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RE: RHS Level II Update 2.44 (Art, Eratta)

 
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RE: RHS Level II Update 2.44 (Art, Eratta) - 7/23/2016 1:38:19 PM   
btd64


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Hi badlandz, I would post here the upgrade path problem you are having so Sid can look at it....GP

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(in reply to Badlandz)
Post #: 241
RE: RHS Level II Update 2.44 (Art, Eratta) - 7/23/2016 1:49:14 PM   
Badlandz

 

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Hello General,
Thanks, I mentioned some to him previously. He said there had been a misunderstanding with whom ever worked on the database. I believe he said he'd be working on it but it's going to take time. I was hoping to fix them as I found them and continue playing the mod. I seem to be able to mod aircraft stats but not the air groups themselves.
Thanks again.

(in reply to btd64)
Post #: 242
RE: RHS Level II Update 2.441 (Art, Eratta) - 7/27/2016 11:02:38 AM   
el cid again

 

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

This is a technical update with generally a number of minor improvements
and fixes for problems.

There are art, pwhexe.dat and scenario files, but no new documentation files.

Three map panels were updated - only WPEN01 in a significant sense. It got the main part of the Tea & Horse Caravan Road, it lost bridges over the Bhramaputra
River (built only in 1944), and had four major urban hexes (in art) turned into
rough or clear terrain (because they are minor urban hexes in the WW2 era, becoming major urban only much later in time).

The pwhexe.dat file now has the Indus River navigable near its mouth, upriver to just past Hydurabad.

The scenario files fix some command assignments, unit planning assignments, and similar minor issues. Scenario 129 has a unique fix for early games in that scenario for Dutch cruisers - the new Endracht cruiser which was wrongly pointing at a WWI CL type now will upgrade in one day to the Endracht type. This class does not exist in other scenarios and has long since been corrected so new games start with the right class assignment, but this fix is for at least two games that started before those fixes were issued.

< Message edited by el cid again -- 1/14/2017 4:52:51 AM >

(in reply to el cid again)
Post #: 243
Weather Files - 7/27/2016 11:16:19 AM   
el cid again

 

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I assume weather files refers to the seasonal pwhexe.dat files.

At this time the "weather files" are not very up to date.
I did make them work for Level II, but have not yet put into
them all the technical changes I have added to the start of game
file in the last three months. So if you use them, you will find
some places not working as they should.

If you are playing a game and the date moves into a new season, you
need to rename a file for that season to pwhexe.dat and put it in the top
level AE folder.

If you reach Winter, 1942 (or any later year) you ALSO need to rename and move
a pwzlink.dat file into the top level AE folder.

In both cases KEEP the file you rename in the source folder.

In theory you also move new map art at the same time. Some of that art exists.
If you need it, ask for it.

In theory, I am going to write - or have someone write - a 'switcher' program
- similar to what we had in WITP era RHS. This will move all the files needed
by date.

In RHS some things change with time.

1) Rivers become frozen, or unfrozen, etc.

2) Arctic ice recedes, or moves South.

3) Roads and railroads get built (or rarely, unbuilt).

4) Trails disappear in the jungle in Monsoon

5) Ice roads and ice trails that exist in Winter disappear
in other seasons.

6) Special cases exist for river navigation. The most strange,
perhaps, is that there is TOO MUCH water on the upper Irrawaddy
in Spring - so it isn't navigable then! Most rivers have more
navigable length in Monsoon and/or Fall seasons.





quote:

ORIGINAL: m10bob

Sid...Do the weather data files need to be manually moved anywhere as well?


(in reply to m10bob)
Post #: 244
RE: RHS Level II New Scenario 129 Comments (after testing) - 7/27/2016 11:21:04 AM   
el cid again

 

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UPDATED: Add Japan to the list. I detected the issue re a Japanese unit and fixed all of them
several updates back.

You are correct. This is a somewhat intermittent issue - if you never disband or withdraw
a unit or have it destroyed - it won't come back in this way and in such a case no one reports
it.

This issue dates to original stock scenarios and exists because whoever did the data entry didn't understand
how it would be implemented by code? Code does not care if the planes exist or not? It will form the
"return as" squadron in one day - at full strength - with 1945 (or whatever) planes!

I am policing this but it means every record needs to be checked - and I manage about 13 scenarios.
I did much of the US, the Chinese and a few other air forces already. I will check every record eventually
and work in data that will not have this problem. But it will ONLY be fixed in new games to the extent I have
already fixed the data. Old games will retain their start of game data and pretend that is correct. It does not
update. All mods (unless reworked for this issue), and certainly all stock games, have this problem.
One could gut the update links I guess - but mainly I take the time to try to make them work in one way or
another.


quote:

ORIGINAL: Badlandz

Hello
Question about air groups in the data base for RHS. I think there may be an issue with a few air squadrons.

When they split or disband/withdraw their parent unit shows up in the list of reinforcements with a 1 day delay. The new unit has the next upgrade of aircraft even if not yet available. By example: VMO-251, unit 2631. In December 1941 I upgrade the unit to F4F-7. Then split it. This produces 3 units VMO-251/A, B and C. Then next day VMO-251 arrives as reinforcement with 2 F4U-1D. So, you end up with 4 units of VMO-251, 3 fragments and one whole.

This seems to happen also when you withdraw some units. Squadrons of the 27th BG USAAF return immediately with B-24D.

Am I miss understanding something?

Thanks



< Message edited by el cid again -- 7/27/2016 8:02:35 PM >

(in reply to Badlandz)
Post #: 245
RE: Weather Files - 7/27/2016 4:50:06 PM   
m10bob


Posts: 8622
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From: Dismal Seepage Indiana
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quote:

ORIGINAL: el cid again

I assume weather files refers to the seasonal pwhexe.dat files.

At this time the "weather files" are not very up to date.
I did make them work for Level II, but have not yet put into
them all the technical changes I have added to the start of game
file in the last three months. So if you use them, you will find
some places not working as they should.

If you are playing a game and the date moves into a new season, you
need to rename a file for that season to pwhexe.dat and put it in the top
level AE folder.

If you reach Winter, 1942 (or any later year) you ALSO need to rename and move
a pwzlink.dat file into the top level AE folder.

In both cases KEEP the file you rename in the source folder.

In theory you also move new map art at the same time. Some of that art exists.
If you need it, ask for it.

In theory, I am going to write - or have someone write - a 'switcher' program
- similar to what we had in WITP era RHS. This will move all the files needed
by date.

In RHS some things change with time.

1) Rivers become frozen, or unfrozen, etc.

2) Arctic ice recedes, or moves South.

3) Roads and railroads get built (or rarely, unbuilt).

4) Trails disappear in the jungle in Monsoon

5) Ice roads and ice trails that exist in Winter disappear
in other seasons.

6) Special cases exist for river navigation. The most strange,
perhaps, is that there is TOO MUCH water on the upper Irrawaddy
in Spring - so it isn't navigable then! Most rivers have more
navigable length in Monsoon and/or Fall seasons.





quote:

ORIGINAL: m10bob

Sid...Do the weather data files need to be manually moved anywhere as well?



Yes, you always understand my questions and always answer in detail.
Now, if I could get my local utilities and medical care/prescription people to do in kind......

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(in reply to el cid again)
Post #: 246
RE: RHS Level II Update 2.442 (Art, Eratta) - 8/2/2016 7:22:05 AM   
el cid again

 

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Level II Update 2.47
https://1drv.ms/u/s!Ap7XOIkiBuUwg74A7TujZK_wdrKG1A


This update includes scenario, art, and pwhexe.dat files.

The pwhexe.dat file does not automatically install (it is unclear it
ever did). Due to changes in Microsoft policy, we do not duplicate
this and other files. COPY the pwhexe.dat file from the SOURCE
folder to your top level AE folder. Copy WPEN01 map panel
from the ART folder to your AE ART folder. Copy all the
scenario files to your AE SCEN folder.

Apart from a bit of eratta, the scenario work was on the Group file.
Apart from preventing units from returning, after one day, when they
disband, withdraw or are wiped out, with late war planes, I reworked
some Allied groups. I found USN carrier groups had other issues -
particularly size issues - which would make mid war and late war
play difficult. So I sized them properly.

The WPEN01 file is most of India. For the first time it has correct
Urban hex art to work in RHS. Dehli is now Dark - indicating Urban
Heavy. Around ten hexes were turned to light, Urban Light, art. There
are no more to go. Other panels will follow to this standard, starting
with two important ones in China that get used in every game.



< Message edited by el cid again -- 9/7/2016 8:55:40 PM >

(in reply to el cid again)
Post #: 247
RE: RHS Level II Comprehensive Update 2.221 (pwhexe.dat... - 8/2/2016 7:29:09 AM   
el cid again

 

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Midwest USA IS a port if you have the correct location file.
You may sail from it to Gulf Coast, USA, using the Mississippi &
Ohio Rivers off map movement track. But ONLY in Monsoon and
Fall seasons! Seems there is ice in Winter and a mess during
spring "break up" season. The art should show this link. But the
port is not yet active - you need a 1942 Spring file set for that.
It will be called 42SPRINGpwhexe.dat and there is also a 42SPRING
location file necessary to make it work. I think I will issue
each season as a separate installer to avoid player confusion
over art, pwhexe.dat, pwzone.dat, pwzlink.dat and location files
all being in sync with each other. At least for the first pass.
Maybe, someday, I will do a super package with everything as well
as a switcher program. But someone has to write that! And we need
to get the base pwhexe.dat file perfect before I make corrected
copies of the other seasons. Going through the maps on a hex by
hex basis is causing me to catch all the issues (I hope).


quote:

ORIGINAL: m10bob

All is working fine..Really appreciate General Patton for telling me where those map files had to be placed!
Will Midwest USA get a port?



< Message edited by el cid again -- 8/2/2016 7:31:12 AM >

(in reply to m10bob)
Post #: 248
RE: RHS Level II Update 2.45 (Comprehensive) - 8/10/2016 12:25:07 PM   
el cid again

 

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Joined: 10/10/2005
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Level II Update 2.47
https://1drv.ms/u/s!Ap7XOIkiBuUwg74A7TujZK_wdrKG1A

This installer has several different updates in it:

The WPEN09 map panel finally gets the main map of China correct in re urban
hex art - with ALL the major and minor urban hexes visible in art. But it also
cleans up a number of things, including 'dirty' river entrances, adding missing
road or railroad segments, changes the color of water feature notes from green
to blue, adds a bit of border for Macao, and other things I forget. No other panel
needs as much work, but many will now be reworked a little to match up with this one.
Several other panels have minor updates in them.

That map work led to adding half a hex of major road (at Chefoo) once I decided to
check - no the road did not end just before it reached the city! Go figure. This, and what looks like barriers at river junctions and where rivers reach the sea, dates all the way back to stock.

There is extensive reworking of air groups with a view to preventing air units from reforming with aircraft not yet available. The entire database needed to be examined because the original data entry persons didn't understand how the engine works. It is possible the programmers didn't get quite what they intended and explained their intent instead of how things really work. This process is now complete for Japan and almost complete for the Allies.

There is one location in China which 'lost population' - because it is Japanese and Japanese occupied cities do not fully integrate with the Japanese economy. I think this location 'changed sides' without the required adjustment to its population. ALL the population counts for purposes of urban status (a million plus = major urban hex;
400,000 to 900,000 = minor urban hex). But the population is divided by 10 if it is owned by Japan (that is, if it is under 500,000, it shows up as 0). In RHS population is defined as 100,000 per point.

There are probably a few tweeks for aircraft data. Generally these will be production dates, upgrade types, or any errors in the data. There is also a bit of LCU eratta and location eratta (e.g. the population change mentioned above).

If any ship data changed (I don't remember any) since 2.442, the new data is included here for safety.

There is at least one documentation update. The Urban Areas Defined spreadsheet has a bit of eratta worked into it. If other documentation changed, it is also updated here.

< Message edited by el cid again -- 9/7/2016 8:55:54 PM >

(in reply to el cid again)
Post #: 249
RE: RHS Level II Update 2.45 (Comprehensive) - 8/11/2016 2:32:20 PM   
m10bob


Posts: 8622
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From: Dismal Seepage Indiana
Status: offline
In my ongoing game(solo scenario 22), I have indeed had new units arrive with planes not really available for years...(B29's arrived in one unit in 1941), but since it is a solo game, I just swapped them out with planes which were available IRL..
Glad this is an issue you have addressed.

QUESTION: If I have an Australian air unit which is hard coded to remain in Australia, and I choose to disband it, I am offered the chance to have it return in 60 or 120 days..If I do so, will it still be hard-coded to remain in Australia, or will I have the option to change its' command?

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(in reply to el cid again)
Post #: 250
RE: RHS Level II Update 2.45 (Comprehensive) - 8/16/2016 10:53:14 AM   
el cid again

 

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RHS maximizes players options in the extreme. If at all possible, a unit has a command you
can change using political points. As well, the political point allocation is very generous.
However, there are political and sometimes other reasons some units must be restricted.
These units often will not return at all (see the Philippine Army, the KNIL Army, the Malay
Army, etc). Those that will - such as you mention - will still be restricted when they return.
Australia is a mixed bag. SOME militia units can deploy overseas (although most of those didn't do
so early on). Many can never leave. It was part of the deal when you signed up - especially early
on: you knew the AIF was going overseas - but the AMF was not going to do that. Clearly Australia
needs to have some defense forces. Left free to move, most players would strip the sub-continent
and leave it with nothing but minimum garrison units. So while we have mitigated the original
design in favor of more units able to deploy, we never intended to make them all able to do so.

(in reply to m10bob)
Post #: 251
RE: RHS Level II Update 2.45 (Comprehensive) - 8/16/2016 4:06:32 PM   
m10bob


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

quote:

ORIGINAL: el cid again

RHS maximizes players options in the extreme. If at all possible, a unit has a command you
can change using political points. As well, the political point allocation is very generous.
However, there are political and sometimes other reasons some units must be restricted.
These units often will not return at all (see the Philippine Army, the KNIL Army, the Malay
Army, etc). Those that will - such as you mention - will still be restricted when they return.
Australia is a mixed bag. SOME militia units can deploy overseas (although most of those didn't do
so early on). Many can never leave. It was part of the deal when you signed up - especially early
on: you knew the AIF was going overseas - but the AMF was not going to do that. Clearly Australia
needs to have some defense forces. Left free to move, most players would strip the sub-continent
and leave it with nothing but minimum garrison units. So while we have mitigated the original
design in favor of more units able to deploy, we never intended to make them all able to do so.



Excellent logic to force players to leave assets in Australia as IRL..Websites such as Australia at War show the threats to Australia by the Japanese was very real, with at least one landing, and several sub and bombing missions carried out.

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(in reply to el cid again)
Post #: 252
RE: RHS Level II Update 2.45 (Comprehensive) - 8/19/2016 11:33:10 AM   
el cid again

 

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It is alleged there was never a landing by critics of the movie Australia. What is the site and date of the landing?

(in reply to m10bob)
Post #: 253
RE: RHS Level II Update 2.45 (Comprehensive) - 8/19/2016 2:46:59 PM   
m10bob


Posts: 8622
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From: Dismal Seepage Indiana
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quote:

ORIGINAL: el cid again

It is alleged there was never a landing by critics of the movie Australia. What is the site and date of the landing?


http://www.ozatwar.com/japsland/japsland.htm

and here is the site for a German U Boat south of Australia.

http://www.ozatwar.com/subsoz.htm

< Message edited by m10bob -- 8/19/2016 2:51:31 PM >


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(in reply to el cid again)
Post #: 254
RE: RHS Level II Update 2.45 (Comprehensive) - 8/20/2016 11:35:49 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
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Level II Update 2.47
https://1drv.ms/u/s!Ap7XOIkiBuUwg74A7TujZK_wdrKG1A


This installer is comprehensive: it contains map art for the ART folder,
revised documentation for the RHS Documentation folder, a slightly
revised pwhexe.dat file for the top level AE folder as well as for the
RHS PWHEXE & PWLINK folder. There also are new aircraft,
group, device and location files.

There is a new device - the Type 95 Improved (Shinhoto Chi Ha) medium tank.
This is essentially a Type 1 turret on a Type 95 chassis. It was put into production INSTEAD of the Type 1 in 1942. The Type 1, ready for production, was delayed (similar to the Type 98 Light Tank). This was due to the naval building program need for steel. [The Type 1 chassis weighs a ton more than the Type 95 does).

More Allied air groups were reworked so they to not return with late war aircraft early in the game. Mainly USAAF bombers, and a few USN carrier air groups were reworked. This is very tedious work.

Even more difficult was a review of the Japanese tank production program. Apart from adding a new device, Japanese tanks generally were reviewed. There is now a major difference between strictly historical scenarios and Japan Enhanced Scenarios (125 & 129): the Type 98 and Type 1 enter production sooner in the JES scenarios.
Tanks picked up production pools and rebuild (repair) rates. This is done to mitigate the engine problems producing historical numbers of vehicles. These measures should matter in both ongoing and new games.

Map panels in China and India are included. A new standard is set here - water comments are in blue for example. Missing RR and road segments were added.
Many minor urban hexes were added. A few major urban hexes were added.

Kukong got a new population rating (3 with no expansion to 4).

The rest of the Allied air groups will be reworked to insure no return of groups with aircraft not yet available. All Japanese groups are done. Most Allied groups are done.

The non tank AFVs of Japan will be reworked similar to tanks.

The pwhexe.fat file fixed two hexside eratta.


< Message edited by el cid again -- 9/7/2016 8:56:11 PM >

(in reply to m10bob)
Post #: 255
RE: RHS Level II Update 2.45 (Comprehensive) - 8/20/2016 11:44:32 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
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It appears that an invasion was considered, but rejected on the basis that it needed too many troops
and shipping. It appears that no raids were considered or conducted. Reconnaissance is another matter.
Clearly there was air recon on several occasions - particularly related to the raid on Darwin. I would
not be surprised if there were other instances of submarine parties - as happened often in the North Atlantic.
A tale about German planting of automated weather stations (I heard from the son of one of the landing party
in the 1960s) was substantiated after the century turned. The Japanese would probably not be interested in that,
even if they had the technology, because weather stations must be West of the area you intend to operate in - and
Guadalcanal nixed the plans to operate and control places like New Caledonia and Fiji. [There is evidence of
interest in New Caledonia, and it is logical, and there was Japanese investment on the island giving them good
intelligence pre war.] I believe raids might be worthwhile, but not an invasion - a 'proper landing to stay'
as it were. On logistical grounds. I have seen invasions of Australia in RHS, but every one failed - even
when they started out looking good. By summer 1942 the Allied air power situation forces Japan into a contest
of attrition it cannot afford.

quote:

ORIGINAL: m10bob

quote:

ORIGINAL: el cid again

It is alleged there was never a landing by critics of the movie Australia. What is the site and date of the landing?


http://www.ozatwar.com/japsland/japsland.htm

and here is the site for a German U Boat south of Australia.

http://www.ozatwar.com/subsoz.htm


(in reply to m10bob)
Post #: 256
RE: RHS Level II Update 2.45 (Comprehensive) - 8/20/2016 2:18:54 PM   
m10bob


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

quote:

ORIGINAL: el cid again


It appears that an invasion was considered, but rejected on the basis that it needed too many troops
and shipping. It appears that no raids were considered or conducted. Reconnaissance is another matter.
Clearly there was air recon on several occasions - particularly related to the raid on Darwin. I would
not be surprised if there were other instances of submarine parties - as happened often in the North Atlantic.
A tale about German planting of automated weather stations (I heard from the son of one of the landing party
in the 1960s) was substantiated after the century turned. The Japanese would probably not be interested in that,
even if they had the technology, because weather stations must be West of the area you intend to operate in - and
Guadalcanal nixed the plans to operate and control places like New Caledonia and Fiji. [There is evidence of
interest in New Caledonia, and it is logical, and there was Japanese investment on the island giving them good
intelligence pre war.] I believe raids might be worthwhile, but not an invasion - a 'proper landing to stay'
as it were. On logistical grounds. I have seen invasions of Australia in RHS, but every one failed - even
when they started out looking good. By summer 1942 the Allied air power situation forces Japan into a contest
of attrition it cannot afford.

quote:

ORIGINAL: m10bob

quote:

ORIGINAL: el cid again

It is alleged there was never a landing by critics of the movie Australia. What is the site and date of the landing?


http://www.ozatwar.com/japsland/japsland.htm

and here is the site for a German U Boat south of Australia.

http://www.ozatwar.com/subsoz.htm





From that website I hope you noticed the historical confirmation which lends credence to your inclusion of German "raiders" to RHS, to include the Orion, for example.
They operated west and south of Australia...which I found interesting. Likely they used "milch cows" for refueling.

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(in reply to el cid again)
Post #: 257
RE: RHS Level II Update 2.461 (Comprehensive) - 8/23/2016 4:16:38 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
Level II Update 2.47
https://1drv.ms/u/s!Ap7XOIkiBuUwg74A7TujZK_wdrKG1A

This installer is comprehensive: it contains map art for the ART folder,
revised documentation for the RHS Documentation folder, a slightly
revised pwhexe.dat file for the top level AE folder as well as for the
RHS PWHEXE & PWLINK folder. There also are new
group, device and location files. For safety there are new aircraft and ship files although I don't remember any changes.
There are slightly reworked AFV files, and a new formation for IJN landing parties. Kukong is redefined with a population of 3 (300,000) vice 4 (400,000). There are two final and one partially revised map art panels.


< Message edited by el cid again -- 9/7/2016 8:56:25 PM >

(in reply to el cid again)
Post #: 258
RE: RHS Level II Update 2.461 (Comprehensive) - 9/1/2016 4:10:31 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Ever grateful for the corrections and additions being received on my personal e mail.

Very glad our old friend Mifune is able to assist as well!..Thank you much.

(All looks good on my end).

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(in reply to el cid again)
Post #: 259
RE: RHS Level II Update 2.45 (Comprehensive) - 9/1/2016 5:14:40 PM   
LargeSlowTarget


Posts: 4443
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From: Hessen, Germany - now living in France
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quote:

ORIGINAL: m10bob
From that website I hope you noticed the historical confirmation which lends credence to your inclusion of German "raiders" to RHS, to include the Orion, for example.
They operated west and south of Australia...which I found interesting. Likely they used "milch cows" for refueling.


The Orion did operate in the Pacific, but returned to France in August 1941. Most of the other German surface raiders operating in the Pacific and Indian Ocean had left the area or got sunk before Pearl Harbor. The only German surface raiders to see action in the PTO after Dec 7th were Thor and Michel.


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(in reply to m10bob)
Post #: 260
RE: RHS Level II Update 2.45 (Comprehensive) - 9/2/2016 1:44:48 PM   
m10bob


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

quote:

ORIGINAL: LargeSlowTarget


quote:

ORIGINAL: m10bob
From that website I hope you noticed the historical confirmation which lends credence to your inclusion of German "raiders" to RHS, to include the Orion, for example.
They operated west and south of Australia...which I found interesting. Likely they used "milch cows" for refueling.


The Orion did operate in the Pacific, but returned to France in August 1941. Most of the other German surface raiders operating in the Pacific and Indian Ocean had left the area or got sunk before Pearl Harbor. The only German surface raiders to see action in the PTO after Dec 7th were Thor and Michel.



While not much detail is given on this page...I have used this site for years for info for years on many things related to Australia and that war.

http://www.ozatwar.com/ozatwar/germanmines.htm

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(in reply to LargeSlowTarget)
Post #: 261
RE: RHS Level II Update 2.462 (Comprehensive) - 9/3/2016 3:19:18 AM   
el cid again

 

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Joined: 10/10/2005
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Level II Update 2.47
https://1drv.ms/u/s!Ap7XOIkiBuUwg74A7TujZK_wdrKG1A


This is another incremental update in a long series updating map art, location files, device files, documentation files, and probably pwhexex.dat files. For example, Chittagong has less population and less Light Industry than before. Devices mainly were related to Japanese Armored and mechanized units. The art includes 4 or 5 panels - which are now in their final form - and a new Japanese aircraft art filmstrip (sides) by Mifune.



< Message edited by el cid again -- 9/7/2016 8:57:05 PM >

(in reply to el cid again)
Post #: 262
RE: RHS Level II Update 2.47 (Comprehensive) - 9/7/2016 8:54:01 PM   
el cid again

 

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Joined: 10/10/2005
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Level II Update 2.47
https://1drv.ms/u/s!Ap7XOIkiBuUwg74A7TujZK_wdrKG1A

This update includes every type of file.

Note in particular that the pwzlink.dat files have changed -
the pwzlink.dat file must be in the top level AE folder to work -
and there are five seasonal files (41, 42, 43, 44 and 45 WINTER).
This update will make new games work as they should.
HOWEVER, EXISTING games will LOSE all task forces found
in column one of the map, in particular those at 2,68 inbound
to South Africa. The task force will not move nor list on the task
force list. IF you have such task forces, AND IF you care about
losing them, THEN DO NOT update the pwzlink.dat file in the top
level AE folder. ALSO DO NOT send any more task groups to
South Africa from the Atlantic until all those in route have arrived.
At that point, update the pwhexe.dat file.

A bit more work was done to insure Allied air groups do not update
to the wrong (late war) aircraft - in respect to USAAF recon squadrons.
Several other errors in recon units were corrected as well. This may be done.

A bit more work was done on Japanese AFVs. This is probably now done.

There is a new (interim) map panel - WPEN04 - for Siberia. It trades the
primary road from Alden to Yakutsk for a Secondary Road, and explains
technical things with notes. [That road turns to trail in Monsoon. Also,
there are Winter only ice bridges across rivers.] More work along these lines
remains to be done.

There is a new aircraft type. A recon version of the A-20 (SBD in Navy talk).

There is new air art documentation.

Some air group and location file eratta are included.

The aircraft, group and location files were updated.


< Message edited by el cid again -- 9/7/2016 8:55:03 PM >

(in reply to el cid again)
Post #: 263
RE: RHS Level II Comprehensive Update 2.01 - 9/7/2016 8:58:07 PM   
el cid again

 

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

quote:

ORIGINAL: el cid again

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

Level II Update 2.47
https://1drv.ms/u/s!Ap7XOIkiBuUwg74A7TujZK_wdrKG1A


This update contains everything except new art. In particular, there are new
pwhexe.dat and pwzlink.dat files. Please be sure you have these in the top level
AE folder you use for Level II. They may or may not automatically install, depending
on your file structure: the installer assumes a default installation.

Also, if you use a new folder, insure you are pointing at it in any command line
you wrote - or it will point at whatever the old command line said. And it is also
a good idea for a new folder to open the Scenario Editor, select the Aircraft page,
and browse until it finds the ART sub folder under the AE Folder you want to use
for Level II.

Data changes are confined to classes and ships:

1) Numbers of pre war merchant vessels are redirected to Recife, Brazil - with
an earlier date.

2) One class of US Pre war merchant vessels has generally been stripped of armament. A new sub-class was created with no armament. This upgrades to the armed form. At the start of the war, few ships were armed.

3) Ten more USN LSTs were converted to arriving at Gulf Coast (New Orleans).
In addition, two RN LSTs were changed to USN since they never served in RN.

4) Two Texas built Liberty ships were added. One of these is in APA form (USS Davy Crockett).

5) C2 type Liberty ships were redefined and all class members updated. This is because they had two little displacement, to little durability as a result, and too little cargo capacity. This is likely a general problem - only RHS added or modified vessels have proper naval displacements (Navy ships, and indeed all ships from a damage control point of view, are always rated in terms of full load displacement. When that reaches zero, the ship sinks, more or less.) As well, RHS rates a ships cargo capacity in terms of the actual weight it can lift, not some tax oriented, volume measurement (e.g. 100 cubic feet per ton).

6) Early war USN LSTs are armed as they really were in 1943 - with few weapons.

7) RN LSTs were armed as they really were generally. With very few weapons. However, some transfers from USN have USN armament. Sometimes that is early US armament, but more often later full armament. In fact, the weapons were "authorized" but not installed due to availability. Players may update any LST any time they want to in order to get more guns. As well, all Allied LSTs may convert to many other forms when the conversion date arrives. Some are probably unique to RHS - e.g. a late war missile launcher for the Loon (the US copy of the V-1).

8) 19 RN LSTs were redefined, most with RN armament, and most arriving at New Orleans. But two arrive at Eastern USA because that is where RN took over, and one at Aden, because it became British in North Africa. Two were "lost" to USN because they were never in RN.

9) 4 RHN (e.g. Greek) LSTs, were added. They use RN armament. They are classified as Commonwealth and generally serve with RN in the Indian Ocean (along with many other RHN vessels in RHS).

The pwhexe.dat file and pwzlink.dat file were modified, as was the pwzlink documentation file (an Excel Spreadsheet), for technical reasons. These are almost
entirely related to ship behavior in the Arctic region in Winter and Spring seasons.

Mifune checked in! Seems he had a medical setback in February and was essentially unable to see until now. He may be able to help with better map art.



(in reply to el cid again)
Post #: 264
RE: RHS Level II Comprehensive Update 2.01 - 9/15/2016 5:39:53 PM   
m10bob


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

I am involved in scenerio 22 RHS II...June 1942...Supplies are dribbling in and I need fuel in Cape Town..I started running cargo and fuel to Recife and Port Stanley, British Isles, Gulf of Mexico, etc, and then from those points sending same to Cape Town via "CS" mode, (which has worked great for years of game play.

Now, I find a completely loaded tanker from Port Stanley arrived at Cape Town, but it is not unloading.
It also does not show the option to unload. Unit is still marked as "CS:Port Stanley" and at bottom right it says "Load complete"(as if it had just loaded at cape Town and is ready to go home.

By toggling off the CS mode, I was given the option to now unload that fuel cargo...and the ship WILL return to Port Stanley when emptied.

Is there any way to get CS to work as it should between these 2 ports?..I have no issues apparently with CS at any of the other new ports..

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(in reply to el cid again)
Post #: 265
RE: RHS Level II Comprehensive Update 2.01 - 9/15/2016 5:50:10 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
Bob, I know that you know this but did you check the cargo button for unload vs do not unload. just a thought....GP

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(in reply to m10bob)
Post #: 266
RE: RHS Level II Comprehensive Update 2.01 - 9/16/2016 2:14:26 PM   
m10bob


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

ORIGINAL: General Patton

Bob, I know that you know this but did you check the cargo button for unload vs do not unload. just a thought....GP


Yeah, as I mentioned, that line is not even present!(Just was not an option).

As stated above, I had to go to that line where it said "CS mission" and return it to "HUMAN control" before it would allow the "unload" line to come on.


UPDATE:...Now I am experiencing the inability of "CS MISSION" ships to go from Port Stanley OR East Coast to Cape Town.

They will arrive at Cape Town per schedule, but will not unload unless you cancel the CS mission itself, manually.
This applies to RHS 2, scenario 22...
NOTE:I have never tried CS missions from East Coast before that I can recall so not sure if this is related ONLY to RHS or not.
Port Stanley of course is new and is part of RHS...

< Message edited by m10bob -- 9/16/2016 5:01:52 PM >


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(in reply to btd64)
Post #: 267
RE: RHS Level II Comprehensive Update 2.01 - 9/16/2016 7:16:56 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
I am unfamiliar with CS mode. I have never seen it work in any version of AE - or WITP for that matter.
It is a long time since I looked at anything other than standard task forces (and also weird convoys which
appear as land units and unload and disperse - which strangely work fine).

Please describe in detail how you think CS mode should work? I will see what I can learn comparing
stock and mods in this respect.



< Message edited by el cid again -- 9/16/2016 7:17:53 PM >

(in reply to m10bob)
Post #: 268
RE: RHS Level II Comprehensive Update 2.01 - 9/16/2016 10:03:04 PM   
Dili

 

Posts: 4708
Joined: 9/10/2004
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CS is continuous supply. You just pick a Transport, Cargo, Tanker (i think only for these are available the option) load supply, resources or fuel point to a port where you want that transported to click in CS and this convoy will keep repeating this movement ad eternum between the harbor where it is to the harbor you designated.

(in reply to el cid again)
Post #: 269
RE: RHS Level II Comprehensive Update 2.01 - 9/17/2016 12:44:16 AM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
And it can have a return cargo to the home port. You can set way-points with CS as well. Not with Auto-convoy. So a CS is customizable....GP

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AKA General Patton

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

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(in reply to Dili)
Post #: 270
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