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RE: RHS Level II Major Update 2.10 (and release of working Scenario 129)

 
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RE: RHS Level II Major Update 2.10 (and release of work... - 5/17/2016 3:27:53 AM   
el cid again

 

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Be SURE to put the pwhexe.dat file in the top level AE folder - it is NEW a
and IMPORTANT.

Level II Update Link 2.72
https://1drv.ms/u/s!Ap7XOIkiBuUwhYgdhnbHRnhTAFX2OQ

quote:

2 questions for Sid.......Have not checked yet but I included correct pics
for one of those Japanese trainers, (PINE IIRC), did you use them


I use art from many sources. We began using WITP era art by Cobra Aus, almost exclusively.
We added art from the common art project used by all major AE scenarios. It was not enough
for all our types, so we continue to add art - just added a proper Ki-92 a few days ago
(was using a photograph before that). I do not remember where the K3M3 art came from,
but it is new and crisp. Much of our art now was made by Mifune, or cleaned up by him.
Other newer stuff came from you - as Mifune was unable to produce for a couple of years.
[He is back, and did the revised Ki-92].

RHS uses the 'best available art' standard and will ALWAYS change what we have for something
better. I have (finally) mastered how to make filmstrips that do not crash, and even to clean
up some things - so it is now easy. If you see anything you think can be better, send me what
you prefer. I have no emotional investment in these pictures - I have made almost none - and
those I did make are really cut and paste of someone else's work. [I am proudest of the Ku-1
glider with a Ki-51 tug - but in fact it is Cobra's side art for the light bomber combined with
a line drawing from the web shrunk and then superimposed on a Ku-7 with tug project Cobra did
many years ago. This art includes my very first proper alpha - possible as I started with a black
and white line drawing - so it was easy to invert colors. I still don't do alphas from color.]
Even so, I would drop my own work in a heartbeat in favor of something better.

Note that RHS also uses the 'nearest available art' standard. This in particular applies to tops
and alphas - there are many more sides than tops out there. And tops are not so detailed. So we
use something close. We also use photographs, and modified photographs turned into what looks like
art, when no one has art I am aware of. We ALWAYS prefer Matrix style art for tops and sides. As
for alphas, when I have a top without one, I take something close and modify it - which is hard -
but easier for me than a proper alpha since I do not grasp the process of combining three different
color alphas into one in sufficient detail to make it happen. Our art set is becoming better over time,
but still can be improved significantly.

On trainers, I think you posted art on them not long ago and I got it all. But we don't use all trainers
in RHS because code was never perfected for trainers in that role. Our trainers exist either when they
were used for some other function (e.g. search, attack, transport) OR, in "Full RHS" (odd numbered scenarios)
for training units. But because training units don't quite work as IRL, there is no point having basic and
intermediate trainers - so we only use intermediate trainers for both roles. Training units DO work in a
sense, but they don't graduate classes UNLESS a player withdraws them from time to time. They will eventually
offer pilots for 'graduation' - but not in proper batches. The new K3M3 is so much better than the old one
I think it probably is yours.

< Message edited by el cid again -- 1/14/2017 4:51:29 AM >

(in reply to Yaab)
Post #: 91
RE: RHS Level II Major Update 2.10 (and release of work... - 5/17/2016 3:37:07 AM   
el cid again

 

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quote:

and every form of WITP failed to include the huge drydock located at Victoria...
instead placing it at Vancouver..I provided the correct info in my notes in this thread...Did you put it in RHS?


Actually, it IS present, but apparently in the wrong location - Vancouver vice Victoria.
At least there is a 'huge' drydock at Vancouver. I was aware of the one at Victoria -
I have often visited both cities and studied local history. [I lived in Seattle or Tacoma
for three different periods up to a decade long and have relatives in Burnaby.] I will
nail down the site and include it in update 2.12.

Thank you

< Message edited by el cid again -- 5/17/2016 3:46:51 AM >

(in reply to m10bob)
Post #: 92
RE: RHS Level II Major Update 2.10 (and release of work... - 5/17/2016 4:23:07 AM   
el cid again

 

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quote:

while some folks may have issue with the inclusion of planes which only have
small numbers IRL, I feel it is more a statement on how those units CAN be included
in a game of this huge scale!


First, for players who do not wish to manage many minor plane types, RHS provides
"Simplified RHS" (even numbered scenarios). Some of these (122 and the future 126)
are simplified to help the AI in addition to reduce player time to make a move.

Second, types are not added unless they had at least a moment where they were, or
might have been, operationally useful. Thus, we follow stock in that Allied trainers
are NOT included UNLESS they have a non-training role. Similarly to stock, there
are no training units at all in simplified scenarios. Only "Full RHS" scenarios
(with odd numbers) have all types.

Third, I find it surprising how much use there is for 'unimportant' types. Particularly
if you are pressed, there is often something you can do with all the planes in the operational
area.

FYI aircraft are the very heart of RHS. It began as a project of a WITP era mod called CHS.
A future Matrix programmer recruited me for research and data entry. A former resident
computer engineer at (not for) Boeing (i.e. a contractor with a desk AT Boeing), I can
calculate unknown data from what is known. When we got done, Andrew liked the work and
'accepted it' - but got into political trouble and had to withdraw that acceptance. So
he said "this should be out there - put it in its own mod" - which we did. The name RHS
was suggested by a programmer, a variation on RSH (Real Sub Hunter). We have continually
added aircraft until now I think everything significant is included. But not every type
is present.

(in reply to Yaab)
Post #: 93
RE: RHS Level II Major Update 2.10 (and release of work... - 5/17/2016 2:39:05 PM   
m10bob


Posts: 8622
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From: Dismal Seepage Indiana
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quote:

ORIGINAL: el cid again

quote:

while some folks may have issue with the inclusion of planes which only have
small numbers IRL, I feel it is more a statement on how those units CAN be included
in a game of this huge scale!


First, for players who do not wish to manage many minor plane types, RHS provides
"Simplified RHS" (even numbered scenarios). Some of these (122 and the future 126)
are simplified to help the AI in addition to reduce player time to make a move.

Second, types are not added unless they had at least a moment where they were, or
might have been, operationally useful. Thus, we follow stock in that Allied trainers
are NOT included UNLESS they have a non-training role. Similarly to stock, there
are no training units at all in simplified scenarios. Only "Full RHS" scenarios
(with odd numbers) have all types.

Third, I find it surprising how much use there is for 'unimportant' types. Particularly
if you are pressed, there is often something you can do with all the planes in the operational
area.

FYI aircraft are the very heart of RHS. It began as a project of a WITP era mod called CHS.
A future Matrix programmer recruited me for research and data entry. A former resident
computer engineer at (not for) Boeing (i.e. a contractor with a desk AT Boeing), I can
calculate unknown data from what is known. When we got done, Andrew liked the work and
'accepted it' - but got into political trouble and had to withdraw that acceptance. So
he said "this should be out there - put it in its own mod" - which we did. The name RHS
was suggested by a programmer, a variation on RSH (Real Sub Hunter). We have continually
added aircraft until now I think everything significant is included. But not every type
is present.


Yes...I have always used "trainers" to free up the combat planes, (as in real life).
It does still allow the training units to fulfill their purpose as well of putting trained pilots in the pilot pools.

Peter Hamilton (Cobra Aus) and I worked pretty closely together on your original RHS on the original WITP(stock), so I am very familiar with the concept.

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(in reply to el cid again)
Post #: 94
RE: RHS Level II Micro Update 2.12 (Eratta and 129 enha... - 5/18/2016 3:51:11 AM   
el cid again

 

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RHS Level II Update Link 2.20
https://onedrive.live.com/redir?resid=30E506228938D79E!33899&authkey=!AEms6pC46mkIZq4&ithint=file%2cmsi

This is a very comprehensive (if minor) update.

It includes ship art (for RNN Endracht - better known as de Zeven Provenzien - which name she used post war).

It includes a cam file - because of Philippine air force development.

We added the First Transport Squadron and the First Fighter Squadron of the Philippine Commonwealth in 1945 and 1946 - when they really form. We reworked the pilots - better data - for the Philippines.

USN LSTs reviewed up to 480 (all other LSTs done for all nations in 2.11).

Slight reorganization of RNN in Scenario 129 - All modern Dutch ships are in the Far East by the time the war starts (Java and Sumatra are retired in favor of new CLs).
Two big CL, one medium CL, and two tiny CL, plus all "Admiralen" class DD are in two Dutch formations (one has a flotilla leader and 4 DD, the other has all the rest).

Reworked the Philippine forces based on historical plans. It did not work out to much - 3 more PT boats - the Bomber flight upgraded to a squadron - the bombers now are B-18s vice B-10s and can upgrade to B-23s. The fighters are now P-35s and may upgrade to P-36 (with the P-26 and B-10 returned to the pools). The PLAN was for 50 bombers (presumably 4 squadrons) - but it was not possible to work out the training nor even to find the bombers!

Much tiny detail worked into Japan for 129.

These processes detected eratta or improvements for all scenarios. For example, a duplicated RN CL is now replaced by the only possible additional CL not included before. A couple of ships were improperly 9999ed out - they are now present. There will be one more round of this sort of updates before I return to pwhexing - I owe Level II players 25 more files!

< Message edited by el cid again -- 5/22/2016 2:58:51 AM >

(in reply to el cid again)
Post #: 95
RE: RHS Level II Micro Update 2.12 (Eratta and 129 enha... - 5/18/2016 5:32:05 PM   
m10bob


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This morning I added the newest patch and have encountered a new problem.
When I move the mouse across the map, it now repeatedly "drags" a Brit flag and an unknown island across the screen, dropping other repeat Brit flags and islands as it goes.

No effect on the speed of the mouse, but it may also be causing some of the other map art panels to be out of place.
Any idea how this was caused?
I have suffered no electrical outages nor currency fluctuations.

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(in reply to el cid again)
Post #: 96
RE: RHS Level II Micro Update 2.12 (Eratta and 129 enha... - 5/18/2016 8:15:32 PM   
btd64


Posts: 9973
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From: Mass. USA. now in Lancaster, OHIO
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quote:

ORIGINAL: m10bob

This morning I added the newest patch and have encountered a new problem.
When I move the mouse across the map, it now repeatedly "drags" a Brit flag and an unknown island across the screen, dropping other repeat Brit flags and islands as it goes.

No effect on the speed of the mouse, but it may also be causing some of the other map art panels to be out of place.
Any idea how this was caused?
I have suffered no electrical outages nor currency fluctuations.


You know Bob, I had this issue once and I think it was either a Map panel or pxhexe problem. Don't remember how it got resolved, Sorry. Post in the Tech forum....GP


_____________________________

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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 m10bob)
Post #: 97
RE: RHS Level II Micro Update 2.12 (Eratta and 129 enha... - 5/19/2016 2:05:54 PM   
m10bob


Posts: 8622
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From: Dismal Seepage Indiana
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quote:

ORIGINAL: General Patton


quote:

ORIGINAL: m10bob

This morning I added the newest patch and have encountered a new problem.
When I move the mouse across the map, it now repeatedly "drags" a Brit flag and an unknown island across the screen, dropping other repeat Brit flags and islands as it goes.

No effect on the speed of the mouse, but it may also be causing some of the other map art panels to be out of place.
Any idea how this was caused?
I have suffered no electrical outages nor currency fluctuations.


You know Bob, I had this issue once and I think it was either a Map panel or pxhexe problem. Don't remember how it got resolved, Sorry. Post in the Tech forum....GP


Thank you General...I'm pretty certain I shot myself in the foot when I put an update installer inside the RHS folder and then eliminated the installer while still inside that RHS folder..May have taken attachments with it so re-installing to repair..

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(in reply to btd64)
Post #: 98
RE: RHS Level II Micro Update 2.12 (Eratta and 129 enha... - 5/19/2016 2:07:35 PM   
btd64


Posts: 9973
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From: Mass. USA. now in Lancaster, OHIO
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Sounds good....GP

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AKA General Patton

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

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

(in reply to m10bob)
Post #: 99
RE: RHS Level II Micro Update 2.12 (Eratta and 129 enha... - 5/19/2016 3:47:20 PM   
m10bob


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From: Dismal Seepage Indiana
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Yep...I had done it to myself....I re-installed the latest patch and all problems went away..Sometimes a little knowledge can get you in trouble, LOL...Sure having a lot of fun with RHS in this latest version...Loads of historical surprises, and I am all about flashy chrome.

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(in reply to btd64)
Post #: 100
RE: RHS Level II Comprehensive Update 1.431 (pwhexe, ai... - 5/19/2016 11:24:11 PM   
JeffroK


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quote:

ORIGINAL: TulliusDetritus

Look at the reinforcement list:




I love how Sid almost gets it right.

ALL Independent companies should be shown as AIF.
1st Australian Para Bn should be shown as AIF.
8th Independent Company should be 2/8th Independent Coy.
2/4 Independent Coy was formed at Forster nr Melbourne in December 1941, transferred to Darwin/NT in March 1942 and in August 1942 was sent to Timor to relieve 2/2 Indep Coy.

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(in reply to TulliusDetritus)
Post #: 101
RE: RHS Level II Comprehensive Update 1.431 (pwhexe, ai... - 5/20/2016 2:19:13 AM   
el cid again

 

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Clearly these all should be AIF. Generally speaking (early on),
the AIF is for use outside Australia, the CMF for use defending
the country. Eventually the politics of the war shifts a bit,
and SOME CMF units do leave the country. But the pre-war standard
was in the tradition that 'militia' was a local defense one. There
were also other differences. The independent (special forces more
or less) companies (they were largely civilians with skills from
colonial industry and bush survival) all have the leading "2" meaning
"World War 2" - to distinguish them from the earlier (WW1) series of
units. So indeed, the second independent company is 2/2. This data
was modified from an earlier form in which such formalities were not
observed. I missed this unit in the name review. Thanks.

This will be part of an update in a matter of minutes (which otherwise
was about to issue).

quote:

ORIGINAL: JeffK


quote:

ORIGINAL: TulliusDetritus

Look at the reinforcement list:




I love how Sid almost gets it right.

ALL Independent companies should be shown as AIF.
1st Australian Para Bn should be shown as AIF.
8th Independent Company should be 2/8th Independent Coy.
2/4 Independent Coy was formed at Forster nr Melbourne in December 1941, transferred to Darwin/NT in March 1942 and in August 1942 was sent to Timor to relieve 2/2 Indep Coy.


(in reply to JeffroK)
Post #: 102
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/20/2016 4:44:22 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
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RHS Level II Update Link 2.20
https://onedrive.live.com/redir?resid=30E506228938D79E!33899&authkey=!AEms6pC46mkIZq4&ithint=file%2cmsi
This is a fairly extensive update almost entirely confined to data files
(mainly class, leader, location and ship files, but probably also aircraft,
group and possibly device files). There may well be documentation file
changes as well.

USN LSTs are now reviewed into the 600 range. It appears from now on
they will be all later model ships - so there is no need to redefine them with
lesser armament. However, there are extensive issues with ships captains
(assigned officers not yet available in the database). As well, some ships
are assigned to PTO on dates they were in Europe (landing in France). Others
need to be converted to other forms. And I had to add many missing ones -
the original list was not accurate. So we must continue to review the remaining
ones. But at least the majority are now behind us, including most of those that
needed to be armed in the early war form (when weapons were 'authorized' but
not available).

The rest of the review was supposed to focus on the Allies for Scenario 129,
and do 'minor things' for the Japanese. This latter was mainly adding low level,
and sometimes senior, Army officers rated for boat (or ship) commands, and
assign them to the ships. IJN river gunboats were transferred to the IJA and given Army captains, so their former Navy captains can serve in the "short, victorious war"
in the Pacific. [That is a phrase about the Russo-Japanese war. Japanese players
HOPE 129 permits that in WW2.] The Allies was supposed to focus on moving some ships and task forces due to slightly earlier orders. For example, the USMC legation Marines are not at Peking any more - but are re-united with the 4th Marine Regiment. SS President Harrison is not offshore near Shanghai, it is at Manila (after returning them). The three Insect class RN river gunboats at Hong Kong are now at Singapore, newly converted to escort form (similar to half sisters already at Singapore which start other scenarios in the form already). Most USN and RN warships in the South China Sea area are now at Palembang (if RN) or Balikpapan (if USN). The poor minesweeper Finch left three days sooner and is in Manila instead of at the bottom end of the Formosa Strait. And the Philippine Army and Philippine Constabulary are almost mobilized - most units start the game, most of the rest activate on the 10th and 15th of December and the exceptions early in January.
However, these reviews detected eratta which were corrected in all scenarios. As well, a few Aussie land units changed their names - from AIF to CMF prefixes or vice versa, or adding 2/ in front of the 2nd Independent Company. Two duplicated brigades of Aussies (dating from stock) were removed (the '1st Brigade = the 1st Motorized Brigade - and you don't get both; same for the 3rd; these units should be CMF in spite of foreign deployment in WWI and in the post war era - they reformed as militia in the 1930s).

Except for the USN LST review (all other nations are done) - and addressing reported eratta - development now shifts to pwhexing (making later pwhexe.dat files after game start).

I hoped to add some art. Mifune is productive again (we have already added air and ship art from him in 2.12) - and I want some map art showing the lines to new off map ports for the next update. He has begun work on a new Madagascar panel, but that won't be needed for a long time - that is Level II material. We had some communication issues exchanging files which got fixed today - so now he has my panels to work with.


< Message edited by el cid again -- 5/22/2016 2:58:30 AM >

(in reply to el cid again)
Post #: 103
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/20/2016 4:07:31 PM   
m10bob


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From: Dismal Seepage Indiana
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Sid...With the original WITP-RHS and this version, WITP/AE-RHS II, you were continually making improvements and releasing patches.

Are any of your patches inclusive updates of the original RHS file which created the RHS folder in our programs?

The most recent patches sent to me "borked" the maps and gave me an error message to that effect.

I wish to eliminate the RHS folder and start from scratch..Which download is the most inclusive download for that purpose?

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(in reply to el cid again)
Post #: 104
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/20/2016 7:10:09 PM   
btd64


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Bob, The post above yours is the most up to date. For level 2 with extended map. That is probably why your map got borked. Level 1 is a different thread....GP

< Message edited by General Patton -- 5/20/2016 7:20:33 PM >


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(in reply to m10bob)
Post #: 105
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/21/2016 11:09:12 AM   
el cid again

 

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Yes. Note the words in front of an update name

RHS Level I is for the version we have been working on for five years. There was an update yesterday. The link
is in the RHS Level I thread - and I don't want to put it here - in the RHS Level II thread. It is also at the]
bottom of page three of the general Scenarios Available thread - I keep up to date links for BOTH level I and II
in that thread. Level I uses the stock map system.

RHS Level II is the new one. It took Andrew Brown's extended map system as its foundation. Now it has expanded
that - and isn't compatible with either stock or other extended map mods.

In the process of learning how to do that, I corrected the errors in the links between off map ports for ALL USERS
of any mod using standard maps or Andrew Brown's extended maps. Links to these pwzlink.dat files are posted and
can be emailed on request. I used the standard nautical publication Distance Between Ports to correct errors.
The original stock file has 28 pairs of links (going each direction is the same range, it takes a matched pair
to permit travel both ways): of these 12 were too long, 12 were too short, and 4 were perfect. Because the errors
are perfectly offsetting, clearly it was not a deliberate thing - it was just a lack of knowing where to find the
right ranges (so, for example, possibly using great circle air navigation software - which does not work
for ships needing to avoid sailing through Africa etc). So we issue files for both Level I and II, and also
now for all stock map games and all extended map games. Which means reading the name above the link is vital
or you will may end up messing up a folder with the wrong file.

No - there is no ONE link for ALL the files we release. This is so you won't put them all in one folder. They
have the SAME names and CAN NOT work in the same folder.

quote:

ORIGINAL: m10bob

Sid...With the original WITP-RHS and this version, WITP/AE-RHS II, you were continually making improvements and releasing patches.

Are any of your patches inclusive updates of the original RHS file which created the RHS folder in our programs?

The most recent patches sent to me "borked" the maps and gave me an error message to that effect.

I wish to eliminate the RHS folder and start from scratch..Which download is the most inclusive download for that purpose?



< Message edited by el cid again -- 5/21/2016 11:12:00 AM >

(in reply to m10bob)
Post #: 106
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/21/2016 2:45:13 PM   
m10bob


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From: Dismal Seepage Indiana
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You fellas are both correct..It was me, I just need to slow down and actually read the directions for a change.
(I was the one who never read the directions for assembling bikes and swing sets, LOL)...

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(in reply to el cid again)
Post #: 107
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/21/2016 3:47:24 PM   
solops

 

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About RHS: I have been reading the threads for RHS1 & 2 and find myself a bit overwhelmed. I have a couple of simple questions as to what RHS is all about.
First, is it suitable for solitaire play?
Second, Is it primarily an aircraft data and map graphics update mod?
Third, the latest version appears to be RHS2. Is RHS1 also required?
Fourth, does it write over the unmodded game or can both modded and unmodded AE be played at the same time?
Fifth, maybe some clarification on the difference between RHS1 and RHS2?

< Message edited by solops -- 5/21/2016 3:56:12 PM >


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(in reply to m10bob)
Post #: 108
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/21/2016 4:22:33 PM   
m10bob


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From: Dismal Seepage Indiana
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All versions of RHS required more intense research for the planes and ships, and many folks have contributed toward those efforts.
In some instances, the prior versions of WITP had either gotten dates wrong for entry to the theater, or had completely missed the OOB's entirely.
The USS Wakefield for example was not in the original WITP at all, and it was only one of maybe hundreds of vessels missing.

WITP AE had been a vast improvement (and some of the original improvements from the original RHS may be found within AE.)

RHS I and II are two separate mods, I uses Andrew Browns' extended map and RHS II uses an even larger map (still being improved on) with more points of entry.
The distances of points have been corrected and are closer to true distances from one another.
(In past, different formulas had been used, to include the "peeled orange" type map formula without it actually being displayed as such.)
With every distance being re-calculated, the ranges and speeds of all vehicles had to similarly be adjusted to compensate.

With great minds (like JeffK) cross referencing OOB considerations with historical fact, RHS works to improve the over-all *detailed* re-telling of this vast conflict in this theater.

You will not mess up your stock WITP file as RHS creates a game folder of its' own outside of the Matrixgames folder.

You do not need RHS I to install RHS II.
They are separate mods.


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(in reply to solops)
Post #: 109
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/21/2016 4:23:04 PM   
Yaab


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RHS I or RHS 1: stock map
RHS II or RHS 2: extended map.

Thus, it is best two have two separate installs of RHS.

Solitaire would be player A vs player A. I guess you mean if RHS can be played human vs AI. RHS scen 102 can be played against Japanese AI.

RHS adds LOTS of new bases,LCUs, air groups and ships. It changes TOEs adding new devices. It adds units from new nations (French, Portugues etc).

It adds new rails, roads and trails. It adds navigable rivers. RHS can use new maps created by Chemkid, though you can still use the stock maps.

In theory, RHS Level I can be used along stock game in one folder.I never practice that and have separate installs of WITP:AE i.e WITP:AE stock; DaBigBabes C; RHS Level 1. Thus all saves slots in a given installation are only used by one mod and one campaign.

RHS I and RHS II: the use different maps (stock and extended), but as far as I undertstand, they are the same thing.


(in reply to solops)
Post #: 110
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/21/2016 4:33:33 PM   
solops

 

Posts: 814
Joined: 1/31/2002
From: Central Texas
Status: offline
Thanks very much for the education. One last bit of clarification about solitaire.

I do not play PBEM. It will always be me vs the AI. Will that be a problem for RHS1 or RHS2 in general or are there specific scenarios in either that are not suited for play against the AI? Yaab's reply has me worried after I thought about it more.

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(in reply to Yaab)
Post #: 111
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/21/2016 4:58:37 PM   
Yaab


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From: Poland
Status: offline
RHS introduced some elements that confuse AI ( riverine ships, rail gun units etc). You can still play against Japanese AI in scen 102 (full campaign) without those items.

(in reply to solops)
Post #: 112
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/21/2016 5:32:35 PM   
cardas

 

Posts: 184
Joined: 4/8/2016
Status: offline
Your mod has inherited some problems from stock relating to the maneuver and fuel/endurance values of a few Dutch ships, same as many other mods. Affects the classes Small Gvt Mar PB/AVP/AG, Med Gvt Mar PB/AVP/AG, A class, Merbaboe, Alor, Merapi, Djember, Ardjoeno and Arend.
There is also some armament issues with the Gouvermentsmarine ships and the Admiralen destroyers.

I only have RHS level II so I haven't actually checked RHS I, but presumably the same problem is found there as well. I don't see any value in reposting more or less the exact same thing in several places so see the "AE Naval and OOB Issues" thread in the main WitP:AE forum for details.

< Message edited by cardas -- 5/21/2016 6:07:44 PM >

(in reply to Yaab)
Post #: 113
RE: RHS Level II Major Update 2.20 (Technical - map sup... - 5/22/2016 2:55:24 AM   
el cid again

 

Posts: 16922
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RHS Level II Update Link 2.20
https://onedrive.live.com/redir?resid=30E506228938D79E!33899&authkey=!AEms6pC46mkIZq4&ithint=file%2cmsi

This update involves only a few files. But it includes MAJOR updates to
ALL pwzlink.dat files, to the pwzone.dat file, and to the start of war pwhexe.dat
file. In fact, we are now using EXPANDED pwzlink.dat and pwzone.dat files.
This is good news for Level III - the expanded files do work. We had to do that
for technical reasons (described below). We discovered the pwzone.dat file
produces failed files if you expand them. Dave Bradley determined it is because
80 records are too many. He recommended 40, and I converted the file
to 40 in a hex editor, and that works. [I speculate the record limit is 64]. Hopefully
he will rewrite the editor so it can be used for expanded files, but I can convert them
if needs be. I once was a machine language programmer and it isn't hard for me
to do that with modern tools.

We did update a few USN LSTs - on principle. And leaders - because often their
captains appear too late for the ship.

But mainly this update was about problems with relatively minor vessels in the far North in Winter. Changes to the pwzone.dat file and the pwhexe.dat file fixed many
of them. The rest were fixed in the ship file. In that process, I found many barges
which should not be in simplified RHS (even numbered) scenarios - and 9999'ed them
out. Making simplified more simple still. I also found one case of a missing digit from the date - so the (minor) vessel would never appear.

Otherwise this update is similar to Level II update 2.13.





< Message edited by el cid again -- 5/22/2016 2:57:37 AM >

(in reply to el cid again)
Post #: 114
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/22/2016 3:16:09 AM   
el cid again

 

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

ORIGINAL: solops

About RHS: I have been reading the threads for RHS1 & 2 and find myself a bit overwhelmed. I have a couple of simple questions as to what RHS is all about.
First, is it suitable for solitaire play?

REPLY: Scenario 106 (Level I) and 126 (Level II) is called RHSAIO (AI Oriented) and it is INTENDED for AI
control of Japan. NO scenario is intended for AI as Allies - there is no script and I don't (at least not yet)
write scripts - and the original script only does Japan well. This is the scenario used for validation testing.

Scenario 106 (Level I) and 126 (Level II) is called RHSDFS (DownFall Scenario) and it is INTENDED for AI control
of Japan (because few human players will want to take on the Allies in 1945). It IS included in the installer -
but it is NOT completed. I keep updating records for 1945, but there are thousands (a hundred thousand?) to go!


Second, Is it primarily an aircraft data and map graphics update mod?

REPLY: Back in WITP days RHS began as an aircraft data mod for CHS. When that didn't work out, Andrew Brown
suggested creating a mod to let people use these planes. Joe Wilkerson (my 'boss' in the volunteer CHS project)
suggested the name RHS, a modification of RSH (Real Sub Hunter). To this day aircraft remain the heart of RHS,
with vastly more types than otherwise are in AE. Apart from numbers, the data quality shows off the remarkably
good AE engine - with astonishingly realistic outcomes. But no, RHS is vastly developed since then. It has
introduced countless concepts, and added whole capabilities in many areas. Note that RHS 'blimps' are real airplanes,
not stock blimps. RHS atom bombs are also different, come with no political consequences, in realistic numbers,
in two flavors (Uranium Bombs and Implosion Bombs - 1 of the former and 2 of the latter per month from August 1945 -
with one Uranium bomb in July) AND they do far more damage than the stock bombs do. As well, there is a small chance
Japan might get a Uranium bomb later - one every 2-4 months. There is extensive development of radar and radar
countermeasures (I was a pioneer in that field, more or less becoming one of the first EWs - although they would not
let ETs 'cross over' - we actually did the job - against missile and air attacks in Tonkin Gulf). We have extensively
developed Russia, China, Australia, New Zealand, Philippine Forces and others. Our map has researched locations
and uses period names - not present names not used in the WWII era. It took a long time, but we developed the
economic model to the point it can support 1944 levels of forces WITHOUT giving players all that supply in 1941.
There is extensive documentation explaining things in the RHS Documentation folder if you want more.

Third, the latest version appears to be RHS2. Is RHS1 also required?

REPLY: RHS Level I uses stock maps. RHS Level II uses an expanded form of the extended map system created by
Andrew Brown. They are NOT compatible and you CAN NOT use both in the same folder. Different map files,
different location, ship and group files as well. Never mix em. You CAN mix stock map system games and mods
with RHS Level I scenarios and maps. RHS Level II needs to be by itself. There will eventually be a RHS
Level III - adding Madagascar in the now blank SW corner. [The Logo is already in the NE corner in Level II]

Fourth, does it write over the unmodded game or can both modded and unmodded AE be played at the same time?

REPLY: Level I MAY share a folder with stock or any mod using stock maps. You MAY use ANY stock like map art.
I recommend using RHS map panels without hexsides, and turn on hexside details - but it will work if you do not.
You MUST use RHS pwhexe.dat files, but they WILL work with other mods (not vice versa - too much new data needed).
Level II MAY NOT share a folder with other mods - its map system (originally borrowed from Andrew's extended map
system) is NOT compatible, and its pwhexe.dat, pwzlink.dat and pwzone.dat files are NOT compatible with others.
[Level 1 uses STOck pwzone.dat files and a corrected stock pwzlink.dat file with correct ranges between off map
ports which should always be used for standard map system games. A similar corrected form of Andrew's extended
map pwzlink.dat file is available for NON RHS games - as a courtesy. I used the nautical pub Distance Between
Ports to fix the many errors in those file distances.]

Fifth, maybe some clarification on the difference between RHS1 and RHS2?


RHS Level I uses STOCK maps. It can co exist with stock scenarios and mods using the standard maps.

RHS Level II uses expanded extended maps. It is not compatible with anything else. It has more off map
ports and links. It also introduces special programming using off map codes to permit certain things to
be possible in on map ports.

RHS Level III does not yet exist. But the PRESENT RHS pwzlink.dat and pwzone.dat files are already expanded
and show it is possible to make the expanded files work. It will add Madagascar to the map. It will NOT
co exist with anything else. It will add a few more off map, and modified on map, ports, and links between
them. It will WAIT development until (a) we have new Madagascar art and (b) we have issued all the many
pwhexe.dat files needed by Level II. RHS has a separate pwhexe.dat file for every season from Winter 1941
to Monsoon 1945. Except for the Winter 1941 file, there are actually two files - one for strictly historical
scenarios (121, 122, 123, 124 and 126) and one for Japan Enhanced Scenarios (125 and 129). These files show
road and rail construction during the war - also deconstruction - also changes with seasons (e.g.
ice roads and ice trails in winter seasons, disappearing trails in jungle in Monsoon, etc). This multiple
pwhexe.dat feature is part of all levels of RHS. I am developing art to show these changing features - but
you may see them using the R and Y keys right now.


< Message edited by el cid again -- 5/22/2016 3:43:33 AM >

(in reply to solops)
Post #: 115
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/22/2016 3:51:19 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
This is an outstanding explanation from a veteran user. However, a few corrections:

1) You should use the few RHS map panels. This is particularly important in Level II,
and will become more important over time, as I (and now Mifune once again) make more panels.
These correct names for the WWII era, show railroads missing in stock (or delete railroads
and roads from later eras that were not present in WW2). They will eventually show how
Arctic ice melts seasonally. There are two other map art sets in development - and a thread
dedicated to them - which I do not run. These will be radically better maps if they get
completed as designed - one geographic style which is 'pretty' and one board game style
with lots more information. RHS is in active development, and the team is growing, and long
term developer Mifune has been able to rejoin the team (making air, ship and map art). I am
the developer of the 'real' map the game uses - the files players don't really see - telling
the program what is where.

2) At this time, more map panels WITHOUT hexes are available than WITH hexes (because usually
I can't modify the latter) - although that will change now Mifune has taken over maps.

3) RHS should be played with hexside details on. Turn can be executed with them off if you wish
a pretty map. But you need to know those details. Similarly, you should enter data with the R
key pressed - or in some places the Y key - so you can see the actual road (or rail) net.


quote:

ORIGINAL: Yaab

RHS I or RHS 1: stock map
RHS II or RHS 2: extended map.

Thus, it is best two have two separate installs of RHS.

Solitaire would be player A vs player A. I guess you mean if RHS can be played human vs AI. RHS scen 102 can be played against Japanese AI.

RHS adds LOTS of new bases,LCUs, air groups and ships. It changes TOEs adding new devices. It adds units from new nations (French, Portugues etc).

It adds new rails, roads and trails. It adds navigable rivers. RHS can use new maps created by Chemkid, though you can still use the stock maps.

In theory, RHS Level I can be used along stock game in one folder.I never practice that and have separate installs of WITP:AE i.e WITP:AE stock; DaBigBabes C; RHS Level 1. Thus all saves slots in a given installation are only used by one mod and one campaign.

RHS I and RHS II: the use different maps (stock and extended), but as far as I undertstand, they are the same thing.





< Message edited by el cid again -- 5/22/2016 3:56:30 AM >

(in reply to Yaab)
Post #: 116
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/22/2016 4:01:01 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
In general, RHS reworks stock data and does not trust it. But this is not so true of non-major ships. It is always
true for aircraft and almost always true for land units and air groups. For minor vessels, or indeed anything,
REPORT the error and it will be fixed. About half of RHS comes from NON RHS members of the Matrix Forums - we
deliberately use any suggestion we can - and also shamelessly shed our own art in favor of better art - as
formal policy. I live in a library with extensive sources, including Dutch sources, and I do use non-English
materials when necessary. You should find the use of Dutch names and abbreviations pleasing. You will find
careful reworking of land unit orders of battle and ship minor weapons. But the case of minor vessels is an
exception and almost certainly still is generally incorrect in at least some details.

I just added art and data for the Endracht class CL for just issued Scenario 129 (level II only).
In that process I found the stock data for ship ranges was indeed incorrect in some cases. That scenario,
with a Japan arming sooner, gave more time for the Dutch to react. IRL they worried from 1931 on,
and began designing ships. We lay down the pair of CL two years sooner and also have time to complete
the van Heemskerk as designed - for scenario 129 only.

quote:

ORIGINAL: cardas

Your mod has inherited some problems from stock relating to the maneuver and fuel/endurance values of a few Dutch ships, same as many other mods. Affects the classes Small Gvt Mar PB/AVP/AG, Med Gvt Mar PB/AVP/AG, A class, Merbaboe, Alor, Merapi, Djember, Ardjoeno and Arend.
There is also some armament issues with the Gouvermentsmarine ships and the Admiralen destroyers.

I only have RHS level II so I haven't actually checked RHS I, but presumably the same problem is found there as well. I don't see any value in reposting more or less the exact same thing in several places so see the "AE Naval and OOB Issues" thread in the main WitP:AE forum for details.



< Message edited by el cid again -- 5/22/2016 4:05:37 AM >

(in reply to cardas)
Post #: 117
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/23/2016 2:14:48 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Hello Sid..Need to report a problem with patches.


I am using Win10 and when I get your patches, it will allow me to download them but my computer will not allow me to apply them to an existing file.
I am instead required to delete the title of the program from the "Program and Files" page within Control Panel and then it will allow me to apply the new patch on top of what should have been a "deleted" file..

On one recent patching it caused my computer to report loading RHSII had failed to load certain map panels.
When that happened, I deleted the entire RHS game from my computer and started from scratch to start all over again.
I have checked my security programs and my firewalls.
They are not the problem.
You and I both use AOL.
When I download your patches, they are coming in via "One Drive", a feature of Win10 as I understand it..

Suggestions on how to make these patches go in?

Matrixgames patches give me no problems.

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(in reply to el cid again)
Post #: 118
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/23/2016 2:17:53 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Isn't it working as designed? I am on Win XP and have to first delete the previous RHS version and then install the new one. I use Revo Uninstaller for deleting the previous version.

(in reply to m10bob)
Post #: 119
RE: RHS Level II Micro Update 2.13 (Eratta and 129 enha... - 5/23/2016 3:08:07 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
quote:

ORIGINAL: Yaab

Isn't it working as designed? I am on Win XP and have to first delete the previous RHS version and then install the new one. I use Revo Uninstaller for deleting the previous version.



I am used to "patches" which simply go to the game directory, then download right into the correct game folder. Ergo the term "patch".

If we are supposed to remove the prior game to install the new "patch", this is a new and different way to apply "patches".Indeed, if this is what is expected now, of course I can adjust, just a strange way to run the railroad.

Either way, I am grateful for RHS and all it brings to the game.

< Message edited by m10bob -- 5/23/2016 3:11:35 PM >


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(in reply to Yaab)
Post #: 120
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