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RE: RHS Thread: Release 6.10 link, description and plans - 11/15/2014 8:40:06 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
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Level I Update Link 2.51
https://1drv.ms/u/s!Ap7XOIkiBuUwg-8ZqLaG9QbsVHAolg

This is a comprehensive update in that it contains everything.

However, almost as planned, it is focused on the pwhexe.dat file set -
and related changes to the location files because working with the map
always reveals them - and along the way folding in some eratta which
projects of this size always entail.

Although it was my intent to release all pwhexe.dat files today,
I am instead releasing all the Winter files - of both series - from
start to the end of the war. Invisible to you, all but the last file had
to be reworked 3 to 6 times - because of various developments
which were not planned. When I get into the swing of doing
pwhexe files - with four displays - three of them large - my eyes
begin to integrate data such that I spot bad hexsides - and
at this stage - not wanting to go back later - I corrected them in
every file (of the Winter series). Also - 1941 population data
came in and required changing one hex (Keijo) to Urban Heavy -
while two others - the big cities on Formosa - went to Urban Light.
The rest of the population data did not change pwhexe files,
but did change major city location files for Japan. Using
the gross population change, and the current city population
to project backwards failed for big cities because urbanization
has been considerable - a greater proportion of the people lived
on the land in 1941. Except for Seoul (Keijo) - which for some
reason was ahead of the curve.

Related to population and the discovery of incomplete application
of RHS standards to Japan, Japan lost between 500 and 1000
resource centers on the Home Islands. This means Japan must
use more shipping to import OR not be able to run HI all the time -
and that means losses in production for aircraft, engines, vehicles,
ships, ordnance, and expansion. Players who commit too much
of the merchant fleet NOT to importing resources will actually hurt
their own ability to fight. That effect is now somewhat increased
due to fewer resource centers locally. I have "rules" that
consider the area in a hex (if it is mostly water, there can't be
many mines or farms) as well as its population which limit
resource production in the hex. But to work they need to be
applied to every hex.

Other very technical developments include removing the need for
players to find, read and honor certain house rules. Now there
is no refinery or oil source at Whitehorse in Japan Enhanced
Scenarios 99 & 105: instead they can develop such at Kenai.
98 and 105 use the JES pwhexe files - and they do NOT have
the CANOL project (a nearly total waste of resources - taking
until June 1945 to get production of fuels at Whitehorse -
and then on a very unreliable and limited basis - at greater cost
than the ALCAN - which finished in only a few months and which
was practical to a considerable degree. This sort of work means
that the intended features for a scenario are not present in others -
and no need for players to use them by some special "rule."

Perhaps the most obscure discovery was related to an island between
New Britain and New Guinea. It was used for small boat convoy sopport
by Japan - which ran extensive small craft convoys in the area (hard
to stop with submarines or even mines). It is inhabited - but only has
a subsistence economy of the most marginal kind. Its military potential
is essentially what it was used for - as a potential port: it is too volcanic
and mountainous to be a great air base - although a minimal field could
be built - none ever has been. At the time it was called Rooke Island -
a change to our map name - because this isn't how it appears on modern
maps. They call it Umboi Island. But the cool thing is what Umboi means!
It is the local name for a Peterosaur! A LIVING reptilian "birdlike" creature.
Fossil evidence indicates they reached North Asia and in one case
Australia - unlike what was long believed. Other evidence indicates living
species exist on this island and on the New Guinea mainland. This includes
a 17 second video which passed examination by a physicist. This peculiar
animal is photo-luminiscent - it "glows" as it flies in the night sky! Most
human contact, however, is on this island, and eyewitness accounts also
stand up to critical examination. Not at all what I was looking to learn!

There is new supporting documentation - the urban hex list is updated -
and the seasonal construction file is updated considerably. This is now
so well developed it is not only easier to read, it permitted the last file
I did (JES45WINTER) to be generated in about 20 minutes. This means
work on other seasons will be much easier. This document is a plan
for the entire war (which in RHS can go well into 1946) and it now is
fully fleshed out with details. It also has a number of historical comments
added - and many more historical project names than it used to have.

If you look at the 45WINTER and JES45WINTER files - change the name
to pwhexe.dat and load any scenario - and press Y or R keys to see railroads
or roads - you can see the full extent of construction during the war (nothing
important occurs after Winter 1945). The standard series shows historical
projects actually built (to the extent they were built - including peculiar
cases like the Baikal Amur Mainline which only result in trails on the map -
but which were MOST of the work in terms of foundations, bridges and even
tunnels. The ALCAN as well was only completed as a secondary road -
so the historical series shows that. The JES series, on the other hand,
shows the effects of implementing historical plans - and the huge capacity
of the Allies for long distance projects. You can see the almost fully developed
BAM, the Trans Canada Alaska Railroad (to Teller Alaska NW of Nome),
the trans Australia rail lines fully surveyed over almost level ground that were
not regarded as needed, etc. The Burma Road and the Ledo Road - and the
ALCAN to Fairbanks - are upgraded to primary roads. Japanese projects
tend to be smaller both in length and often in extent - secondary roads and
minor railroads vice primary roads and primary railroads. They often merely
connect nearby projects, or extend them - so the extant rolling stock simply
has more options (regardless of if it is truck or train - Japanese industry had
peculiar wheels that permitted trucks to use roads or tracks! Just as it was
mandatory all civil motor vehicles be "self fueling" and not require gasoline!)

ALL these pwhexe files show off the new Adam's Bridge between India and Ceylon -
never mind it was built before WWI it has never been on the game map. It really
is a rail line - its ability to handle vehicle traffic is very marginal - but I found a technical way to achieve that. In effect it is treated as a long causeway (except
a natural one) combined with a major river bridge - which it has - and a combination
of rail and non rail ferries - the former being more efficient than the latter because of the mechanisms chosen. A few other things were modified - a couple of railroads
lost a hex - etc. A few ports gained access to the sea - which really existed - where they lacked it previously. But several lost facilities - they are potential ports only.
There are two or three cases of overhead tramways used mainly for logistical purposes - and not really useful for moving troops (because of excessive delays to entrain and detrain) - reflecting their reality.

It is now possible to begin working on Test Nine Axis turn. This will take some time - and during that time I will be generating Spring - and then Monsoon- and finally Fall pwhexe files.

After that I will work on air art (to add three defined types not now present - all late war - and all of them will add to existing games) and ship art for Scenario 99 - which needs a few types for non-historical ships.

After that I will work on the off map area. I finally have the editors and materials needed to do that. There are problems - mainly the Allies are not able to treat the
Russians as full allies - even if active - but within those limits all the RHS off map features should come to pass. This means the Russians and Canadians will gain
some off map movement options.



< Message edited by el cid again -- 10/23/2016 6:15:14 PM >

(in reply to el cid again)
Post #: 391
RE: RHS Thread: Release 6.10 link, description and plans - 11/16/2014 6:20:51 AM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline
Cid -

Thank You again for your hard work.

Mac

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(in reply to el cid again)
Post #: 392
RE: RHS Thread: Release 6.11 link, description and plans - 11/23/2014 6:50:45 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
6.71 link
https://onedrive.live.com/redir?resid=30E506228938D79E!2716&authkey=!AMrDULsG2RJdsI8&ithint=file%2cmsi

This is a comprehensive update in that it involves different kinds of files.

As expected, its primary focus was on updating pwhexe.dat files to a new standard.
This time, Spring files as well as Winter files have been updated. However, that
process turned out not to be as easy as expected, for a variety of reasons. One of those is that more information became available, more than once - so I redefined the standard (kind of like working on a DOD project when the specs keep changing - generating retroactive work in the process). Nevertheless, eventually the standard was set, and it is better in important respects. Another problem was I made some mistakes. For example, Pratas Island was defined as an island instead of an atol.
Other examples are bad hex-sides or mismatched hexside pairs which have apparently been around for a long time. Information theory says there will be errors in any large data set, but the RHS standard is to fix errors when known, or at least when that part of the data is being worked on. So in several cases I went back and retrofitted the files correcting obscure and minor eratta.

Related to the pwhexe files is the RHS Seasonal Construction documentation file. As I learned how to "schedule" construction along the proper route (meaning determine which season = which file gets the change) - the documentation became more clearly defined and readable (at least for me). But, another RHS principle is publish the documentation, so it is also published. It does provide an overview of what changes in both the standard series of pwhex files and the Japan Enhanced Scenario series as well. Loading a late war JES file and pressing reveal codes (R and Y) keys shows the full extent of planned work, much of it not funded because of lack of necessity in the war situation. Perhaps most interesting is the Trans Canada Alaska Railroad, ending at Tellar NW of Nome, as well as the Baikal Amur Mainline, most of which shows up in standard scenarios as a long trail in the middle of nowhere - but in JES it shows up as a railroad. To get the job (mostly) done during the war required keeping to the original design (the entire project was redesigned in a process lasting from 1945-1960), not ripping up rails laid since 1937 (some of them in the map art are not there shortly after the Pacific War begins), building from the spur to Tynda as planned (but which didn't happen - the spur was ripped up to send rails to the Western Front instead - where mostly they were not used at all - because it moved too fast), and laying on additional crews late in the war.

Somewhat related to the pwhexe work is changes in some locations in Russia. Some villages were actually moved (because I found a superb map by National Geographic - far above their usual standard - and surprisingly better than Atlas Mira - the official Russian atlas and generally tied for first place - with the Polish Army Topographical Service Atlas - as the best in the world - note the latter is available at great expense with English plates under the name Pergammon World Atlas - Pergammon being the British contractor buying the English planes). When the railroad hit a village, I was able to add undeveloped resources that could, if developed, now be exported (to a surprisingly small degree - the BAM has been a remarkable failure in terms of development of remote Siberia). In the process I made contact with some Siberians, and also some old WITP and other web searches revealed other data. I found good Russian documentation of coast defenses. I determined that RHS had inherited very good information from someone - but aside from minute changes - there was a major one: the railroad guns at Vladavostok are a much bigger deal than we had modeled - there are 7 - 3 huge 356 mm - and two pairs of smaller guns. 5 of those were present in fixed rather than mobile form. I had to change three devices -

so the device file changed -

to make them mobile. When present in a CD fort, they are fixed anyway. But when present on rail cars - they need to be able to move.

So we ended up changing both device and location files.

Note here any unit with RR or "train" in its name is restricted to rail movement as an RHS house rule. They move as armored units = fast.

Otherwise some Russian artillery was reworked, adding observers or aircraft spotters - or converting one to the other. The spotters are a poor attempt to help artillery be more likely to engage coastal or riverine targets. I found forums indicating this is an old problem never corrected by code - but we are trying to mitigate it.

A few other locations were reworked as for whatever reason they came to my attention. The reworking process is point specific, but the trend is generally a very slight decline in industry. More important than the totals is that the ability to generate supplies is more correctly modeled where it was vice where it was not. Also, some auxiliary industry is being picked up - mainly repair shipyards. As well, airfield and port builds are more correctly rated, and sometimes locations gained or lost actual starting levels. At the same time, the 1945 Downfall Scenario gets each redefined location modified for 1945 conditions - reflecting then extant industry and stocks and port and airfield levels.

I have begun to define off map locations we may add, and associated entry/exit zones, and links between them. We will add a riverine exit zone on the North map edge - seasonally permitting vessels to reach the Arctic Ocean. We will add a similar exit zone farther east for the West side of the Arctic Ocean itself. These may be able to feed ships to Murmansk - which can also have a rail link to Soviet Union (Tomsk in RHS). We should be able to activate the link to Abadan as well - but units apparently will never use it - because Allied units refuse to enter Russian territory - and vice versa. But it was a truly major supply route - and although I doubt most players will use it - it is an option in a campaign where Russia is hard pressed for supplies. Similarly - supplies can be sent via sea to Murmansk - if we get it working.

On the Eastern Map Edge, I may redefine North Midwest as simply Midwest - and link it to the sea (via New Orleans) - permitting US fleet subs to be built on Lake Michigan (where most were built). We may be able to link that via rail to Norfolk - permitting US ships that start or repair there to be better modeled. I have been thinking about Canada too. But instead of off map movement - or trying to make it work on map - I think we will use the actual (seasonal) river system - which sends supplies by rail to Waterways Alberta (on the RHS map) for river movement. Otherwise civil air cargo was used - and RHS already has given that capability to players with all Canadian and US aircraft organized for that purpose. I see no need for off map development for Canada after all. But the process of defining zones and links and locations has begun.



This is hopefully pretty much the end of the shifting sands of defining a pwhexe standard - so the next phase - generating Monsoon seasonal files - will be faster and easier.


< Message edited by el cid again -- 1/16/2015 5:27:21 PM >

(in reply to el cid again)
Post #: 393
RE: RHS Thread: Release 6.11 link, description and plans - 11/23/2014 9:03:25 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline
Thanks Sid, Got it!

_____________________________

LAV-25 2147

(in reply to el cid again)
Post #: 394
RE: RHS Thread: Release 6.11 link, description and plans - 11/26/2014 3:04:47 PM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline

A couple of questions just to check whether the following is as planned....

1) No R&D factory for the Mitsbsi Ha104/1900 which is due online in 1942

2) Engine factories only get a restricted list of what engine production can be changed too

Am looking at scenario 105.

Thanks


(in reply to Mac Linehan)
Post #: 395
RE: RHS Thread: Release 6.11 link, description and plans - 11/27/2014 7:14:56 AM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline
Any chance you can talk a bit more about how training pilots works and particularly where the TRG planes come from.

Scenario 105
Looking at the data there is only 1 Factory producing a TRG plane (Ki54b) and no R&D factories of any TRG planes. However the aircraft replacement pool screen does list R&D Factories for TRG planes.

Does this mean we get free TRG replacement planes/engines? And if so does that mean the KI54bTRG factory should not be there?

As a matter of curiosity the A5M4 Claude TRG has a R&D Factory with a date of 42-04 yet there is already a TRG unit of this type of (36) plane(s) in the game which presumably means it will not receive any replacements for about 4 months?

Thanks





< Message edited by sanderz -- 11/27/2014 10:02:39 AM >

(in reply to sanderz)
Post #: 396
RE: RHS Thread: Release 6.11 link, description and plans - 11/28/2014 10:16:03 AM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline
Not sure if i am reading this right or even looking in the right place, but does this mean the USN doesn't get any replacement fighter planes until 42-03?





Attachment (1)

(in reply to sanderz)
Post #: 397
RE: RHS Thread: Release 6.11 link, description and plans - 12/1/2014 2:49:26 PM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline
Hi el cid

I have continued to look around your mod (Scenario 105) and have a question on the economy, particularly the amount of supply generated in China.

According to my calcs (using Tracker) the figures i get are as follows. I'm not sure how accurate they are as this was the first time i've created region files for Tracker to try and separate out supplies produced in specific areas. So i may have got this all wrong.

But onwards, the figures i have come up with are :

RHS105 - China generates 23,796 supplies

DBB-C mod (of scenario 1) - China generates 3,938 supplies

I know there are other things to consider like having the resources to produce supplies and that supply demand will be different. Also i am aware that 105 is a scenario 2 equivalent so its not a direct comparison with the mod i am playing.

I'm not querying any of your data but am curious as to how this affects gameplay. In stock China has severe supply problems. With the very large increase in supplies produced in RHS105 does this mean China always has an abundance of supply or are there other factors here that still makes supply an issue for them?

Many thanks







Attachment (1)

(in reply to sanderz)
Post #: 398
RE: RHS Thread: Release 6.2 important update link - 12/3/2014 12:27:06 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
This is a somewhat unexpected update.

6.71 link
https://onedrive.live.com/redir?resid=30E506228938D79E!2716&authkey=!AMrDULsG2RJdsI8&ithint=file%2cmsi

Although I have worked on pwhexe.dat files as intended,

I discovered a need to rework the aircraft files. In particular

for "simplified RHS" scenarios 102, 104 and 106. Numbers

of planes, carefully documented as not in them, were never

deleted from them. As well, many types that should have been

date delayed for them were not: this is a mechanism used to

simulate "production ramp up" which is absent from those

scenarios (minimizing the need for player management,

and aiding AI in games vs the computer).



Here a digression - RHS is generally for human players - NOT for games vs the computer.

However, there IS an RHS scenario designed for AI use - it is 102 (called "AI Oriented" logically enough). This is a simplified scenario in which the Russians are passive and other RHS features that confuse AI are absent. 106 is similar - but not yet fully developed - a 1945

scenario mainly needing rework for the different map and OB in 1945. It is issued now

to test late war weapons, ships, aircraft etc. 104 is also simplified, but the Russians are

active. This is not going to work with AI. 104 is simplified for player convenience, for players

who don't want to deal with inland waterways (landlocked ones) - or to spend as much time

managing aircraft production (which is required in full RHS scenarios - ones with odd numbers).

But it isn't really suitable to use vs the computer.


Working on aircraft DID detect some eratta. One type had a pointer to no art. Another two types pointed at a mismatched top side combination - the side is correct - but the top shows four engines for a two engine (Hudson) aircraft! I had to change art pointers in these cases. I found a few cases missing end of production dates, or other minor things. I discovered that Tomsk (Soviet Union) needed reworking - so plane production starts at full value on the start date for the type - and to show the wartime increase of production appropriate to 1945. That - and a couple of other things - changed the location files. I also had to change aircraft documentation files for a few instances.



A few "new" types were added. The Ki-44 III - intended for duty on Akitsu Maru - was marked as "carrier capable" - and in both versions (one with a pair of 30 mm replacing two of the 20 mm). The actual carrier version would have been all 20 mm - and most planes would not have had carrier fittings. So the two regular Ki-44 III (a and b) are now NOT carrier capable. But the Ki-44 III c IS. There were also no airgroups with JAAF fighter carrier squadrons for Akitsu Maru and Nigitsu Maru (if converted to CVE) - these were added - along with a few modifications to other air groups (changing some identification issues to make things clearer for example). So there are new group files - although not much has changed.



Other new types include the Ki-27 KAI (2 exist in 1941) and the Ki-33 (2 exist in 1941). The former was a contingency in case the Ki-43 III did not get past its teething problems and is a lightweight variant - somewhat more maneuverable. It can be produced until the Ki-44 II makes it pointless. [The Ki-43 I lacks drop tanks and bombs - but the Ki-27 has both] The Ki-33 was a light weight A5M1 that competed against the Ki-27 and lost. It is a super maneuverable Claude and it was closely related to other A5M1s which were used to test the 330 liter Zero Drop tank and the 20 mm guns for the Zero. Our Japanese test team wanted a version of the Ki-33 which had these features - and it is possible (but only made available in Japan Enhanced Scenarios 99 and 105). This permits production of more fighters early in the war because numbers are limited by engine production - and in fact the Oscar (Ki-43 uses the same engine as the Zero - creating a bit of a problem for IJ players - who also need the very same engine for many other types). The Ki-33 II is, in effect, a super Claude with range like a Ki-27 but more punch - and it is also more maneuverable than the A5M4 and A5M4a (already available in JES scenarios).

Class files were reworked to better model the Akitsu Maru. This ship and her sister have seven different sub-classes: early and late models of LSD and AKVs, and a CVE variant. Both LSD and CVE can convert back and forth to and from AKV form (as indeed most RHS carriers can do). But the Akitsu Maru as LSD actually is an AKV - you just can't use it that way due to game mechanics - so the "conversion" or "upgrade" (it depends on which combination you are trying to do - both exist) only takes one day. Converting a CVE to AKV takes longer - because although it is the same ship, it involves removing (or restoring) some equipment accociated with flight operations). AKVs in game terms permit you to transport land planes (or carrier planes) without regard to size and without crating and uncrating them. They are also superb troop transports and general AKs - in a sense that game carriers are not (but real carriers actually are - although as stated - a carrier used as a transport lacks some equipment required for flight ops).

I discovered that in February 1942 the KNIL formed up a local militia company at Manokawari, Dutch New Guinea.
Unable to defeat the invading Japanese, the unit went into the jungle and survived to join Allied forces when they
reinvaded the area later in the war.

About 100 locations - all small towns or uninhabited points able to be turned into ports and/or airfields - were reviewed. 40-50 were revised - all of them Allied - mainly in NEI and the South Pacific - with a couple in China. The changes use the new system to get the port build or airfield build level correct - based on satellite imagery for the former and generally on what was eventually built for the latter. Resources and light industry was more carefully related to what is present - and surprisingly increased in both cases (unusual at this stage of development) - but only in tiny amounts. One location lost a population point, and 2 or 3 gained a repair shipyard.



What makes this update important is the aircraft rework - in particular for 102, 104 and 106.


I am stuck in a snowstorm and not home. I do not have the reworked Monsoon pwhexe files here. I HAVE updated ALL the WINTER and SPRING files in this update. I will issue MONSOON and possibly a few other minor things tomorrow - when I am home. The Winter and Spring files were either revised (if never updated) or reworked for minor eratta detected in various ways - they are entirely new and not going to change much going forward. All now have Adam's Bridge and reworked urban hexes, etc. in them.












< Message edited by el cid again -- 1/16/2015 5:27:45 PM >

(in reply to el cid again)
Post #: 399
RE: RHS Thread: Release 6.2 important update link - 12/3/2014 3:05:23 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
Although I didn't intend to take this long to "complete" Level I RHS
scenarios, I have decided it is worth the effort to correct identified
problems, large or small. Working on one thing, or responding to
comments or test data, often causes work on unplanned items. It is
my intention to wrap up the basics, so we can move on to other projects:
completing a full map Downfall (1945) Scenario first of all - then
possibly an extended map system (or Level II) variation - which may
use the Madagascar map from RHS/WITP - which has been rescaled by Mifune.
Sometimes, however, new information about things we can improve comes
up - and it is RHS policy to use that information if it will not cause
too much delay.

< Message edited by el cid again -- 12/3/2014 10:28:11 AM >

(in reply to el cid again)
Post #: 400
RE: RHS Thread: Release 6.11 link, description and plans - 12/3/2014 3:06:18 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
Answer below test

quote:

ORIGINAL: sanderz

Hi el cid

I have continued to look around your mod (Scenario 105) and have a question on the economy, particularly the amount of supply generated in China.

According to my calcs (using Tracker) the figures i get are as follows. I'm not sure how accurate they are as this was the first time i've created region files for Tracker to try and separate out supplies produced in specific areas. So i may have got this all wrong.

But onwards, the figures i have come up with are :

RHS105 - China generates 23,796 supplies

DBB-C mod (of scenario 1) - China generates 3,938 supplies


REPLY

RHS does not consider the supplies in other mods.

RHS went through several generations of China development with a view to making it more realistic -
more of a problem for Japan. We found technical issues (units rated wrongly, units missing,
whole categories of capabilities missing) and added many things - including artillery, Marines,
and even a motorized (formerly tank) division (200th).

Testing revealed that these forces - and even stock forces - had real problems surviving under
combat conditions - and that economic collapse rendered the nominal large army helpless. So I began
a detail investigation, location by location - and also used the official history (History of the Sino-
Japanese War) which has a section on the economics and economic strategy of the campaign.

We have no just about got it right. China CAN be beaten - but it isn't easy or cheap.

The downside is that China is WORTH beating - just as IRL - conquest lets you have its resources
and industry.

I know there are other things to consider like having the resources to produce supplies and that supply demand will be different. Also i am aware that 105 is a scenario 2 equivalent so its not a direct comparison with the mod i am playing.

I'm not querying any of your data but am curious as to how this affects gameplay. In stock China has severe supply problems. With the very large increase in supplies produced in RHS105 does this mean China always has an abundance of supply or are there other factors here that still makes supply an issue for them?

Many thanks









< Message edited by el cid again -- 12/3/2014 4:15:51 AM >

(in reply to sanderz)
Post #: 401
RE: RHS Thread: Release 6.2 important update link - 12/5/2014 8:41:54 AM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline
quote:

REPLY by el cid again

RHS does not consider the supplies in other mods.

RHS went through several generations of China development with a view to making it more realistic - more of a problem for Japan. We found technical issues (units rated wrongly, units missing,
whole categories of capabilities missing) and added many things - including artillery, Marines, and even a motorized (formerly tank) division (200th).

Testing revealed that these forces - and even stock forces - had real problems surviving under combat conditions - and that economic collapse rendered the nominal large army helpless. So I began a detail investigation, location by location - and also used the official history (History of the Sino-Japanese War) which has a section on the economics and economic strategy of the campaign.

We have no just about got it right. China CAN be beaten - but it isn't easy or cheap.

The downside is that China is WORTH beating - just as IRL - conquest lets you have its resources
and industry.


Thanks for the reply cid though you didn't really answer my question, however i read it as "no, Japan does not have any supply problems like in stock"


quote:

ORIGINAL: el cid again
............. Sometimes, however, new information about things we can improve comes up - and it is RHS policy to use that information if it will not cause too much delay.


i would be interested in your comments on my posts #395 #396 and #397

many thanks

(in reply to el cid again)
Post #: 402
RE: RHS Thread: Release 6.21 update link w description - 12/6/2014 2:22:35 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
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While this is technically a comprehensive update,
most of the changes are pwhexe files.

The entire Spring set is reissued - correcting a single
half hexside eratum

and the Monsoon set is updated to the new standard
(for example with Adam's Bridge)

But there are three changes in locations files - all on Bali.
Bali is NO LONGER suffering from Monsoon effects.

It seems Japan took over a small airfield there and
expanded it into a bomber field (which became the
post war civilian airport) because it was not messed
up during the Monsoon as those on Java were.

Next to issue the Fall files - and we can proceed with Test Ten
and to address art and map issues.

6.71 link
https://onedrive.live.com/redir?resid=30E506228938D79E!2716&authkey=!AMrDULsG2RJdsI8&ithint=file%2cmsi










< Message edited by el cid again -- 1/16/2015 5:28:12 PM >

(in reply to el cid again)
Post #: 403
RE: RHS Thread: Release 6.2 important update link - 12/6/2014 2:33:33 AM   
el cid again

 

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

ORIGINAL: sanderz

quote:

REPLY by el cid again

RHS does not consider the supplies in other mods.

RHS went through several generations of China development with a view to making it more realistic - more of a problem for Japan. We found technical issues (units rated wrongly, units missing,
whole categories of capabilities missing) and added many things - including artillery, Marines, and even a motorized (formerly tank) division (200th).

Testing revealed that these forces - and even stock forces - had real problems surviving under combat conditions - and that economic collapse rendered the nominal large army helpless. So I began a detail investigation, location by location - and also used the official history (History of the Sino-Japanese War) which has a section on the economics and economic strategy of the campaign.

We have no just about got it right. China CAN be beaten - but it isn't easy or cheap.

The downside is that China is WORTH beating - just as IRL - conquest lets you have its resources
and industry.


Thanks for the reply cid though you didn't really answer my question, however i read it as "no, Japan does not have any supply problems like in stock"


quote:

ORIGINAL: el cid again
..........

I may have misunderstood your query.

Japan has MAJOR supply problems in RHS IF YOU DON'T IMPORT enough resources,
not just oil. Because oil is stockpiled, you won't notice the latter too fast.
But resources at major industry centers run out fairly fast. Every location
has enough for ten days - many for 30 days - but the daily requirements for
Tokyo, for example, are very high. Failure to import all the time will shut
it down. That affects supply big time.

BUT IF you provide them no trouble




(in reply to sanderz)
Post #: 404
RE: RHS Thread: Release 6.2 important update link - 12/6/2014 3:16:23 AM   
Vipersp

 

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Joined: 12/6/2014
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Hi El Cid,

I just downloaded your Mod but cannot make it work
Is there any installation guide ?

Cheers and keep up with such great work!!

(in reply to el cid again)
Post #: 405
RE: RHS Thread: Release 6.2 important update link - 12/6/2014 5:40:11 AM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline
quote:

ORIGINAL: el cid again
..........

I may have misunderstood your query.



thanks cid, my mistake in that i was querying the supply situation in China and then refered to Japan - sorry. I meant to say that "i assume that China does not have any supply problems like in stock" - is this actually the case? If its all working as designed thats fine but i need to know these things before starting a game.

Also - i would be interested in your comments on my posts (all referring to Scenario 105)

#395
A couple of questions just to check whether the following is as planned....
1) No R&D factory for the Mitsbsi Ha104/1900 which is due online in 1942
2) Engine factories only get a restricted list of what engine production can be changed too


#396
Any chance you can talk a bit more about how training pilots works and particularly where the TRG planes come from.

Looking at the data there is only 1 Factory producing a TRG plane (Ki54b) and no R&D factories of any TRG planes. However the aircraft replacement pool screen does list R&D Factories for TRG planes.

Does this mean we get free TRG replacement planes/engines? And if so does that mean the KI54bTRG factory should not be there?

As a matter of curiosity the A5M4 Claude TRG has a R&D Factory with a date of 42-04 yet there is already a TRG unit of this type of (36) plane(s) in the game which presumably means it will not receive any replacements for about 4 months?

#397
Not sure if i am reading this right or even looking in the right place, but does this mean the USN doesn't get any replacement F4F3a fighter planes until 42-03?


Once again many thanks



(in reply to el cid again)
Post #: 406
RE: RHS Thread: Release 6.2 important update link - 12/6/2014 12:35:18 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
quote:

ORIGINAL: Vipersp

Hi El Cid,

I just downloaded your Mod but cannot make it work
Is there any installation guide ?

Cheers and keep up with such great work!!

It has its own installer. After you download, go to your downloads in your computer and double click on the Icon for the mod. Select the Witpae game file and install. I recommend chemkids topo map. If you have any other questions about this mod, post here. Welcome aboard.....GP

EDIT: removed reference to extended map

< Message edited by General Patton -- 12/6/2014 2:16:39 PM >


_____________________________

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to Vipersp)
Post #: 407
RE: RHS Thread: Release 6.2 important update link - 12/6/2014 12:45:42 PM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline

quote:

ORIGINAL: General Patton
..... You will need the extended map available on the Babes site ......


how can you tell this mod needs the extended map - just curious as i have it loaded up but didn't see any reference in cids early post about the maps that the extended map was needed (apologies if i missed it)

it would be helpful if maybe the first post could have some basic info about whats needed and how to install, what the status is and the latest link - only this mod seems to have so much to offer but is difficult to get into, particularly to us non-experts


(in reply to btd64)
Post #: 408
RE: RHS Thread: Release 6.2 important update link - 12/6/2014 1:15:23 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
quote:

ORIGINAL: sanderz


quote:

ORIGINAL: General Patton
..... You will need the extended map available on the Babes site ......


how can you tell this mod needs the extended map - just curious as i have it loaded up but didn't see any reference in cids early post about the maps that the extended map was needed (apologies if i missed it)

it would be helpful if maybe the first post could have some basic info about whats needed and how to install, what the status is and the latest link - only this mod seems to have so much to offer but is difficult to get into, particularly to us non-experts




My bad. I've been working with the extended map for so long, I assumed RHS used it. Thought I read that somewhere. But when I checked Aden and Abadan it was clear as day....GP

EDIT: I fell at work yesterday and got all banged up. Including a concussion. So now that I think about it, I knew it didn't use the extended map. Found a not to myself to fix it that I wrote a few days ago. Hey, would you be interested in a PBEM of this mod. I generally have enough time to do a turn a day, sometimes on weekends 2 or more turns a day. I am starting a BTS PBEM with juang tomorrow but I can do 2 at a time....GP

< Message edited by General Patton -- 12/6/2014 2:21:02 PM >


_____________________________

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to sanderz)
Post #: 409
RE: RHS Thread: Release 6.2 important update link - 12/6/2014 11:53:49 PM   
Vipersp

 

Posts: 144
Joined: 12/6/2014
Status: offline

quote:

ORIGINAL: sanderz


quote:

ORIGINAL: General Patton
..... You will need the extended map available on the Babes site ......


how can you tell this mod needs the extended map - just curious as i have it loaded up but didn't see any reference in cids early post about the maps that the extended map was needed (apologies if i missed it)

it would be helpful if maybe the first post could have some basic info about whats needed and how to install, what the status is and the latest link - only this mod seems to have so much to offer but is difficult to get into, particularly to us non-experts



Hi Gen Patton, thanks for reply;
The point is it is not working at all. I pointed the installer to my AE folder but when I run the game. it loads the intro screen with Halsey's image, the red bar loads. go into the video intro than all screen turns black

(in reply to sanderz)
Post #: 410
RE: RHS Thread: Release 6.2 important update link - 12/7/2014 8:19:47 AM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline

quote:

ORIGINAL: Vipersp

Hi Gen Patton, thanks for reply;
The point is it is not working at all. I pointed the installer to my AE folder but when I run the game. it loads the intro screen with Halsey's image, the red bar loads. go into the video intro than all screen turns black


no idea as it just worked for me, but....

do you click or escape whilst the vid is playing (to cancel it) and then get a black screen, or does the vid just crash to black screen

if the latter try deleting the vid file

(in reply to Vipersp)
Post #: 411
RE: RHS Thread: Release 6.2 important update link - 12/7/2014 8:58:37 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
In order to avoid many data and installation problems, you should install the RHS mod in its default path which is

C:\RHS\War in the Pacific Admiral's Edition

Do not install the mod in the default AE folder.

(in reply to sanderz)
Post #: 412
RE: RHS Thread: Release 6.2 important update link - 12/7/2014 9:20:10 AM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline

quote:

ORIGINAL: Yaab

In order to avoid many data and installation problems, you should install the RHS mod in its default path which is

C:\RHS\War in the Pacific Admiral's Edition

Do not install the mod in the default AE folder.


curious as to why it would cause problems - i installed to a copy of the default AE which i put in a different location and it works - well apart from the fact i don't have pics of planes in the combat animations screens, though i don't know if this is because of install location or another reason

the installer does afterall let you install to a folder of your choice

(in reply to Yaab)
Post #: 413
RE: RHS Thread: Release 6.2 important update link - 12/7/2014 9:44:30 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
I had installed RHS on drive E and in the AE folder. Had problems with devices and upgrades. I had no intro screen either. Scen and dat files wouldn't upgrade either. Just to be on the safe side I now install RHS in its default folder.

(in reply to sanderz)
Post #: 414
RE: RHS Thread: Release 6.2 important update link - 12/7/2014 2:31:42 PM   
Vipersp

 

Posts: 144
Joined: 12/6/2014
Status: offline

quote:

ORIGINAL: Yaab

In order to avoid many data and installation problems, you should install the RHS mod in its default path which is

C:\RHS\War in the Pacific Admiral's Edition

Do not install the mod in the default AE folder.

Well, unistalled and install at default folder, let all the video intro runs..black screen;
Deleted video..started game..black screen

(in reply to Yaab)
Post #: 415
RE: RHS Thread: Release 6.2 important update link - 12/7/2014 3:29:35 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
1. Create manually C:\RHS\War in the Pacific Admiral's Edition
2. Install WITP:AE into the C:\RHS\War in the Pacific Admiral's Edition
3. Install RHS installer in C:\RHS\War in the Pacific Admiral's Edition


(in reply to Vipersp)
Post #: 416
RE: RHS Thread: Release 6.2 important update link - 12/7/2014 10:38:52 PM   
Vipersp

 

Posts: 144
Joined: 12/6/2014
Status: offline

quote:

ORIGINAL: Yaab

1. Create manually C:\RHS\War in the Pacific Admiral's Edition
2. Install WITP:AE into the C:\RHS\War in the Pacific Admiral's Edition
3. Install RHS installer in C:\RHS\War in the Pacific Admiral's Edition



It worked!!!

(in reply to Yaab)
Post #: 417
RE: RHS Thread: Release 6.22 update link w description - 12/8/2014 12:16:50 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
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6.71 link
https://onedrive.live.com/redir?resid=30E506228938D79E!2716&authkey=!AMrDULsG2RJdsI8&ithint=file%2cmsi


This comprehensive update is somewhat important for new game starts:

a Japanese engine was not present in any factory - no one notices at start as it is later in the war - but it should be scheduled

Mostly this is an update re Monsoon pwhexe files - the previous ones failed to update urban hexes to current standard - and this one goes to the end of the war for the standard series - also the first JES Monsoon file is present

I will move on to Winter - and issue out year JES files time permitting

Also we have changes to device files and location files - pretty minor and technical - except for the missing Ha-104 engine in production - now set for Hakata. Units were synced with formations re base units.


< Message edited by el cid again -- 1/16/2015 5:28:39 PM >

(in reply to el cid again)
Post #: 418
RE: RHS Thread: Release 6.2 important update link - 12/8/2014 12:27:46 AM   
el cid again

 

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


Be sure to put the 41WINTERpwhexe.dat file - also called pwhexe.dat in the
RHS pwhexe folder - in the top level AE folder.

Read the documentation in the RHS folder, at least re economics.

You may pm me for questions




quote:

ORIGINAL: Vipersp


quote:

ORIGINAL: Yaab

1. Create manually C:\RHS\War in the Pacific Admiral's Edition
2. Install WITP:AE into the C:\RHS\War in the Pacific Admiral's Edition
3. Install RHS installer in C:\RHS\War in the Pacific Admiral's Edition



It worked!!!


(in reply to Vipersp)
Post #: 419
RE: RHS Thread: Release 6.2 important update link - 12/8/2014 1:31:43 PM   
Vipersp

 

Posts: 144
Joined: 12/6/2014
Status: offline

quote:

ORIGINAL: el cid again



Be sure to put the 41WINTERpwhexe.dat file - also called pwhexe.dat in the
RHS pwhexe folder - in the top level AE folder.

Read the documentation in the RHS folder, at least re economics.

You may pm me for questions




quote:

ORIGINAL: Vipersp


quote:

ORIGINAL: Yaab

1. Create manually C:\RHS\War in the Pacific Admiral's Edition
2. Install WITP:AE into the C:\RHS\War in the Pacific Admiral's Edition
3. Install RHS installer in C:\RHS\War in the Pacific Admiral's Edition



It worked!!!



Thanks Sire!
Just a weird thing I noticed by running 2 turns in both 105 and the one intended for AI;
December 7th surprise ON and historical first turn ON and then OFF
KB Kates set to port attack and not a single torp was launched at BB row in Pearl
Even the Vals just dropped 4x100Kg bombs over the US ships with no bigger effect than some AA guns nocked out..is there a way to return the 250kg ordenance for vals and fire torpedoes from the Kates??

Cheers

(in reply to el cid again)
Post #: 420
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