Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: RHS Thread: Comprehensive Update 4.23

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: RHS Thread: Comprehensive Update 4.23 Page: <<   < prev  20 21 [22] 23 24   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: RHS Thread: Comprehensive Update 4.23 - 2/24/2019 2:23:54 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
It was me, lol....Since having to reload the entire OS...Windows has been hogging up the bandwidth with a multitude of the "updates".....

_____________________________




(in reply to btd64)
Post #: 631
RE: RHS Thread: Comprehensive Update 4.23 - 2/24/2019 2:55:11 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
Ah. Yeah that would explain it. So all set then?....GP

_____________________________

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

AKA General Patton

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

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

(in reply to m10bob)
Post #: 632
RE: RHS Thread: Comprehensive Update 4.23 - 2/24/2019 3:38:13 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Getting it now...Takes a while...Sure hope it comes with the great editor I was using because I sure did not find it in the stock WITP AE folder?...I have installed all the proper upgrades, in order, and tested it is working...Just need RHS and that editor...I saved all my research mods to paper, so it will just take some time before I can get back to the game itself.

_____________________________




(in reply to btd64)
Post #: 633
RE: RHS Thread: Comprehensive Update 4.23 - 2/26/2019 7:21:31 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
Comprehensive update 4.24

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

This update revises most kinds of files.

Unusually, it includes a slightly revised map panel. WPEN30 is updated at hex
103,192 to show half a hex of trail vice secondary road at Milford Sound. This
because the tunnel through the mountain was not completed until 1954! It began
in 1938 and the road existed, as did a trail over the mountain. This change
required ALL pwhexe.dat files be updated, so they were. Monsoon files are now
in sync with Winter and Spring files re minor corrections made in the last few
months (Fall will be next).

There is continuing review of allied warships - British battleships and heavy
cruiser variants are now done. This is an ongoing review, after long work updating
the IJN. Mainly intended to fold in new multiple light AAA devices, it also catches
a lot of errors.

The review of locations - with a focus on smaller ones - is virtually completed
( a couple of cases in the Caroline Islands remain ). Numbers of small locations
were deleted - because we are short of slots to add locations - and whenever it is
"wrong" to have the location for any technical reason. If you really can't build
a port or an airfield, or it has no economic potential, it is removed. Detail review
revealed a couple of places where period names differ from modern ones - we use WW2
era names - and cases where there was nothing but subsistence going on - so there
should be no industry (or the industry should be "damaged"). A few airfields were
added (or expanded) - one Japanese and several Allied ones I was not aware of - all
on Pacific islands. Some command assignments were changed. Some land units were updated
to make them consistent with their formations. Some units were added (garrisons missing
for some reason) as were some leaders. These are actual leaders. If study of a place
revealed the garrison commander's name, I added that officer. If another officer was
previously assigned to that unit, I simply left that name in the pool for AI or a player
to use as they see fit.


(in reply to el cid again)
Post #: 634
RE: RHS Thread: Comprehensive Update 4.23 - 2/28/2019 3:41:52 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Issue...I have re-installed WITP AE to my HD and the entire newest RHS file set, but as I look at the map, Aden, Abadan and some of the other off map locations are not where they should be..I downloaded and installed verbatim from the current RHS site...Help?

I suspect when Sid offered the newest change in the pwhex file, it may have been corrupted?...This is the only thing I can think of since I am using ONLY the info contained in the newest RHS download.

< Message edited by m10bob -- 2/28/2019 4:58:45 PM >


_____________________________




(in reply to el cid again)
Post #: 635
RE: RHS Thread: Comprehensive Update 4.25 - 3/1/2019 6:12:23 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
Comprehensive update 4.25

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

This update is mostly scenario files - class, device, leader, location,
aircraft and ship.

It also has revised documentation files. And revised pwhexe.dat files.


(in reply to el cid again)
Post #: 636
RE: RHS Thread: Comprehensive Update 4.25 - 3/1/2019 12:34:12 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Sid has been working on CHS and RHS for years. He has done a lot of research on the mods and has been very eager to check and verify info volunteered by anybody willing to either help him, or show an interest in the mods.
Glad to say he was the first to include some units or ships, planes which I suggested, which hitherto had not been included in any form of WITP till then.
Sid has also been very good about giving credit for ideas he has implemented.

My recent hard-drive problems forced a clean re-formatting and re installation of the OS to my main HD...and I had lost much of RHS, (even though I have external back up HD's for that purpose.

Help by Sid , Brian, and others has been very appreciated.

I use the editor about as much as anybody,(I use the version which includes the pwhex file editor as well)....
Still, I have never known exactly where the data I have typed into the editor is stored.(The aircraft and ship or location file changes I have made).
With all the ongoing data changes coming down the pike, I would like to make back-ups of the info I have typed in, so as not to lose those much researched and accurate files by accident.
I suspect they are dat files in the scenario folder, but I need verification.
Can someone please confirm this idea?

Thank you.

UPDATE...Sid helped me get my map sections to working perfectly again..(Thank you Sir!)

Since I do a lot of historical modding, I have learned to keep a folder for my mods on one of the external drives. Not being sure which files to save, I have transferred the data files from the scenario folder and labelledit MODS, where I am also keeping my sound and art mods...(Load screens, etc.)


< Message edited by m10bob -- 3/1/2019 2:24:20 PM >


_____________________________




(in reply to el cid again)
Post #: 637
RE: RHS Thread: Comprehensive Update 4.25 - 3/3/2019 8:04:59 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
Most of the data is stored in "Scenario" files (in the SCEN folder):

abc = scenario number


A file (WPAabc.dat) = Aircraft Data

C file (WPCabc.dat) = Class Data

D file (WPDabc.dat) = Device Data

G file (WPGabc.dat) = Group (Air Group) Data

H file (WPHabc.dat) = Leader (Headquarters) Data

L file (WPLabc.dat) = Location Data, Ground Unit Data, Task Group Data, some Scenario Data

P file (WPPabc.dat) = Pilot Data

S file (WPSabc.dat) = Ship Data

aei file (AEIabc.dat) = Some Scenario Data

cam file (CAMabc.dat) = Some Scenario Data

Note: Map data is stored in the pwhexe.dat, pwzlink.dat, and pwzone.dat files in the top level AE folder.
RHS has a separate folder for pw...dat files so these may be changed during the game. These have prefixes
explaining the date they apply, and the kind of scenario they apply to.

(in reply to m10bob)
Post #: 638
RE: RHS Thread: Comprehensive Update 4.25 - 3/3/2019 12:52:49 PM   
m10bob


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

quote:

ORIGINAL: el cid again

Most of the data is stored in "Scenario" files (in the SCEN folder):

abc = scenario number


A file (WPAabc.dat) = Aircraft Data

C file (WPCabc.dat) = Class Data

D file (WPDabc.dat) = Device Data

G file (WPGabc.dat) = Group (Air Group) Data

H file (WPHabc.dat) = Leader (Headquarters) Data

L file (WPLabc.dat) = Location Data, Ground Unit Data, Task Group Data, some Scenario Data

P file (WPPabc.dat) = Pilot Data

S file (WPSabc.dat) = Ship Data

aei file (AEIabc.dat) = Some Scenario Data

cam file (CAMabc.dat) = Some Scenario Data

Note: Map data is stored in the pwhexe.dat, pwzlink.dat, and pwzone.dat files in the top level AE folder.
RHS has a separate folder for pw...dat files so these may be changed during the game. These have prefixes
explaining the date they apply, and the kind of scenario they apply to.



I had the immense pleasure of speaking with Sid a couple of times over the last few years, most recently maybe 6 months ago,(?), and he is a genuine genius....The poor guy just lets insults roll off his back because to people like him, other peoples opinions of him are just small talk, (apparently), and he just has a level of self-control which I could never match.
His knowledge of things is extremely diverse, and organized.
All things RHS related are completely separate from other irons he has in the fire.
Somewhere in my youth, I worked with interesting folks like NSA, etc, and I have had opportunities to know first hand his knowledge and research capabilities are dead on.

Why he lives where he does is beyond me, lol.

Please see the separate thread I created concerning the EDITOR for info on personal mods...
I explain how to save your personal mods without messing up game info (unless you want to, lol)

_____________________________




(in reply to el cid again)
Post #: 639
RE: RHS Thread: Comprehensive Update 4.25 - 3/9/2019 3:15:45 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
For those who don't know, I live in Alaska. Alaska is a place of spectacular beauty. As well,
Anchorage Alaska is the most diverse city in the world. [Between Saturday night and Sunday
night I sing four to six times in three languages - not only because I love to sing but to
exercise language proficiency. Every language delays the onset of mental debilitation with
age an average of 6.5 years. And reading music counts as an additional language.] We
have 110 primary languages in homes, but no majority population in any zip code. We live
together, work together, worship together, play together, like each other and even get
married to each other across all the normal lines. Nothing like living in Detroit (where
I grew up), Chicago (where I was trained), or LA County (where I did military police duty).
In Alaska, since before statehood, what you can do matters more than what you look like,
and we outlawed discrimination as a territory, decades before the so-called civil rights era.
My first ship was illegally segregated 17 years after it was outlawed in the armed forces,
and I got to witness first hand people willing to use terrible means to enforce "the way
things are" - including murder. My first "combat" experience was being sent to get soldiers
and sailors out of Georgia jails (when Jimmy Carter was governor), because they dared to
wear "Yankee" uniforms - something required (we were not permitted to have civilian clothes
on base or on ship). We were issued weapons (handguns) for our "prisoners" in anticipation
of running into trouble on the road. In Alaska, the 'enemy' is nature - it is the only state
to activate its state militia multiple times every year for real operations - mainly related
to storms, earthquakes, fires, floods or volcanic eruptions. Once a rare naval militia was
activated to provide communications support to clean up an oil spill in a remote area. Only two
states have naval forces - New York and Alaska.

Since 2017, when PRC reorganized its entire armed forces, I have left retirement to work
for a USAF think tank. In 2018, my first research "paper" was published as a book - on
the PLAAF - instead of being held "for official use only" for two years. Since that publication,
I get asked to help researchers in many agencies and think tanks, sometimes without being told
who they are - the questions relayed via my research director. Since I have one of the two
largest strategic studies collections in North America, I am allowed to work from home, where it
resides. It turns out to be useful to have studied PTO for over half a century. Surprisingly
often geography and what was built where are germane.

(in reply to m10bob)
Post #: 640
RE: RHS Thread: Radar Spreadsheet - 3/9/2019 7:40:45 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
https://1drv.ms/x/s!Ap7XOIkiBuUwhZZ8qoRlFmDpE-DA0g

This update includes all Axis surface radars, which is all devised using the radar device codes,
although searchlights (which do use those codes) are not listed. AE searchlights are unaltered
from stock and have a range of 0, an effect of 1, and an accuracy of 2. I have not done an
analysis of how appropriate these values are, nor added searchlights to ships, which have them.
These devices will be worked in over time.

It was a tedious bit of research, but very productive. I wondered what Japan would use for its
guided missiles - there were two different sorts of SAMs in development for use that just missed
the war - both significantly better than the only US SAM - which was Lark - and which we do permit
USS Alaska class ships to use if a player wants to convert the ship. [It also gets Loon - an SSM -
actually a copy of the German V-1 put into mass production - at the same time. The after mounting
is removed in favor of two Loon launching "pits" and Lark is mounted port and starboard. It is
more or less a radio controlled airplane flown by joystick.] I found the answer. Modified Type 32 microwave
radars adapted for air defense - I call them 32A and 32B but they were really called 32 Mod3S8A
and 32 Mod3S8B. Both used parabolic antennas - the B model had two focal points and beam switched
between them to gain greater accuracy. The basic type 32 was for surface gunnery - but these variants
were for air defense - both acquisition and fire control. Supported by the worlds most elaborate fire control
computers (one had 8 operators, the other had 7), they would manually keep the tracking data updated on
feeds to weapons using analog technology to exploit the (digital) radar information. The US Lark just
had a single operator try to fly the missile to meet its target, unaided by anyone or anything.

I did not put in airborne radars. These have a different weight scale (pounds vice tons) and anyway are either
added by me or reviewed by me. They probably are OK as is. The two new Allied airborne radars - these
were classified as navigation devices by stock - have been changed already. Since they ARE radars, and
function as surface search radars, might as well classify them as such. Used to help find targets on land,
they would work far better at sea. So allied bombers with them will gain a new capability. But I added them a
week or so ago. I will review Allied radar mainly to insure the ranges are right and the effects are consistent
with each other. Not sure I will document them - there are large numbers of them.



< Message edited by el cid again -- 3/9/2019 7:41:10 PM >

(in reply to el cid again)
Post #: 641
RE: RHS Thread: Comprehensive Update 4.26 - 3/9/2019 11:10:30 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
Comprehensive update 4.26

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

This update includes a review and update of Axis radar records,
and the creation of a new documentation file permitting cross
reference of device name with its AE slot.

It adds numbers of new devices (mainly radar related), and
revises location file data related to land combat units. In
particular, 14th Area Army (slot 13) is REMOVED. This is in my
view an error in stock. Instead, 14th Army renames as 14th
Area Army (as occurs with many other organizations). That way,
all units of 14th Army in game automatically transfer to 14th
Area Army, as they should. This is a tedious change - ALL
location slots for Japan had to be reviewed so those pointing
at slot 13 now point at slot 67. A number of leaders were added
including leaders for the Makapili Regiments, and their dates
were corrected to November, 1944 when they formed (for strictly
historical scenarios). The Makapili regiments changed devices
to reflect devices added since stock - RHS offers more appropriate
device types for militia units. The unique Type 5 15 cm AA gun
got the actual radar associated with it. And many other tiny
things, eratta and chrome.

(in reply to el cid again)
Post #: 642
RE: RHS Thread: Radar Update - 3/21/2019 5:19:13 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
From The Invention That Changed the World, Pp. 240241:"Kinjiro Okabe...had developed a continuous wave Doppler radar in 1936."

[I think this was the first deployed radar system in the world. It was in widespread use by 1939.]

"The Army and Navy did not even turn to pulsed systems until May 1941, when an observation group visiting Germany
heard reports of British radar. Especially startled, the Imperial Navy quickly launched development of both meter
wave and centimeter models. [Japan appears to have developed the cavity magnetron first, before the British or
French did, but they originally were after microwave communications - something we have come to appreciate.
Still - its development they could apply it to radar when finally they decided they wanted radar. Navy Type 2 Radar
was probably the first mass produced microwave radar in operational use.]

"In November, 1941, just before Pearl Harbor, a three meter early warning set [Type 11 ASEW]took up duty on the
Japanese coast at Katsuura [Chiba Preficture], some sixty miles southeast of Tokyo." I had to change the
availability date of Type 11 radar for this reason. Technical evaluation led me to modify the ranges of the Type A
Radars - the 'continuous wave' radar referred to in the first item. There are two kinds. Both have the official
acronym BDID. BDID Doppler Electromagnetic (continuous) Wave Early Warning Radar has a range of 252 thousand
yards (precisely three hexes) while its larger cousin BIDD Doppler EW Okii ("large") has a range of 756 thousand
yards (or nine hexes). This set has a massive longwave antenna and is rated as static - turning any unit is
assigned to into a static unit even if it otherwise isn't static. These ranges are not quite correct - both are
adjusted to work with 42 nautical mile (84 kyard) hexes. Note these ranges are very large - rivaling EW radars
of later design. But they are not as useful. I have rated accuracy as only 1 - the minimum possible value.
However, I have learned that the normal criticism - including by the author of the book above - is misleading.
Continuous wave interference detectors DO help one understand both raid size and location in two senses: 1) The
duration of the interference was interpreted as raid size. This turned out to be reliable and useful even late in
the war. Japan never failed to sound air raid sirens less than two hours before a major raid (according to POWs
and diplomats resident in Japan).2) The location of the interference must be on an ellipse in which the two
stations are the focal points. This ellipse would be plotted on an aeronautical chart. If the station had
multiple sets (operating in pairs with distant stations) - as was common - there would be two to four such
ellipses on the chart. These, plus lines from likely raid sources, often permitted a reasonable estimate of
where the raids had to be?Except for the one station described above, there was no Type B (pulsed radar) in
Japan when the game starts. So it took work to change this to hundreds of radars by midwar. This was done by
having some other detection devices upgrade, or by defining a later formation that included the radar. Generally,
some optical spotters were replaced with "searchlight" or "fire control" radars - these also being actually air
search radars of limited range when in acquisition mode. I found an astonishing number of Allied radars. These
often appear not to be used, so I will review them. As with Japan, we will create upgrade paths so over time units
will get better sets. But the basic situation is that the game already has a simplified set of the allied radars.

Aircraft radars have all been reviewed and generally are on the correct aircraft. I will review them again
eventually, but not soon. I did add a couple of Allied types last week because they were misclassified as
nav radars. Since they search as airborne surface search, and since nav radar in game has no effect, I
reclassified them as ASS.

Short Designation Radar Type Slot Service Range (kyards) Start Date End Date Upgrade Effect Accuracy Weight Power Ceiling Device Long Designation Build Rate Pool Notes

Axis Acft Observer Optical Air Search 1492 IJA 20 4112 None None 10 20 1 None 20000 IJA Aircraft Observer Network 10 10 One Observation Post
Axis Arty Spotter Optical Air Search 715 IJA 30 4112 None None 10 40 1 None 10000 IJA Aircraft Observer Network 30 30 One Observation Post
BDID DpplrEW Okii Surface Air Search 140 IJA 756 4112 None None 40 1 2 400 w 50000 "Big" Type Ko Doppler EW Radar 1 1 Electromagnet Wave Interference Detector
BDID DpplrEW Radar Surface Air Search 1461 IJA 252 4112 None None 35 1 1 100 w 50000 Type Ko ("A") Doppler EW Radar 3 3 Electromagnet Wave Interference Detector
IJA Acft Observer Net Optical Air Search 1466 IJA 20 4112 None None 40 20 4 None 20000 IJA Aircraft Observer Network 5 5 Four Observation Post Phone Network
IJA Tp90 SD Chiisai Acoustic Detector 1470 IJA 20 4112 None None 10 10 1 None 25000 Type 90 Chaisai (Small) Sound Det. 6 6 Four Horn Array
IJA Tp90 SD Okii Acoustic Detector 1460 IJA 30 4112 4212 143 15 10 2 None 30000 Type 90 Okii (Large) Sound Det. 3 3 Five Horn Array
IJN Acft Observer Net Optical Air Search 1472 IJN 20 4112 None None 40 20 4 None 20000 IJA Aircraft Observer Network 2 2 Four Observation Post Phone Network
IJN Tp90 SD Chiisai Acoustic Detector 1473 IJN 20 4112 4412 131 10 10 1 None 25000 Type 90 Chaisai (Small) Sound Det. 5 5 Four Horn Array
JAAF Tp90 SD Okii Acoustic Detector 1467 JAAF 30 4112 4306 142 15 10 2 None 25000 Type 90 Chaisai (Small) Sound Det. 4 4 Five Horn Array
Searchlight (J) Optical Air Search 792 All 9 4112 None None 1 2 1 None 27000 IJA Aircraft Observer Network 10 100 One Observation Post
Seetakt SSFC Surface SSFC 1766 KM 120 4112 None None 60 60 1 8 kw 10000 Seetakt D1 Surface Search & GFC 0 0 Ship Surface Search and Fire Control
Ta Chi 1 ASSL Radar Surface AASL 139 IJA 22 4301 4310 141 40 50 1 10 kw 60000 Ta Chi 1 SearchLight Radar 1 / 0 JES 0 Aircraft Acquisition and Searchlight Enhancement*
Ta Chi 2 ASSL Radar Surface AASL 143 IJA 22 4301 4310 141 40 55 3 10 kw 60000 Ta Chi 2 SearchLight Radar 1 / 2 JES 0 Aircraft Acquisition and Searchlight Enhancement*
Ta Chi 3 ASSL Radar Surface AASL 142 IJA 44 4307 4310 141 45 60 4 50 kw 60000 Ta Chi 3 SearchLight Radar 3 0 Aircraft Acquisition and Searchlight Enhancement**
Ta Chi 4 ASFC Radar Surface AAFC 141 IJA 22 4311 4407 138 45 60 3 10 kw 60000 Ta Chi 4 Acquisition & AAA 3 / 6 JES 0 Aircraft Acquisition and AAA Fire Control
Ta Chi 6m1 ASEW Radar Surface Air Search 1462 IJA 219 4206 4208 1463 45 45 72 50 kw 50000 Ta Chi 6 Model 1 ASEW Radar 2 0 Land EW Type Otsu ("B") Pulse Radar ****
Ta Chi 6m2 ASEW Radar Surface Air Search 1463 IJA 219 4209 4211 1464 45 45 66 50 kw 50000 Ta Chi 6 Model 2 ASEW Radar 4 0 Land EW Type Otsu ("B") Pulse Radar
Ta Chi 6m3 ASEW Radar Surface Air Search 1464 IJA 328 4212 4303 1471 50 45 62 50 kw 50000 Ta Chi 6 Model 3 ASEW Radar 6 0 Land EW Type Otsu ("B") Pulse Radar
Ta Chi 6m4 ASEW Radar Surface Air Search 1471 IJA 328 4304 4401 1468 50 45 60 50 kw 50000 Ta Chi 6 Model 4 AEWS Radar 8 0 Land EW Type Otsu ("B") Pulse Radar
Ta Chi 7 ASEW Radar Surface Air Search 1465 IJA 328 4310 4401 1468 50 45 18 50 kw 50000 Ta Chi 7 Air Search EW Radar 3 0 Transportable versuib if Ta Chi 6 Model 3
Ta Chi 18 ASEW Radar Surface Air Search 1468 IJA 328 4402 4502 1469 50 50 4 50 kw 50000 Tac Chi 18 ASEW Radar 10 0 Land Type Otsu ("B") Pulse Radar
Ta Chi 24 ASFC Radar Surface AAFC 1487 IJA 32 4507 None None 70 85 2 10 kw 60000 Ta Cha 24 Acqisition & AAA 12 0 Aircraft Acquisition and AAA Fire Control***
Ta Chi 31 ASFC Radar Surface AAFC 138 IJA 22 4408 4506 1487 55 60 3 10 kw 60000 Ta Chi 31 Acquisition & AAA 3 / 6 JES 0 Aircraft Acquisition and AAA Fire Control
Ta Chi 35 ASHF Surface Air Search 1469 IJA 328 4503 None None 50 80 4 50 kw 50000 Tac Chi 35 ASEW Radar 10 0 Land Height Finding Air Search Radar
Ta Se 1 AS Radar Surface Air Search 137 IJA 328 4302 None None 55 45 4 50 kw 50000 Ta Se 1 ASEW Search Radar 2 0 Aircraft warning for large Army ships
Ta Se 2 SS Radar Surface Air Search 136 IJA 33 4307 None None 60 75 2 1 kw 10000 Ta Se 2 Surface Search Radar 4 JES ONLY 0 Surface and submarine warning for Army ships
Ta Se 10 AS Radar Surface Air Search 135 IJA 55 4401 None None 55 40 1 10 kw 30000 Ta Se 10 Air Search Radar 4 0 Aircraft warning for small Army vessels
Type 11 ASEW Radar Surface Air Search 1701 IJN 273 4112 4302 134 50 45 9 40 kw 50000 Type 11 Air Search EW Radar 0 / 1 JES 0 Ship EW Type Otsu ("B") Pulse Radar
Type 12 ASEW Radar Surface Air Search 1474 IJN 109 4212 4302 134 50 45 6 5 kw 50000 Type 12 Air Search EW Radar 1 0 Ship EW Type Otsu ("B") Pulse Radar
Type 13 ASEW Radar Surface Air Search 134 IJN 109 4303 4504 1475 45 50 1 10 kw 30000 Type 13 Air Search EW Radar 12 0 Ship EW Type Otsu ("B") Pulse Radar
Type 14 ASEW Radar Surface Air Search 1475 IJN 393 4505 None None 60 45 30 100 kw 50000 Type 14 Air Search EW Radar 0 / 1 JES 0 Ship EW Type Otsu ("B") Pulse Radar
Type 21 AS Mode SS/AS Radar***** 1702 IJN 152 4204 None None 35 40 1 5 kw 30000 Type 21 Radar AS Mode 1 /2 JES 0 Ship EW Type Otsu ("B") Pulse Radar*****
Type 21 SS Mode SS/AS Radar***** 133 IJN 32 4204 None None 45 40 1 5 kw 30000 Type 21 Radar SS Mode 1 /2 JES 0 Ship EW Type Otsu ("B") Pulse Radar*****
Type 22 SSFC Surface SSFC 1703 IJN 38 4203 4408 1801 50 50 1 2 kw 10000 Type 22 Surface Search & GFC 3 / 4 JES 0 Land & Ship Surface Search and Fire Control
Type 31 SSFC Radar Surface SSFC 1802 IJN 38 4503 None None 70 90 1 2 kw 10000 Type 31 Surface Search & GFC 3 / 4 JES 0 Land & Ship Surface Search and Fire Control
Type 32 SSFC Radar Surface SSFC 1801 IJN 38 4409 None None 70 85 1 2 kw 10000 Type 32 Surface Search & GFC 3 / 4 JES 0 Land & Ship Surface Search and Fire Control
Type 32A ASFC Radar Surface ASFC 131 IJN 66 4501 None None 80 95 1 6 kw 60000 Type 32Mod3S8A AS & AAA 2 / 3 JES 0 Land & Ship Acquisition and AAA Fire Control
Type 32B ASFC Radar Surface ASFC 223 IJN 85 4505 None None 85 95 1 10 kw 60000 Type 32Mod3S8B AS & AAA 1 / 2 JES 0 Land & Ship Acquisition and AAA Fire Control
Type 33 SSFC Radar Surrace SSFC 339 IJN 14 4408 None None 75 80 1 2 kw 10000 Type 33 Surface Search & GFC 2 / 4 JES 0 Small Vessel Surface Search and Fire Control&
Type 41 ASFC Radar Surface ASFC 332 IJN 44 4308 4409 335 45 60 5 13 kw 60000 Type 41 Acquisition & AAA 2 0 Land & Ship Acquisition and AAA Fire Control*
Type 42 ASFC Radar Surface ASFC 335 IJN 44 4410 4505 336 45 65 5 13 kw 60000 Type 42 Acquisition & AAA 2 0 Land & Ship Acquisition and AAA Fire Control
Type 43 ASFC Radar Surface ASFC 336 IJN 44 4507 None None 55 65 5 13 kw 60000 Type 42 Acquisition & AAA 12 0 Land & Ship Acquisition and AAA Fire Control

* Developed from SCR-268 captured in the Philippines. & Type 24 is a Wurzburg substituting a magnitron for a klystron tube.
** Developed from GL Mark II captured at Singapore.
*** Developed from German Wurzburg.
**** Developed from SCR-270 captured in the Philippines.
*****Radar listed in both modes, but represents only one equipment. Originally developed for land use, redesignated for ship use. Often used in passive mode to detect enemy radars.


(in reply to el cid again)
Post #: 643
RE: RHS Thread: Comprehensive Update 4.27 - 3/23/2019 6:33:22 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
Comprehensive Update Link 4.27

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

This update mainly involves scenario files, but includes pwhexe.dat files (eratta),
and documentation file updates. A new document is introduced to the package:

Sorted Axis Radar Types

Radars are listed by name in alphabetical order. The document is a tool to help
players find what slot it is in, as well as all the technical information related to it.
Some of the fields may not be used by code, but are defined anyway - just in case they are
used or in case someone wants to use this data in a different game.

For this reason there was extensive reworking of device files, in particular adding Axis
radars from declassified military or from scholarly sources (mainly the former:

A Short Summary of Japanese Radar, Vol. II, 20 November, 1945 by two FEAF activities.

Even more work went into the location file. All formations were reviewed and thousands of
units were updated (in 7 different scenarios = probably millions of fields). I found a way to
do dozens of fields at once, speeding up the data entry process. We also have some new leaders
and some Japanese radar worked into classes and ships. Two Allied Navigation Aids were reclassified
as radar - since they function as airborne surface search radar (and are the ancestor of modern
weather radar).

The entire Japanese Type A Radar network - which starts the game - was worked in. Long ignored by AE,
and by me, I have learned it was rather more useful than has been understood. While it does not provide
classical bearing and range information, it actually does provide a way to estimate raid size, and in many
cases the position of the raid - and even its course - can be estimated. Type A Radar is Doppler radar.
It works on the principles used by Watson Watt (and also by US Navy researchers even earlier) - both used
AM radio stations. The "radar" is a standing wave interference detector. Typical of Axis technical work,
they knew their physics better than we did. [At least better than I - and I am a graduate of the US Navy's
Electronics Technician Radar School - in the days when it was twice as long as it is today]. It seems the
standing wave field is shaped like an ellipse. There are two stations. Each is at a focal point of the ellipse.
Simply drawing the field on an aeronautical chart means one can know it must be near the outer boundary of the
ellipse when the interference begins, as well as when it ends. The duration of the interference permits
a measurement of raid size. And because there may be more than one radar at the same site - the two different
patterns sometimes permit precision location of the point the interference begins. Similarly, if there are
radio intercept (or ECM intercept) reports of transmissions from the bombers, one can use their bearing to indicate
the precise point the aircraft entered the field. If one can get both entry and exit points, one can plot
a course. [This is similar to an idea I learned from studying then classified German intelligence - still classified
in the 1960s. I used physics theory - sky wave vs bounced surface wave - to do single station ECM intercepts
with BOTH bearing and range. I would have any radar emitting aircraft tracked on a plotting table by radarmen,
and would separately simultaneously report the bearing and my calculated range - which the radarmen would write
on the plot (which I could not see - I was in the ECM shack). I was consistently within 10% of radar plotted range.
This meant I could report the range of a passive intercept without needing two stations or to move to get cross
bearings. Another thing I learned was that the Germans could do celestial navigation in the Arctic - and at least
three times did so to fly to Japanese territory. They sighted on the moon and the sun to get cross bearings -
possible only three days a month. But as late as 1954, USAF was still unable to navigate in the Arctic and was still
looking for a way. This was finally solved using technology - we never did learn the celestial navigation method.]
Type A radar is difficult to interpret, and often needs time to determine where the planes are headed. So I give
it a terrible accuracy of just one. This should render it nearly useless for applications such as fighter intercept
direction. It was really useful in determining a major raid was inbound - so air raid sirens always went off
at least two hours before a major raid (according to diplomats and prisoners in Japan during the war).

Also built most of the wartime Japanese "true radar" network. And added for the first time a Japanese pulse radar
at game start. The prototype Type 11 search radar was operational in November 1941, according to The Invention That
Changed the World (from MIT scholarship). Big and heavy, this Navy ground radar was still smaller than the
rather later initial models of a comparable Army set (the Tachikawa 6 Model 1). Eventually variants of both
radars were simplified, reduced in weight and cost, and produced in numbers. The Tachikawa was more successful
on land, the Navy Type 13 more successful at sea. In spite of this, I learned the Army DID have ship radar -
surface search and air search - but eventually the Army adopted Navy ship radars. At the same time, the Navy
did extensively use the Tachikawa 6. I haven't quite figured out where - so I have not added Navy Tachikawa 6s -
but I got most of the radar net revised.

Many AA units were revised to include acquisition and fire control radar later in the war. Many AA units
had their AA guns and other devices reviewed. If I do a unit, I think about all aspects of it.

There will be a similar Allied radar reference sheet in due course. But I don't need to add Allied radar.
I found a surprising number - many apparently unused. It will take a long time to work in all the places
they were used. I also have found naval references with the radars at various dates - but have only just
begun reviewing the data. However, many Allied radars were put in the game by Matrix. I only have to review it.

I also created two peculiar "radars" out of ECM sets for US bombers. These use a scope to present information
in a radar plan position indicator type display. I limit the range to the maximum scale an operator could select.
The sets could detect signals much farther - but if you cannot display them - you cannot use the data when they
are "off the screen."


(in reply to el cid again)
Post #: 644
RE: RHS Thread: Update 4.28 - 3/27/2019 3:16:54 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
Comprehensive Update Link 4.28

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

This update mainly involves scenario files, but includes pwhexe.dat files (eratta),
and one documentation file updates: Sorted Axis Radar Types (eratta).


(in reply to el cid again)
Post #: 645
RE: RHS Thread: Update 4.29 - 3/31/2019 3:19:42 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
Comprehensive Update Link 4.29

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

This update mainly involves scenario files, but includes pwhexe.dat files (eratta),
and one documentation file updates: Sorted Axis Radar Types (eratta).

Unusually, I have added pilots (notably French pilots) and leaders (notably French
leaders) to the usual work on devices and locations, aircraft and air groups.

I have been looking for errata - and the principle "seek and ye shall find applies."

In particular I have reworked Japanese major air units. In particular I have found
problems of duplication, and for strictly historical scenarios, dates and places of
creation of the unit, name of the commander and types of aircraft assigned.

The most amazing find is that all the way back to stock there were two "1st" Sentai's.
When, in fact, there wasn't truly even one (by most intepretations). Instead, there was
a "provisional air division" which renamed itself as the 51st Air Division early in 1942.
Stock lists 1st and 51st separately, and adds to the confusion by renaming its 51st as the
1st! [It is possible the Provisional Air Division renamed as 51st - this is what I use
in strictly historical scenarios - or as the 1st - which I use in Japan enhanced scenarios.
I suspect the truth is the Provisional became the 1st for just a week in February 1942,
after a few days ALL air divisions changed their designations to a new formation type,
and at the same time the 1st then became the 51st.] For the record, RHS has been using
the "old" or "original" name "Hikoshudan" until the newer formation name "Hikoshidan" was
coined, on 20 February 1942. There was considerable evolution in organization concepts
in JAAF in the early Sino-Japanese War era. Air groups evolved from multi-type organizations
to generally one type organizations.

Related to this, I found that ALL the 50 series air divisions were in fact duplications.
They were essentially all renames, as indeed the 51st is. They were generally training or
other large, fixed location organizations which played a role in forming new air divisions
and smaller air organizations. But late in the war they assumed combat operational roles.
So I got rid of the 52nd, 53rd and 55th divisions and renamed those organizations, after redefining
them as "air headquarters." For example, the Mito Flying School renames as the 52nd Air Division
(or Hikoshidan).

Related to this I found lots of problems with Sentais. For various reasons, duplications got into the
database. I myself even added one. I notice that the 21st Sentai was missing and added it. But in fact,
the 84th Independent Chutai (which is listed in the slot where the 21st Sentai ought to be) IS
the 21st Sentai - which is a unique single squadron Sentai. I preserve this in strictly historical
scenarios 121, 122, 123, 124 and the uncompleted 126 (Downfall) while I allow it to grow to a full Sentai
in Japan Enhanced Scenarios 125 and 129.

Otherwise, I did a good deal of work forcing units to use the current formation patterns, and ran down
a host of eratta just looking at the database led me to discover. In particular, new vehicles and radar
type devices, and new or revised gun variations were added where appropriate to the units - so they are not
just unused devices. Radar goes from a little used thing to a very widespread thing as the war progresses.

It is hard to say how much is left to do. I don't know what I don't know. But I am not yet done with
this review.

Separately, Mifune got a new computer yesterday, and we hope he can use it to make some art revisions, mainly to
aircraft and ships at first. Later, maybe, map art.

(in reply to el cid again)
Post #: 646
RE: 66 & 87th Independent Chutais - 3/31/2019 11:00:40 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
These two units no longer existed as independent Chutai's by the start of the
Pacific War in December 1941. Instead, they had merged to form the 29th
Sentai (and were for a while called by a term meaning "mixed unit" before
gaining the title Sentai which meant "single type unit."

Stock slot 1038 is the 66th Ind Chutai, but is assigned the wrong type
of aircraft. It renames as the 29th Sentai on the wrong date.

Stock slot 1162 is the 87th Ind Chutai, and it is also assigned the
wrong type of aircraft. As well, it never becomes part of the 29th
Sentai, leading to a partial duplication issue.

These units were recon units, flying Ki-15 during the early part of
the Sino-Japanese war. They converted to Ki-27 as a transition trainer
to relearn fighter skills (which they originally had long before) and
this is why they were called a mixed unit - there were Ki-15 and Ki-27
for a while). Finally they became operators of Ki-44, and late in the
war, Ki-84. If you can trust stock - which is so full of flaws it is
somewhat debatable - the unit expanded in size to 42 machines in
February 1942. Before that it was a 24 aircraft Sentai - not the
usual 36.

(in reply to el cid again)
Post #: 647
RE: RHS Thread (Recovered): 47th Chutai (plural) - 4/12/2019 9:14:45 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
RHS comprehensive update 4.31

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

This update is purely scenario files.

The main focus remained Japanese Army Air Force units.
But all sorts of little things were changed. The Philippine
Army was removed from (unfinished) Scenario 126. Some
locations were changed to Japanese in the Philippines - places
not yet recaptured by the Allies in February 1945. Pilots
and leaders were added and/or reassigned when better information
is available.


(in reply to el cid again)
Post #: 648
RE: RHS Thread: Comprehensive Updae 4.32 - 4/17/2019 10:59:08 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
RHS Comprehensive Update 4.32

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

This update is entirely limited to Scenario files. The significant changes are to the
device files and to the location files. There is one new leader. There are corrections
to eratta in air groups and possibly aircraft, class and ship files.

The important work involved correcting for all time, and for all nations, the problems
related to airborne units when air transported or used for air assault. The basic problem
is that data entry did NOT honor the fundamental game design and define "army weapons" and
"anti-aircraft weapons" with weight in tons. Smaller weapons were defined as squads are -
by crew size. This fails to work well with code. Any crew over 8 means the weapon can
never fly.

Joe Wilkerson determined years ago that "a ton is a ton is a ton." Further, it is wrong to
be inconsistent in data entry. ALL army weapons need to be defined by the weight in tons -
not some by crew size, some by weapon weight. The same for AAA weapons.

This fix is tedious, requiring a total device file review. I have resisted it for years -
but the problems of using airmobile troops are too irritating to tolerate. This fixes them

Along the way, I discovered some things I didn't know about Japanese airborne organization.
The most germane of these was the plan to form an air-mobile tank unit late in the war. In
the event, the particular aircraft planned was not completed in time (the Ku-7 glider). But
the tank intended WAS put into production, and various aircraft could move it. It is a fairly
impressive airborne tank. The Type 2 light tank has a better gun than the Type 95 (or Type 98)
it is a variant of. It has 4 mm more armor. And it weighs less! Not a bad achievement. It
may well be the best use for this tank unit is in airmobile mode - not air assault. Unlike
the infantry airborne formations this unit has lots of support - 60 1.5 ton trucks for example.
It has the Type 94 maintenance truck - with its own electric generator - a lathe and other power
tools - so it can machine parts in the field. I find it hard to imagine air dropping such
sophisticated and expensive gear without of loss. But if one flies it to an airfield where one
controls the route - or perhaps does most of the transit by night - the unit could arrive in tact
and operate cohesively the following day. I also learned about how organization evolved from
early to later. I already folded this into the strictly historical scenarios. By 1944, Japan
decided to give the air mobile brigades ("forces") 47 mm anti tank guns and 75 mm mountain guns -
and more engineers (for assault using flamethrowers - something infantry normally didn't use).


(in reply to el cid again)
Post #: 649
RE: RHS Thread: Comprehensive Updae 4.331 - 4/17/2019 8:56:37 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
RHS Micro Update 4.331

RHS Comprehensive Update 4.331

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

This update only revises location and leader files.
It mainly addresses eratta related to airborne units.
It also adds missing leaders never put into units before.

(in reply to el cid again)
Post #: 650
RE: RHS Thread: Comprehensive Updae 4.331 - 4/18/2019 12:09:57 PM   
hernanyork

 

Posts: 8
Joined: 7/10/2011
Status: offline
in the scen 22 there are locations for usa like truk or kwajalein, its wrong

(in reply to el cid again)
Post #: 651
RE: RHS Thread: Comprehensive Updae 4.34 - 4/24/2019 2:59:09 AM   
el cid again

 

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

RHS Comprehensive Update 4.34

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

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

I am making a final sweep of location files, seeking to resolve conflicts between
units and formations, errors in date of arrival, location, etc. Note that I am
taking the time to enter 1945 data in Scenario 126 so I don't have to go back
to look up every location and unit again. Many units no longer exist in 1945,
and many others are at different strength and locations and commands then they
were in 1941 or whenever they appeared. Many new or modified devices, including
vehicles, army weapons, antiaircraft guns, and radars have been worked in where
appropriate.

A different matter being addressed is missing commanding officers. Many of these
actually were in the database, but were not assigned to their units, or were not
assigned correctly. Numbers of leaders have been added.

Once one more pass is made to complete the location review (it is 95% done here),
I will review ships - mainly with respect to radar data - having found new materials
on it and having discovered many unused (mainly Allied) radars in the data set.

I have tried to accent the differences between historical scenarios 121-124
and Japan enhanced scenarios 125 and 129. Also the differences between full RHS
scenarios (odd numbered) and simplified RHS scenarios (even numbered). Note that
historical scenarios are paired to give players the option to have active or passive
Russians: 121 is active, 123 is its passive counterpart;
122 is passive (and designed to play vs the computer), 124 is its active counterpart;
125 and 129 are not strictly historical and are only available with active Russians
(players must master how to play with Russia not at war but able to manage its economy,
construction and deployments). 126 is only a testbed for 1945 aircraft, ships and devices
at this time - it needs a lot work - but that work is being done.

Only scenario 122 and the future scenario 126 are designed to be played with Japan as computer.
122 is the test scenario (one must have one to detect problems far out in time). They potentially
could have allies as computer but it would require someone write an acceptable script. They do
not have features that would confuse AI - of which RHS has many in other scenarios. Only 126 will
have the ability to use Kamakaze aircraft as such. This is similar to stock where only the downfall
scenario has the kamikaze setting enabled. This is because it invokes a code that does not work
well with normal air operations on the Japanese side.


(in reply to el cid again)
Post #: 652
RE: RHS Thread: Comprehensive Updae 4.35 - 4/27/2019 3:00:14 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
RHS Comprehensive Update 4.35

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

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

Almost all the work went into the location file - which
gained one (allied) location, one (allied) land unit, and
addressed issues related to locations as such as well as
land units and the formations they point at. Some of this
is new information. Details later on. The only other
scenario file to change was the leader file, which gained
one allied and one axis leader.

I worked on early war location files to insure they are in sync.
These are critical for new games and cover most games. I have
to update later files, and will be doing a lot of that in the
near term. "Pwhexing" as I call it, is tedious, so I do it
until I get sick of it, and then do something else useful. But
we have addressed both eratta and new features which either
better reflect geography or improve game engine performance.

One Dutch location was modified - the small oil town across the
river from Palembang now will deliver oil to Palembang with its
refineries and its large ship handling capacity. One Japanese
location was modified - Paramushiro island was not only suitable
for a major airfield, the Japanese did build several large
facilities on it during the war. One 4,000 foot runway, one
5,000 foot runway, and a seaplane base. But it could host ANY
size runway - so it is rated as build level 7 which permits a
level 10 airfield to be built. It is a strange island, fortified
since 1910, because it was close to the USSR, with tunnels up
to 150 meters below the surface! If that is true, I wondered,
why no garrison? Turns out - there was one - since long before
WWI. In 1941 it was the No 1 Kuril Islands Garrison Group, which
I added. This converts to a brigade which then is reinforced by
a new brigade to form the unique 91st Division. Unique because
it has 12 infantry battalions (6 per brigade) and 2 artillery
regiments (1 per brigade). A different Allied location was also
added - Bias Bay (now called Daya Bay in English). Reviewing the
Japanese 130th Brigade, I learned that it was formed by adding
a brigade to the 6th Independent Mixed Brigade - so one of the
brigades could root out pirates from the area just East of Hong
Kong. It is such a strange story I hope to inspire people to
look it up. So I added the "Bias Bay Pirate Battalion" as
a static unit at this location, although the unit will move
after being attacked (whenever its single static squad is
disabled). Being a problem for Japan, I classify it as an
"Allied" unit. This neatly balances an Axis Pirate unit which
operated as an Axis ally in the Mekong Delta area. I didn't give
these pirates any junks: they had become ineffective so they
operated by boarding ships in port and than taking them over
when they passed the Bay, which is just to the East of Hong Kong.
There is a fabulous tale of a battle between one of these prizes
and a RN submarine - complete with trial of 17 pirates and a lawsuit
against the sub commander (who got off because "any naval officer
may lawfully sink a ship taken over by pirates").

I am done with locations and land units - absent any reports of problems.

I will now review ship classes and integrate newer devices - mainly
minor AA guns (dual, triple and quads which are not well modeled by
one gun effect times number of guns) - and radars. This and updating later
pwhexe.dat files, and we will complete this round of updates. After which
we will start a new test.

(in reply to el cid again)
Post #: 653
RE: RHS Thread: Comprehensive Updae 4.35 - 4/27/2019 3:42:29 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Thank you for the work!

_____________________________




(in reply to el cid again)
Post #: 654
RE: RHS Thread: Comprehensive Updae 4.36 - 5/2/2019 2:35:09 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
RHS Comprehensive Update 4.36

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

This update unusually includes art. The first art by Mifune in a long time.
Hopefully he will be able to make more art of several kinds we have identified
as needing to be done. In this case, he made the first true Ju-90 Art - not
a substitution of other similar art. The Ju-90 was adopted as the basis for
the JAAF Ki-90 design. Unfortunately (for which reason it is not in strictly
historical Scenarios 121 to 124 and 126), Junkers was not allowed to complete
the project. In Japan Enhanced Scenarios, we rationalize having the Hoenkel
team, which resides in Japan just before WWII erupts in Europe, complete the
project. While Japan liked the He-177, and based several projects on it, they
wisely refused to consider the engines Goering required. And Japan had
built a suitable engine plant at Hitachi as well - one that was basically idle
because none of the aircraft using that engine were adopted for mass production
until the Ki-61 was accepted. Anyway, there is a new Axis Aircraft Filmstrip.
Next I hope to get a new Axis Aircraft Mask Filmstrip.

There are a couple of corrected pwhexe.dat files for later in the war. There
are a few new revised documentation files. There are numbers of new scenario
files. Most of the work went into ship classes and to ships (which are updated
to the standard of each ship's class).

The next round will focus on more ship and class files, and more pwhexe.dat files.

(in reply to el cid again)
Post #: 655
RE: RHS Thread: Comprehensive Updae 4.36 - 5/2/2019 3:23:14 PM   
traskott


Posts: 1546
Joined: 6/23/2008
From: Valladolid, Spain
Status: offline
Fantastic!! Many thanks!!

(in reply to el cid again)
Post #: 656
RE: RHS Thread: Comprehensive Updae 4.37 - 5/9/2019 4:51:03 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
RHS Comprehensive Update 4.38


https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg


This update is probably entirely scenario files. It is focused
on ship classes and ships, but includes numbers of location file
corrections, and several device file additions or corrections.
It is unlikely there are changes to leaders, aircraft or air
groups, but for safety these were also copied before compiling
by the installer.

The major work concerned integrating correct data into mainly
US ships. Finally I figured out what is wrong with armor data for
US vessels: the data entry person or people used BRITISH armor
plate generally (25 mm = 1 inch) where as US plate was done on the
basis of actual inches (25.4 mm = in inch). As well, many ships
which were rebuilt had additional horizontal armor, but this was
often missed. A different issue was ship fuel efficiency: ranges
at cruising speed and fuel required for the normal range at that
speed were not consistently calculated. Perhaps the biggest issue
is US AA devices. Merchant ships were generally unarmed until mid
1942, but virtually all start the game armed. Battleships and most
other ships did NOT have Bofors 40 mm guns, nor in most cases 20 mm
guns (one battleship at Pearl HAD the 20 mm - but still mounted
only the .50 cals). Poor research or laziness resulted in this
situation which exaggerates US AAA early in the game.

The Japanese First Area Army was missing in all known mods and in stock
for RHS. This is the unit commanded by General Yamashita after Malaya
and before he was sent to the Philippines late in the war. As well,
IJA 42nd Division ("Distinction" Division) in slot 3170 was partly
duplicated by the brigade in slot 4115 - which was formed from it. This
was eliminated. A review of starting positions found few corrections
remaining in location, command relationships, wrong date of arrival, etc.
So things are cleaning up well.

One more review will occur, focused on mainly US ships armor and AAA,
and on later pwhexe.dat files.

(in reply to el cid again)
Post #: 657
RE: RHS Thread: SemiFinal Update 4.39 - 5/14/2019 1:01:28 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
RHS Comprehensive Update 4.39

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

This update is entirely scenario and documentation files.

US Carrier Logic and US Cruiser Logic documentation files
were updated.

All US Battleships and all early war carrier classes and the
battle cruiser Alaska (and modifications of these - such
as AKV transport forms of carriers and BCC and BCG forms of
the Alaska class) were updated. This made radar and AA weapons
be correct in detail, and generally reformed the problem of
using the wrong kind of displacement, and having too little
durability and armor. Stock data entry assumed standard displacement
but only full load displacement is a true measure of the size of a
ship and how hard it is to sink. Stock data also assumed British
armor plate (where 25 mm = 1 inch) rather than US plate - made
assuming 25.4 mm to the inch.

There may be changes to aircraft, air group and leader files.


There were extensive updates to the device files, in particular
re US radar devices, which often were not able to function properly.

We need to test the new radar devices. This is why the files are
being released - to facilitate that testing.

(in reply to el cid again)
Post #: 658
RE: RHS Thread: SemiFinal Update 5.0 - 5/22/2019 10:03:28 AM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
RHS Comprehensive Update 5.0

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

For safety's sake, all files are updated. However, most of the
work was done in class and ship files. A few (Allied) radar and
AA type devices were modified or added. A host of new AA and
radar devices added over time were integrated into most Allied
ships. Note, however, that the work focused on US carriers
and US gunships. A few leaders may have been added, or at least
assigned to the correct ships. A few air groups were assigned
to different ships, or landed if the carrier is to appear in transport
form without an air group. [Numbers of Allied CVEs appear in AKV
form. You MAY convert them to a CVE form if you wish. AKV and the
parent ship type usually may convert back and forth as required.]
Things like the correct commanding officers for RNZN cruisers were
worked in.

This is the form we will try to use to start a new demonstration test
game. It is the "pre shake down" version - and likely there will be
some eratta detected in the start of game process. That may result in
a micro-update.


(in reply to el cid again)
Post #: 659
RE: RHS Thread: Micro Update 5.01 - 5/28/2019 8:35:32 PM   
el cid again

 

Posts: 16922
Joined: 10/10/2005
Status: offline
RHS Comprehensive Update 5.01

https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg

This microupdate is confined to scenario files. It corrects
various eratta in class, device, leader (H), location and ship files.

It is tentatively the version for the next test.

(in reply to el cid again)
Post #: 660
Page:   <<   < prev  20 21 [22] 23 24   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: RHS Thread: Comprehensive Update 4.23 Page: <<   < prev  20 21 [22] 23 24   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.609