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RE: Japanese ASW not toned down in stock?

 
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RE: Japanese ASW not toned down in stock? - 11/13/2016 12:57:53 AM   
adarbrauner

 

Posts: 1496
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From: Zichron Yaaqov, Israel; Before, Treviso, Italy
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quote:

ORIGINAL: LargeSlowTarget

@adarbrauner, you have played only two months into the game - it is a bit early to judge the effectiveness of air ASW. It is also too early to have “more than normally trained“ pilots for ASW. The ASW skills of your pilots are in what range? Get them up to ASW skill 70+ and 60+ exp before you can hope to get results. And what kind of planes do you use? The 30-100kg bombs of float planes and Lilies are too light and most planes carry only one or two. Use planes with 4x 250kg bombs to increase chances of hitting and damaging a sub heavily enough to sink it. Btw, how many subs did the Japanese sink by air ASW on the open seas in the first two months? Right, none.


Yes, but here the Artificial Id**ntelligence has been keeping the same 6 subs around the Formosa Straits from day 3, I presume?
And other 6 around the souther-western approaches to Kyushu, both areas heavily or very heavily patroled, as confirmed by the high rate of engagements. Therefore it cannot be confronted to what you are pointing out, I think.
quote:


How do you know how many hits are "direct" hitting a sub at all? DCs, yes, that you can see, but not aerial ordnance. For a DC attack you have to watch the replay to see if you're getting a direct hit. Usually 2-3 sink a sub. ASW air operates nt eh patrol phase and you don't get to see what happens there other than the messages. Those include FOW.

By the attacks in the port. I should not receive such a detailed information as per FOW, but one, two, three bomb hits were not enough (in the port)to sink it. And I wrote before, that in my game one sub once hit a mine (it was a dutch sub, even), and another one got a 120 cm (short barrel) direct hit; both are back in regular service already! I never heard of a submarine hitting a mine, and submerging and cruising as usual business. A 120 cm shell should produce a 1-2 feet wide hole in the pressure hull, and a mine worst. am I right?

i don't think that's regular.

twice or three (and no more than that) DCs caused some damage and water intake; from what I now, and I don't think that's untrue, in such a situation a sub should be forced in the majority of cases to emerge (and, BTW, as per FOW I really should not receive so much information...);

< Message edited by adarbrauner -- 11/13/2016 1:49:30 AM >

(in reply to LargeSlowTarget)
Post #: 31
RE: Japanese ASW not toned down in stock? - 11/13/2016 1:15:21 AM   
obvert


Posts: 14050
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From: PDX (and now) London, UK
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quote:

ORIGINAL: adarbrauner

quote:

ORIGINAL: LargeSlowTarget

@adarbrauner, you have played only two months into the game - it is a bit early to judge the effectiveness of air ASW. It is also too early to have “more than normally trained“ pilots for ASW. The ASW skills of your pilots are in what range? Get them up to ASW skill 70+ and 60+ exp before you can hope to get results. And what kind of planes do you use? The 30-100kg bombs of float planes and Lilies are too light and most planes carry only one or two. Use planes with 4x 250kg bombs to increase chances of hitting and damaging a sub heavily enough to sink it. Btw, how many subs did the Japanese sink by air ASW on the open seas in the first two months? Right, none.


Yes, but here the Artificial Id**ntelligence has been keeping the same 6 subs around the Formosa Straits from day 3, I presume?
And other 6 around the souther-western approaches to Kyushu, both areas heavily or very heavily patroled, as confirmed by the high rate of engagements. Therefore it cannot be confronted to what you are pointing out, I think.
quote:


How do you know how many hits are "direct" hitting a sub at all? DCs, yes, that you can see, but not aerial ordnance. For a DC attack you have to watch the replay to see if you're getting a direct hit. Usually 2-3 sink a sub. ASW air operates nt eh patrol phase and you don't get to see what happens there other than the messages. Those include FOW.

By the attacks in the port. I should not receive such a detailed information as per FOW, but one, two, three bomb hits were not enough (in the port)to sink it. And I wrote before, that in my game one sub once hit a mine (it was a dutch sub, even), and another one got a 120 cm (short barrel) direct hit; both are back in regular service already! I never heard of a submarine hitting a mine, and submerging and cruising as usual business. A 120 cm shell should produce a 1-2 feet large hole in the pressure hull, and a mine worst. am I right?

i don't think that's regular.

twice or three (and no more than that) DCs caused some damage and water intake; from what I now, and I don't think that's untrue, in such a situation a sub should be forced in the majority of cases to emerge (and, BTW, as per FOW I really should not receive so much information...);


In port ships survive better because it's shallow. Many ships were resurfaced and reused after a successful strike in port.

I hope you mean 12cm shell? (not 120cm)

Depends on where a shell hits.

You should also know that there is a lot of fudging in the AI to make it competitive.

_____________________________

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(in reply to adarbrauner)
Post #: 32
RE: Japanese ASW not toned down in stock? - 11/13/2016 1:48:32 AM   
adarbrauner

 

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quote:

In port ships survive better because it's shallow. Many ships were resurfaced and reused after a successful strike in port.

I hope you mean 12cm shell? (not 120cm)

Depends on where a shell hits.

You should also know that there is a lot of fudging in the AI to make it competitive.


I'm in behalf of a rescuing-refloating wrecked ships feature in game, whenever possible, feasable or worth of!

Even if the hit is on the conning tower, it should cause a lot of problems ,and a saline shower washing to the crew!

I'm enjoying the AI, meanwhile...not its fault if subs are so much overpowered or protected, or if automatic convoys use the same linear path to destination rather then changing them;

Edit: well he's making a lot of bulls**t moves, luckily for me.

< Message edited by adarbrauner -- 11/13/2016 1:54:19 AM >

(in reply to obvert)
Post #: 33
RE: Japanese ASW not toned down in stock? - 11/13/2016 2:23:11 AM   
crsutton


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quote:

ORIGINAL: adarbrauner

forwarded that:

1-I've not updated yet to the last betas;

2-I've been running the game since 7thDec 1941 until beginning of February 1942 only, and 3- against the AI meanwhile, unfortunately;

This said, i'm encountering EXACTLY the opposite issue; US-allied subs had been subject to countless, COUNTLESS, attacks by escort vessels and ASW air patrols, without almost any result;

regardless the very low hit percentages by depth charges, the problem and the striking thing is the UNVULNERABILTY of the sub when hit; there was a case where a sub remained sea able AND SUBMERGED after having hit a mine; in another case, a sub, receiveda 120 cm shell direct hit, but still sea able and able to submerge; the very very few hits by DC caused some WATER FLOODING or intake (SIC), according to the report (BTW, why should I see, as opponent, the detailed and true report of the damage caused ??), but still the vessel could keep the submerged course and escape normally;

I don't like that; I don't like unnatural unvulnerabilty not for US subs, nor for my Jap subs;

I could have singled ONLY ONE effective hit by airplane bomb, in a time span of two months, out of some good hundreds of "a submarine has reported been hit" (yes,a joke);

subs are seemingly never ever modeled to be operating at surface (how is that possibl, I have the impression i'm dealing with some Typhoon or Oscar II classes rather than Gato or earlier even), apart from the cases where the y attack , on surface;

I couldn't discern any Sonar-ASDIC technology improvenment or development, nor Huff Duff, Metox or their Pacific equivalents, either, why?

I think and feel this is a big flaw in the game model which should be corrected the earliest, and I'm sure many others have had the same thought - in spite of what described here by the original poster, who's describibg exactly the opposite issue (if possible) just happening, in game's model, some years later.

Thank you for reading and relating to this



You do know that the Allies lost only seven subs total in all of 1942? Only three were actually lost in combat. Just how many would you like to lose to stay happy? For the whole war the Allies averaged less than one sub lost per month in the Pacific. I don't think I have seen a game where the Allies have lost less than this historical average. Japanese ASW skills were less than stellar throughout the war. My own experience after two full (2,000 turns) campaigns mirrors that of the OP. And, what the OP is referring to is the appearance in late 1943 of what we derisively call the "Super E" class of Japanese escorts which are quite deadly for Allies subs. In my last campaign I lost about 80 subs after these guys appeared and had to withdraw them from any job but close invasion support. On the other hand after the beginning of 1943 in both campaigns I was able to fairly neutralize the Japanese sub force in about six to eight months-which is about the way it should be. A skilled human can take the Japanese ASW forces and be quite deadly with them. A skilled Allied player can do even more. I think anyone here can confirm that.



_____________________________

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(in reply to adarbrauner)
Post #: 34
RE: Japanese ASW not toned down in stock? - 11/13/2016 5:14:22 AM   
adarbrauner

 

Posts: 1496
Joined: 11/3/2016
From: Zichron Yaaqov, Israel; Before, Treviso, Italy
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quote:

ORIGINAL: crsutton


quote:

ORIGINAL: adarbrauner

forwarded that:

1-I've not updated yet to the last betas;

2-I've been running the game since 7thDec 1941 until beginning of February 1942 only, and 3- against the AI meanwhile, unfortunately;

This said, i'm encountering EXACTLY the opposite issue; US-allied subs had been subject to countless, COUNTLESS, attacks by escort vessels and ASW air patrols, without almost any result;

regardless the very low hit percentages by depth charges, the problem and the striking thing is the UNVULNERABILTY of the sub when hit; there was a case where a sub remained sea able AND SUBMERGED after having hit a mine; in another case, a sub, receiveda 120 cm shell direct hit, but still sea able and able to submerge; the very very few hits by DC caused some WATER FLOODING or intake (SIC), according to the report (BTW, why should I see, as opponent, the detailed and true report of the damage caused ??), but still the vessel could keep the submerged course and escape normally;

I don't like that; I don't like unnatural unvulnerabilty not for US subs, nor for my Jap subs;

I could have singled ONLY ONE effective hit by airplane bomb, in a time span of two months, out of some good hundreds of "a submarine has reported been hit" (yes,a joke);

subs are seemingly never ever modeled to be operating at surface (how is that possibl, I have the impression i'm dealing with some Typhoon or Oscar II classes rather than Gato or earlier even), apart from the cases where the y attack , on surface;

I couldn't discern any Sonar-ASDIC technology improvenment or development, nor Huff Duff, Metox or their Pacific equivalents, either, why?

I think and feel this is a big flaw in the game model which should be corrected the earliest, and I'm sure many others have had the same thought - in spite of what described here by the original poster, who's describibg exactly the opposite issue (if possible) just happening, in game's model, some years later.

Thank you for reading and relating to this



You do know that the Allies lost only seven subs total in all of 1942? Only three were actually lost in combat. Just how many would you like to lose to stay happy? For the whole war the Allies averaged less than one sub lost per month in the Pacific. I don't think I have seen a game where the Allies have lost less than this historical average. Japanese ASW skills were less than stellar throughout the war. My own experience after two full (2,000 turns) campaigns mirrors that of the OP. And, what the OP is referring to is the appearance in late 1943 of what we derisively call the "Super E" class of Japanese escorts which are quite deadly for Allies subs. In my last campaign I lost about 80 subs after these guys appeared and had to withdraw them from any job but close invasion support. On the other hand after the beginning of 1943 in both campaigns I was able to fairly neutralize the Japanese sub force in about six to eight months-which is about the way it should be. A skilled human can take the Japanese ASW forces and be quite deadly with them. A skilled Allied player can do even more. I think anyone here can confirm that.



quote:

You do know that the Allies lost only seven subs total in all of 1942? Only three were actually lost in combat. Just how many would you like to lose to stay happy? For the whole war the Allies averaged less than one sub lost per month in the Pacific. I don't think I have seen a game where the Allies have lost less than this historical average. Japanese ASW skills were less than stellar throughout the war. My own experience after two full (2,000 turns) campaigns mirrors that of the OP. And, what the OP is referring to is the appearance in late 1943 of what we derisively call the "Super E" class of Japanese escorts which are quite deadly for Allies subs. In my last campaign I lost about 80 subs after these guys appeared and had to withdraw them from any job but close invasion support. On the other hand after the beginning of 1943 in both campaigns I was able to fairly neutralize the Japanese sub force in about six to eight months-which is about the way it should be. A skilled human can take the Japanese ASW forces and be quite deadly with them. A skilled Allied player can do even more. I think anyone here can confirm that.


Yes but merchant ships losses by Allied submarines for December, January until 15th February 1942 were only of 16 vessels
( https://www.ibiblio.org/hyperwar/Japan/IJN/JANAC-Losses/JANAC-Losses-4.html) if you want to check the coordinates , here they are enclosed in the link, but i'd bet that it could hardly be found a sinking in the Chinese Seas or along the Japanese home island, wherever in my game I've already suffered 28 -against the AI - all in the aforementioned waters;

look, I seek only realism, nothing more or less, and the way is done now, within this aspect, is not; don't understand the point against really;

Edit: grossly not, frustratingly not, painfully not (realistic, the asw warfare...)

Edit2: and i'm repaying back the Us in the same right way! 46 Allied merchant ships sunk by subs only, until the 7th of February!! How do i do it, simple, I loiter and camp around Pearl Harbour, with impunity (around Sidney), and soon around S Francisco as well...tell this realistic?

what would you say, i'm going to force bankruptcy over the Allies? I'd be delighted to!


< Message edited by adarbrauner -- 11/13/2016 5:36:45 AM >

(in reply to crsutton)
Post #: 35
RE: Japanese ASW not toned down in stock? - 11/13/2016 9:13:49 AM   
LargeSlowTarget


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From: Hessen, Germany - now living in France
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Ahistorical deployment results in ahistorical losses. So you are complaining about the sub deployment of the AI?

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Post #: 36
RE: Japanese ASW not toned down in stock? - 11/13/2016 6:32:08 PM   
obvert


Posts: 14050
Joined: 1/17/2011
From: PDX (and now) London, UK
Status: offline

quote:

ORIGINAL: adarbrauner

Yes but merchant ships losses by Allied submarines for December, January until 15th February 1942 were only of 16 vessels
( https://www.ibiblio.org/hyperwar/Japan/IJN/JANAC-Losses/JANAC-Losses-4.html) if you want to check the coordinates , here they are enclosed in the link, but i'd bet that it could hardly be found a sinking in the Chinese Seas or along the Japanese home island, wherever in my game I've already suffered 28 -against the AI - all in the aforementioned waters;

look, I seek only realism, nothing more or less, and the way is done now, within this aspect, is not; don't understand the point against really;

Edit: grossly not, frustratingly not, painfully not (realistic, the asw warfare...)

Edit2: and i'm repaying back the Us in the same right way! 46 Allied merchant ships sunk by subs only, until the 7th of February!! How do i do it, simple, I loiter and camp around Pearl Harbour, with impunity (around Sidney), and soon around S Francisco as well...tell this realistic?

what would you say, i'm going to force bankruptcy over the Allies? I'd be delighted to!



It would help you to spend some time with the game getting used to how it works, playing the AI, realising you may have non-historical deployments and results, but you can still learn from and as you say enjoy the process. Learn, ask a lot of questions, post your questions with pics and combat reports for some clarity and people will help you figure it all out.

Trashing the game at this point in your experience of it will not likely result in a lot of help or understanding. Players here have spent years learning and playing this game and it's a damn good time. There is a lot of respect for the designers here too, some of whom still drop by and contribute. It's a good idea to ask questions before making judgements.

This thread began as a look at Japanese ASW in 1944. I'd really like to return to that in order to find some clear information about whether the Super_E fix is in the betas or if a Database update needs to be done to reduce their effectiveness.

_____________________________

"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill

(in reply to adarbrauner)
Post #: 37
RE: Japanese ASW not toned down in stock? - 11/13/2016 6:39:18 PM   
btd64


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AE stops being Historical on December 7th, 1941 with the first attack. Deployment of subs varies. Thus ASW varies. As far as the super "E's" go, I remember a fix for asw in one of the betas. So, update to the betas and play for a few more months, then let the community know....GP

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(in reply to obvert)
Post #: 38
RE: Japanese ASW not toned down in stock? - 11/13/2016 10:54:43 PM   
obvert


Posts: 14050
Joined: 1/17/2011
From: PDX (and now) London, UK
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quote:

ORIGINAL: General Patton

AE stops being Historical on December 7th, 1941 with the first attack. Deployment of subs varies. Thus ASW varies. As far as the super "E's" go, I remember a fix for asw in one of the betas. So, update to the betas and play for a few more months, then let the community know....GP


Thanks, but we are using 1125.10 which is one of the most recent beta patches. Nothing in the notes about ASW in anything past this, so if a change is in them we would have it.




_____________________________

"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill

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Post #: 39
RE: Japanese ASW not toned down in stock? - 11/14/2016 12:19:53 PM   
US87891

 

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quote:

ORIGINAL: obvert
This thread began as a look at Japanese ASW in 1944. I'd really like to return to that in order to find some clear information about whether the Super_E fix is in the betas or if a Database update needs to be done to reduce their effectiveness.

The ASW fix has nothing whatever to do with any the betas. The fix is in scenario data, NOT the code in the .exe file. The fix works with any game version, including the original game executable from 2009. It was implemented too late to make it into the last ‘official’ Matrix update – the only one that ‘officially’ updated the scenario database files.

All of Babes has the fix, Andy Mac’s scenarios are based on Babes, so they too have the fix.

Only a few classes have the problem; Ukuru, Type C and Type D. It is easy to see if your scenario has the fix or not. Open your scenario in the editor; go to ship classes; go to Ukuru, or Type C, or Type D; if it has 12 or 14 launchers on the center-line, you are using old, un-fixed, data.

The issue is with probability convergence with numbers larger than 6 in the NUM column for the ASW algorithm.

Matt

(in reply to obvert)
Post #: 40
RE: Japanese ASW not toned down in stock? - 11/14/2016 3:33:37 PM   
crsutton


Posts: 9590
Joined: 12/6/2002
From: Maryland
Status: offline

quote:

ORIGINAL: US87891


quote:

ORIGINAL: obvert
This thread began as a look at Japanese ASW in 1944. I'd really like to return to that in order to find some clear information about whether the Super_E fix is in the betas or if a Database update needs to be done to reduce their effectiveness.

The ASW fix has nothing whatever to do with any the betas. The fix is in scenario data, NOT the code in the .exe file. The fix works with any game version, including the original game executable from 2009. It was implemented too late to make it into the last ‘official’ Matrix update – the only one that ‘officially’ updated the scenario database files.

All of Babes has the fix, Andy Mac’s scenarios are based on Babes, so they too have the fix.

Only a few classes have the problem; Ukuru, Type C and Type D. It is easy to see if your scenario has the fix or not. Open your scenario in the editor; go to ship classes; go to Ukuru, or Type C, or Type D; if it has 12 or 14 launchers on the center-line, you are using old, un-fixed, data.

The issue is with probability convergence with numbers larger than 6 in the NUM column for the ASW algorithm.

Matt




Thanks for clarifying. Before reading your post I carefully went over the read me notes for the last official patch and there is no mention of an ASW fix. So, you will have to play a later beta or Da Babes to see the fix.

_____________________________

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(in reply to US87891)
Post #: 41
RE: Japanese ASW not toned down in stock? - 11/14/2016 4:13:39 PM   
Bullwinkle58


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quote:

ORIGINAL: crsutton

Thanks for clarifying. Before reading your post I carefully went over the read me notes for the last official patch and there is no mention of an ASW fix. So, you will have to play a later beta or Da Babes to see the fix.


There is also a stand-alone "Andy file" that has the DaBabes ASW and AA changes and can be spliced into a stock game. Lokasenna and I have been playing with it for about three years.

But I'm darned if I know where to find it now. One of the problems with the forum--pretty poor corraling for the various change files.

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(in reply to crsutton)
Post #: 42
RE: Japanese ASW not toned down in stock? - 11/14/2016 4:36:51 PM   
obvert


Posts: 14050
Joined: 1/17/2011
From: PDX (and now) London, UK
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quote:

ORIGINAL: US87891


quote:

ORIGINAL: obvert
This thread began as a look at Japanese ASW in 1944. I'd really like to return to that in order to find some clear information about whether the Super_E fix is in the betas or if a Database update needs to be done to reduce their effectiveness.

The ASW fix has nothing whatever to do with any the betas. The fix is in scenario data, NOT the code in the .exe file. The fix works with any game version, including the original game executable from 2009. It was implemented too late to make it into the last ‘official’ Matrix update – the only one that ‘officially’ updated the scenario database files.

All of Babes has the fix, Andy Mac’s scenarios are based on Babes, so they too have the fix.

Only a few classes have the problem; Ukuru, Type C and Type D. It is easy to see if your scenario has the fix or not. Open your scenario in the editor; go to ship classes; go to Ukuru, or Type C, or Type D; if it has 12 or 14 launchers on the center-line, you are using old, un-fixed, data.

The issue is with probability convergence with numbers larger than 6 in the NUM column for the ASW algorithm.

Matt



Thanks. Ours definitely have 12 DCs in the centre position. So we could also just edit the numbers ourselves for he scenario 1 and both use that file, I guess?

_____________________________

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(in reply to US87891)
Post #: 43
RE: Japanese ASW not toned down in stock? - 11/14/2016 4:40:35 PM   
obvert


Posts: 14050
Joined: 1/17/2011
From: PDX (and now) London, UK
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quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: crsutton

Thanks for clarifying. Before reading your post I carefully went over the read me notes for the last official patch and there is no mention of an ASW fix. So, you will have to play a later beta or Da Babes to see the fix.


There is also a stand-alone "Andy file" that has the DaBabes ASW and AA changes and can be spliced into a stock game. Lokasenna and I have been playing with it for about three years.

But I'm darned if I know where to find it now. One of the problems with the forum--pretty poor corraling for the various change files.


Actually I think I just found them. This is it, right?

http://www.matrixgames.com/forums/tm.asp?m=3198064







Attachment (1)

< Message edited by obvert -- 11/14/2016 4:42:00 PM >


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Post #: 44
RE: Japanese ASW not toned down in stock? - 11/14/2016 4:43:48 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: obvert


quote:

ORIGINAL: US87891


quote:

ORIGINAL: obvert
This thread began as a look at Japanese ASW in 1944. I'd really like to return to that in order to find some clear information about whether the Super_E fix is in the betas or if a Database update needs to be done to reduce their effectiveness.

The ASW fix has nothing whatever to do with any the betas. The fix is in scenario data, NOT the code in the .exe file. The fix works with any game version, including the original game executable from 2009. It was implemented too late to make it into the last ‘official’ Matrix update – the only one that ‘officially’ updated the scenario database files.

All of Babes has the fix, Andy Mac’s scenarios are based on Babes, so they too have the fix.

Only a few classes have the problem; Ukuru, Type C and Type D. It is easy to see if your scenario has the fix or not. Open your scenario in the editor; go to ship classes; go to Ukuru, or Type C, or Type D; if it has 12 or 14 launchers on the center-line, you are using old, un-fixed, data.

The issue is with probability convergence with numbers larger than 6 in the NUM column for the ASW algorithm.

Matt



Thanks. Ours definitely have 12 DCs in the centre position. So we could also just edit the numbers ourselves for he scenario 1 and both use that file, I guess?

Making the change does not change your saved game ships instantly. They need to go through an upgrade to remove the excess hardware. It is easy enough to set up a new upgrade in the scenario file (0 days duration, 0 damage, 0 shipyard size, available now) but you would have to save it as a new scenario so I am not sure if your saved game can be linked to the new scenario.

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(in reply to obvert)
Post #: 45
RE: Japanese ASW not toned down in stock? - 11/14/2016 4:54:14 PM   
Lokasenna


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From: Iowan in MD/DC
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quote:

ORIGINAL: obvert


quote:

ORIGINAL: US87891


quote:

ORIGINAL: obvert
This thread began as a look at Japanese ASW in 1944. I'd really like to return to that in order to find some clear information about whether the Super_E fix is in the betas or if a Database update needs to be done to reduce their effectiveness.

The ASW fix has nothing whatever to do with any the betas. The fix is in scenario data, NOT the code in the .exe file. The fix works with any game version, including the original game executable from 2009. It was implemented too late to make it into the last ‘official’ Matrix update – the only one that ‘officially’ updated the scenario database files.

All of Babes has the fix, Andy Mac’s scenarios are based on Babes, so they too have the fix.

Only a few classes have the problem; Ukuru, Type C and Type D. It is easy to see if your scenario has the fix or not. Open your scenario in the editor; go to ship classes; go to Ukuru, or Type C, or Type D; if it has 12 or 14 launchers on the center-line, you are using old, un-fixed, data.

The issue is with probability convergence with numbers larger than 6 in the NUM column for the ASW algorithm.

Matt



Thanks. Ours definitely have 12 DCs in the centre position. So we could also just edit the numbers ourselves for he scenario 1 and both use that file, I guess?


No - since the stock scenarios are not save-able by non-devs, you will need to find Andy's updates.

This will also change your shipborne flak values...

(in reply to obvert)
Post #: 46
RE: Japanese ASW not toned down in stock? - 11/14/2016 4:56:30 PM   
Lokasenna


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quote:

ORIGINAL: obvert

quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: crsutton

Thanks for clarifying. Before reading your post I carefully went over the read me notes for the last official patch and there is no mention of an ASW fix. So, you will have to play a later beta or Da Babes to see the fix.


There is also a stand-alone "Andy file" that has the DaBabes ASW and AA changes and can be spliced into a stock game. Lokasenna and I have been playing with it for about three years.

But I'm darned if I know where to find it now. One of the problems with the forum--pretty poor corraling for the various change files.


Actually I think I just found them. This is it, right?

http://www.matrixgames.com/forums/tm.asp?m=3198064








Those are them. Download your scenario's file and install it. Have the Japanese player do the install before running the new turn. Then the Allied player will do the same.

I think.


It's as simple as putting the scenario files into your game directory's scenario folder. When the program goes to load a saved game that uses that scenario, and does not have matching database data, it prompts if you want to update the database stored in the save file.

I should think that this would "poof" everything to the new data.

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Post #: 47
RE: Japanese ASW not toned down in stock? - 11/14/2016 5:30:32 PM   
Alpha77

 

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This fix is from 2012 and is not included in the last official patch ? Which came much later. Also willthis fix the IJA infantery squad issue ? I would trade less ASW for some better squads in 43

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Post #: 48
RE: Japanese ASW not toned down in stock? - 11/14/2016 7:57:56 PM   
sanderz

 

Posts: 862
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quote:

ORIGINAL: Alpha77

This fix is from 2012 and is not included in the last official patch ? Which came much later. Also willthis fix the IJA infantery squad issue ? I would trade less ASW for some better squads in 43


just curious as to what (and how serious) the IJA infantry squad issue is

thanks

(in reply to Alpha77)
Post #: 49
RE: Japanese ASW not toned down in stock? - 11/15/2016 6:16:02 AM   
obvert


Posts: 14050
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quote:

ORIGINAL: Alpha77

This fix is from 2012 and is not included in the last official patch ? Which came much later. Also willthis fix the IJA infantery squad issue ? I would trade less ASW for some better squads in 43


My squads are IJA 43. They usually arrive with the old 41 squads but will upgrade with supply around. No worries.


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Post #: 50
RE: Japanese ASW not toned down in stock? - 11/15/2016 6:17:43 AM   
obvert


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quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: obvert


quote:

ORIGINAL: US87891


quote:

ORIGINAL: obvert
This thread began as a look at Japanese ASW in 1944. I'd really like to return to that in order to find some clear information about whether the Super_E fix is in the betas or if a Database update needs to be done to reduce their effectiveness.

The ASW fix has nothing whatever to do with any the betas. The fix is in scenario data, NOT the code in the .exe file. The fix works with any game version, including the original game executable from 2009. It was implemented too late to make it into the last ‘official’ Matrix update – the only one that ‘officially’ updated the scenario database files.

All of Babes has the fix, Andy Mac’s scenarios are based on Babes, so they too have the fix.

Only a few classes have the problem; Ukuru, Type C and Type D. It is easy to see if your scenario has the fix or not. Open your scenario in the editor; go to ship classes; go to Ukuru, or Type C, or Type D; if it has 12 or 14 launchers on the center-line, you are using old, un-fixed, data.

The issue is with probability convergence with numbers larger than 6 in the NUM column for the ASW algorithm.

Matt



Thanks. Ours definitely have 12 DCs in the centre position. So we could also just edit the numbers ourselves for he scenario 1 and both use that file, I guess?


No - since the stock scenarios are not save-able by non-devs, you will need to find Andy's updates.

This will also change your shipborne flak values...


Aren't the flak values also changed in the betas though? Ours got significantly stronger when we changed to the 1125.10 after Joseph took over the game. Fixed a bunch of things actually since this was originally a stock seen 1 game.

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Post #: 51
RE: Japanese ASW not toned down in stock? - 11/15/2016 12:50:23 PM   
m10bob


Posts: 8622
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quote:

ORIGINAL: SqzMyLemon

I'm losing almost a submarine a day to Japanese ASW. I just encountered an E Boat that dropped 4 x 12 depth charge spreads and sunk yet another Allied submarine. I thought the Japanese E Boats had been fixed in updated stock patches, or is DaBabes the only platform where Japanese ASW was corrected?



Possibly mentioned in previous posts?..Some of the mods went to the fantastic game editor and altered depth and effectiveness of some of the depth charges to reflect historical accuracy.
IRL the Japanese dropped their depth charges way too shallow until some Chicago congressman blabbed about it, (IIRC).

There are some things which either cannot or will not be changed in the game, like the fact the Japanese did not make an effort to go after cargo nor passenger transport ships early in the war, and focused entirely on known "warships".
God only knows how many troopships were spared by this doctrine?
My uncle Jim had to do some swimming to Guadalcanal when his troopship, the Calvin Coolidge was sunk by one of OUR mines, LOL.




Attachment (1)

< Message edited by m10bob -- 11/15/2016 1:13:28 PM >


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Post #: 52
RE: Japanese ASW not toned down in stock? - 11/15/2016 12:57:40 PM   
Alpha77

 

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quote:

ORIGINAL: obvert


quote:

ORIGINAL: Alpha77

This fix is from 2012 and is not included in the last official patch ? Which came much later. Also willthis fix the IJA infantery squad issue ? I would trade less ASW for some better squads in 43


My squads are IJA 43. They usually arrive with the old 41 squads but will upgrade with supply around. No worries.




No DOWNGRADE, this was changed in some mods and Loka told me also in some database update...and there these squads get atleast a bit more AT value. Here again the tracker pic from stock scen2: Again, I could live with this
and just stockpile these weaker squads. However if there is fix that upgraded them I will try to use this. Even if my ASW gets weaker... It was also said this is WAD and historical cause theIJA reduced their squad size. I think most use some mods these days and do not even know anymore the STOCK values, otherwise not so many would ask or question me about this squad issue I guess

Now the questions are which fix or database upgrade for STOCK (not mods) has the updated squads and b) is it the same fix which also downgrades the IJN ASW.. and c) is this really a fix from 2012 the last official patch came after this fix, so it should be in the last patch (which I use)..





Attachment (1)

< Message edited by Alpha77 -- 11/15/2016 1:07:26 PM >

(in reply to obvert)
Post #: 53
RE: Japanese ASW not toned down in stock? - 11/15/2016 2:27:28 PM   
US87891

 

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quote:

ORIGINAL: obvert
Aren't the flak values also changed in the betas though? Ours got significantly stronger when we changed to the 1125.10 after Joseph took over the game. Fixed a bunch of things actually since this was originally a stock seen 1 game.

Dag nab it ! There is still confusion on this. This is some history and explanation. I hope it will save people from much future angst.

There are almost 1,000 individual files that make up WiTP-AE. MichaelM’s betas change only one file. Un, ein, adzin, uno, jedna, echad, enas, unam. That one is the War in the Pacific Admiral Edition.exe file. Nothing else changes; scenario data doesn’t change, art doesn’t change. Nuttin

The ‘official’ Matrix UpdateComps merely roll-up MichaelM’s .exe betas and wrap them up together with the last ‘official’ versions of the scenario files, art files, sound, etc… None of these ‘other’ files are updated by the ‘official’ UpdateComps. The ‘official’ UpdateComps routinely package the new .exe file with the ‘other’ game files in the ‘official’ barrel, dated 6/30/2012.

This is why one is strongly cautioned to back up everything they have changed, modded, or otherwise altered, especially scenarios, map-art, ship and plane art. The update setup will very helpfully replace ‘everything’ with the ‘official’ 2012 package. If one does not backup, ‘officially updating’ may well cause devolution.

As regards data – In the beginning, Don Bowen and JWE made the conscious decision to keep the Babes scenarios out of the ‘official’ bucket and put them in scen slots 26 and higher. This was specifically so that the database could evolve in the same way as Michael’s betas.

Michael, Don, and John worked together to provide several accessions to the database; Michael developing the ‘hooks’ in the code upon which the new data could be recognized and hung. But the data remained data and was only found in the data files (scenarios).

Split sub-tubes, AAA, and a few other things were developed and confirmed functional early enough to make it into the comprehensive update of v1107 in 2012. These things are found in the scenario files comprising the ‘official’ 6/30/2012 file package. Matrix/Slitherine will now only update the executable. This is reasonable and keeps things simple for the hundreds of other players who do not bother with the forum. Therefore, the rest of the Babes accessions, ASW, Naval Guns, plane stats, sub depth characteristics, internal data self-consistency, etc.. are present only in Babes scenario files.

AndyMac very graciously based his new Scen/AI files on the Babes-Lite file sets available in October 2012. Andy’s scen set includes whatever was done by October 2012. I do not recall what those things were, but several things were done after October 2012, so they are not present in Andy’s set of that date.

Andy’s Scen 1 is essentially Scen26, Babes-Lite-A with his new AI files (which can simply drop into the corresponding Babes-Lite). Andy’s Scen 6 is essentially Scen27, Babes-Lite-A with his new AI files (which can also be dropped into the corresponding Babes-Lite). Babes-Lite-B is identical to Babes-Lite-A except it uses the Extended Map.

Andy’s scenario set is a replacement for the ‘official’ scenarios in scen slots 1 to 25. It is not ‘official’ and does not comprise the commercial ‘other’ files bucket, although it is the only scen set that was magically adapted by Michael to be recognized as authorized ‘official’ by the game code load routine. However, be warned, that reloading or ‘officially’ updating the game will overwrite them with the commercial ‘official’ set, unless backed up.

I hope this clears up some of the confusion.

Matt

< Message edited by US87891 -- 11/15/2016 2:29:31 PM >

(in reply to obvert)
Post #: 54
RE: Japanese ASW not toned down in stock? - 11/15/2016 3:53:17 PM   
US87891

 

Posts: 422
Joined: 1/2/2011
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quote:

ORIGINAL: Alpha77
Now the questions are which fix or database upgrade for STOCK (not mods) has the updated squads and b) is it the same fix which also downgrades the IJN ASW.. and c) is this really a fix from 2012 the last official patch came after this fix, so it should be in the last patch (which I use)..

The so-called fix is found in the Babes scenario files, both Babes-Lite and DBB. The IJA ’41 Hy squad upgrades to a ’43 Hy squad, which is identical except for a minimal increase in anti-armor.

There is no so-called fix in any of the ‘official’ stock scenario files because it was not deemed to be broken. It remains how it is because that was how it actually played out. By 1943, all Japanese platoon organizations were of standard type.

Army Regulation "A" No.55 ”Fiscal Year 1941 Mobilization Plan", November 22, 1940:
HQ Command Section: 2 men with 1 pistol and 1 rifle
1st thru 3rd squads: 13 men with a light machinegun and 11 rifles
4th squad: 12 men with 3 heavy grenade dischargers and 9 rifles

The platoon organization of a “B” unit was identical.

In WiTP-AE, the manpower and weapon values of the 4th squad are integrated into squads 1, 2, 3, giving 3 standard squads of 17 ‘men’.

IJA ‘Hy’ squads were primarily in the Kwantung group of divisions and even varied with the individual regimental establishment within a division. They might comprise one regiment, while the other 2 were regular “A” types, and so on.

HQ Command Section: 2 men with 1 pistol and 1 rifle
1st thru 3rd squads: 15 men with a light machinegun and 13 rifles
4th squad: 15 men with 4 heavy grenade dischargers and 11 rifles

In WiTP-AE, the manpower and weapon values of the 4th squad are integrated into squads 1, 2, 3, giving 3 Hy squads of 19 ‘men’ in stock, 20 ‘men’ in Babes.

As units were taken from the Kwantung group, they were combed out and the “extra” two men of each squad, along with the 4th GD, were used as cadre to flesh out the ‘reserve’ units that replaced them. They were also used as internal infantry replacement fodder by their parent echelons. Eventually all IJA platoon organizations devolved to the standard configuration until 1944, when they shrank even more. Type “C” units were even thinner, but this is not comprehended in the scenario files.

Matt

(in reply to Alpha77)
Post #: 55
RE: Japanese ASW not toned down in stock? - 11/15/2016 5:02:42 PM   
DanSez


Posts: 1023
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quote:

ORIGINAL: US87891

The so-called fix is found ...

There is no so-called fix ...

Army Regulation "A" No.55 ...
Matt


Damn... What a great place this is. The detail, the information, the 'institutional memory', the support we still get after all these years. How many 'good' games die off early because they lack what we have here: countless.

It makes me want to get up, go get my hat so I can 'take it off' in salute to you and the many others, official and unofficial, who patiently keep tending this violent garden.


(in reply to US87891)
Post #: 56
RE: Japanese ASW not toned down in stock? - 11/15/2016 5:41:57 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: Alpha77

Now the questions are which fix or database upgrade for STOCK (not mods) has the updated squads and b) is it the same fix which also downgrades the IJN ASW.. and c) is this really a fix from 2012 the last official patch came after this fix, so it should be in the last patch (which I use)..






The answer to all of these questions is yes.

Also, I put forward that while the anti-soft decreases from 22 to 20 due to the squad size being reduced, it is really not that big of a deal. You also do not have the option to stockpile these squads - they will stop being produced whatsoever in beginning February 1943, and Japan does not really build up pools of devices as they mostly build them on demand. If you do not upgrade your units, you will eventually run out of these squads. For example, if you are currently in 2/43 or later, then those 63 squads in the pools are the last "new" squads of that type you will ever get. The production system does not allow you to produce devices that are out of the availability window.

(in reply to Alpha77)
Post #: 57
RE: Japanese ASW not toned down in stock? - 11/15/2016 10:33:11 PM   
obvert


Posts: 14050
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From: PDX (and now) London, UK
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quote:

ORIGINAL: US87891

quote:

ORIGINAL: obvert
Aren't the flak values also changed in the betas though? Ours got significantly stronger when we changed to the 1125.10 after Joseph took over the game. Fixed a bunch of things actually since this was originally a stock seen 1 game.


The ‘official’ Matrix UpdateComps merely roll-up MichaelM’s .exe betas and wrap them up together with the last ‘official’ versions of the scenario files, art files, sound, etc… None of these ‘other’ files are updated by the ‘official’ UpdateComps. The ‘official’ UpdateComps routinely package the new .exe file with the ‘other’ game files in the ‘official’ barrel, dated 6/30/2012.


Ok. I started this game before the 2012 official. It was never updated with betas until about 6 months ago when we updated to the 1125.10. That includes the stuff in the official, correct?

quote:

... the rest of the Babes accessions, ASW, Naval Guns, plane stats, sub depth characteristics, internal data self-consistency, etc.. are present only in Babes scenario files.


ASW __ Super-E fix

Naval Guns __ what is this change?

plane stats __ Simon (John)'s airframe stats changes

sub depth characteristics __ what is this change?

internal data self-consistency __ what is this change?

Thanks

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Post #: 58
RE: Japanese ASW not toned down in stock? - 11/15/2016 11:13:55 PM   
Bullwinkle58


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quote:

ORIGINAL: obvert

Naval Guns __ what is this change?



I don't want to speak for the OP, but I think this was the change to allow DP naval guns to add to ship AA values as they did in RL. The "flak fix" people talk about. I can attest the change is significant.

< Message edited by Bullwinkle58 -- 11/15/2016 11:14:08 PM >


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Post #: 59
RE: Japanese ASW not toned down in stock? - 11/16/2016 8:19:54 AM   
Alpha77

 

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quote:

ORIGINAL: Lok

Also, I put forward that while the anti-soft decreases from 22 to 20 due to the squad size being reduced, it is really not that big of a deal. You also do not have the option to stockpile these squads - they will stop being produced whatsoever in beginning February 1943, and Japan does not really build up pools of devices as they mostly build them on demand. If you do not upgrade your units, you will eventually run out of these squads. For example, if you are currently in 2/43 or later, then those 63 squads in the pools are the last "new" squads of that type you will ever get. The production system does not allow you to produce devices that are out of the availability window.


Damn Loka, you are right But if I read the chart correctly only a portion of squads downgrade: Dev. no. 707 does not "upgrade". I was pretty confused in this issue because I read some AAR and people were talking about IJ upgrade and they brought up that 43 squads get a bit more AT value. I then checked my stats and saw this is not the case, so I assumed they play a mod. However I was told it would be a stock scenario (also the description of the AAR said so), so my confusion might be understandable, as I also use "stock".

I am not in 43 in my game so do not know about the E ASW issue - but IIRC I took a look at some 44 ships and did not notice one with 12 x DC thrower like the OP stated. As I said all this might come from all the "betas", fixes and mods players use, so they have all different values in almost every game

< Message edited by Alpha77 -- 11/16/2016 8:20:47 AM >

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