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RE: Why RHS Aircraft are Different? & update 1.04 Level I

 
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RE: Why RHS Aircraft are Different? & update 1.04 Level I - 10/16/2015 12:10:20 PM   
Dili

 

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Unfortunately Francillon from my experience with Italian planes is not a reliable source.

Without weights calculations(empty+ crew+ fuel+ oil+ internal weapons+ radio and auxiliaries+ external weapons) the performance numbers of attack aircraft -pure fighters are more difficult to mess up since not much can change- there is no reliable source available except mission profiles and manual data.

< Message edited by Dili -- 10/16/2015 1:17:18 PM >

(in reply to el cid again)
Post #: 661
RE: Why RHS Aircraft are Different? & update 1.04 Level I - 10/20/2015 5:22:16 PM   
traskott


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Hi, sorry, but where can I find all the files for this scenario?

Thanks

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RE: Why RHS Update 1.05 Level I (pwhex) - 10/21/2015 6:47:57 PM   
el cid again

 

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Level I Update Link 2.51
https://1drv.ms/u/s!Ap7XOIkiBuUwg-8ZqLaG9QbsVHAolg

I am doing my "real job" - working on what amounts to the electronic map,
bringing it into sync with both the location file and the map art players see.
There will be a number of these until (a) all the pwhexe files are up to current
standard and (b) the 'current standard' is fully defined and eratta free.

Here we have revised the map in the NE map edge area slightly. Fort Smith
is no longer a (near) map edge entry hex - and its victory point value has been
reduced to 1. This is because it now can be supplied (with great difficulty) from
Alberta - at least in Monsoon and Fall seasons - by river means. I was able to
clear up some confusion about where things are (and what they were called in
WW2) and discovered the entire LOC is indeed in the original map art done by
Andrew Brown.

I had intended to connect Fort Smith by off map links to other locations - but this presentation is superior - as its real connections were to Alberta - and they are on the actual map.


The last couple of pwhexe.dat file releases had problems with the Spring season files - these are all corrected here. The Monsoon files and the JES Fall files are next up to bring up to standard. The 42FALL file is completely up to date and even has the inland navigation by Fort Smith worked in.

While working on this, I reworked remote Canadian locations generally, moved
and/or renamed some, and revised their local industry based on better data. This is a remarkably undeveloped region and FAR more difficult to supply overland than players probably realize. An invasion down the Mackenzie River (controlling its
Arctic Ocean approach might well be impossible to dislodge, although it better bring its own supplies: there is very little to capture!

The major flaw in map art is the presence of the Mackenzie Highway. Although construction began in 1938, it was suspended in 1939 and the road was not finished until 1949. Then it was built as a primary road (although sections remain difficult to this day). I am presenting two variations of it: strictly historical scenarios will get the Southern portion, a bit more each year, as primary road; Japan Enhanced Scenarios will get the entire road as a military road (secondary road) by 1944.

A very peculiar feature of the map in this area is the portage between Fort Smith and nearby Fort Fitzgerald (which is essentially abandoned today). In the end I put it in to prevent an invading force from being able to sail all the way South to the rail heads. But it means very few resources can move in or out of the area. And it means that the historical dependence on air transport for supplies is duplicated in game terms (explaining why all those civil Canadian and US airliners organized for military duty).

I also learned that the CANOL (Canadian Oil) Project completed by spring, 1944 rather than 1945. These and other changes are documented in the RHS Seasonal Construction report, an MS Word document under the RHS (Documentation) folder.
Note the CANOL Project is ONLY present in strictly historical scenarios. JES scenarios instead develop oil (and move the very same refinery from Texas) to Kenai, Alaska (something considered historically as a cheaper alternative).

There is more review of locations. This sometimes changes names or local industry, because I learned something. Those reworked here are mostly on Sumatra and in China, and Canada's Yukon and Northwest Territories, and Alberta Province. Although a few places actually gained in industry and stocks, the general trend is a slight decline - in particular as I get more date corrected population and industrial data.

Some reported eratta were corrected. I have reworked the air groups for Chitose and Chiyoda - entirely abandoning the stock system (which uses hard code). Historical scenarios continue to present these ships as seaplane carriers able to convert to aircraft carriers. However, they get the CVL air groups on the date they commissioned historically as land based air units which are carrier qualified. This may or may not correspond to the date the carriers complete conversion. The seaplane groups then go ashore or to other vessels. A few land units and air groups and aircraft had minor erratta corrected - details of which I no longer remember. As usual, when I work a record, I generally rework it for Scenario 106 - so it has 1945 rather than 1941 information. Scenario 106 is not done - and only exists as a test bed for late war things at this time. But some day all the records will be done!

Here we are working on RHS Level I - which is to say - with stock maps. Most map edge development will be done in RHS Level II and won't affect Level I. But before proceeding to do that, I intend to get Level I completely functional in all respects. It is the foundation on which Level II will be built. This means that, as we define the standard, more and more of the map is "frozen" and no longer subject to review and revision - except for correcting actual eratta. However, a few minor "off map" things may be worked into Level I files - in particular better links if they can be made. [This may correct suspected errors in transit times, and provide more routes or more entry-exit zones where they should exist.]








< Message edited by el cid again -- 10/23/2016 6:18:18 PM >

(in reply to el cid again)
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RE: Why RHS Aircraft are Different? & update 1.04 Level I - 10/21/2015 7:02:53 PM   
el cid again

 

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Francillon is the definitive source. He worked with original records. He was put on the short list by
my "boss" when developing Japanese aircraft for CHS (which eventually turned into RHS) - the future AE
senior programmer Joe Wilkerson (who is also an amateur historian). I myself studied historical aircraft
data in Japan at the National Diet Library and at the Mitsubishi Aviation Museum. I have my own data base
as well a large collection of books and documents. There is no doubt we know things today Francillion did
not know when he wrote. But his Aircraft of the Pacific War remains the "bible" on the subject. If you
know of anything as comprehensive and detailed which you regard as more accurate - please advise me what it
is? Regardless of language or price - I will get it.

I worked at (not for, but rather for sub contractors, as a resident computer engineer) Boeing in the 1980s.
I doubt we disagree about the need to have weights in order to determine aircraft performance. As well, IMHO
one needs to know TYPICAL loads - we can only present players with two options (standard and extended ranges).
There is NO provision for what I call "maximum load range" in code, although in some cases (a plane that carries
one torpedo) "normal range" and "maximum load range" are identical. But a typical bomber has no less than three
operationally significant ranges in addition to "ferry range" (which more or less is transfer range in game terms).
I call them maximum load range, normal load range and minimum load range. It also matters a great deal if the load
is internal or external. I try to present players with as many options as possible - sometimes presenting the
same airframe in a different form. Thus the F1M2 Pete has three different forms: a recon plane, a float dive bomber
and a float fighter. IRL the very same F1M2 could perform all the missions these three types can - but code won't
allow it. Stock chose to present one kind of F1M2 and deny players all the other missions. I try to give em all
the real options. And the range changes - not because tankage changes - but because different mission profiles
and payloads change range. Only the transfer range remains constant.

One problem is inconsistent data standards. It is a big problem. If you do NOT have ONE source - the very same plane
often has DIFFERENT ranges, weights, etc. It is generally better to use data to a uniform standard when trying
to do a simulation.

quote:

ORIGINAL: Dili

Unfortunately Francillon from my experience with Italian planes is not a reliable source.

Without weights calculations(empty+ crew+ fuel+ oil+ internal weapons+ radio and auxiliaries+ external weapons) the performance numbers of attack aircraft -pure fighters are more difficult to mess up since not much can change- there is no reliable source available except mission profiles and manual data.


(in reply to Dili)
Post #: 664
RE: Why RHS Aircraft are Different? & update 1.04 Level I - 10/21/2015 8:43:33 PM   
Yaab


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Disk1.cab error appeared in the latest installer.

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RE: Why RHS Aircraft are Different? & update 1.04 Level I - 10/21/2015 9:10:53 PM   
zuluhour


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I have never stopped in here before, but I must say I am extremely interested in what you are doing.

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RE: RHS MicroUpdate 1.06 Level I (minor ships) - 10/30/2015 6:15:15 AM   
el cid again

 

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Level I Update 1.15
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

This update involves a great deal of very minor data. It substantially involves only class, ship and location files, and slightly modifies device files, as far as I remember.
There are probably no changes to art or pwhexe or other files since 1.05.

I wanted to clear up some technical matters related to reloading mines, but only indirectly got there. Along the way I noticed that ALL Japanese minesweepers did not have properly implemented RHS type depth charge devices. While the devices were indeed RHS, they were generally duplicated (a legacy of stocks methodology) and had facings other than "all directions" - which is the RHS SOP. [That is because in RHS DC are dropped in patterns, these are area weapons going in all directions from the "datum point" and there is only one shot per pass. A datum point is the calculated position of the target in x and y terms on the surface of the ocean. A DC run involves dropping BEFORE you reach that point in the sea, dropping AT that point as well, and then dropping for a while afterward. IF you have DC Throwers, you ALSO throw to both sides in all three cases - before, at and after reaching the datum point. Most DC patterns are rectangular, rather than circular, although the most simple are pure lines (with tiny numbers and small chance of success). The French use a variation - dropping large DC in a line and throwing small DC on the sides - typically two each - a wholly inadequate pattern based on pre war assumptions which didn't get developed during the war. For most navies, pattern size increased over time. In RHS the Japanese end up using patterns of 18 on their specialized large Escorts, while the Allies end up with patterns of 28 on DE type vessels.]

Working on these minesweeper classes, I figured out for the first time that they were generally dual role vessels. Not quite always. Early post WWI vessels were dual MS or minelayers. So were some late war classes. Other classes were eventually wholly converted to pure escort vessels. And the little auxiliaries were a whole lot more complicated a matter. Among other things, I figured out that I had confused the W-101 and W-102 with Wa-101 and Wa-102, so I never added the W-101 class vessels in spite of defining it! These ships were British RN in origin, captured at Hong Kong, and completed with Japanese guns. The Wa series were Dutch in origin, captured and rearmed, and a total of seven were commissioned.

Examination of the minor vessels revealed numbers of issues. And one new idea! STOCK introduced the concept of the very same ship on both sides, and unless some mod deleted them we all have always used such! But it did so improperly - the physically identical ships (with different names) do not have the same physical data (size, speed, range, name it)! So part of this rework is to rework the NEI Government Marine Djember class - and so name it that players or modders can tell even the Japanese vessels were of that origin. And to make their size, speed and durability match! The thinking seems to have been that there were a significant number of these total, and a significant number captured. In game terms it does not matter which get captured? If a given vessel sinks or survives, it can be assumed that a different one was captured in the same game. Crude but probably better simulation than pretending none were captured. This differs from former RHS practice - we only let you have captured ships NOT in actual service when the war begins - generally on the day they were commissioned by the Japanese. This is going into the hopper for possible use in other cases, if any exist, where numbers of a class were captured, so the same statistical logic would apply.

The larger problem was that minor vessels of Japanese origin were merchant in origin, and could be converted to several forms: minelayers, minesweepers, minefield tenders, patrol boats, transports or, rarely, ammunition ships. To that add the complexity that larger ones could carry large or small naval mines. Getting all that cross connecting data sorted out was a chore! Still worse, stock data, which generally survived in RHS, was very sloppy about the form the vessel had in 1941 (often you get the vessel in its converted form at the start of the game),
when the vessel was sunk, and where the vessel was at? We have more than a few cases of "sunk" vessels (in stock and therefore in RHS) which in fact were surrendered and served Allied navies until 1948! Others sunk in 1944 that sank in 1942, or vice versa! That kind of stuff meant every vessel had to be researched and revised - not whole classes as a group. Because the vessel's at start class might well be different. At the same time I worked in 1945 data for the future Downfall scenario - which often differs from the 1941 data. The final major issue was armament. Many stock merchant vessels are grossly overarmed in 1941 terms, and many preserve that in RHS (having not been reworked). [This is an even bigger problem for the Allies - but I have not yet substantially addressed it.] Doing this part of the work, I discovered uses for new devices I had added in great numbers. These come in two forms:
(1) I added "short guns" (similar in principle to the 5 inch 25 caliber on early war US battleships, cruisers and carriers, although sometimes even shorter with even less performance); and (2) dual, triple and quad machine gun mountings. In RHS, these devices do NOT use the AE/WITP principle of "number of guns on bearing times rate of fire" - but instead "the square root of number of guns times rate of fire" - because that is a better statistical model for weapons using the same aimer. I had added the devices, but only rarely used them on classes - often not knowing what classes to use them on? This work revealed that the merchant vessel forms of these minor vessels, if small, virtually always used the '8 cm short gun' (which was misinterpreted generally as a DP or AA gun in the 75 or 76 mm range, of which there are half a dozen in Japanese service). Some of the support vessels - ACM in particular - also used these weapons. Japanese short guns are technically dual purpose, but extremely limited in range and ceiling - with very low rates of fire. [I would rather have a high performance 2800 fps AAMG - no matter the target] Here for the first time we have numbers of vessels using both classes of devices. Over time I will replace ALL dual, triple and quad MG in all navies with such devices - because it is better simulation (although it reduces the effect of large numbers of MG on a ship: a quad mount is only worth two singles, a dual mount is worth 1.4 singles, etc). At the end, I also reworked numbers of Japanese merchant vessels with respect to these devices as well - changing them in batches by class rather than reviewing every vessel individually (so any errors in sunk date or vessel form, if any, remain).

Apart from massive effort on minor naval vessels, generally minesweepers or their sisters no matter how classified, I worked on locations. This work included feedback from a European team member devoted to AI and Scenario 102 (his work will also apply to the future Downfall Scenario) - and in fact it also affects ALL scenarios to some degree. He objected to, and eventually got, me to reclassify San Bernidino as not being a map edge location, and not getting "free supplies" (a term inclusive of oil, fuel and resources) in 2000 ton "trainloads" as it used to. This mainly because the location can be isolated and the "trains would still run." [I do not consider it likely Japan will get East of San Bernidino, but he is right in theory.] Also because his testing showed the reason we added those supplies no longer exists - the Allies are not desperate for supplies in the ports of embarcation any more (if they do not try to repair every kind of industry at once in Southern California). Because we no longer need them, and technically so the place can be surrounded or captured (capture was impossible if a large force camped out with massive supply appearing daily), the location is reduced to a one victory point (for the Allies - 10 for Japan because it is a times ten area) location - no longer a three (or 30) point location. Consideration was given to doing the same thing to Ogden, but it turns out it IS map edge with a RR you cannot even see - and it WOULD keep getting those trains no matter what. Other near map edge locations were reworked - mainly to reduce starting stocks of supplies and resources to the new RHS standards.

Other locations were reworked (generally every location above 1100 is reviewed, and numbers below that also are if the location came up for any reason - particularly if the eratta hunter spotted something there).

A different change relates to the French and Chinese 'political sections.' These devices, borrowed because Mifune pointed out how well they would work for a limited RHS purpose (Treespider created them for a different reason), did prevent locations from "changing sides" without being occupied (where for any reason that is a good idea). But when "wiped out" they reappeared and were then useless (but consuming supplies) because they are static. We modified the formation they point at so they return WITHOUT the static device - and can then be used wherever the player sends them. A few other LCU got technical changes, generally reported by the eratta hunter or by test games, to fix eratta of minor kinds.

There should be one more round of this sort of thing, re Japanese minelayers and Allied minelayers in particular, and probably also Allied merchant vessels. And I need to bring more pwhexe files up to current standard. When I am done the problem of rearming minecraft will generally (but not quite universally) be solved. Some cases exist where the vessel cannot be rearmed - and one case exists where USN never used its one set of mines (USS Argonaut!) - never mind they were designed to complicate minesweeping if laid with other types of mines. I let you convert her to a transport (her historical fate) - OR lay the mines and then convert her - your choice. But you cannot convert her back to "reload the mines." For most other cases, in RHS, you can convert a minelaying vessel to another form (either with different mines, or possibly to a minesweeper) - and then convert it back if you wish - with delays of one day (because the real ships had alternate forms involving mounting and dismounting a small amount of deck gear). I mention this because, if I did not, you might not grasp minelayers can (or soon will be) able to be rearmed even if the game refuses to do so as it should. [This issue generally does not apply to submarines, which can rearm in a suitable port of suitable nationality, with sufficient supplies and size.]



< Message edited by el cid again -- 1/1/2016 3:37:33 AM >

(in reply to el cid again)
Post #: 667
RE: RHS MicroUpdate 1.06 Level I (minor ships) - 10/31/2015 7:37:14 PM   
anglonorman


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Sid,

Does, 1.06 include all previous versions of RHS?

If not is there an update that includes all previous versions including the 1.06?

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RE: RHS MicroUpdate 1.06 Level I (minor ships) - 10/31/2015 8:10:55 PM   
Yaab


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From my understanding, RHS 1.06 is a comprehensive update and includes all previous versions.

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RE: RHS MicroUpdate 1.06 Level I (minor ships) - 11/1/2015 8:25:05 AM   
anglonorman


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Thanks for the reply. The reason I asked was that I installed 1.06 over the stock map and noticed Baguio City in the Philippines was not there though Sid mentions its been added in previous versions.

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RE: RHS MicroUpdate 1.06 Level I (minor ships) - 11/1/2015 9:52:44 AM   
Yaab


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I have just checked scen 102 and Baguio City (id 636) is there.

Make sure you install WITP:AE in C:\RHS\War in the Pacific Admiral's Edition, then run the installer and install the mod in C:\RHS\War in the Pacific Admiral's Edition.

If Baguio City is still not there, then unload the installer to some other folder i.e create C:\RHS\War in the Pacific Admiral's Edition\! Manual RHS files and then copy the files (ART,SCEN etc) from that folder to the main WITP:AE folder.

Also, make sure the pwhexe.dat file from the PWHEXE RHS folder is copied to the main WITP:AE folder. You just may have an outdated pwhexe.dat file. The one from RHS 1.06 is dated 20.10.2015.

Hope it helps.

< Message edited by Yaab -- 11/1/2015 10:53:29 AM >

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RE: RHS MicroUpdate 1.07 Level I (pwhex, locations, ships) - 11/4/2015 6:55:57 PM   
el cid again

 

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Level I Update 1.15
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

This is an incremental update for RHS Level I scenarios. It corrected some pwhexe.dat eratta, and got the JES Fall version in sync with the standard Fall version.
Some work was done on how to modify the pwlink.dat file such that additional off map links will become active. This may be possible in Level I. First, to learn how to do it. Second, because it helps supply and/or unit movements by the Allies. These changes will be very minor - moving from existing map entry points - where reveal codes (R and Y keys) indicate there are roads and railroads.

Locations were reviewed from 1100 down to under 1000. These mainly affected rural Canada, New Zealand, the South Seas, the NEI and China. Island development, in particular in the area near New Guinea and Rabaul, was extensive - because both sides developed bases - and considered developing others. As well, most of these projects used local labor and materials - implying a certain amount of local economy. I also found a new set of major air bases in the South Seas - a contingency developed by the allies - a series of 10,000 foot runways. These generally in locations missing from stock, or if present, with nothing like level 7 airfield build potential. I solved the problem of insufficient resources in New Zealand in tests. It was because of too much industry at several points. Originally I used information related to each location - but that was misleading because of much development since WW2. As new data reduced populations, I did not always reduce the industry with it (they are tied together in most places). Resources, got reduced consistent with the area of the hex on land and the population in the hex - but if industry was not similarly reduced - it continued to demand resources. A few other locations changed names, and one moved. The Canadian base at Aliford Bay was in the wrong hex (since stock), and faced the wrong direction in terms of access to the sea. Moving it one hex is both more correct in terms of map art and fixes the direction of access problem (but only in new games - old ones will keep the present/stock location).

Location work caused me to notice some unit issues in the New Zealand land units, mainly base forces. The stock settings of 50 % disabled, 50% fatigue and no planning were still present - which values are generally inappropriate. Planning for 1941 scenarios should be about 50%, and for 1945 Scenario 106 100%. Fatigue and disabled values should be about 5% - with the addition that some types of squads are disabled manually in the record (generally militia guards, some AA weapons, and sometimes half the aviation support squads). These latter values were already present - so 50% disabled reduced the units to horrible states.

Ship work continued, mainly to complete the Japanese minelayers. The most important of these changes was to Shiretaka. She ceased to be a minelayer altogether before the Pacific War began - and so now is entirely redefined as an escort. Another problem was Mizuho in strictly historical scenarios was available too late in time - it had the date used in JES scenarios (where she is in another form and in the yards when the war begins). Oddly, work on Lord Howe Island revealed the odd case of Kainan Maru - missing from stock and all mods. She was built in 1911, but sold to Japan in 1939! Not an impressive ship, she was a cargo-passenger ship mainly devoted to supporting the Lord Howe settlement. A few other Japanese ship classes were reworked to use the twin and triple 25 mm (and similar 13.2 mm) devices - which reduces their light AA value (by the square root of the number of tubes in the device). There are two reasons for this. One is mathmetical. The other is that the twin and triple 25 mm trained too slow to be effective even if the operator had the discipline to hold his fire until his lead was perfect: unless it was a nearly constant bearing, decreasing range target, he had a very hard time moving the heavy mount fast enough to get the correct lead. So the larger mountings should not be treated as a linear improvement in effective firepower terms. A few location eratta reported by our European eratta hunter were also corrected - but I don't remember the details.

There may have been a device change or two. There were no other changes.

A number of locations (below 1000) remain to be reviewed. Allied minelayers still need to be reworked. Monsoon pwhexe.dat files need to be brought up to current standard. When these things are done, development will shift to Level II - mainly map related.







< Message edited by el cid again -- 1/1/2016 3:37:14 AM >

(in reply to el cid again)
Post #: 672
RE: RHS MicroUpdate 1.08 Level I (pwhex, locations, ships) - 11/7/2015 10:00:51 AM   
el cid again

 

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Level I Update 1.15
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

The Monsoon pwhexe.dat files were brought up to standard. Fall and Monsoon pwhexe.dat files (which are the only ones affected) also add Fort McMurray, Alberta as a functional (seasonal) port on the interior river system (otherwise fed from ports along a different river). This only affects full RHS scenarios (those with odd numbers) - even numbered ones do not have interior river ships (unless you create landing craft or PT boats on them).

Some minor out year ships were added on the Canadian river systems, ending in 1944, after which no invasion of the Canadian interior is feasible. A few additional Japanese classes were reworked with respect to twin, triple and quad light AA mountings. I think the last Japanese minelayers were reworked as well. Review of classes catches a small amount of eratta.

Locations between 950 and 1000 were reworked. These mainly affect the Solomans/Bismarcks area, New Guinea and Australia. Careful attention is being paid to each point to get infrastructure, industry, stocks and potential builds correct. Generally most locations are losing industry, infrastructure and stocks - except when they gain them. It is astonishing how undeveloped rural Canada, rural Australia and the South Pacific are - and this trend continues. Because of inadequate road and railroad capacity, Australia in particular has problems getting enough resources to the major production centers. As well, it produces very little oil, so it must be imported. New Zealand did not build an oil refinery until after WW2, so it must import fuel, and cannot use oil at all. China and India are generally going to consume more local resources, but will still be able to export considerable quantities. Numbers of things have been done to make movement of resources (etc) as automatic as possible - but where adjacent port, road and railroad mechanisms are not enough, players need to move things from where they accumulate to where they are needed by ship. Players also can turn stockpiling on and off to assist the engine to understand where it should collect or disperse things? Review of locations catches some eratta and omissions. Australia picked up three base forces and some airfield development.

The next stage is to update out year pwhexe.dat files, complete the location review, update ships with respect to minor AAA, and to try to catch eratta generally. This time we found one aircraft with the wrong "national" (service) classification.

< Message edited by el cid again -- 1/1/2016 3:36:58 AM >

(in reply to el cid again)
Post #: 673
RE: RHS MicroUpdate 1.08 Level I (pwhex, locations, ships) - 11/8/2015 8:27:57 PM   
anglonorman


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Thanks Yaab,

I was looking at my other install non RHS.

So just to confirm the RHS Mod works only with the original map?

David.

(in reply to el cid again)
Post #: 674
RE: RHS MicroUpdate 1.08 Level I (pwhex, locations, ships) - 11/9/2015 7:29:24 PM   
Yaab


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Yes, RHS uses the stock map.

(in reply to anglonorman)
Post #: 675
RE: RHS MicroUpdate 1.08 Level I (locations, LCU) - 11/13/2015 6:49:14 PM   
el cid again

 

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Level I Update 1.15
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

This is primarily an update of the location files. It includes a tiny bit of eratta affecting aircraft files (dates of production), leaders (two new Portugese officers), and maybe a device or two. There are probably no new pwhexe.dat files, but all were recopied into the installer to insure they are current. There are two revised documentation files - seasonal construction and urban hexes defined - slightly revised.

Mainly locations were reviewed in the range 807-899. These in turn mainly affect Australia and India. These are focused on getting data correct - the period name - the potential build for airfields and ports - the industry present or potentially present - and the starting stocks. However, sometimes this work leads to discovery of LCU issues. Several airfields were eliminated - and if base forces were present - they moved. Australia picked up a couple more base forces. India gained a good deal of industry. That means India will tend not to accumulate so many resources. Australia, on the other hand, probably lost resources as well as industry.

Over time the "rules" used to calculate industry and stocks have evolved. This update is the last one - intended to insure all locations consistently use the same standards. The rules have become more sophisticated, dealing with both normal and exceptional situations (e.g. the Allies sometimes minimized stocks to prevent their capture).

The next update - 1.10 - will be the dividing point between RHS Level I and RHS Level II. Location development will then proceed as Level II, mainly related to off map locations and links to the map edge. For now it will continue to use stock maps, but the RHS maps in development will eventually be issued as RHS Level II map art. As well, there will eventually be different pwhexe.dat, pwlink.dat and pwzone.dat files for Level II (they go hand in hand). [Devices, ships, leaders and aircraft will remain common.] RHS installers will be issued as Level I or Level II from now on. Level I lost scenario 99 - but it will appear as 129 in Level II. Level II will not have a scenario corresponding to 106 - 106 will be the only Downfall scenario - there being no need in 1945 for extensive off map development.

What remains is to review the locations below 807 which have not already been updated. I very much like the way the "final" product is shaping up. There have been few surprises, and these mainly in what was not developed in 1941.

There was one surprise. Once again development of the Portugese Empire required expansion. Diu (already on the RHS map) needed to be reclassified as Portugese, and given its garrison. [Surprisingly, that garrison, a few years after WW2, successfully repulsed the first two attacks by vastly superior Indian forces. The airfield built after the war permits us to know the potential airfield size for the hex.] Damon was no on the map at all - it is three hexes North of Bombay on the coast -
and has a similar tiny garrison. Both companies gained commanding officers - captains. FYI the French command options have been modified such that you now have a way to display all French & Portugese locations and/or units on the strategic display. They show up as blue. Portugal now has three locations in India, two on the island of Timor, and on in China. It also has a real warship - one historically sunk at Goa when India conquered it in the 1950s - probably the most famous Portugese warship in the 20th century. It should not normally be used for any purpose except escorting a ship (usually the Portugese Navy Angola) transporting the Timor Relief Battalion. Portugal is shown as Allied because ground units generally fought with the Allies in PTO - but naval units didn't. There is tension with the Imperial needs in the Atlantic theater, including serious security considerations making it not a good idea to antagonize Germany and its near ally Spain. All Portugese LCU are static unless released by Japanese attacks - except the Relief Battalion - whose mission it is to reach Timor if possible - or wait for 1945 - when it actually got there - to try again.

Because locations generally will not be reviewed again, this has been a very careful process - exploiting all I have learned about how to look up things (e.g. airfield build potential).

Sid













< Message edited by el cid again -- 1/1/2016 3:36:42 AM >

(in reply to el cid again)
Post #: 676
RE: RHS MicroUpdate 1.091 (eratta,LCU,locations) - 11/16/2015 3:53:59 AM   
el cid again

 

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Level I Update 1.15
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi


This is a premature update in place of 1.10, which isn't completed. It is issued
mainly for players of AIO (AI Oriented) Scenario 102 - because it is substantially improved. The ship file had hundreds of minor vessels which should be absent from
all "simplified RHS" (i.e. even numbered) scenarios - either because they are schooners or ferries and/or because they are in landlocked waterways AI is unable to comprehend how to manage?

That said, there is also a bit of a surprise and an entire new national armed forces!
It seems that Tonga is quite a nation. It was and remains today the only independent hereditary kingdom of the Pacific, and the only nation not conquered by anyone (although it is a protectorate of the UK). Tonga raised a defense force - after a secret protocol between the US, Australia, New Zealand and the UK agreed on priorities for a possible Pacific campaign in 1939. At the start of the war a battalion of troops, with New Zealand officers, stood to at Tongatapu. Eventually a second battalion was also raised. A similar force (about 2000 strong) was raised to fight with the New Zealand Army on the offensive - as part of the 16th Brigade - a unit itself wholly missing from stock, RHS and all mods I examined for OB data. This force went to Guadalcanal and the Solomans (during which one Tonga soldier won a medal from the US, and another from New Zealand). Here we have added this brigade as well as both local defense battalions - and both important port locations are now properly defined and defended. A US regiment, a US artillery unit, and a US AA unit are now properly planning for movement at game start (because the decision was made before the war began, by the aide to General Marshall, one major Eisenhauer).

There is also a bit of additional chrome. A European member of the RHS team reported on a peculiar Chinese copy of the Japanese Type 97 15 cm mortar, itself a copy of a Stokes model. Unable to match high technology, the Chinese were forced to make thick barrels - resulting in a no doubt heavier product - but it fired the same ammunition. It also was (understandably) mounted on a carriage. This explains why two units in the NRA (National Revolutionary Army = ROC) were independent heavy mortar regiments? This device, and the conversion of those existing regiments to use it, will backfit into ongoing games.

There was also one obscure minor vessel - due to a typo - stuck at a location in the middle of India. It now is back on the Irrawaddy where it belongs.

I failed to report last time that numbers of Allied base forces traded in improper artillery spotters for aircraft spotters. More of this will be incorporated in the next update as well.



< Message edited by el cid again -- 1/1/2016 3:36:24 AM >

(in reply to el cid again)
Post #: 677
RE: RHS MicroUpdate 1.08 Level I (pwhex, locations, ships) - 11/16/2015 3:57:37 AM   
el cid again

 

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Note however that RHS Level II will work with a new map system substantially similar to
the Extended Map system. There is an entire thread dedicated to RHS map development on which
you can see various schemes and samples. The map system is going to be the primary focus
of development more or less from now on. The maps will eventually change throughout the war -
and also seasonally - to reflect changes to infrastructure and also to indicate where navigation
changes. Right now you need to use reveal codes keys (R, Y, 1, etc) to see how things change
over time.


quote:

ORIGINAL: Daviddas

Thanks Yaab,

I was looking at my other install non RHS.

So just to confirm the RHS Mod works only with the original map?

David.


(in reply to anglonorman)
Post #: 678
RE: RHS MicroUpdate 1.092 (eratta,LCU,locations) - 11/21/2015 4:18:04 AM   
el cid again

 

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Level I Update 1.15
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

It primarily deals with locations and eratta more generally. While lower numbered locations have generally been well defined, many of them were done prior to the entire evolution of the "RHS Rules" for industry and stockpiles. These have become rather sophisticated, and include factors including capital investment, population, economic importance of the location, and political factors (e.g. some locations were prepared for occupation, and a few entirely evacuated with all industry disabled). As well, some eratta are detected, and some new data has become available. This time in particular locations were reworked in Burma, Ceylon, and the Philippines (this latter not done) with a few others from all over the map. While the pattern remains that some locations gained, the overall trend was a reduction in starting stocks, and often of industry as well (due to better methods of determining population and industry). A couple of locations were renamed.

A significant but unimportant bit of chrome is that the RHS Open Load Screen was modified. It was created by Cobra Aus in WITP days, but never had the Canadian flag used during WW2. [It used the modern Canadian flag instead.] I realized that having acquired art tools, and mastered them somewhat for aircraft art, I was able to copy the flag image onto the larger image. So here there is a new Open Load Screen file. It may or may not drop in the right place - depending on details of your installation. To insure you use it, copy the image from the RHS ART folder to the AE Art folder. This startup display has nine national flags - only Tonga and Portugal are omitted. Since Portugal is technically neutral, it should be missing. But I lack confidence at present to move four flags and add Tonga to the bottom row - which would give it five flags like the top row has. One day I will probably do that.

It is still the plan to complete these locations, then split Level II off from Level I development. I have decided to stop developing Level I altogether. For that reason,
the Downfall Scenario will also be added to Level II. Although it does not need the extended map system, it will need to continue development. Also, as it is new, it may as well have all the locations reworked. When Level II is issued, locations with workarounds will be reworked - because they no longer need to support ongoing games. At first, Level II will use the current maps. Over time, it will evolve to use the new map art and new map support files (pwhexe.dat, pwlink.dat and pwzone.dat). The "demise" of Level I is soon - although there will be a brief period of parallel development - after which all 100 series scenarios will be left as is in favor of the 120 series scenarios (which are Level II). A new thread will be started for Level II.





< Message edited by el cid again -- 1/1/2016 3:36:09 AM >

(in reply to el cid again)
Post #: 679
RE: RHS Level I Thread: Illowara Battery - 12/2/2015 5:36:16 PM   
el cid again

 

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This appears to be missing from the game. In stock and in RHS and in several mods
I have looked at. FYI.

The Australian Army took over occupation of the Hill 60 area and the Aboriginal people living there were forcibly removed from the land and were never permitted to return to the Hill.[1][2]

Two large gun emplacements were constructed, housing BL 6 inch Mk XI guns and their shields held in storage from the decommissioned World War I cruisers HMAS Brisbane, Sydney and Melbourne. Two large tunnels were built and are steep in descent and have a small gauge tramway used for hauling shells to the guns located at the 2 gun emplacements.


https://en.wikipedia.org/wiki/Illowra_Battery

photo captions at address above
One of the other tunnels, this time looking downwards with another corridor to the left leading into the bunker complex
A concrete bunker is connected to the underground tunnel system.

(in reply to el cid again)
Post #: 680
RE: RHS MicroUpdate 1.06 Level I (minor ships) - 12/4/2015 5:20:27 AM   
dwg

 

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quote:

ORIGINAL: el cid again
the Allies end up with patterns of 28 on DE type vessels.


Historically the UK went as high as 14, then determined that was counterproductive (fratricide, plus limited number of attacks) and standardised on a 10 pattern - 4 DCTs to the sides, 2 DCRs firing three times at start, middle and end.

quote:


part of this rework is to rework the NEI Government Marine Djember class - and so name it that players or modders can tell even the Japanese vessels were of that origin. And to make their size, speed and durability match! The thinking seems to have been that there were a significant number of these total, and a significant number captured.


More commonly the DEFG class, with 10 laid down and six completed. 7 or 8 subsequently in IJN service. See class history at http://www.netherlandsnavy.nl/Defgclass.htm

(in reply to el cid again)
Post #: 681
RE: RHS Level I Thread: Comprehensive Update 1.10 - 12/7/2015 3:34:20 AM   
el cid again

 

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Level I Update 1.15
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

At last the total review of locations is completed. I was able to devise and implement a methodology permitting a consistent approximation of economics across the board. At the same time, I discovered eratta (in locations, in land units, and in aircraft, mainly) which has all been corrected. Finally - the Downfall scenario is finally in sync for most locations - with values (and current aircraft type in production) for 1945 - along with numbers of LCU updated. It is not yet playable - but it is getting there - and it will be subject of an update about 3 stages out.

This process permitted identification of 23 changes for pwhexe.dat files, and something like 20 candidates for locations we can eliminate in Level II (permitting adding more locations in it). Most of the changes are turning rough or clear terrain to mountains for atols which are very rugged volcanoes. Three involve changing the urban hex status. The most important of these was Multan - in today's Pakistan - a huge city - it was not even Urban Light until the Partition of India. Takao (Kaohsiung) became Urban Light (vice Urban Heavy). And Mandalay became Urban Light (instead of non-urban). One hex-side pair will change from blocked to land - to permit construction of a Canadian RR project in JES scenarios. [It seems the Canadian Pacific was intended to end at Victoria - as a condition of admitting British Columbia - and the line began construction - but was never completed. It goes North along Vancouver Island - to a point it can bridge between islands - then South again to Vancouver.]

The next work will be on pwhexe.dat files - in two stages. The first stage will fold in the errors and development for Level I RHS. Until it is completed, Level I will continue to be updated with respect to improvements of various sorts. The second stage will convert the files for Level II. This will involve eliminating 10-20 locations - and moving a handful off map. Also changing a few locations (e.g. separating Clark and Subic, and moving Shortland one hex). That will permit issuing Level II. From then on, development will be focused on Level II - and on the extended map system for which new art is being made.

Having created the Level II pwhexe file versions, I will then go through the locations again - cleaning up things that are as they are now for the sake of ongoing games. With NO games in Level II - we can start "clean" - and get rid of things - or change their order - for various cosmetic and technical reasons.

Here we have massive changes to location files re locations and LCU. We have significant changes with respect to aircraft files - mainly upgrade paths and production dates. Some of these make 106 unique - it is strictly historical. Things possible in a 1941 start are no longer possible by 1945 - so some types have been eliminated - and others are badly delayed from what could have been sans war damage. There are a tiny number of device revisions and one new one which is not used (but which may be used in Level II): the "slum community" device. It is essentially a supply sink - for places with grossly excess population who do not participate in economically significant production. Unlike natives able to subsist in the wild, these people must be fed. It is an experimental concept not yet validated for use. But the device exists. Each 'squad' represents 40 people. There are a handful of new leaders. There are a handful of changes to the group files - and two new (New Zealand) squadrons (41 and 42). [42 kind of was present - as a rename of a fragment. But players would not know that, and would lose it by combining the fragment into the parent. Now the fragment will not rename - but will combine still - and the squadron forms when it did.] There are new documentation files - slightly revised Urban Hex List - JNAF aircraft list - and seasonal construction list. And there is a new RHS Open Load Screen - in its final form at last - with no less than 15 flags on it. The flags differ in proportions - using their official size ratios. The oddest one is the Portugese War Flag - which is virtually square. The bitter fight for Portugese Timor - in which not only the military but the civil population participated at great cost (without orders) - as well as the choice of Portugese nationals all over South China to join the Hong Kong Defense Force (when legally they had no obligation to fight at all) - and the existence of a Portugese expeditionary battalion caused me to finally add its colors. Portugal now has six territories on the map (3 in India, 1 in China and 2 on Timor - the 'little' one is the original colony and was long the capital of Portugese Timor. There is one warship and one transport to move the expeditionary battalion. In the current test game we have managed to get it to Timor and it has stalled the enemy attack.

The new pwhexe files are vital to the map project. Not only must they sync with the maps, they also will help generate the road/rail network for them. Development will now focus on the coordination of art, pwhexe.dat files (the 'electronic map' the computer 'uses') and the location files. We will attempt to develop off map locations and links between them (involving pwlink.dat and pwzone.dat files as well). I have established links DO work for logistics - so the Allies CAN send supplies to the USSR via Iran for example. It is possible we can have US submarines built where they (mostly) were built - on Lake Michigan (i.e Midwest USA) - and then move to the Gulf Coast and Panama - for example. That permits the subs to appear when commissioned - sooner than they appear in whatever theater - and for players to control their routing from that date on. Various things of that sort will be part of Level II development.

Scenario 99 is no longer part of RHS Level I. It DOES exist - as Level II Scenario 129. [All Level II scenarios are in the 12x series. All the others mirror their Level I numbers: e.g. 121 corresponds to 101, with the new map system.]

Stage one pwhexe.dat files (the final form for Level I) will start being issued tomorrow.







< Message edited by el cid again -- 1/1/2016 3:35:53 AM >

(in reply to el cid again)
Post #: 682
RE: RHS Level I Thread: Micro Update 1.11 (Acft dates... - 12/13/2015 6:15:45 AM   
el cid again

 

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Level I Update 1.15
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

This is a special update to address aircraft eratta, mainly related to dates of production, and almost entirely in Scenarios 102 and 106. There is one case of a typo in the aircraft name - the Ki-65 Me-109 was named Ki-65 Me-190 instead.
This aircraft, three of which served for evaluation in the JAAF, was licensed for production in Japan, as was its engine. As well, factories were built to produce them. [The engine was used in the Ki-61 and other projects instead.] However, evaluation tests indicated the Ki-44 was a better interceptor, so the Me-109 did not enter production. We give players the option. In my view, because it can enter production sooner than the not yet developed Ki-44, it should be produced on an interim basis.

The other big thing included is the final versions of all the early pwhexe.dat files
for RHS Level I. I must complete the mid and late war files still - and that is on the table. Players reported the Me-109 naming problem, and I found the date problem while looking at it. Basically - even numbered scenarios are delayed in production - but get a different and easier way to manage aircraft production. There is no ramp up - the delay simulates the ramp up in a crude sense - and there is less player work. This is used in particular for AI scenarios - because AI has no skill at managing production.



< Message edited by el cid again -- 1/1/2016 3:35:33 AM >

(in reply to el cid again)
Post #: 683
RE: RHS Level I Thread: Micro Update 1.12 (pwhexe,loc... - 12/18/2015 8:34:34 PM   
el cid again

 

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Level I Update 1.15
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

This is a dual Level I and Level II update. Level II is not yet issued,
and its files remain identical with Level I at this time (permitting dual
updates to both). As soon as all Level I pwhexe.dat files are up to date,
Level II pwhexe.dat files will be created - diverging from the Level I
set. At the same time, some locations will change or even be deleted
from Level II. From that point on, development will only happen to Level II
files. Changes at this time, however, migrate into the future Level II as well.

Many pwhexe.dat files are updated in this release.

A few eratta are folded into most scenario files. The Seasonal Construction file is also updated in the RHS (documentation) folder.

There is significant development in the location files.

First, I learned of data collected by the US Army in 1945 on Japanese arms inventories. In October, 1944, IJA decided to form the equal of 90 divisions of militia for defense of the Home Islands. In game terms, these are identified as "militia" divisions and brigades. But they only had the arms for 30 divisions. That means the units were, on average, at 33% TO&E. For strictly historical scenarios (101-104 and unreleased 106), I divided squad counts by 3. For Japan Enhanced scenarios (105 and unreleased 99 - to become 129), I took out 2/3 of the units - those that remain are at full TO&E. As well, all these units were restricted permanently - so they are confined to the Home Islands AND, even within them, they may not change HQ.

Second, I discovered errors in the Depot Divisions. There were three entirely missing. There were two misnamed. So I reworked these. Along the way, I decided to think of these formations as (usually) small supply sinks. While stock and most mods only have these units appear in 1945, they in fact existed throughout the war, and always have a local defense function in addition to troop support functions. Having to "feed" them every day helps the supply situation - creating in particular conflicts between local consumption and the need for supplies to expand industry - aircraft and engines in particular. More on this below.

Third, I created the first experimental supply sinks in AE RHS. These only exist at very large cities, with populations greater than needed to man local industry (no matter how large it may be). In Japan, these are Tokyo and Osaka. In the US, only Los Angeles meets this criteria. In India, Calcutta and Bombay meet it. The particular mechanism used is a new "slum community" device - a "squad" with 40 members - matched with a support squad of 10 members. Although I wanted to add a specific proportion of the population, I found instead that adding 1000 slum communities and 1000 support squads (which is support neutral) was about the practical limit safe to add at this time. That creates a daily supply demand of 2000 supply points. [In 1945, when the cities are heavily damaged, it is 500 + 500 = 1000 - because much of the population has fled the area or died.] This remorseless demand, which cannot be moved nor shut off, creates major problems - in particular for Japan when a lack of resources and/or fuel shuts down industrial production. It also is a problem at the start of the war, when Japan needs to maximize supplies in order to expand industry (1000 points per industry per day when set to expand) - although it also may be a problem at Los Angelus in "Full RHS" scenarios (101, 103 and 105) where management of aircraft and engine and other production is required. [Setting every factory at LA to expand is not sustainable early in the war.]
There also are defense effects. Because of the way combat works in a major urban hex (which is unrealistic) adding 1000 "AV" (never mind they are all zero) and 2000 squads probably is going to slow down a siege of the city significantly. Until it becomes clear that can be managed, we will not increase the size of supply sinks. [There are complaints right now about urban combat. These generally are code related. The can be mitigated but it requires commitment of bigger than historically reasonable forces to do so in a timely way.] These major supply sinks, for Japan, were added to Depot Divisions (already static formations). For the Allies, they were added to coast defense forts (also static formations). And I now consider the other Depot Division (of which I added three more because they were missing) to be lesser supply sinks. Also static units, they also compete with industry, and their demand may not be turned off - so they demand supplies even if industry in the area is shut down by damage or lack of resources.

The comprehensive review of locations - including both industry and infrastructure at them - was in part meant to adjust starting stockpiles of supplies, resources, oil and fuel as well as to insure local production proportionate to the industry actually there (based on actual local data). Other changes also were intended to facilitate as much automatic movement of supplies, resources, oil and fuel insofar as this is feasible without changing code. Adding some supply sinks is the final element of the economic revisions: creating a significant supply demand at precisely the points the civil population in fact creates a major drain on supplies without generating anything of great military utility. If reducing a unit at such a major city is somewhat harder - it also simulates the problem of dealing with a massive population. Consider the Battle of Manila - never mind the defense did not include any major line formations at all. Manila fell in 1942 because it was not defended - not because it could not have been defended. "Saving the city" in 1942 did not matter ultimately - it became the most destroyed urban area in the Pacific Theater in 1945! [Given what happened in other cities, that is saying a lot.] But it needs to be shown that the new values in the locations now defined work as intended. Part of the rework was creation of a more sophisticated way to allocate population (defined in RHS by population centers on a per 100,000 basis) to manning local industry: often this had the effect of reducing industry in a hex; sometimes a location gained population and industry - so the bag is mixed. But overall, starting stockpiles and initial industrial rates of production were significantly reduced overall - in the range of 10-20 % - with much greater variations by location. Remarkable numbers of locations lost their airfields and ports - because they were not yet developed in 1941. A few had 100% of their industry "damaged" -
because that was sometimes done by the Allies (see the oil port of Loewoek on Celebes for example, hex 71/102). Since the Japanese completely restored the industry, it needs to be there. But it is producing nothing at the start of the game. There also are zero starting stocks of resources, supplies, oil or fuel - the place was stripped and depopulated. There are other special cases - places capable of being "repaired" to produce something, but because of wartime policy they were not. Some required creative methods - hex size does not allow a spur line to Whittier Alaska - but the tunnel (the largest in North America) was not cut through when the war began. We decided to make the port be zero - and to let repair of the port be the process of "punching through" the tunnel so the railroad can use the port (which became the main supply port for the Anchorage base complex - because it was ice free year around). RHS generally uses a micro economic analysis, point by point, as its model: totals are whatever they are, modified by however players may elect to repair or not repair industry and infrastructure. For example, building adjacent ports to Level 3 will help automate movement of supplies (etc). Failing to do so will leave things in their start of war situation. A surprising amount of development occurs, in particular in the SRA, during WW2, and by both sides. Major bases by 1944 are wholly undeveloped in 1941: players in each game must decide what locations to develop. The options include both what was developed and what could have been developed (in precisely the terms possible at that time, not later). Much of the "shrinkage" of industry is because we learned things were not as developed as today - so both stock and RHS locations had to "shrink" to their start of war levels. As an indicator and as chrome, if a location is important for some kind of production, that fact is generally included in brackets after the location name.

More than a few locations also changed names to the names used in the period. That means, generally, the names as used on English language maps. Since the Pinyin Chinese Romanization system was not invented until 1954 (and not made official for a generation after that), we use Wade Giles spellings for China, or even traditional names used by map makers which are not Chinese at all. Some locations controlled by Japan use Japanese names even if they had other Chinese or Korean names.

There are still late war pwhexe.dat files to update - and that is the current focus. The work on militia was unplanned, a result of accidentally discovered information. The same can be said for a new CD fort at Geelong, Australia and a handful of other minor units.




< Message edited by el cid again -- 1/1/2016 3:35:16 AM >

(in reply to el cid again)
Post #: 684
RE: RHS Level I Thread: Micro Update 1.13 (pwhexe,loc... - 12/21/2015 10:32:28 AM   
el cid again

 

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Level I Update 1.15
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

This is a similar update to the last one. In addition to adding more updated pwhexe.dat files, and correcting a few eratta in location and documentation files (Urban Areas Defined spreadsheet and RHS Seasonal Construction document),
it adds three more supply sinks - all in China (although two are Japanese) -
bringing the totals to eight (four on each side). There probably will be no more:
only unusual locations get them. These locations are major urban hexes with
vastly excess populations: more than can be employed by industries in the hex.
At the same time, these hexes also have large amounts of industry and tend to both
generate and collect supplies from the surrounding areas.

The function of a supply sink is to suck supplies at a given point REGARDLESS of the military situation. This becomes critical if for any reason the hex stops producing supplies: the demand for supplies by the supply sink continues, in competition with units and (sometimes) with other demands for supplies to expand industry. Supply production will halt if there are inadequate resources in the hex, an enemy ground unit enters the hex, or partially if there is inadequate fuel in the hex to 'feed' the heavy industry. Apart from making it harder to generate a large supply surplus in these (eight) hexes, it also complicates their defense by sucking down supplies much faster than ordinary units do in a combat situation. Those who remember how hard it used to be to supply Chunking will be surprised to learn it is now on the list - the most populated city on the map - because it too can afford to 'feed' a supply sink - and indeed it has an excess non-productive population. Since Test Series Nine we have been scaling back on supplies in various ways, and this is the final step. Until and unless we show that supply production in 1944 is excessive (to feed the vastly greater forces on the map at that time), no further reductions are contemplated. In order to make the game playable, we addressed the chronic supply shortage issues aggressively - overshot - and now have scaled back to the point it is about right.

While the game does model a realistic set of locations with commodities in surplus and locations which demand them - between which players need to use shipping to serve those requirements. Where land lines of communication exist, automatic movement of vast amounts of supplies, resources, oil and fuel occurs. [Sometimes, notably in Australia and Japan, the existing network cannot move as much as is required - so sea movement is required to keep major industrial centers working.]

The model could be better. If "fuel" included aviation and vehicle fuel, and if this was demanded by air units and ground units with motorized squads, general supplies could not substitute for POL - and specialized tankers (or cargo ships inefficiently transporting fuel) would be required even more. If "ammo" was demanded by all naval, air and ground units with weapons greater than small arms, and was made by munitions plants, general supplies could not substitute for it either. Both concepts would force players to ship more to areas of unit concentrations because not so much of these specialized things would be able to be produced by local industries in the area. However, within the limitations of the game system, the logistic computer functions very well. It is an outstanding calculator of what can move automatically from where it is to where it is needed (aided by player settings to stockpile or not).
Another area that could be improved is the auto-convoy system. It would useful if an auto-convoy could be set up between any two ports, for example.

Other changes involve Japanese HQ units. These are mainly cosmetic or technical,
and in the case of (unissued) Scenario 106, numbers of HQ have new names (because they changed before 1945). These units are somewhat better integrated with the formations they point at. Some changed their ability to move, or not? Those that would only move under the pressure of combat (the HQ of the Manchu Navy, Kwangtung Army HQ, etc) now have a static squad. Players cannot normally move them - but under pressure of combat (if the static squad dies) they will become mobile. Others, formerly restricted, but which need to be able to move to an operational area, are no longer static. And their restricted status was also reviewed - to tie appropriate ones to their parent HQ but not others which could be reassigned - often at a price in political points (i.e. staff time). The status of political points - far too restricted in stock - but far to liberal in RHS for a while - may now have found a happy median. It was found this varies with scenario - some need more than others. Generally RHS seeks not to restrict players via political points - but also not to have such huge numbers register overflows become a risk - and also so that truly gigantic changes will need to be spaced out over a period of time.



< Message edited by el cid again -- 1/1/2016 3:34:48 AM >

(in reply to el cid again)
Post #: 685
RE: RHS Level I Thread: Micro Update 1.14 (pwhexe,loc... - 12/27/2015 10:41:34 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
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Level I Update 1.15
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

This is mainly an update of pwhexe.dat files - as intended. In addition to including newly revised ones to the final Level I standard, several older ones have had small
amounts of eratta worked in.

There is also a surprising amount of eratta worked into the location file, in particular related to HQ units. These were synced with the formations they point at - or should have pointed at and now do point at. Some changed names for the 1945 scenario 99. Six garrison battalions had the wrong pointer - or no pointer at all - and were not in all cases perfectly in sync with their formation. Both the battalions and the formation were revised to help AI keep them as intended - using a technique permitting slight variations unit by unit. A tiny number of other eratta were worked in - and one leader was added I think. Some units got different leaders for 1945, and some units got different locations for 1945. 25th Army moved to Fort de Kock (next to Padang, Sumatra - that being its Dutch name) for scenario 99 - where the caves it dug into the hills are now tourist attractions. A location was added to permit designation of rail traffic to a rail junction (instead of to some point beyond it). One supply sync had to be reworked so as not to mess up ongoing games. A few units had pointer issues.

< Message edited by el cid again -- 1/1/2016 3:34:30 AM >

(in reply to el cid again)
Post #: 686
RE: RHS Level I Thread: Micro Update 1.15 (pwhexe,era... - 1/1/2016 2:33:52 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
Level I Update 1.15
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

This is a truly major update affecting everything except art files.

All standard WINTER pwhexe.dat files had to be reworked, except for
45WINTER - which is issued here for the first time - and in its truly final
form for RHS Level I. This includes the base pwhexe.dat file which is
also known as 41WINTER. JES42WINTER is also reissued without errors.
Later JES WINTER files, and all 1945 and 1946 files (except 45WINTER)
need reworking. However, for the first time, every file is issued (with
1945 and 1946 files generally identical to 1944 until they get reworked -
except 45WINTER - which has been reworked). There are no 1946 FALL
or WINTER files - and the previously issued file 46FALL is deleted from
the installer. The next update will be the last for RHS Level I - and all
the remaining reworks will fold in. I have set up an 'assembly line' technique -
working on one season at a time - which speeds this process.

There are device changes and new leaders. After many months of work,
finally I learned who replaced General Simon Bolivar Buckner in Alaska
Command when he took over 10 th US Army - which he took to Okinawa
where he became the highest ranking US officer to die in the field in WW2. He
was replaced by Lt Gen Delos C Emmons. Emmons was military governor
of Hawaii when the war began. He in turn was relieved (in 1946) by Major
(soon to be Lt Gen) Howard A Craig - who also is added (he is available sooner
in JES scenarios - skipping an assignment in the Army Logistic Command when
he returns from commanding an Air Force in the Med). Several other officers
also were added - particularly French political section commanders - because
AI assigned the same officer to all (being the only available Frenchman probably).
Units may not have identical commanders - the first one works and the rest
become the dreaded "staff officer". I also added two officers for Tibet.

Two because Tibet now has a new unit, and a new location. The second largest
city in Tibet (a town in 1941) - and home of the Panchen Lama - is Shagatse.
In game terms, it appears to be in the hex adjacent to India - and it was also
occupied by the Army because the monks opposed the army (which got funded
instead of them, at the expense of their "warrior monks"). This unit is called
the Tibet Frontier Battalion - because it also had border security functions -
which are somewhat simplified as presented here (it occupies the only border hex
with a road in it). I learned that Tibet was considered a "no fly zone" until 1954,
when someone figured out how to build an airfield at altitude (simply make it
about three times longer than normal to provide for a sufficient take off run). For
that reason, both airfields in Tibet proper are now rated at 0/0 - meaning they are
very hard to build in the first place and never exceed Level 3 - which in fact would
be the length of a Level 9 airfield - but in game terms is limited to Level 3 capacity.
This work in Tibet caused me to discover a major flaw in all Winter files (except
41 WINTER) - they were not using the revised routing for the Tea and Horse
Caravan Road. Now they do. The added device is a Lewis gun for ground troops - because the Tibet Army had six - two per battalion! It is also assigned now to some
warlord troops in Sinkiang and China and to some obscure Commonwealth garrison units.

There is one "missing" element of the Tibet Army. This is more or less an occupation force for a part of China. Tibet just lost a war with ROC China when the Pacific War begins over this region - and its capital (Chapa) was the main Army post until its defeat in 1950. It is not on the map and I am not sure how to model it - nor what to do about communications (roads)? It may be addressed in Level II, but for now - not having it appears to be good modeling - and we lack the slots to add it in Level I anyway. [Level II will delete some islands which cannot serve military roles - e.g. because of poison gasses and soil from volcanoes and similar.] Shigatsu, however, was added here. Since this battalion is tied down by warlord troops, it really is
not free to move anyway. In fact, both the battalions at Shigatsu and Lhasa are static as well - tied to their locations by political considerations. However, if pressed by combat, they will become able to move.

A number of Allied HQ were reworked - in particular relocated for the 1945 scenario -
and in re commanders. That scenario also lacked some Allied formations - and got them. Errors involving pointers at formations were also corrected - so units will rebuild properly. A few devices were changed - the new Lewis gun for ground troops in particular being added. [It isn't as effective as the Vickers.]

The RHS Seasonal Construction File is reworked. A few locations got technical adjustments - mainly related to infrastructure and production.








< Message edited by el cid again -- 1/1/2016 3:34:12 AM >

(in reply to el cid again)
Post #: 687
RE: RHS Level I Thread: Micro Update 1.16 (pwhexe,era... - 1/8/2016 6:38:37 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
Level I update 1.16
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

As they used to say in Viet Nam, "there is light at the end of the tunnel." Only they were not telling the truth. Here, I mean it. The next issue of RHS Level I will be the last one. I intended that to be the case today, but have decided to issue this update because it is so substantial, and because it DOES include ALL standard scenario related pwhexe.dat files. [A few out year Japan Enhanced Scenario files related to Spring and Monsoon seasons remain - and they are time consuming to build due to the complexity of the JES construction program.] Actually most pwhexe.dat files were redone - as many as 6-8 times - to squeeze out all eratta as well as to incorporate the 'latest' changes to construction policy. A late discovery - about the railroad to Fort MacMurray in Canada - will NOT be part of RHS Level I at all. The rail line actually goes Northeast two more hexes - to service coal mines - and that will be done when I rework the files for Level II. Otherwise I would have to rework every file yet again - and being on the map edge - it isn't worth it. Only a Japanese invasion of the NW Territories would make it matter. So pwhexe.dat development for Level I is now frozen.

A large number of Allied base forces were reworked. This because of sensor issues (radar, spotters, etc) and inconsistencies between formations and units (formations often have added features which will never show up unless units have those slots defined). A few devices were modified for cosmetic reasons, and one or two were added for technical reasons.

A significant additional rework was the simplification of "simplified scenarios" (those with even numbers) even further. This mainly in the form of not listing daughter units - just the parent units. The idea is to help AI and to please players who want less work to do processing a turn. There are three simplified scenarios - 102 and the future 106 are intended for AI play as Japan - and 104 is merely a Russian active version of 102 (which makes it unsuited for AI but equally simple for human players). Almost all guerilla units were eliminated from simplified scenarios too - rare exceptions are for cause (Kim Il Sung's unit might be able to help the Soviet invasion in 1945 - and it is in the mountains - so it remains; a weird Dutch unit on Celebes also remains - as does the Garantolo Unit - which liberated its city and held it without aid). AI has no idea either how to use guerillas (which need no LOC) nor how to fight them - so it is best to remove them. A few very minor vessels were also removed from simplified. Some political sections were eliminated from simplified - and so has the Timor Relief Battalion (which AI does not grasp - it is politically only allowed to fight for Timor) - as well as its transport and escort vessels. This unit now starts at Capetown, as does its transport (Portugese Navy Angola) and its escort. Turns out it came from Angola. Other Portugese units are static - and act as small supply sinks - and will only fight if their hex is invaded (likely in Macau and Timor, unlikely in India). But all Portugese units got a new rifle squad - and new organization - because Neihorster has published it.

Four large Canadian ferries have been identified but not yet added. They will be among the last additions to level I - next week.

A few subtle and sophisticated changes were made to a few locations and units - basically to make them look better and be more historically correct. Many units were relocated and/or redefined with updated devices for 1945 - or removed - from the 1945 Downfall Scenario (106). Scenario 99 files are no longer being issued but it IS being updated. It will reappear as Scenario 129 in RHS Level II - in about two weeks. It requires some work with ships - which are unique to it - in order to become playable - but is much closer to ready than 106 (and 126 its Level II equal) are. 1945 Scenarios require vast changes from 1941 scenarios - both in units locations and values and in location development and command assignment. But this work is in fact continuous - as units and locations are done they generally get reworked for 106 if they need it. So the 106 map is starting to look like a 1945 map in terms of location flags.





< Message edited by el cid again -- 1/8/2016 7:38:55 PM >

(in reply to el cid again)
Post #: 688
RE: RHS Level I Thread: Final Update 1.20 - 1/12/2016 4:20:28 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
RHS Level I Final Update 1.20 link
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi


This update ends development of RHS Level I. From now on I will be working on Level II - using an expanded map system.

The primary significance of this update is that it has all pwhexe.dat files to a common standard for the entire war. There are two series - standard for Scenarios 101-104 and the future 106 - and JES for 105 - the Japan Enhanced Scenario. 106 is coming along well, but has months of record updates - and research - required to make it work for 1945. At the time it is issued, I may also fold in some eratta to the rest of Level I.

There was significant work done on Allied LCU - mainly making them line up with formations. Also some were deleted from simplified scenarios.

There were additional ships added - most significantly four APs of the Canadian National Railroad operating along the Pacific NW Coast. These four ships got captains, and a separate class definition record, and all four start in different ports
which they served on a rotating basis. Additional minor vessels were removed from simplified scenarios as well.

A new thread will describe Level II developments.

< Message edited by el cid again -- 1/12/2016 5:20:55 AM >

(in reply to el cid again)
Post #: 689
RE: RHS Level I Thread: Final Update 1.20 - 1/12/2016 10:22:36 AM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline
it would be great to see a couple of detailed AARs of this mod

(in reply to el cid again)
Post #: 690
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