fire), but none of the escorts (including the Triomphant) have used their ammunition.... Is this FOW or a problem?

_____________________________

So much WitP and so little time to play.... :-(


(in reply to michaelm75au)
Post #: 93
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/24/2011 11:02:56 PM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
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In the latest patch I tried to load four LCU fragments onto an amphibious TF but all of the LCUs were greyed out and reported as not being in combat mode. This is not true they are in combat mode. The previous turn, under patch 1108p3, I had commenced loading onto a different amphib TF with no problems.

I reverted back to patch 1108p3 and they will load OK. I reinstalled 1103p5 and tried again but still greyed out. I then changed the LCU to strat and tried a TR TF, that was OK. Changed back to combat mode and they would now load normally.

Got all that

(in reply to CV 2)
Post #: 94
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/25/2011 1:01:16 AM   
Flying Tiger

 

Posts: 496
Joined: 3/11/2008
From: ummmm... i HATE that question!
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quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Flying Tiger

if this is really going to be the last patch (in fact even if it is NOT going to be the last patch!) could we PLEASE set up the ops report to hyperlink directly to the base/unit/ship/squadronetc in question. For example if the ops report says 'TF 103 has insufficient fuel' then can i please click on that line in the ops report and go straight to TF 103. Or an ops report saying 'VMF 221 arrives at San Diego' would allow a single click to VMF 221 at San Diego. etc.....

Thanks!!

Wont happen.
Game engine not really designed for that.


ok. thanks for the explanation.

In the 'list all ###' screens (eg. 'list all bases', 'list all active ships' , etc the hyperlinks work ok?

Anyone got any other bright ideas as to how to make the ops report more user friendly?

(in reply to michaelm75au)
Post #: 95
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/25/2011 7:35:33 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
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quote:

ORIGINAL: Flying Tiger


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Flying Tiger

if this is really going to be the last patch (in fact even if it is NOT going to be the last patch!) could we PLEASE set up the ops report to hyperlink directly to the base/unit/ship/squadronetc in question. For example if the ops report says 'TF 103 has insufficient fuel' then can i please click on that line in the ops report and go straight to TF 103. Or an ops report saying 'VMF 221 arrives at San Diego' would allow a single click to VMF 221 at San Diego. etc.....

Thanks!!

Wont happen.
Game engine not really designed for that.


ok. thanks for the explanation.

In the 'list all ###' screens (eg. 'list all bases', 'list all active ships' , etc the hyperlinks work ok?

Anyone got any other bright ideas as to how to make the ops report more user friendly?



I found it a pain as well until I ran the game in window mode (one resolution smaller than the screen) and opened the ops report and combat report in a Windows text box. Works even better on two screens but you do have to be in Windowed mode for it to work.

(in reply to Flying Tiger)
Post #: 96
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/25/2011 9:26:18 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline

quote:

ORIGINAL: Chris H

Request please.

Could you put the TF tonnage on the screen TF popup.



Thanks, helps no end.

(in reply to Chris21wen)
Post #: 97
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/25/2011 9:47:16 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: Chris H

In the latest patch I tried to load four LCU fragments onto an amphibious TF but all of the LCUs were greyed out and reported as not being in combat mode. This is not true they are in combat mode. The previous turn, under patch 1108p3, I had commenced loading onto a different amphib TF with no problems.

I reverted back to patch 1108p3 and they will load OK. I reinstalled 1103p5 and tried again but still greyed out. I then changed the LCU to strat and tried a TR TF, that was OK. Changed back to combat mode and they would now load normally.

Got all that

Suspect that this probably has something to do with it thinking it is moving, which is the item added in the patch. Some data must have been left over from a move or something. Will verify that the 'moving' indicators are as I think they are.

Yep. It is the moved distance. Not always cleared when unit finishes moving. This is the same field that tripped me up for combining land sub-units. I'll remove that from the check on the next build, and just rely on the destination x,y which is same condition that triggers the 'Cancel move' button on the unit screen.

< Message edited by michaelm -- 7/25/2011 10:20:25 AM >


_____________________________

Michael

(in reply to Chris21wen)
Post #: 98
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/25/2011 9:50:02 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: Flying Tiger


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Flying Tiger

if this is really going to be the last patch (in fact even if it is NOT going to be the last patch!) could we PLEASE set up the ops report to hyperlink directly to the base/unit/ship/squadronetc in question. For example if the ops report says 'TF 103 has insufficient fuel' then can i please click on that line in the ops report and go straight to TF 103. Or an ops report saying 'VMF 221 arrives at San Diego' would allow a single click to VMF 221 at San Diego. etc.....

Thanks!!

Wont happen.
Game engine not really designed for that.


ok. thanks for the explanation.

In the 'list all ###' screens (eg. 'list all bases', 'list all active ships' , etc the hyperlinks work ok?

Anyone got any other bright ideas as to how to make the ops report more user friendly?


There aren't really hypelinks. There are click chooses that point to a unit, base or ship in a list from which the location is determined. The ops report is just a flat readable text file.

Didn't someone come up with a reporter that did that???

_____________________________

Michael

(in reply to Flying Tiger)
Post #: 99
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/25/2011 9:54:59 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: Pascal

I have a Bombardment TF mission, Escorts Bombard is ON, Minimum distance was set to 1 (1000), they fired (and I saw DD Triomphant fire), but none of the escorts (including the Triomphant) have used their ammunition.... Is this FOW or a problem?

IIRC, the amimations determine that a ship will fire. And while doing so, it then runs some extra checks to see guns in right alignment, etc.
However, it does seem strange that no ammo was used for close fire like that. I have seen it burn through my short range stuff sometimes.
If you have a save, I can better ascertain if a problem or not, than just using my keyboard to say stuff.

[edit]
I ran an old save with a bombardment TF and set it close-in. The escorts and other ships are down to 2 or 3 ammo for the guns.

< Message edited by michaelm -- 7/25/2011 11:06:47 AM >


_____________________________

Michael

(in reply to Pascal_slith)
Post #: 100
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/25/2011 1:42:09 PM   
CV 2

 

Posts: 376
Joined: 2/21/2011
Status: offline

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Chris H

In the latest patch I tried to load four LCU fragments onto an amphibious TF but all of the LCUs were greyed out and reported as not being in combat mode. This is not true they are in combat mode. The previous turn, under patch 1108p3, I had commenced loading onto a different amphib TF with no problems.

I reverted back to patch 1108p3 and they will load OK. I reinstalled 1103p5 and tried again but still greyed out. I then changed the LCU to strat and tried a TR TF, that was OK. Changed back to combat mode and they would now load normally.

Got all that

Suspect that this probably has something to do with it thinking it is moving, which is the item added in the patch. Some data must have been left over from a move or something. Will verify that the 'moving' indicators are as I think they are.

Yep. It is the moved distance. Not always cleared when unit finishes moving. This is the same field that tripped me up for combining land sub-units. I'll remove that from the check on the next build, and just rely on the destination x,y which is same condition that triggers the 'Cancel move' button on the unit screen.


Had the same thing happen. I suspect its just because of the update. I changed modes on the units and changed them back to combat and they loaded fine.

(in reply to michaelm75au)
Post #: 101
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/25/2011 6:38:01 PM   
Kaiser85

 

Posts: 11
Joined: 7/25/2011
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quote:

ORIGINAL: michaelm

I am adding a new column to the 'soft' values on the Army list screen.
It will show the % active strength of the unit - this corresponds to the first value of the (XX/XX) that shows on the unit screen itself (% of active devices compared to TOE numbers).
I found it useful after looking into another issue.

The next beta changes should be intersting when viewed with this value.





Hi Michaelm, I appreciate your work, these beta patchs are fantastic. Because I like ground unit, when this tool with TOE and % will be implemented?

Hi and good work

(in reply to michaelm75au)
Post #: 102
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/26/2011 2:28:00 AM   
Pascal_slith


Posts: 1651
Joined: 8/20/2003
From: back in Commiefornia
Status: offline

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Pascal

I have a Bombardment TF mission, Escorts Bombard is ON, Minimum distance was set to 1 (1000), they fired (and I saw DD Triomphant fire), but none of the escorts (including the Triomphant) have used their ammunition.... Is this FOW or a problem?

IIRC, the amimations determine that a ship will fire. And while doing so, it then runs some extra checks to see guns in right alignment, etc.
However, it does seem strange that no ammo was used for close fire like that. I have seen it burn through my short range stuff sometimes.
If you have a save, I can better ascertain if a problem or not, than just using my keyboard to say stuff.

[edit]
I ran an old save with a bombardment TF and set it close-in. The escorts and other ships are down to 2 or 3 ammo for the guns.


I'll PM you the turns. This has happened twice in a few turns.

_____________________________

So much WitP and so little time to play.... :-(


(in reply to michaelm75au)
Post #: 103
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/26/2011 11:33:03 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: Blackhorse


Performance above and beyond the call of duty. Well done!

I still have the latest official patch installed, so forgive me if you've already addressed these issues:

1. It would be helpful to have a 'nationality' sort on the Ground Unit reinforcement and withdraw screens

2. On the "Device" screen it would be especially helpful to identify devices by nationality; also to show production rates, and what they upgrade to.

I do understand that space constraints on the screens may limit or prohibit you from making improvements.


1. There is a Nation filter on both these screens
2. Devices don't have a nationality, just a side. Replacement rate is shown.
This screen is a bit busy.
Have added 2 things.
1. an '*' at the end of the available date to indicate an upgrade can happen. Holding the mouse over it will show the new device and the date it can happen from.
2. added an additional filter to the with/with pool to show any devices with an upgrade.







Attachment (1)

< Message edited by michaelm -- 7/26/2011 11:46:15 AM >


_____________________________

Michael

(in reply to Blackhorse)
Post #: 104
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/26/2011 12:41:15 PM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline
quote:


Have added 2 things.
1. an '*' at the end of the available date to indicate an upgrade can happen. Holding the mouse over it will show the new device and the date it can happen from.
2. added an additional filter to the with/with pool to show any devices with an upgrade.


Very nice. Thanks!

_____________________________

WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!

(in reply to michaelm75au)
Post #: 105
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/26/2011 1:03:23 PM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline
quote:

2. Devices don't have a nationality, just a side.


Doh!

I was trying to find a way to distinguish among several different Allied devices have identical names, but with different build rates and/or upgrade paths.

For example, there are two allied "37mm AT Gun" devices. One (926) is Filipino, and has a pool of 36 and a build rate of 4. The other (1308) is Chinese, with no pool, and a build rate of 6. But I don't think there is any way for the player to know which is which, in-game.

The US has three different "0.5in M2HB AAMG" devices because they each have a different upgrade path.

Your technique of signalling when there are enough devices in the pool for an upgrade is a big help, but there does not appear to be an easy universal solution to figure out which identically-named device in the in-game database applies to a particular LCU.




_____________________________

WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!

(in reply to michaelm75au)
Post #: 106
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/26/2011 3:26:22 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Not sure it will do what you want, but ...
It will do a scan thru the devices of units and turn on a 'used by' indicator for the device. Does this while it is normallu scanning the land units to work out AV, etc so no extra time is really taken,




Attachment (1)

_____________________________

Michael

(in reply to Blackhorse)
Post #: 107
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/26/2011 3:41:37 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Here is the EXE if you wish to play around (still called 1108p5).


< Message edited by michaelm -- 7/27/2011 2:50:26 PM >


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Post #: 108
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/26/2011 8:32:31 PM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline
Very, very nice. This is 95% of what I could hope for -- it resolves every device ID issue except for the pesky multiple Browning .50 cal MGs in US Army LCUs: the Army and Navy both use device 1128, the Army and USMC both use device 1125.

I'd like to find the idiot who gave three US MG devices the exact same name, and give him a piece of my mind . . . oh, wait. Nevermind.


. me




quote:

ORIGINAL: michaelm

Not sure it will do what you want, but ...
It will do a scan thru the devices of units and turn on a 'used by' indicator for the device. Does this while it is normallu scanning the land units to work out AV, etc so no extra time is really taken,






_____________________________

WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!

(in reply to michaelm75au)
Post #: 109
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/27/2011 5:31:49 AM   
jmalter

 

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Joined: 10/12/2010
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well this is a late request, but it'd be v. useful if one could see a (range) field in the TF screen Destination area that shows the distance in hexes (along the TF's path) from its current position to its Destination. Then i could divide that number by 2 x the TF's speed & get a rough idea of the # of days it'll take the TF to get there.

Given the intercontinental distances involved in the game, this info would be a big help!

(in reply to Blackhorse)
Post #: 110
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/27/2011 9:42:38 AM   
littleike

 

Posts: 159
Joined: 10/3/2007
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(Not to reopen a closed argument ) but after this patch toggling F7 show/dont show clouds on map only if I scroll it or I select an hex. I seem that before at every F7 press I could see/not see clouds instantly.
Thanks

(in reply to jmalter)
Post #: 111
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/27/2011 9:55:45 AM   
FatR

 

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From: St.Petersburg, Russia
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I have a problem with strategic bombing since upgrading to p4 patch - Japanese airstrikes aimed at industry seem to hit almost exclusively manpower, causing fires, instead of damaging what I want. Allies don't seem to have the same problem with their strategic bombing. I think it is a bug.

(in reply to CV 2)
Post #: 112
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/27/2011 10:01:04 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: littleike

(Not to reopen a closed argument ) but after this patch toggling F7 show/dont show clouds on map only if I scroll it or I select an hex. I seem that before at every F7 press I could see/not see clouds instantly.
Thanks


Yep that was what I thought too!

Fixed. New line of code was added AFTER it drew the clouds - should be BEFORE drawing. Doh

< Message edited by michaelm -- 7/27/2011 11:05:34 AM >


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Michael

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Post #: 113
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/27/2011 10:22:07 AM   
FatR

 

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Forgot to attach an example save... Do I need to PM a password? Strategic bombing attacks happened in the night phase for both sides here.

Attachment (1)

(in reply to michaelm75au)
Post #: 114
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/27/2011 11:03:22 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: Blackhorse

Very, very nice. This is 95% of what I could hope for -- it resolves every device ID issue except for the pesky multiple Browning .50 cal MGs in US Army LCUs: the Army and Navy both use device 1128, the Army and USMC both use device 1125.

I'd like to find the idiot who gave three US MG devices the exact same name, and give him a piece of my mind . . . oh, wait. Nevermind.


. me




quote:

ORIGINAL: michaelm

Not sure it will do what you want, but ...
It will do a scan thru the devices of units and turn on a 'used by' indicator for the device. Does this while it is normallu scanning the land units to work out AV, etc so no extra time is really taken,






To save confusion, if two devices have the same name, it will append the start year to the name inlin with how most of the names are in the editor.
The name change will also show in the LCU device lists which should make it easier also.
Also, if a device upgrades to another, the new device will also be classed as being used by that nation. Currently it was only looking at the current user of the device. So the device history will be chained together.

_____________________________

Michael

(in reply to Blackhorse)
Post #: 115
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/27/2011 11:04:22 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: FatR

Forgot to attach an example save... Do I need to PM a password? Strategic bombing attacks happened in the night phase for both sides here.

No PW needed. I have all seeing ability.

Can you tell where the strategic attacks happen? Don't seem to see them at night.

< Message edited by michaelm -- 7/27/2011 11:15:35 AM >


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Michael

(in reply to FatR)
Post #: 116
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/27/2011 12:07:02 PM   
Saros

 

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Has there been changes since the m2 patch to air coordination? After upgrading to p5 the majority of my airstrikes changed from big co-ordinated raids to 3+ smaller attacks for each previous raid. No significant changes to orders/AirS/bases/weather as far as I can tell and the disorganisation has been consistent for two turns now.

(in reply to michaelm75au)
Post #: 117
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/27/2011 12:15:56 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
No change, but there was a fix to  bug.

[1108m4/5]
Wrong altitude was being used in some cases. Could impact raid, co-ordination and low level intercepts [MEM]

Groups that want to fly together should be the same altitude. This was not always the case.
So far back I am a bit sketchy on exact issue but had something to do with lack of co-ordination even when following all the recommended options (like planes, HQ, leadership, same altitude,etc).


_____________________________

Michael

(in reply to Saros)
Post #: 118
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/27/2011 12:19:11 PM   
FatR

 

Posts: 2522
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From: St.Petersburg, Russia
Status: offline
I'm talking about these attacks. Sallies were set to attack light industry on the previous turn, but hit manpower.

--------------------------------------------------------------------------------
Night Air attack on Chengtu , at 75,41

Weather in hex: Partial cloud

Raid spotted at 7 NM, estimated altitude 16,000 feet.
Estimated time to target is 2 minutes

Japanese aircraft
Ki-21-Ic Sally x 13



Allied aircraft
P-66 Vanguard x 5


Japanese aircraft losses
Ki-21-Ic Sally: 4 damaged

No Allied losses



Manpower hits 3
Fires 1917

Aircraft Attacking:
13 x Ki-21-Ic Sally bombing from 10000 feet
City Attack: 4 x 250 kg GP Bomb

CAP engaged:
3rd FG/8th FS CAF with P-66 Vanguard (1 airborne, 3 on standby, 1 scrambling)
1 plane(s) intercepting now.
Group patrol altitude is 10000 , scrambling fighters to 10000.
Time for all group planes to reach interception is 44 minutes



--------------------------------------------------------------------------------
Night Air attack on Rangoon , at 54,53

Weather in hex: Clear sky

Raid detected at 101 NM, estimated altitude 14,000 feet.
Estimated time to target is 38 minutes

Japanese aircraft
Ki-45 KAIa Nick x 6



Allied aircraft
Wellington Ic x 3


No Japanese losses

No Allied losses



Refinery hits 1

Aircraft Attacking:
3 x Wellington Ic bombing from 8000 feet
City Attack: 8 x 500 lb GP Bomb

CAP engaged:
21st Sentai/C with Ki-45 KAIa Nick (1 airborne, 4 on standby, 1 scrambling)
5 plane(s) intercepting now.
Group patrol altitude is 20000 , scrambling fighters between 9000 and 20000.
Time for all group planes to reach interception is 26 minut

Also, may I ask one more question, related to this save? What is needed for a unit to upgrade its TOE? Some of the Japanese base forces (for example at Singapore, Sabang, Tulagi, Milne Bay) are stuck with their old TOEs for months now, only one such base force in Tokyo upgraded to its new TOE so far. Armaments pools are full (although DP guns included in the new TOE are not produced), and at least Singapore had over 100k supplies for several weeks.

(in reply to Saros)
Post #: 119
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/27/2011 12:35:47 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Reason I ask is I can't see any City Attack mission groups.
The game date of the save is 26 March 1943, scenario #70. I have downloaded it twice, thinking that I might have picked up the wrong save.


< Message edited by michaelm -- 7/27/2011 12:37:59 PM >


_____________________________

Michael

(in reply to FatR)
Post #: 120
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