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RE: RHS Thread: Microupdate 6.04

 
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RE: RHS Thread: Microupdate 6.04 - 12/10/2020 7:19:56 PM   
el cid again

 

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Comprehensive Update 6.04

https://1drv.ms/f/s!Ap7XOIkiBuUwhacBuCB5xBUMmYvHVA

This update contains both Scenario files and Documentation Files.

Mainly it focused on reviewing numbers of Japanese aircraft types, and
integrating these into air groups.

The secondary focus was updating the documentation related to those
aircraft.

Several types were eliminated. For example, four slots were used for
Japanese rocket fighters. This was reduced to two. One is for the original
joint project, which only the Navy decided to put into production. The other
is for the enlarged version (Ki-202) which the Army decided to develop instead
of the original (Ki-200) version. For the first time I was able to find specs
on the Ki-202. Long stated to have more fuel, in fact it also had a much more
powerful engine. The result would take longer to get into production, but would
at the same time be the most practical variant of the German rocket fighter concept.
Aircraft not in production by the end of Monsoon 1945 were eliminated from the
Downfall scenario (which ends at the start of Fall, 1945). Some types changed
their dates of availability - usually to a later time. Some types got different
upgrade paths. Some eratta were detected. Appropriate torpedoes and sensors
were assigned to each model using such: this permitted adding devices not previously
in the database or correcting those whose dates changed.

Other eratta were worked in. For example, Mifune and I noticed an error with the French
base force at Tahiti. I reviewed and updated the base forces at Noumea and Tahiti. Lots
of little things like this get folded in to each update, but I don't usually document
all of them because, by the time I compile the update, I no longer remember all the details.
Some air art was reassigned.

A new README file was added to RHS documentation as an aid to new players wanting to install
RHS. This was a suggestion by a new user. All documentation files are found in the RHS Documentation
folder.


(in reply to el cid again)
Post #: 811
RE: RHS Thread: Microupdate 6.06 - 12/21/2020 6:23:40 PM   
el cid again

 

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Subject: Re: RHS Comprehensive Update 6.06

Comprehensive Update 6.06

https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHbAfCvtPzNqnQ?e=7m8AVn

First of all, the good news. Mifune is productive again and here we present a new Axis Aircraft Filmstrip.
I proposed that we take the armed version of the Soviet DC-3 and prune its top turret to use for the Japanese
L2D4 armed transport. This Mifune was able to do, but he slightly shrank the turret for technical reasons.

Next, working on a problem with the Ki-42 (He-111) side (I managed to delete it from the filmstrip between
when we added it and now), we noticed a problem with the Ki-90 (Ju-90). So I took out the windows (it was
apparently transport art). Mifune decided to add a tail gun. He did - with glazing as well. We also restored
the Ki-42. Both Ki-42 and Ki-90 are available only in Japan Enhanced Scenarios 125 & 129.

Working on the review of Axis aircraft, I noticed issues with bomb filters. So I went back over them all.
I changed the weapons we associate with City Bombing (filter code 1, the second to last code added).
The full list of bomb filter codes is:

1 = City Bombing
2 = Naval Attack (normal)
4 = Alternate Naval Attack (torpedo or missile)
8 = Ground Attack
16 = Port Attack
32 = Airfield Attack
64 = ASW Attack

Next, updated versions of aircraft documentation have been added. I just figured out we can make an RHS/AE Manual
(similar to the original WITP RHS Manual) simply by putting a table of contents in front of RHS documents and putting
them in a single document. Possibly with live links from table of contents to the documents. Here the focus is on
properly listing which aircraft type is in which RHS scenario as well as which plane slot and art bitmap it is associated with.

The data work, apart from various eratta detected during testing and plane work, was on insuring we have the best possible
data for weapons and sensors, the best upgrade path, and the correct art bitmap pointer for each type of Axis aircraft. We
need to do the same thing for Allied aircraft after that.

Another thing we did was redefine air to air rockets and air to air missiles in a way that code understand's.

This work mainly involved aircraft, device and air group files. Location files, class files, ship files and leader files were also
included because of various eratta which may have been worked in at the time they were reported or detected.

(in reply to el cid again)
Post #: 812
RE: RHS Thread: Comprehensive Update 6.11 - 1/13/2021 1:07:38 AM   
el cid again

 

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Subject: Re: RHS Comprehensive Update 6.11

https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHbAfCvtPzNqnQ?e=ezESmz

This is an unusually comprehensive update. It includes pwhexe.dat files, art files, documentation
files and scenario files.

Because a major test has entered the Monsoon season, we detected numbers of eratta in one of the
Monsoon files. [Except at start when all 1942 scenarios share a single pwhexe.dat file, each year
has two different ones: one for strictly historical scenarios and one for Japan Enhanced Scenarios
- because roads and railroads differ reflecting different policies. JES scenarios reflect planned
alternatives, generally what was planned before or early in the war.] All these files were revised
slightly. The 1942 ones were revised comprehensively.

Most of the rest of the work was related to starting an effort to update Allied aircraft, related air
groups and other files. This was begun at the top of the aircraft file, which has Chinese aircraft,
but also includes ALL Chinese aircraft. There are several goals. Apart from finding eratta as well
as about insuring the correct weapons (e.g. torpedoes) or sensors (e.g. radars) are assigned to any
given model of aircraft. Since in some cases dates of production have changed, or new options have
been added, this is the heart of why this needs to be done. Another consideration is the upgrade path
for aircraft. This matters more for the Allies since they cannot pick what factories will build. Yet
another reason is to add mission types when ever feasible, fully exploiting the new bomb filters, or
rarely by adding a device. [For example, adding a camera permits recon missions for types that otherwise
may not have it].

The review of China revealed that there is an absence of commanding officers for air units. This has two
effects: sometimes the game assigns officers automatically, but not always from the right nation. Otherwise
there is no officer assigned. Deep analysis revealed an entire body of Chinese officers assigned to units
not used in the game. This issue will be addressed in the next update. It requires a complicated process -
a unit C.O. who is also a pilot must have that pilot "pointed" at each other and at the unit commanded.

The China Air Force Order of Battle was surprisingly complete, but some new data was worked in. It was slightly
simplified - the use of two USAAF types (variants of the Beechcraft Model 18 - transport and photo recon) - was
ended. That does not "look good" due to the wrong insignia, and it permits a player to convert a unit to the
US type, and then convert it again to ANY other US type. So a Chinese Beachcraft 18 was added, with new art
using Chinese insignia. [It models all light transports used in China in tiny numbers]. No recon version was
created (to slave slots) because there are enough aircraft with cameras to perform the mission. It did require
I make new filmstrips for the Allies. I also found and fixed a couple of other air art issues. Separately,
I added a liaison unit at Kunming using the Beechcraft Model 18 which is sort of a composite of a number of aircraft
and pilots which provided local air transport services.

Separately, Mifune redid the mask for the "small schooner" art to prevent bleeding (a pink aurora when the ship
appears in a battle).

(in reply to el cid again)
Post #: 813
RE: RHS Thread: Comprehensive Update 6.12 - 1/20/2021 7:32:07 AM   
el cid again

 

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HS Comprehensive Update 6.12

https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHbAfCvtPzNqnQ?e=PWxur9

Like Update 6.12, this one contains every sort of file:

art, documentation, scenario and pwhexe.dat files (but not start of game pwhexe.dat files).

Very significant is work on Allied aircraft art - you must update the Allied Air Art
filmstrips in the ART folder. Equally important, was Monsoon and Fall pwhexe.dat updates,
to correct eratta, particularly on the "top" map edge and in the Cambodia/Indochina area.
These files are less used and less corrected than Winter and Spring files have been, because
the current detail test has finally reached Monsoon.

Otherwise, the China Air Force completed its review of both aircraft and air units, and
numbers of leaders and pilots were repointed (not created from scratch) so they will appear
in game (possibly even in ongoing games). Also, CAF became internally self contained -
one can no longer assign US or Soviet Aircraft to CAF. This was done by creating CAF versions
for the few cases where formerly they were shared. Two slots for the Ancient ANT-3 art existed
on the Allied filmstrip - one for transport version (G2) and one for the Bomber version. Although
fully 6 bombers went to CAF, all were converted to and only performed transport missions. Both
transport and bomber versions now point at art in Soviet colors, and a transport version points
at art in Chinese colors. A new CAF P-26 slot points at a P-26 in CAF colors. The 6.11 update
created a Beech Model 18 in CAF colors, so that too is on the filmstrips. Otherwise, numbers
of Allied aircraft tops had missing insignia added to one wing, or fuzzy insignia replaced with
clearer art. A few tops similarly had insignia improved. I am learning how to do filmstrips
faster. Allied air art is significantly inherited rather than reworked by Mifune, and much of it
is not very good. Mifune, back to regular production, is working on ship art and map art projects.
He did help with one air art item, but I forget which.

Numbers of USAAF aircraft and some other types were data reviewed and updated into air groups.
Mainly this included all attack types, and types related to Chinese types also reworked. A few
Fleet Air Arm types were also updated. This mainly involves adding or improving bomb filters,
adding radar or cameras, correcting eratta, and improving upgrade paths (which matter a lot to the
Allies as they impact what will be able to automatically upgrade in the game). Both aircraft types
and factories on map were updated with respect to the number possible to produce - checked against
history (and the amount sent to PTO). A few other eratta were worked in - including dealing with
the German raider Thor (aka Ichi Maru - literally One Ship for non-German readers).

(in reply to el cid again)
Post #: 814
RE: RHS Level II Development Report - 1/22/2021 5:07:35 PM   
el cid again

 

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https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHbAfCvtPzNqnQ?e=oor5wM

This update includes every kind of file.

There are out year pwhexe.dat file updates.

There are new Allied Aircraft Filmstrips (all three).
Reworked side and top art gives Dutch (LVA) insignia to the P-400.
New side and top art gives the Dutch (LVA) insignia to the P-47 in JES Scenarios.
There is a new Allied ship shil (0641) for the single masted schooner.

There are significant updates to Allied Aircraft Data and related air groups.
Most US B series Bombers are reworked, as are a few other types.
There are some updates to devices, leaders, pilots, classes and ships.

There are significant updates to Allied Aircraft Documentation, including
a reference tool Sorted Allied Aircraft Types - which is newer than issued
yesterday. A couple of types changed names (e.g. KNIL P-400 is now LVA P-400).

< Message edited by el cid again -- 1/22/2021 5:08:25 PM >

(in reply to el cid again)
Post #: 815
RE: RHS Thread: Comprehensive Update 6.14 - 1/30/2021 5:17:12 PM   
el cid again

 

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RHS Comprehensive Update 6.14

https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHbAfCvtPzNqnQ?e=HGpyfM

This is an unusually significant and comprehensive update. It includes files of every
sort: pwhexe.dat files, art files, scenario files and documentation files.

The most significant inclusion is a comprehensive update of the Allied Aircraft Filmstrips
for tops and the related alpha. Mifune was able to produce both in a major effort, his
most significant in years, after solving a host of technical and other problems which prevented
him from working.

Note in particular RHS aircraft art is generally useful in ALL mods. RHS participated in a universal
project to generate aircraft and ship art. Usually stock bitmaps are used, when they exist. Mifune
worked in Gimp at much higher resolution and much higher color depth than AE permits. [See AMD materials
originally from ATI - which AMD bought - about why rendering at higher resolution than used in the
final display product is the best way to achieve the best product possible]. I recommend players with
stock, RHS or any mod using similar aircraft use these tops and alphas - adding any unique work you may
have added to the common project. Even aircraft types not used in any RHS scenario may be present. You
can identify bitmaps and aircraft scenario slot numbers using the RHS documentation materials on aircraft.
These include tools like look up the plane in alphabetical order to find slot or bitmap ID.

Significant work was done on aircraft data. A report of issues with B-25s and B-26s led to a review, and
some other bombers (including early B-29's) were reworked. A report of mismatched normal load and extended
load guns for Japanese aircraft led to a comprehensive review with greater care.

That led to discovery of a new kind of device - the Type 80 Mark 8 semi-armor piercing skip bomb - available from
mid 1944. It is only assigned to the M6A1 submarine carrier bomber so far. [That may be the only type to carry it.
The bomb weighs 850 kg and is more likely to hit because of how it is delivered: instead of attempting to hit a
target as a point, one attempts to put the bomb on a line headed at the target, in which case the range is no longer
a factor - only the maneuvering of the target can take it off the line of sight.]

A map issue with Monsoon Art got rid of a line of "iceburgs" near the seam of two map panels near Kodiak Island. The
WPEN005 panel under Seasonal Map Art/Monsoon is changed - and is only loaded during Monsoon seasons.

A shil issue with single masted schooners on both sides (the same art is used) means that both Allied and Axis Schil
folders have an update in them.

There is corrected Monsoon and Fall pwhexe.dat files. RHS pwhexe.dat files differ every season, so don't use these
except in the correct season and year.

Air Groups were updated to fold in aircraft data changes.

Documentation files are updated for radar devices and for aircraft. Note the new spreadsheet listing Allied aircraft
in alphabetical order by designation, added in the last update, is slightly improved.

As usual, many kinds of eratta were corrected, in aircraft, classes, devices, leaders (h), scenario, pilot and ship files.


(in reply to el cid again)
Post #: 816
RE: RHS Thread: AE & RHS Aircraft Range Formulas - 2/2/2021 5:50:53 PM   
el cid again

 

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AE & RHS Aircraft Range Formulas (adding km to nm conversion)

General: These formulas are both a function of aviation principles (rules of thumb) and AE code. The latter refers to differences imposed by the type of aircraft in code. A different issue is the limits imposed by code. Code only allows for normal range, extended range, and transfer range. But in reality, almost every aircraft has four ranges: range with maximum load; range with normal load; range with reduced load and range with no load. So the modder must decide which three of these to use? Sometimes the design of the aircraft decides. Thus, many Japanese Navy aircraft have maximum load equal to normal load. Most aircraft in AE do not carry maximum load, only normal load and reduced load. But one may alternatively use maximum load range and normal load range (treated as normal load range and reduced load range). The other thing is units: you may use statute miles or nautical miles, but you MUST be consistent – the same for all types in your database. It matters that all aircraft be defined to a single standard, rendering in game performance relatively accurate.

To convert nautical miles to statute miles, multiply times 1.150779 (or 1.151).
To convert statute miles to nautical miles, multiply times 0.868976 (or 0.869).
To convert nautical miles to kilometers, multiply times 0.5599568 (or 0.560).
To convert kilometers to nautical miles, multiply times 1.852.

Transport Planes (other than flying boats):
Transfer Range = 80% of real life Ferry Range (endurance * cruising speed / 60)
Extended Range = 50% of Transfer Range
Normal Range = 70% of Extended Range

Special cases for transport types for which good bomber statistics are available:
Ceiling: 96% of bomber ceiling for a transport variant of a bomber.
Maximum Speed: 101% of bomber maximum speed for a transport variant of a bomber.
Rate of Clime: 100.5% of bomber ROC for a transport variant of a bomber.
Maximum Load: 114% of bomber maximum speed for a transport variant of a bomber.
Normal Load: 120% of bomber normal load for a transport variant of a bomber.
Empty Equipped Weight: 98% of bomber EEW for a transport variant of a bomber.
Normal Load: 114% of bomber normal load for a transport variant of a bomber OR 220 pounds times the number of passengers. Use 114% if mainly a cargo plane; use 220 x passengers otherwise.

AE & RHS Aircraft Range Formulas, Page 2

Bombers:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 57% of Transfer Range (48% if very heavy load; 61% if very light load)
Normal Range = 48% of Transfer Range (41% if very heavy load)

Special Cases for Bombers with large drag (> 67 pounds) External Weapons:
Extended Range = 36% of Transfer Range
Normal Range = 29% of Transfer Range
Special Cases for Bombers with External Drop Tanks: (not normal with external load weapons)

Drop Tank Transfer Range ((endurance + drop tank endurance) * cruising speed / 60)
Drop Tank Extended Range = Extended Range plus 33% of Drop Tank Added Range
Drop Tank Normal Range = Normal Range plus 26% of Drop Tank Added Range

Special Cases for Bombers with Internal Drop Tanks (aka ferry tanks or auxiliary tanks):
Drop Tank Transfer Range ((endurance + drop tank endurance) * cruising speed / 60)
Drop Tank Extended Range = 57% of Drop Tank Transfer Range
Drop Tank Normal Range = 48% of Drop Tank Transfer Range

Special Case for Bombers with Very Light Load:

Fighters (without bombs, internal bombs or total bombs < 68 pounds):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 40% of Transfer Range
Normal Range = 33% of Transfer Range

Special Cases for Fighters with large drag (> 67 pounds) External Weapons:
Extended Range = 26% of Transfer Range
Normal Range = 20% of Transfer Range

AE & RHS Aircraft Range Formulas, Page 3

Special Cases for Fighters with External Drop Tanks: (not normal with external load weapons)
Drop Tank Transfer Range ((endurance + drop tank endurance) * cruising speed / 60)
Drop Tank Extended Range = Drop Tank Extended Range - 500
Drop Tank Normal Range = 70% of Drop Tank Extended Range

Special Cases for Fighter Bombers with large drag (> 67 pounds) External Weapons:
Extended Range = 33% of Transfer Range
Normal Range = 26% of Transfer Range

Special Cases for Strafe Fighters (e.g. IL-2m3):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 75% of Transfer Range
Normal Range = 55% of Transfer Range


Reconnaissance Aircraft:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 90% of Transfer Range
Normal Range = 80% of Transfer Range

Special Cases for Recon Aircraft with External Drop Tanks:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Drop Tank Extended Range = Extended Range plus 33% of Drop Tank Added Range
Drop Tank Normal Range = Normal Range plus 26% of Drop Tank Added Range

AE & RHS Aircraft Range Formulas, Page 3

Special Cases for Kamakaze Aircraft (Only in Downfall Scenarios with Kamakaze = Yes):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = Extended Range plus 67% of Transfer Range
Normal Range = 55% of Transfer Range

AE & RHS Aircraft Range Formulas, Page 4

Flying Boats (Patrol):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 75% of Transfer Range
Normal Range = 67% of Transfer Range

Flying Boats (Transport):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 50% of Transfer Range
Normal Range = 70% of Extended Range

Special Cases for Flying Boats with large drag (> 67 pounds) External Weapons:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 66% of Transfer Range
Normal Range = 57% of Transfer Range

Flying Boats (Observation):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Recon (no bomb) Extended Range = 90% of Transfer Range
Patrol (with bombs) Normal Range = 57% of Transfer Range

Blimps:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 90% of Transfer Range
Normal Range = 80% of Transfer Range
Notes: Use wing loading = 0 and Power Loading = lift / power in maneuverability calculation.





< Message edited by el cid again -- 2/3/2021 3:11:50 PM >

(in reply to el cid again)
Post #: 817
RE: RHS Thread: AE & RHS Aircraft Durability & Maneuve... - 2/3/2021 3:09:57 PM   
el cid again

 

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AE & RHS Aircraft Durability & Maneuverability Formulas

Aircraft Durability Formula:

General: The factors to use in the Durability were outlined by Joe Wilkerson, a mathematician, in WITP days, when he led a team to standardize Japanese aircraft data for a mod called CHS. I led a forum discussion which defined the formula. [The product of that team was accepted by Andrew Brown, the “CHS Coordinator. A few days later, it was rejected by a CHS “plank holder.” Andrew then suggested a new mod be created using the same data, expanding the standardized formulas to include the Allies. That was the birth of the first generation of RHS.]

Constant: The formula has a constant in front (K). After testing in game, we decided K = 2. The default case (K = 1 which is the standard case, indicated durability was too low.

Formula: K * [(Structure + Armor) + (Engines + Pilots)] * square root of Empty Equipped Weight

Structure Scale: Non-metal = 0.50
Composite = 0.75
All-metal = 1.00
Geodesic = 1.50 [Only used by Vickers Armstrong Bombers]
Armor Scale: None = 0
Normal = 1
Extreme: 2 [Only used by Soviet IL-2 models]

Engine Scale: Number of Engines [0 to 6; 0 for a glider]

Pilot Scale: Number of Pilots (including relief pilots) in normal crew

Weight Definition: Empty Equipped Weight in North American Tons (2,000 pounds), including fractions.

Aircraft Maneuverability Formula:

General: This formula was developed entirely in the original WITP Forum on War in the Pacific. The debate was remarkably prolonged and contentious. This is because there is only one maneuverability field which requires a composite value that includes all the different aspects of maneuvering. The final proposal which worked was proposed by Mifune (Eric Garfein). Instead of adding wing loading and power loading, he suggested subtracting them.

AE & RHS Aircraft Durability & Maneuverability Formulas, Page 2

Formula: [(Speed/20) + (ROC/200) – ((EE Weight/Wing Area)/20) – ((Gross Weight/Power)/5) / Engines] + Maneuverability Bonus

Speed Definition: Speed in mph or knots

ROC Definition: Initial Rate of Climb in feet per minute

EE Weight Definition: Empty Equipped Weight in pounds

Gross Weight Definition: Gross Weight in pounds

Wing Area Definition: Wing Area in square feet

Power Definition: Engine Take off Horsepower times the number of engines

Number of Engines: Number of Engines [Glider = 0, otherwise always 1 to 6]

Maneuverability Scale: Normal = 0
Fowler Flaps or equivalent = 2

Special Consideration for Glider “Combinations”:

Gliders are presented as “combinations” of tug and one or more gliders.

Composite Durability: The durability of the combination is the sum of the durability of the tug and the durability of the glider(s), so for two gliders use 2 * glider durability.

Composite Rate of Climb: 63% of Tug Rate of Climb

Composite Range: 76% of Tug Range

Case 1: Tug is Transport: 76% of Tug Range
Case 2: Tug is Bomber: 67% of Tug Range (88% of 76% = 67%)
[See Aircraft Range Formulas: AE Transfer Range for Transports is 88% of Ferry Range, while bomber Transfer Range is 100% of Ferry Range]







(in reply to el cid again)
Post #: 818
RE: RHS Thread: Comprehensive Update 6.15 - 2/4/2021 3:52:06 PM   
el cid again

 

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RHS Comprehensive Update 6.15

https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHbAfCvtPzNqnQ?e=Cg70v4

This update includes most kinds of files, but probably no art files.

There is a significant amount of new RHS Documentation files, including
formulas used for aircraft ranges, aircraft maneuverability and durability,
ship maneuverability and submarine maneuverability. These not so much new
as not easy to find in the forums, and the handwritten versions in use for
upwards of 15 years were becoming unreadable. There were also updates to
some aircraft documentation files, and those related to IJA and IJN and
Axis bitmaps are probably now final. These latter have a sufficient number of
unused slots to permit adding types in future. Unused or no longer used air
art remains in the filmstrips, however, and is documented in case anyone wants
to find it.

A final review of Axis aircraft was completed, partly because of reports that
page 1 (devices 1-10) and page 2 (devices 11-20) were sometimes mismatched with
respect to guns. A more diligent review process did things like revise aircraft
loads. [For example, if the weight of drop tanks exceeded bomb load, the aircraft
load field was increased. This field is used to determine if an aircraft may
attempt a mission from a given size of airfield, for example.] 6.16 will return
to doing a comparable review of Allied aircraft. High on the list is the discovery
that geodesic construction applies to more kinds of Allied bombers than we previously
understood. Geodesic construction yields the highest possible durability for any
given size of aircraft - the structure multiplier being 1.5 (compared to 1.0 for
all metal structure, 0.75 for composite structure and 0.5 for non-metal structure).
An attempt will be made to free up a few slots - as the Allies are now using all but one
of the available 600 slots. It is much more reasonable to have upwards of 10 slots available
for future use. Otherwise, it is vital to insure that years of adding devices, and of modifying
dates for devices and aircraft, have not resulted in imperfect modeling of what devices are
on each type. A different issue is upgrade paths. The Allies are more dependent on defined
upgrade paths than the Axis is, because they do not control what is being built (except insofar
as they can turn factory production off). It is likely possible to somewhat improve these
assignments.

Mifune is working on the problem of the single masted schooner display in game. This is somehow
all my fault - I created that art from the two masted schooner and it has some kind of flaw.
Several attempts to fix it have not worked. I think possibly it can be done at the pixel level -
something Mifune is very good at. It is painfully slow to work at (or below) the pixel level. But
by doing that one ends up with a better image when blown back up.

Newly translated data on Italian ships sent from East Africa to other Indian Ocean or Pacific Ocean
ports has become available. Some of these ships are already in the game. But several others may be
added. This is also tedious work - there is no way to find ship slots except to look for them. The
kind of full featured (unofficial) editor we had for WITP no longer exists. Also, I no longer add a
ship without adding the commanding officer. Too many ships have none assigned. That too is tedious,
lest one duplicate an officer already in the list.


(in reply to el cid again)
Post #: 819
RE: RHS Thread: Comprehensive Update 6.16 - 2/9/2021 2:58:29 PM   
el cid again

 

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RHS Comprehensive Update 6.16

https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHbAfCvtPzNqnQ?e=hYdSWQ

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

I reviewed Allied aircraft for Geodesic structures, but the only type in
RHS using it is the many variations of the Wellington, and all of them
had the correct multiplier in their durability ratings.

I reviewed Italian naval units in the Indo-Pacific Region. Five submarines
and two peculiar warships were added. All the submarines were transport conversions
of attack submarines no longer viable for Atlantic combat operations. Turns out
these were used locally (which I didn't know) - not just for Yenagi Operations
(transport to Europe). These appear in 1943. The Eritrea is a strange colonial
sloop - with deck and conning tower armor - long range and a speed of 20 knots. One
of two "banana boats" converted to AMC duty - RAMB II - is also included. [RAMB
is the initials of the company that bought the ships originally]. She makes 18 knots
but is unarmored. Oddly, both have only 12 cm (4.7 inch) guns. So - "run if it
outguns you" I guess is the rule. I added numbers of officers - which there is a
shortage of - and assigned the right one to each ship for 1941 and 1945 scenarios.

Otherwise, I continue to work on pwhexe.dat files to bring them into sync with each
other. Also to get rid of erratta detected or reported. And finally, to address a
problem of places that had tiny amounts of local trade which don't show up in game -
to insure that a remote port gets a minimal amount of fuel. Even if it is on a
secondary road net or a trail, and you set stockpile fuel to yes, no fuel ever
goes to these points. This matters, for example, at the top of the Sea of Othosk,
deep inland river systems in China, one landlocked river system in Australia,
and so on.



Previous 6.15 Update Notes

This update includes most kinds of files, but probably no art files.

There is a significant amount of new RHS Documentation files, including
formulas used for aircraft ranges, aircraft maneuverability and durability,
ship maneuverability and submarine maneuverability. These not so much new
as not easy to find in the forums, and the handwritten versions in use for
upwards of 15 years were becoming unreadable. There were also updates to
some aircraft documentation files, and those related to IJA and IJN and
Axis bitmaps are probably now final. These latter have a sufficient number of
unused slots to permit adding types in future. Unused or no longer used air
art remains in the filmstrips, however, and is documented in case anyone wants
to find it.

A final review of Axis aircraft was completed, partly because of reports that
page 1 (devices 1-10) and page 2 (devices 11-20) were sometimes mismatched with
respect to guns. A more diligent review process did things like revise aircraft
loads. [For example, if the weight of drop tanks exceeded bomb load, the aircraft
load field was increased. This field is used to determine if an aircraft may
attempt a mission from a given size of airfield, for example.] 6.16 will return
to doing a comparable review of Allied aircraft. High on the list is the discovery
that geodesic construction applies to more kinds of Allied bombers than we previously
understood. Geodesic construction yields the highest possible durability for any
given size of aircraft - the structure multiplier being 1.5 (compared to 1.0 for
all metal structure, 0.75 for composite structure and 0.5 for non-metal structure).
An attempt will be made to free up a few slots - as the Allies are now using all but one
of the available 600 slots. It is much more reasonable to have upwards of 10 slots available
for future use. Otherwise, it is vital to insure that years of adding devices, and of modifying
dates for devices and aircraft, have not resulted in imperfect modeling of what devices are
on each type. A different issue is upgrade paths. The Allies are more dependent on defined
upgrade paths than the Axis is, because they do not control what is being built (except insofar
as they can turn factory production off). It is likely possible to somewhat improve these
assignments.

Mifune is working on the problem of the single masted schooner display in game. This is somehow
all my fault - I created that art from the two masted schooner and it has some kind of flaw.
Several attempts to fix it have not worked. I think possibly it can be done at the pixel level -
something Mifune is very good at. It is painfully slow to work at (or below) the pixel level. But
by doing that one ends up with a better image when blown back up.

Newly translated data on Italian ships sent from East Africa to other Indian Ocean or Pacific Ocean
ports has become available. Some of these ships are already in the game. But several others may be
added. This is also tedious work - there is no way to find ship slots except to look for them. The
kind of full featured (unofficial) editor we had for WITP no longer exists. Also, I no longer add a
ship without adding the commanding officer. Too many ships have none assigned. That too is tedious,
lest one duplicate an officer already in the list.


(in reply to el cid again)
Post #: 820
RE: RHS Thread: AE & RHS Surface Ship and Submarine Du... - 2/12/2021 11:06:06 PM   
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AE & RHS Surface Ship & Submarine Durability Formulas

General: These formulas were designed to replicate stock values in a consistent way. Three different formulas are used because surface ships with armor differ from surface ships without armor and from submarines.



Armored Surface Ship Durability Formula:

RHS Durability = Full Load Displacement / 300

Displacement is in tons.



Stock Durability = Standard Displacement / 250

Displacement is in tons.



RHS changed this value because RHS uses full load displacement, the universal standard used by damage control departments in all navies. This resulted in very large warships having durability values too large for the durability field in the editor and database.



Unrmored Surface Ship Durability Formula:

RHS Durability = Full Load Displacement / 450

Displacement is in tons.



Stock Durability = GRT (or similar) / 350

Displacement is in measurement tons, which have no direct relation to displacement at all. It is a measure of cargo volume rather than ship volume, usually 100 cubic feet.



RHS Changed this value to be consistent with the principle of using full load displacement, and to be relatively close to the stock ratio between armored and unarmored ship formulas.



Submarine Durability Formula:

Durability = Depth / 10

Depth is in feet. This formula is identical in RHS and stock.




(in reply to el cid again)
Post #: 821
RE: RHS Thread: Microupdate 6.17 - 3/3/2021 7:16:16 AM   
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RHS Comprehensive Update 6.17

https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHbAfCvtPzNqnQ?e=hmXZLM

This update mainly is to scenario and documentation files. The primary documentation file
updated is the Sorted Allied Radar Types Excel spreadsheet. The primary scenario files updated
are devices redefined by that sheet. However, some other scenario files and one other pwhexe.dat
file (for Monsoon, 1942) are also revised. Aircraft, class, location and ship files also were
updated in part.

"Radar" here means "detection devices" and includes a number of different technologies, following
practice in stock. Allied devices have been added for decades without a comprehensive review and
without universal standards. There are too many of them, including duplicates (apparently added
by different users). There are also missing devices. So we are combining devices, eliminating
duplicates, and adding new devices when discovered (during investigation of the details of existing
devices). Sometimes duplicates are due to different names for the same device. Thus, H2X is also
APS-15. So one is eliminated and the other has both names: H2X / APS-15 ABB Radar (where ABB =
Aircraft Blind Bombing). This in turn requires reassigning device numbers so the US uses the same
device as the British rather than a different (duplicated) device. Many US Bombers use the APS-15
(and indeed B-29s use the same device with a still different name = APQ-13 - but the name field won't let us
add a third one - so it is only found in the notes on the spreadsheet).

(in reply to el cid again)
Post #: 822
RE: RHS Thread: Microupdate 6.18 - 3/10/2021 8:07:50 PM   
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RHS Comprehensive Update 6.18

https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHbAfCvtPzNqnQ?e=es5gvE

This update mainly is to scenario and documentation files. The primary documentation file
updated is the Sorted Allied Radar Types Excel spreadsheet. The primary scenario files updated
are devices redefined by that sheet.

Note, however, that a new Russian "Type A" Radar was added. [That is, a Bistatic Doppler Interference
Detector, which is called "Type A Radar" in Japan]. This device was added in two areas of the Soviet Far
East - Vladivostok and near Kuibychev. I noticed Soviet fixed fortification units have outrageous morale
and experience levels (65) and revised most or all of these to 45. The designation is RUS-1 BDID EW Radar.

The Sorted Allied Radar Devices Excel spreadsheet is considerably updated. Apart from adding devices and
editing previous devices to be consistent with newer understandings, the sheet contains more explanations
and considerable technical documentation not needed for the game. This includes the radio frequency band,
if there is one, and the weight of the equipment. [This is in tons for land or ship use, or pounds for
aircraft use]. A new format in names is introduced. For example, ASV MK.VIII (APS-3) is used for identical
equipments with the British name used first and the US name in () - or vice versa. SF or SL DE SS Radar
is used for different equipments with the same in game performance. All abbreviations are now defined.

Once this work is completed, all Allied ships, aircraft and land units will be reviewed to insure the right
devices are in use.

(in reply to el cid again)
Post #: 823
RE: RHS Thread: Microupdate 6.18 - 3/28/2021 10:39:27 PM   
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RHS Comprehensive Update 6.19

https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHbAfCvtPzNqnQ?e=qWS2Wt

This update only contains documentation and scenario files.

The main work was on Allied Aircraft (wpa) files. The Group files (wpg) was updated to fold in revisions.
The Allied device (wpd) and location (wpl) files were also also slightly revised to deal with eratta. The
focus was on doing US heavy bombers and related types, as well as most PBYs. Work began at the top end
of aircraft slots - the least reviewed - and proceeded downward, doing related types in slots farther
down the slot list. CAF Beechcraft 18 bombers were revised so they (a) work as bombers or recon planes and
(b) convert back and forth with the Beechcraft 18 transport. Apart from being historical, these represent
a number of other similar light aircraft. Similarly, the USN OS2N-1 Recon aircraft and OS2U-3 Floatplane
were made able to cross convert. These are almost identical aircraft, with the landplane being faster,
longer ranged and more maneuverable while the floatplane is more durable and able to operate from ships.

The object of this work, apart from catching errors, is to integrate the now completed Allied sensor devices.
It was learned that the ELINT function works, so ECM equipment is being added. [This is intelligence type gear -
it helps identify ground unit identities]. Also, drop tank weight is being added. Sensors also have load
weight. This permits better control of what a plane can carry, and what the true load capacity of an aircraft is.
It also creates a foundation from which actual mission range can be determined for a given mission. [The idea is
to adjust the risk of loss reflecting the amount of reserve range available. A long term hook rather than a near term
goal.]


(in reply to el cid again)
Post #: 824
RE: RHS Thread: Microupdate 6.18 - 4/4/2021 2:01:12 AM   
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RHS Comprehensive Update 6.20

https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHbAfCvtPzNqnQ?e=tviBNh

Basically this update is a continuation of the integration of Allied "Radar" detection devices with
Allied Aircraft. However, it includes all of the pwhexe.dat files issued in update 6.19, and significant
editing of the documentation files. As well, more aircraft were done, and their effects on groups
were then folded in.

A large amount of eratta were addressed. This in particular includes things like locations where Allied
aircraft are produced. If a type does not exist in a given scenaerio, it is deleted from the location which
otherwise would produce it. Two Allied Thai land units were not properly defined. More Allied aircraft
were also reviewed, and new devices not previously available now show up in later war aircraft.

(in reply to el cid again)
Post #: 825
RE: RHS Thread: Microupdate 6.21 - 4/6/2021 2:54:33 PM   
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RHS Micro Update 6.21

https://1drv.ms/u/s!Ap7XOIkiBuUwhb0jGIADmOGILZhCKg?e=TaOR9m

This update only has scenario files and related documentation updates.

Only aircraft, device, group and location files were updated.

Almost all updates are related to Allied aircraft and groups. Some eratta in Scenarios 124, 126
and 129 were folded in - notably the Thai Allied ground support unit on Ceylon - nominally fixed
in 6.20, somehow it was not fixed in these scenarios. Always double check your work.

(in reply to el cid again)
Post #: 826
RE: RHS Thread: EW Microupdate 6.22 - 4/9/2021 7:45:12 PM   
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RHS EW Microupdate 6.22

https://1drv.ms/u/s!Ap7XOIkiBuUwhb0jGIADmOGILZhCKg?e=sKL55X


I reworked both sides EW devices because of learning how code works with respect to ELINT devices. I am handicapped by being
a real world EW guy, and game code is NOT consistent with physical reality. I must honor code to get working devices. Basically,

AE ELINT is only something airplanes can do. Never mind, now I grasp how that works, I get the same thing done other ways.

This meant I had to rework all aircraft.

In the process of reviewing EW devices, I found two Japanese actual ELINT devices defined but never assigned. I don't remember creating them, but I must have done that at some point. These only will work with extremely late war aircraft. Never mind, MOST AE work is with later types of units and devices - we do them all in case a game lasts long enough. OR because we keep working on the Downfall Scenario (where one can test late war things, but not yet play - the whole map needs reworking).

This update is limited to documentation and scenario files. It applies to BOTH sides. It only involves aircraft, class, device, location and ship files. It is just an increment - more review is needed. I find that some types of aircraft were done before the latest versions of maneuverability, durability or range formulas were defined, so eratta of that type is folded in. I find working in the weight of what a plane lifts helps get total load right. Total load is important in code terms because it means small airfields won't perform some missions - e.g. let you have drop tanks - just as lack of supplies limits operations.


(in reply to el cid again)
Post #: 827
RE: RHS Thread: Special Microupdate 6.23 - 4/14/2021 1:19:12 AM   
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Special Supplimental Microupdate 6.23

RHS Special Microupdate 6.23
https://1drv.ms/u/s!Ap7XOIkiBuUwhb0jGIADmOGILZhCKg?e=1hpoxK

This unplanned update is issued because 6.22 Scenario 129 was overwritten by 126. 129 was rebuilt.
However, all scenarios got a few more aircraft and groups reworked. Also, to test new art, some Allied
schooners were reworked to test the art (which failed). So these ships use for the moment older Large
Schooner art (two masted) instead of the 3 masted art still in test. These are modeled on a US Army
Transport in terms of data, and are superb sailing ships. Two of the schooners got new captains (because
I am always adding more captains to avoid the problem of the staff officer being assigned) - an experiment
in US Army ship captain definitions. The aircraft reworked are mainly a few more Liberator types in midwar.
These are defined according to the doctrine of the year, and more specialized than before - more or less
pure land attack bombers - not so general purpose (with ASW weapons) - or else what amounts to dedicated
maritime patrol planes. But both added ECM gear, which has the in game effect of causing the AI to "know"
more about things overflown, so in the next turn the player gets more information. The maritime versions
(both British and US) are low altitude planes, while the land attack versions are high altitude planes.
The low altitude versions are also slower.

RHS EW Microupdate 6.22

https://1drv.ms/u/s!Ap7XOIkiBuUwhb0jGIADmOGILZhCKg?e=sKL55X


I reworked both sides EW devices because of learning how code works with respect to ELINT devices. I am handicapped by being
a real world EW guy, and game code is NOT consistent with physical reality. I must honor code to get working devices. Basically,

AE ELINT is only something airplanes can do. Never mind, now I grasp how that works, I get the same thing done other ways.

This meant I had to rework all aircraft.

In the process of reviewing EW devices, I found two Japanese actual ELINT devices defined but never assigned. I don't remember creating them, but I must have done that at some point. These only will work with extremely late war aircraft. Never mind, MOST AE work is with later types of units and devices - we do them all in case a game lasts long enough. OR because we keep working on the Downfall Scenario (where one can test late war things, but not yet play - the whole map needs reworking).

This update is limited to documentation and scenario files. It applies to BOTH sides. It only involves aircraft, class, device, location and ship files. It is just an increment - more review is needed. I find that some types of aircraft were done before the latest versions of maneuverability, durability or range formulas were defined, so eratta of that type is folded in. I find working in the weight of what a plane lifts helps get total load right. Total load is important in code terms because it means small airfields won't perform some missions - e.g. let you have drop tanks - just as lack of supplies limits operations.


(in reply to el cid again)
Post #: 828
RE: RHS Level II Development Report - 4/20/2021 9:11:40 PM   
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RHS Special Microupdate 6.27

https://1drv.ms/u/s!Ap7XOIkiBuUwhb0jGIADmOGILZhCKg?e=wPQD7

This update includes art (a major rework of the Allied Aircraft Side Filmstrip by Mifune)

documentation (aircraft documentation)

and scenario files

including aircraft, device, group and location files

plus unusually the scenario files associated with the scenario itself.

Integration in particular of Allied "Radar" and drop tanks is significant. Some "secret" radar data was found
- a radar said in the world of radar documentation not to have entered service in fact was issued to USMC fighters
in October 1943! See the Sorted Allied Radar Types for details.

(in reply to el cid again)
Post #: 829
RE: RHS Thread: Comprehensive Update 6.29 - 4/30/2021 12:19:51 AM   
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RHS Special Comprehensive update 6.28

https://1drv.ms/u/s!Ap7XOIkiBuUwhb0jGIADmOGILZhCKg?e=pjWCm4

This update includes art (another update to A PlaneSide),
Documentation and Scenario files.

Unusually, the CAM files are updated - in respect to pilots.
As usual, most updated records were in aircraft and associated air groups files.
Some erratta corrected in device files and location files. The documentation
files are all aircraft related. There is a new documentation file on pilots.
Pilots will be updated one more time, as it turns out we can define 1943, 1944
and 1946. [1941/2 and 1945 ar4 here updated].


(in reply to el cid again)
Post #: 830
RE: RHS Level II Development Report - 5/5/2021 9:48:32 AM   
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RHS Special Comprehensive update 6.30

https://1drv.ms/u/s!Ap7XOIkiBuUwhb0jGIADmOGILZhCKg?e=3V9gYC

This update includes almost every kind of file: art, pwhexe.dat, scenario and documentation files.

Most of the changes are in aircraft and group files, most of them British and Commonwealth Countries.
But a few technical eratta in the Monsoon pwhexe.dat files (both historical and JES versions) are included.
These include defining two islands as coasta/atol vice ocean/deep, and fixing a mismatched hexside pair North
of Flores Island. Two more Allied aircraft were improved on the Allied Planeside filmstrip. Ailied aircraft
production is significantly improved with respect to British aircraft, especially versions of the Catalina and
Dakota. Allied aircraft data was improved, often just in minor ways, but occasionally significantly - when
for some reason the wrong formula was used to calculate range, or a radar device needed to be added or changed.
[In some cases, the current formulas may not yet have existed when the type was defined]. The amount of eratta
in devices is almost nil - we are getting a remarkably clean database. Probably the final version of the pilot
database is included. It mainly changes China Air Force replacements from having an unintended 0 rate, and tweeks
1945 and 1946 pilot replacement rates for some nations in some scenarios.

When we complete review of aircraft (with a focus on Allies because of the later completion of the Allied radar
database), we will do the same thing for ships and then land units: insure the best radar data for each date version
of a class or ground unit is in use.



< Message edited by el cid again -- 5/5/2021 9:54:29 AM >

(in reply to el cid again)
Post #: 831
RE: RHS Thread: Important Microupdate 6.31 - 5/8/2021 4:35:47 PM   
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RHS Important Microupdate 6.31

https://1drv.ms/u/s!Ap7XOIkiBuUwhb0jGIADmOGILZhCKg?e=eLiM6g

This microupdate contains scenario, documentation and pwhexe.dat files.

All pwhexe.dat files needed updating because South Island, New Zealand needed to
be expanded by one hex. An offshore island hex at the extreme "East" (map
orientation rather than true bearing) end of the island also contains a penninsula,
so a land unit can march into it overland. Additionally, some pwhexe.dat files
still needed to turn two atol hexes into coastal hexes rather than Ocean Shallow,
and some had a land hexside in the Malacca Strait still marked as an Ocean hexside.
Permitting and constraining movement in pwhexe.dat in ways consistent with map art
is an RHS principle. Players only see the art; code assumes the pwhexe.dat is the
actual map. This is almost certainly the first time South Island is presented with
all its hexes reachable by land unit movement. It also slightly restricts naval
movement near the critical approaches to Wellington.

Otherwise, RAF Hurricanes were reworked, with associated effects on air groups.
The Hurricane IIc Tropical is now the Hurricane IIc Night Fighter, complete with
Radar. The Hurricane IId is now the Hurricane IId AT. And the Hurricane IV FB
is now classified as a fighter bomber in code terms, and it carries bombs to extended
range, not just to normal range as other "Hurribombers" do. This is practical because
it has greater internal tanks than earlier models, and can perform fighter missions
at greater ranges than they could do if not presented in "clean" profile. Also they
rarely would be needed as fighters given their late appearance, so are more useful
if they can carry bombs farther. Modding is an exercise in making compromises.

(in reply to el cid again)
Post #: 832
RE: RHS Thread: Comprehensive Microupdate 6.32 - 5/11/2021 4:44:49 PM   
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RHS Comprehensive Microupdate 6.32

https://1drv.ms/u/s!Ap7XOIkiBuUwhb0jGIADmOGILZhCKg?e=qJy1ih

This update contains a few files of every sort. Ship art. Scenario files. Documentation files.
Pwhexe.dat files.

Some midwar pwhexe.dat files (1943 & 1944) are updated.

There is a new class of sailing ship: a square rigged Barkentine. The Kailulani USAT was modified from an
ocean (3 masted) schooner to this three masted class, because she was that. The Boxer was added (a USAT ship
serving Alaska) along with a captain. Both ships are not present in the 1945 Iwo Jima Scenario (renamed
from Downfall to avoid confusion with Operation Downfall).

A few aircraft on both sides were reviewed, and some radar corrected or worked in. This required updating air
groups and RHS documentation re aircraft.

I think a bit of location file eratta was included (unless they were in the previous update). I think I found an issue
with an actual location, and with a land unit.

(in reply to el cid again)
Post #: 833
RE: RHS Thread: Comprehensive Microupdate 6.4 - 6/3/2021 11:54:19 PM   
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RHS Comprehensive Microupdate 4.0

https://1drv.ms/u/s!Ap7XOIkiBuUwhb0jGIADmOGILZhCKg?e=DoQLtV

This massive update includes almost every file except art files. So you need to copy all the files into their appropriate
folders (unless you happen to use default Matrix folders for RHS, in which case the copy may be automatic).

Numbers of issues have been addressed. Scenario 129 was overwritten by 125 at some point, so it had to be rebuilt. This
was done with reference to documentation files, and significant eratta was detected. Often this applied to other scenarios.
For example, Mogami and Tone Class cruiser data for six inch gun versions of the ship was found to often have the right gun
but only twin turrets. Before that work began, hundreds of aircraft types were updated. Mainly because of newly available
Allied "Radar" (detection) devices, which is now essentially complete. Also because of a change in drop tank data. In particular, both detection devices and drop tanks have weight. This, in turn, forced changes in the "load" field for each aircraft type. That will have the game effect - for larger types - of restricting operations from smaller airfields. Task
Force data was found to need changes. Apart from 129, where all task force records needed review, it was found that there were
cases of eratta that crept in over time.

This update is not completed. One example is the discovery that the Eastern Fleet (since Matrix created the game) does not change its name at all, nor did it change its location (and appear in that location in Scenario 126). In 1942, Eastern Fleet moved to Addu Atol. It also changes commanders, and should appear in Scenario 126 with a different commander at Addu Atol
instead of at Singapore. More changes will be folded in, time permitting.

(in reply to el cid again)
Post #: 834
RE: RHS Thread: Comprehensive Microupdate 6.4 - 6/9/2021 5:33:48 PM   
Weidi72


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TBD-1s are not carrier capable, only trained

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Post #: 835
RE: RHS Thread: Comprehensive Microupdate 6.4 - 6/9/2021 6:22:59 PM   
btd64


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quote:

ORIGINAL: Weidi72

TBD-1s are not carrier capable, only trained



Are you sure that it doesn't say carrier trained. If carrier trained then they are carrier capable as well....GP

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Post #: 836
RE: RHS Thread: Comprehensive Microupdate 6.4 - 6/9/2021 6:46:13 PM   
Weidi72


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They are "carrier trained" but not capable. The need 4x the space on the carrier.
Haven't played for a long time and got the last update.

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Post #: 837
RE: RHS Thread: Comprehensive Microupdate 6.4 - 6/9/2021 7:10:41 PM   
btd64


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quote:

ORIGINAL: Weidi72

They are "carrier trained" but not capable. The need 4x the space on the carrier.
Haven't played for a long time and got the last update.



Can you post a picture of this squadron....GP

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Post #: 838
RE: RHS Thread: Comprehensive Microupdate 6.4 - 6/10/2021 5:28:48 PM   
Weidi72


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squadron

Attachment (1)

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Post #: 839
RE: RHS Thread: Comprehensive Microupdate 6.4 - 6/10/2021 5:29:27 PM   
Weidi72


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carrier

Attachment (1)

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Post #: 840
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