Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RHS4.32 Bugs/Notes

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Scenario Design >> RHS4.32 Bugs/Notes Page: [1]
Login
Message << Older Topic   Newer Topic >>
RHS4.32 Bugs/Notes - 8/24/2006 8:39:39 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Sid,

I've run a couple of weeks worth of the very latest release of EOS (I believe it's 4.32), with the latest pwhex.dat Here are a few items for your consideration.

1) CVL Hermes. It does indeed begin the game with 2 x 6-plane squadrons. However, withing a few turns the squadrons resize to 2 planes each! I have no idea why it does this.

2) The Coronado - the range has been increased but is still less than the Catalina. A few versions ago you had made it longer-ranged than the Catalina (I forget the exact range), then that change got lost due to technical problems. I am only mentioning it is still shorter-ranged than the Catalina just in case that is an error - I realize you might have found a new source and re-set the range.

3) In Malaysia, all of the supplies flow out of Singapore and go to Kuala Lampur and Georgetown. In fact, they are quite smartly 'hoovered' out of Singapore. Within just a handful of turns there are too few supplies in Singapore to provide replacement airplanes (less than 20K). If this is the effect you were trying to achieve, it works! Otherwise, it's a problem.

4) You mentioned something about an oil pipeline out of the Soviet base in the north of Sakhalin Island. The map art shows an LCF between that port and the one on the mainland. However, the 'pipeline' is broken in several places. Look at that section of the map (in-game) and press F6 - you'll see what I mean.

5) Guam is holding out quite well about two weeks into the war. Maybe the civilian squads mean a bigger assault force is needed to overcome them?
Post #: 1
RE: RHS4.32 Bugs/Notes - 8/24/2006 10:38:06 PM   
ReDDoN45

 

Posts: 135
Joined: 2/25/2002
Status: offline
1.) The Ki-43-I has a very short range of 2 hexes and 3 hexes extended. Is this intended, as it doesn´t match with any data about this plane in the net. Indeed the stock Ki-43 range was rather correct. The short range of the Ki-43-I seems even more strange, when compared to the range of the Ki-43-II, which has about four times the range without any change in the drop tank quantity/quality, Perhaps the dorptanks of the Ki-43-I don´t work as intended or a data input error?

2.) The Me-264 has a loadout of 16 250kg bombs, while having the about same loadout as the B-29 (about 18000 lbs). Does she have a super-bomb sight or guided bombs or why she gets so many bombs as the B-29 has a bomb loadout of 10 500 lb Bombs. I thought the bomb reduction of most planes below their historical load is intended to reduce the level-bombing accuracy. Has this reduction been forgotten in Me-264 data or is this high bomb load intended, as this plane has Nazi-Super-bombsights installed?

3.) Question: Did anyone play EOS that far to use one of the planes which carry bombs AND torpedoes (B-26A, Me-264,...) Does this concept work and how do they attack, bombin and torpedoing or only one of both?


< Message edited by Reddon45 -- 8/24/2006 10:41:15 PM >


_____________________________

Bis dat qui cito dat!

(in reply to witpqs)
Post #: 2
RE: RHS4.32 Bugs/Notes - 8/25/2006 2:00:09 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: Reddon45

3.) Question: Did anyone play EOS that far to use one of the planes which carry bombs AND torpedoes (B-26A, Me-264,...) Does this concept work and how do they attack, bombin and torpedoing or only one of both?



Yes. It seems to work fine, both bombs and torpedoes can get hits. Not sure if those hits came from the same aircraft or what, just have seen both kinds of hits in the combat report.

(in reply to ReDDoN45)
Post #: 3
RE: RHS4.32 Bugs/Notes - 8/25/2006 1:14:31 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline

quote:

ORIGINAL: witpqs

Sid,

I've run a couple of weeks worth of the very latest release of EOS (I believe it's 4.32), with the latest pwhex.dat Here are a few items for your consideration.

Wow. The code expects a CVL to have two squadrons - and so it should not do that. Possibly something else is happening? Maybe you are losing planes for some reason? Andrew wrote to give it two half squadrons - because it WOULD resize one wrongly!

1) CVL Hermes. It does indeed begin the game with 2 x 6-plane squadrons. However, withing a few turns the squadrons resize to 2 planes each! I have no idea why it does this.


(in reply to witpqs)
Post #: 4
RE: RHS4.32 Bugs/Notes - 8/25/2006 1:21:28 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline

quote:

ORIGINAL: witpqs

Sid,

I've run a couple of weeks worth of the very latest release of EOS (I believe it's 4.32), with the latest pwhex.dat Here are a few items for your consideration.

1) CVL Hermes. It does indeed begin the game with 2 x 6-plane squadrons. However, withing a few turns the squadrons resize to 2 planes each! I have no idea why it does this.

2) The Coronado - the range has been increased but is still less than the Catalina. A few versions ago you had made it longer-ranged than the Catalina (I forget the exact range), then that change got lost due to technical problems. I am only mentioning it is still shorter-ranged than the Catalina just in case that is an error - I realize you might have found a new source and re-set the range.

That problem should not be present any more. I used USN official data.
But I can check it.

3) In Malaysia, all of the supplies flow out of Singapore and go to Kuala Lampur and Georgetown. In fact, they are quite smartly 'hoovered' out of Singapore. Within just a handful of turns there are too few supplies in Singapore to provide replacement airplanes (less than 20K). If this is the effect you were trying to achieve, it works! Otherwise, it's a problem.

It isn't in my games. I have a different problem: AI refuses to attack Singapore - - even if I manually assign the units - and they are planned for it - and in stock slots. Everything sits next to Singapore - for years!!!
In human games not an issue.

4) You mentioned something about an oil pipeline out of the Soviet base in the north of Sakhalin Island. The map art shows an LCF between that port and the one on the mainland. However, the 'pipeline' is broken in several places. Look at that section of the map (in-game) and press F6 - you'll see what I mean.

You are confusing Andrew's "pipeline" with my "ferry". My "river ferry" is a "sandwich" of road and trail hexes - so what you see is right. IT is meant to be slow - but to allow flow - and technical reasons force it to be the way I did it. All trail will allow no flow. All road too much.

5) Guam is holding out quite well about two weeks into the war. Maybe the civilian squads mean a bigger assault force is needed to overcome them?


Yes - I noticed that. T here are only 4 .30 mmg on Guam - and two platoons of native troops - about 6 squads - not much. But there are lots of civilian workers - and these appear to want to be overwhelmed. IT depends what scenario you play - historically (and in 5 scenarios) it is the 144th RCT (South Seas Detachment) - but in EOS it is a smaller unit.

(in reply to witpqs)
Post #: 5
RE: RHS4.32 Bugs/Notes - 8/25/2006 1:33:33 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
quote:

ORIGINAL: Reddon45

1.) The Ki-43-I has a very short range of 2 hexes and 3 hexes extended. Is this intended, as it doesn´t match with any data about this plane in the net. Indeed the stock Ki-43 range was rather correct. The short range of the Ki-43-I seems even more strange, when compared to the range of the Ki-43-II, which has about four times the range without any change in the drop tank quantity/quality, Perhaps the dorptanks of the Ki-43-I don´t work as intended or a data input error?

This is intended and it is on every source there is. I do not understand the confusion.

2.) The Me-264 has a loadout of 16 250kg bombs, while having the about same loadout as the B-29 (about 18000 lbs). Does she have a super-bomb sight or guided bombs or why she gets so many bombs as the B-29 has a bomb loadout of 10 500 lb Bombs. I thought the bomb reduction of most planes below their historical load is intended to reduce the level-bombing accuracy. Has this reduction been forgotten in Me-264 data or is this high bomb load intended, as this plane has Nazi-Super-bombsights installed?

Lets be clear about this: we do NOT reduce bomb loads from historical.
But the definition of "normal bomb load" is a technical one and not always clear in books. I used USAAF data - and in that case "normal range" is defined as "range with a 5000 pound bomb load" - which you will see is 10 x 500 pound bombs. Since WITP code likes to substitute 1000 - or sometimes 2000 pound - bombs - based on die rolls - it is proper to assign the load in terms of 500 pound bombs - so those rolls work.

Now the Me is a different beaste altogether. Actually, most of its normal bomb load is fuel! It had only a relatively small internal bomb load. But it was intended for a different sort of mission: the US would normally fly with a small fraction for long range missions (in the case of the B-29 I think it is 25% of maximum - the rest of the weight being fuel). The Me is designed to carry 100% of its internal load - and it carries the rest of what would be its load if it were a Boeing bomber in fuel tanks. The load is exactly 4 tons = 16 x 1/4 ton bombs - but these are metric tons. A B-29 can carry 10 tons (short tons to be sure) but to long range carried only 2.5 tons.

Now in RHS we went one step farther. We cannot allow her to fly for two days!! [Coce limits us to 24 hours]. So we shortened her load from well over 9000 nautical miles to something like 5400 - by fitting to her wings the same gear used by H6K and H8K for external torpedoes. Defined in game terms, the plane will fly to its "normal range" (1/4 of the maximum) with torpedoes, and to its "extended range" (1/3 of the maximum) with the internal bomb load - which the Me did do to considerably more than 1/3 of its transfer range. It is a compromise - and one that grossly understates the Me range.

Be it duely noted the Me is ONLY in the RHSEOS scenario - it was NOT originally included - and was put in due to player demand. There was extensive review and negotiation about what bomber to add - and this is a possibility only if some very peculiar assumptions are made. Players may elect to suspend development and never produce it on historical grounds without offending me. We also considered importing the Condor (Japan actually financed its bomber development and had a proper licence to make it), and producing a version of the G5M as CHS does (but found it wholly unrealistic - much more so than the Me optoin). EOS ALSO has the Ki-91 in 1945 - and all RHS scenarios have the G8 in 1945 - but players wanted an earlier 4E bomber - so this is what we came up with. Along the way I found Japan IRL bought rights to produce the Ju-390 - too late to matter.

3.) Question: Did anyone play EOS that far to use one of the planes which carry bombs AND torpedoes (B-26A, Me-264,...) Does this concept work and how do they attack, bombin and torpedoing or only one of both?

The Me is new - so no test games yet. The B-26 is reported to work - as is the PV-1 Ventura. And also the B-25 and B-26 are reported to be perfectly nasty with guns and rockets when strafing.




< Message edited by el cid again -- 8/25/2006 1:37:23 PM >

(in reply to ReDDoN45)
Post #: 6
RE: RHS4.32 Bugs/Notes - 8/25/2006 8:12:53 PM   
Nemo121


Posts: 5821
Joined: 2/6/2004
Status: offline
1. Guam and Civilian Coolie Squads etc. Yes they DO make many of the notable bases in the game much more difficult for Japan to take in the early war period.. Instead of facing an adjusted AV of 10 or 12 in the stock game I have found myself faing adjusted AVs of 50 to 150 in many of the DEI bases. In short I decided that committing less than 300 AV to these bases was a waste of time. In omparison, in stock, many of these bases were taken by an SNLF with an AV of 60 or 70 so, as you can see, these coolie squads do make a major difference and do tend to slow down the Japanese advance by robbing the initial thrusts of a division worth of forces per major base attaked ( Kuching, Palembang etc).

2. Planes which carry torpedoes and bombs are modelled and working... I just lost a CVE to an attack in which the same bomber type scored both torpedo and bomb hits.


(in reply to el cid again)
Post #: 7
RE: RHS4.32 Bugs/Notes - 8/26/2006 11:18:37 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: el cid again


quote:

ORIGINAL: witpqs

Sid,

I've run a couple of weeks worth of the very latest release of EOS (I believe it's 4.32), with the latest pwhex.dat Here are a few items for your consideration.

Wow. The code expects a CVL to have two squadrons - and so it should not do that. Possibly something else is happening? Maybe you are losing planes for some reason? Andrew wrote to give it two half squadrons - because it WOULD resize one wrongly!

1) CVL Hermes. It does indeed begin the game with 2 x 6-plane squadrons. However, withing a few turns the squadrons resize to 2 planes each! I have no idea why it does this.

No, the CVL has just sat there in Colombo. The squadron re-size took place only after a very few turns. I assume it's a code issue but I really don't know.



(in reply to el cid again)
Post #: 8
RE: RHS4.32 Bugs/Notes - 8/26/2006 11:32:33 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: el cid again

2) The Coronado - the range has been increased but is still less than the Catalina. A few versions ago you had made it longer-ranged than the Catalina (I forget the exact range), then that change got lost due to technical problems. I am only mentioning it is still shorter-ranged than the Catalina just in case that is an error - I realize you might have found a new source and re-set the range.

That problem should not be present any more. I used USN official data.
But I can check it.


I want to make sure I am being clear and not sending you on a wild goose chase - the range did get increased from the very minimal range it had in recent releases. The thing I noticed is that it is currently less than the Catalina's range, and before when you had fixed it (before it got re-broken) the Coronado's range was greater than the Catalina's range.



quote:

ORIGINAL: el cid again

3) In Malaysia, all of the supplies flow out of Singapore and go to Kuala Lampur and Georgetown. In fact, they are quite smartly 'hoovered' out of Singapore. Within just a handful of turns there are too few supplies in Singapore to provide replacement airplanes (less than 20K). If this is the effect you were trying to achieve, it works! Otherwise, it's a problem.

It isn't in my games. I have a different problem: AI refuses to attack Singapore - - even if I manually assign the units - and they are planned for it - and in stock slots. Everything sits next to Singapore - for years!!!
In human games not an issue.



Two comments:

a) I haven't gotten far enough to see Singapore assaulted quite yet, so I can't comment. Although, in an older (very old) version of CVO I noticed that behavor with Palembang. The AI Japanese could have practically walked right in but didn't right through the end of '42.

b) Regarding the supplies, this is the first version I've played in a while. For all I know recent versions didn't behave that way. As far as history goes, the supplies being pulled out of Singapore might well reflect the water supply problem they had. This is good. On the other hand, once the Japanese have Sinapore, or if/when the Allies recapture it later, keeping adequate supplies in there to sustain operations, shipyard, etc, might be a problem.


(in reply to el cid again)
Post #: 9
RE: RHS4.32 Bugs/Notes - 8/26/2006 11:35:59 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: el cid again

4) You mentioned something about an oil pipeline out of the Soviet base in the north of Sakhalin Island. The map art shows an LCF between that port and the one on the mainland. However, the 'pipeline' is broken in several places. Look at that section of the map (in-game) and press F6 - you'll see what I mean.

You are confusing Andrew's "pipeline" with my "ferry". My "river ferry" is a "sandwich" of road and trail hexes - so what you see is right. IT is meant to be slow - but to allow flow - and technical reasons force it to be the way I did it. All trail will allow no flow. All road too much.



Part of what I am looking at is the road/trail on land that leads to the port. I am reasoning that oil will not flow through multiple gaps in the pipeline. In other words, the LCF might take the oil to the adjacent port, but it might just be getting stuck there due to gaps in the 'pipeline' on land. I'll look at the hexes and get back to you with numbers, and pull a screenshot if I can.

(in reply to el cid again)
Post #: 10
RE: RHS4.32 Bugs/Notes - 8/27/2006 1:02:50 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
You NEVER resize a squadron UNLESS you are in the specified port for a carrier - it must be a major port and command base for the area. RHS WILL have resize issues for CVs - except USN - because of this rule (which I hate) - UNLESS you avoid such ports. However, this is a wierd case because 2 squadrons SHOULD be OK on a CVL - so Matrix said. I see no point in the resize rule and this only makes it even worse than we understood.

(in reply to witpqs)
Post #: 11
RE: RHS4.32 Bugs/Notes - 8/27/2006 1:04:55 AM   
akdreemer


Posts: 1028
Joined: 10/3/2004
From: Anchorage, Alaska
Status: offline
Okay

Turn 1 as Allies in PBEM using EOS latest version.. complete melt down. Was about 1/3rd way through doing Turn 1. Clicked on smething in the Phillipines to take a look and it crashed the whole game.. Lost about 2 hours of processing...argh. Unable to say for sure which what I clicked on. Wil do some ocassional saving it seems since something is unstable...

(in reply to witpqs)
Post #: 12
RE: RHS4.32 Bugs/Notes - 8/27/2006 1:05:53 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
Supplies flow towards HQ - so if your HQ are not all at Singapore it might be a factor. I also note supplies flow towards airplanes - and towards bombers assigned to attack. If you put many in Singapore (as I do) this may help supplies going that way.

(in reply to witpqs)
Post #: 13
RE: RHS4.32 Bugs/Notes - 8/27/2006 1:08:49 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
quote:

ORIGINAL: witpqs

quote:

ORIGINAL: el cid again

4) You mentioned something about an oil pipeline out of the Soviet base in the north of Sakhalin Island. The map art shows an LCF between that port and the one on the mainland. However, the 'pipeline' is broken in several places. Look at that section of the map (in-game) and press F6 - you'll see what I mean.

You are confusing Andrew's "pipeline" with my "ferry". My "river ferry" is a "sandwich" of road and trail hexes - so what you see is right. IT is meant to be slow - but to allow flow - and technical reasons force it to be the way I did it. All trail will allow no flow. All road too much.



Part of what I am looking at is the road/trail on land that leads to the port. I am reasoning that oil will not flow through multiple gaps in the pipeline. In other words, the LCF might take the oil to the adjacent port, but it might just be getting stuck there due to gaps in the 'pipeline' on land. I'll look at the hexes and get back to you with numbers, and pull a screenshot if I can.


Resources (including oil) and supplies (including fuel) are supposed to flow IF the total points between two places is LESS than 100. I designed the sandwich to that end - and it appears to be working - although not quite as well as I like. It appears resources are different than supplies - but in general - what they did is program the frequency of deliveries - and when they go they go instantly the whole way! The more points along the route, the less often they go. The book say also the fewer go - but resources seem to flow slightly better than supplies - although maybe I just miss them because supplies get eaten more often.


< Message edited by el cid again -- 8/27/2006 1:10:55 AM >

(in reply to witpqs)
Post #: 14
RE: RHS4.32 Bugs/Notes - 8/27/2006 1:11:59 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
quote:

ORIGINAL: AlaskanWarrior

Okay

Turn 1 as Allies in PBEM using EOS latest version.. complete melt down. Was about 1/3rd way through doing Turn 1. Clicked on smething in the Phillipines to take a look and it crashed the whole game.. Lost about 2 hours of processing...argh. Unable to say for sure which what I clicked on. Wil do some ocassional saving it seems since something is unstable...



I do not think this is RHS. I note that WITP sometimes crashes - and it may be related to a few specific functions. The last one was activated by scuttling. But it happens other times too - at the moment of a click. That said, WITP is very stable - much better than UV was when released - and I thought it was totally stable until I began running five machines at a time.

< Message edited by el cid again -- 8/27/2006 1:13:27 AM >

(in reply to akdreemer)
Post #: 15
RE: RHS4.32 Bugs/Notes - 8/27/2006 1:20:50 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: el cid again

Resources (including oil) and supplies (including fuel) are supposed to flow IF the total points between two places is LESS than 100. I designed the sandwich to that end - and it appears to be working - although not quite as well as I like. It appears resources are different than supplies - but in general - what they did is program the frequency of deliveries - and when they go they go instantly the whole way! The more points along the route, the less often they go. The book say also the fewer go - but resources seem to flow slightly better than supplies - although maybe I just miss them because supplies get eaten more often.



Okay - I'll waive off looking into this more as it seems to be working as intended. I had just noticed the gaps in the road and thought it looked like trouble.

(in reply to el cid again)
Post #: 16
RE: RHS4.32 Bugs/Notes - 8/27/2006 1:24:07 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: el cid again

Supplies flow towards HQ - so if your HQ are not all at Singapore it might be a factor. I also note supplies flow towards airplanes - and towards bombers assigned to attack. If you put many in Singapore (as I do) this may help supplies going that way.


I agree - in fact even when I eventually have everything possible (I mean everything in Malaysia that is not nailed down aka static), supply still stays very high in Georgetown and KL, but low in Singapore.

I suspect it has to do with the supply needs of all the civil type 'troops' in the static forces in those two bases. In any event, it works well to simulate conditions present during the fall of Singapore. For how it works later on - it will be quite a while before I can report back.

(in reply to el cid again)
Post #: 17
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Scenario Design >> RHS4.32 Bugs/Notes Page: [1]
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

1.141