RE: RHS Thread: Micro Update 7.30 (Eratta: air and device) (Full Version)

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Vipersp -> RE: RHS Thread: Micro Update 7.30 (Eratta: air and device) (9/7/2015 2:33:06 PM)


quote:

ORIGINAL: Sayarf22

and Betties from saigon - do attack Singapore port if ordered.


Very true Sayarf, I tried all sets possible..none work for any Nells or Betties at Formosa...




el cid again -> RE: RHS Thread: Micro Update 7.33 (Eratta: locations plus) (9/8/2015 11:30:55 AM)

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


Almost all the record changes in this update are in the location file.
These fall into three types:

locations, land units and task forces.

Locations were generally reworked with respect to starting inventories,
and reviewed for industry and eratta. One report of a location eratum was
also fixed. Scenario 106 records generally needed to have different inventories
from other scenarios - particularly in Japanese controlled areas. Also,
many locations in 106 need to be in a different command - because they
were conquered. One location was added - taken from Coox scholarly book
Nomanhan - a rail junction in Manchukuo South of Tsitsihar. Most reworked
locations were in Manchukuo, across the border in Russia, and in what we think
of as China (some of it being Russian or Japanese controlled in 1941). Most were minor locations - the places that most of all should have small stockpiles - so they don't support large operations entering the area (forcing players to reduce operations or import supplies).

LCU were generally reviewed for problems related to Scenarios 99 and 106 -
these unissued scenarios have many locations needing rework. Much of this
was done, but much remains. Scenario 106 often needs to have LCU 9999ed
out - that is - rendered unused - as they represent units no longer existing in 1945.
Scenario 106 LCU which are still in play often need to be in a different location and
or command.

There was a report of a missing air group. Sure enough, I-6 lacked its air "group" of
one E14Y1. In fact, I-61 air group was duplicated and the copy replaced the I-6 one. Fixed. A number of Scenario 106 groups were entirely missing - and so added.

One record was updated in the cam file.

In general, inventories of supplies and resources at start are less at reworked locations, by 33%. Sometimes industry itself has been changed.

I also completed the integration of the KNILM NEI Airline - which at the time the Pacific War begins was incorporated wholesale into the MLD (NEI Naval Air Force).
This involved adding what probably is the last aircraft type - the Sikorski S.42 four engine flying boat. I could only justify that because a few were also in US service in PTO - providing an air link from Seattle to Anchorage. There are new air art filmstrips - mainly because I cleaned up a few sides - also because I added the S.42 and a new version of the Hudson Model 14 transport - with a solid nose. Civil production, including those pressed into military service, lacked the glass nose. Ex-bombers, however, converted to transports later in the war used the glass nose are we already had. So now we have both. It is unusual for me to create a side - but I did this one by splicing the nose of a trainer version of the Hudson onto the transport body of a Hudson with a glass nose.

Because I think the aircraft are stable and because I think the air documentation is purged of errors, I am going to publish it after the update on the RHS thread of the Matrix site.

I am generally pleased but still finding enough eratta to justify continuing this process at least one more round.




el cid again -> RE: RHS Thread: Micro Update 7.30 (Eratta: air and device) (9/8/2015 11:34:15 AM)

As a general observation, ALL torpedo armed bombers (including carrier types and on both sides)
OFTEN do not fly missions - even if other bombers do fly over the same path - and even if the SAME
type set, say, to airfield attack do fly. I am not sure what the reasons for this are, but they
are probably code rather than RHS related. These aircraft DO fly enough of the time I cannot report
they are "broken" and never fly. They just fly less often.

As a general comment, Gary's design usually has a series of tests at the start of any given routine.
These tests create a chance the mission won't occur, or possibly modify what does occur in some way.
There are some things which appear to be actually broken - rearming of certain types of mines is an
example. I have been able to get all mines to lay and detonate. I have been able to get most types
to produce. But only a few types rearm (unless you convert to a class that has them - which does then
"load" them in the upgraded form). Precisely why this happens is unclear? Possibly code has nation tests
which are set so some nations cannot rearm. Other times, the tests don't prevent working all the time -
they just determine which time they work. I think that is the case here. Since there are no design
notes on specific code routines, there is no way to look up an explanation for why it was written as it is.


quote:

ORIGINAL: Sayarf22

quote:

ORIGINAL: Vipersp

Hi Cid,

A quick question, in all tests I performed setting PORT attack at Manila at dec 7th, Historical First turn OFF, Dec 7th surprise ON, NOT a single bomber ever flew the attack mission..I tried everything at hand but only when setting to attack Manila airfield the bombers hit the mark;
Any clue about such behavior? Scen 103 for reference;

i met the same issue.
Those Betties from taiwan (both Takao and taichu? - i'n not sure the base name) do not attack manila port, not in 7th dec, not in 8th, 9th and 10th. Not only manila but also hong kong. Thay seems to be unable to perform any port strike missions at all. This also applies to nells based at takao. And Betties from saigon - do attack Singapore port if ordered.
scen 105





el cid again -> RE: RHS Thread: RHS Plane Lists (Final) (9/8/2015 4:59:26 PM)

We will begin with the only new one: it essentially is all the minor
Allied air forces. In some cases, air groups using aircraft on this list
may upgrade to other types on this list regardless of nationality. In
particular, this is true of transport aircraft.

RHS Plane List 1 Slot Order [FF, CW, Portugese & RTA Section]

Slot # Game Name Notes Bitmap Scenarios

56 CW DH.60 RC/TRG Recon Aircraft w Camera 363 Not 106
74 CW DC-2 XPT Light Transport 74 All Civil & Pressed
75 CW DC-3 XPT Medium Transport 75 All Civil & Pressed
96 CW Liberator C.VII Heavy Transport 96 All
100 CW Liberator XPT Heavy Transport 96 All C-87 Civil
245 CW Dominie Mk2 XPT Light Transport 247 All
510 FFNAF CAMS 55.10 Lt Flying Boat wit DC & Bombs 370 Not 106
511 FFNAF Walrus II AS Flying Boat w DC 219 All
560 FF MS-406 Fighter 160 All
561 Allied Potez 25 COOP Observation Bomber 459 All FFAF, CAF
565 FF P-47 Thunderbolt Fighter 139 Not 106 P-47D25
574 PORT Osprey Biplane Recon Fighter 77 Odd
575 OS2U-2 Kingfshr RC Light Bomber w Camera 449 All
580 Allied Potez 63.11 Recon Fighter 169 All FFAF, Also CAF
585 FF Spitfire VIII Fighter 102 Not 106

Note 1: The bitmap for 518 is identical to Axis bitmap 142, but this is an Allied bitmap.
Note MS: Madagascar Scenarios will have 17 MS-406 (ESC 565) and 10 Potez 63.11 fighters (Esc 555). There are also 20+5 damaged Potez 29 (Mixed Air Group Transport ESC) and 4 Potez 25 (HQ flight). These will be odd numbered scenarios.




el cid again -> RE: RHS Thread: RHS Plane List 1 (Revised) (9/8/2015 5:01:16 PM)

RHS Plane List 1 Slot Order

Slot # Game Name Notes Bitmap Scenarios Comments

1 CAF Header
2 CAF A-28 Hudson Medium Bomber 188 All
3 CAF B-24M Liberator Heavy Bomber 2 All
4 CAF B-25D Mitchell Medium Bomber 3 All
5 CAF IL-4 [DB-3B] Medium Bomber 4 All
6 CNAC DC-2 XPT Civil Light Transport 5 All
7 CNAC DC-3 XPT Civil Medium Transport 6 All
8 CATC C-46A XPT Medium Transport 7 All
9 CAF F-5E RC Unarmed Recon Fighter 8 All MB
10 CAF I-16 Type 24 Fighter 9 All
11 CAF I-153 Chaika Biplane Fighter 10 99-105 "Seagull"
12 CAF H81-A3 Tomahawk Fighter 11 99-105 Flying Tigers
13 CAF Hawk 75 Fighter 12 All
14 CAF P-40E Kittyhawk Fighter 13 All
15 CAF P-40N Warhawk Fighter 14 All
16 CAF P-43A-1 Lancer Fighter 15 All
17 CAF P-66 Vanguard Fighter 16 All
18 CAF P-51D Mustang Fighter 17 All
19 CAF SB-2 Medium Bomber 18 All
20 FAA Fleet Air Arm Header
21 FAA Swordfish I AS CV Bomber w DC & Rockets 21 99-105
22 FAA Albacore I TB CV Torpedo Bomber 22 99-105
23 FAA Walrus II AS Flying Boat w DC 23 All

Slot # Game Name Notes Bitmap Scenarios Comments

24 FAA Avenger I AS CV ASW Horizontal Bomber 25 All
25 FAA Avenger I TB CV Torpedo Bomber 25 All
26 FAA Avenger II AS CV ASW Horizontal Bomber 26 All
27 FAA Avenger III AS CV ASW Horizontal Bomber 27 All
28 FAA Barracuda II AS CV ASW Bomber 29 All
29 FAA Barracuda II DB CV Dive Bomber 29 All
30 FAA Barracuda III RB CV Recon/Level Bomber 30 All With Camera
31 FAA Barracuda III AS CV ASW Bomber 30 All
32 FAA Corsair I CV Fighter 31 All
33 FAA Spearfish CV Torpedo Bomber 40 All
34 FAA Corsair II CV Fighter 32 All
35 FAA Corsair IV CV Fighter 33 All
36 FAA Firefly F.IA RF CV Recon Fighter w Radar 36 All
37 FAA Firefly FR.I RF CV Recon Fighter 37 All
38 FAA Firefly NF.I NF CV Night Fighter 38 All
39 FAA Fulmar RCF CV Recon Fighter 39 All MB
40 FAA Fulmar NF CV Night Fighter 39 All MB
41 FAA Hellcat F.I CV Fighter 41 All
42 FAA Hellcat F.II CV Fighter 42 All
43 FAA Hellcat NF.II CV Fighter 43 All
44 FAA Hellcat PR.II CV Recon Fighter 44 All
45 FAA Seafire FR.III CV Recon Fighter w 4Cameras 45 All
46 FAA Seafire LF.III CV Fighter 46 All
47 FAA Seafire F.XV CV Fighter 47 All

Slot # Game Name Notes Bitmap Scenarios Comments

49 FAA Sea Hurricane CV Fighter 49 All
50 FAA Fairy Seafox Float Recon Aircraft 51 99-105
51 FAA Martlet II CV Fighter 52 All
52 FAA Wildcat IV CV Fighter 53 All
53 FAA Wildcat V CV Fighter 54 All
54 FAA Wildcat VI CV Fighter 55 All
55 FAA Fulmar RCN CV Recon Aircraft w Radar 39 All
56 CW DH.60 RC/TRG Recon Aircraft w Camera 363 Not 106
57 RAF Audax I COOP Observation Bomber 57 All
58 RAF Beauftr VIf NF Night Fighter 58 99-105
59 RAF Beaufighter VIc Fighter Bomber 59 All
60 RAF Beaufighter TFB Torpedo Fighter Bomber 60 All
61 RAF Beaufort I Light Bomber 61 All
62 RAF Beaufort RC Recon Aircraft with Camera 62 All
63 RAF Blenheim I GP Light Bomber w GP Bombs 63 99-105
64 RAF Blenheim IF NF Night Fighter 64 99-105
65 RAF Blenheim IV GP Light Bomber w GP Bombs 65 All
66 RAF Blenheim V GP Light Bomber w GP Bombs 66 All
67 RAF Beaufighter VIc Fighter Bomber 59 All
68 RAF Buffalo I Fighter 68 All
69 RAF Buffalo PR.I Recon Aircraft with Camera 69 99-105
70 RAF Blenheim IVF NF Night Fighter with Radar 65 All
71 RAF Catalina I AS Flying Boat w DC & Bombs 71 All
72 RAF Catalina IV AS Flying Boat w DC & Bombs 71 All

Slot # Game Name Notes Bitmap Scenarios Comments

73 RAF Dakota III XPT Medium Transport 73 All
74 CW DC-2 XPT Light Transport 74 All Civil & Pressed
75 CW DC-3 XPT Medium Transport 75 All Civil & Pressed
76 RAF Hudson III (LR) Medium Bomber w LR Tanks 76 All
77 RAF Hudson XPT Light Transport w Turret 76 All Converted Bombers
78 RAF Hurricane I Tr Fighter (Tropicalized) 78 All
79 RAF Hurricane IIaTr Fighter (Tropicalized) 79 All
80 RAF Hurricane IIbTr Fighter (Tropicalized) 80 All
81 RAF Hurricane IIcTr Fighter (Tropicalized) 81 All
82 RAF Hurricane IIdTr Fighter (Tropicalized) 82 All
83 RAF Hurricane PR.II Recon Aircraft with Camera 83 All
84 RAF Hurricane FR.IIbFB Recon Ftr Bmr with Camera 84 All
85 RAF Hurricane FR.IIcFB Recon Ftr Bmr with Camera 85 All
86 RAF Hurricane IV FB Fighter Bomber 86 All
87 RAF Lancaster B.1SP Heavy Bomber w 6t Bombs 87 All
88 RAF Lancaster FE Heavy Bomber 89 All
89 RAF Lincoln B.1 Heavy Bomber 178 All
90 RAF Lancaster P.R.I Recon Aircraft w 2 Cameras 89 All
91 RAF LIberator B.II Heavy Bomber 91 All
92 RAF LIberator B.III Heavy Bomber 92 All
93 RAF LIberator B.IV Heavy Bomber 93 All
94 RAF Liberator GR.II Heavy Bomber 94 All
95 RAF Liberator GR.II Heavy Bomber 95 All
96 CW Liberator C.VII Heavy Transport 96 All C-87 Military

Slot # Game Name Notes Bitmap Scenarios Comments

97 RAF Lysander COOP Observation Bomber 97 All Also in CAF Service
98 RAF Lancaster ICB Heavy Bomber w ICB 88 All
99 RAF Mitchell PR.II Recon Aircraft with Camera 99 All
100 CW Liberator XPT Heavy Transport 96 All C-87 Civil
101 RAF Mohawk IV Fighter 101 All
102 RAF Mosquito Hiball Light Bomber w Skip Bombs 108 All
103 RAF Mosquito FB.VI Fighter Bomber 103 All
104 RAF Msqto NF.XVII Night Fighter 104 All
105 RAF Mosquito PR.IX Recon Aircraft w 2 Cameras 105 All Long Range
106 RAF Mosquito PR.XVI Recon Aircraft w 2 Cameras 106 All Long Range
107 RAF Mosquito PR.34 Recon Aircraft w 3D Camera 107 All Long Range
108 RAF Mosquito B.35 Light Bomber 108 All
109 RAF Mustang IV Fighter 109 All
110 RAF Swordfish I TB Torpedo Bomber 110 All
111 RAF Mosquito NF.II Night Fighter 104 All
112 RAF Spitfire PR.IV Recon Aircraft with Camera 112 All
113 RAF Spitfire Vc Tr Fighter (Tropicalized) 114 All
114 RAF Spitfire VIII Fighter 115 All
115 RAF Spitfire PR.XI Recon Aircraft with Camera 113 All
116 RAF Spitfire F.XIV Fighter 116 All
117 RAF Spitfire FR.XIV Recon Fighter 117 All
118 RAF Sunderland III Flying Boat with DC 118 All
119 RAF Sunderland GR.V Flying Boat w AS Torp & DC 119 All
120 RAF Sunderland II Flying Boat with DC 118 All

Slot # Game Name Notes Bitmap Scenarios Comments

121 RAF Tempest F.V Fighter 121 All
122 RAF Manchester I Heavy Bomber 122 99&105
123 RAF Thunderbolt I Fighter 123 All
124 RAF Thunderbolt II Fighter 124 All
125 RAF Whirlwind Fighter Bomber 120 99&105 MB
126 RAF Vengeance I DB Dive Bomber 126 All
127 RAF Vengeance IV DB Dive Bomber 127 All
128 RAF Typhoon F.I Fighter 121 All
129 RAF Vildebeeste TB Torpedo Bomber 129 All
130 RAF Floatfire I Float Fighter 111 All
131 RAF Wapati IIa COOP Observation Bomber 131 All
132 RAF Whitley V Medium Bomber 132 99&105
133 RAF Wellington Ic Medium Bomber 133 All
134 RAF Welngtn VIII TB Medium Bomber w Torpedo 135 All
135 RAF Wellington X Medium Bomber 135 All
136 RAF Wlngtn XII AS Med Bmr w AS Torpedoes & DC 134 All
137 RAF Wlngtn XIII AS Medium Bomber 136 All
138 RAF Whitley VII AS Medium Bomber w DC 137 99&105
139 RAF Dakota II XPT Medium Transport 73 All Troop variant
140 RAF Kittyhawk III Fighter 101 99&105
141 KNILM F.XXII XPT Medium Transport 420 Not 106
142 LVA Martin 166 GP Medium Bomber w GP Bombs 142 Not 106
143 LVA B-339D Buffalo Fighter 143 Not 106
144 LVA Loadstar XPT Light Transport 144 Not 106

Slot # Game Name Notes Bitmap Scenarios Comments

145 LVA CW-21B Demon Fighter Interceptor 145 Not 106
146 LVA CW-22 Falcon Fighter Trainer 146 Not 106 Adv Trainer
147 MLD C.XI-W FR Float Recon Aircraft 147 99-105
148 MLD Do-24K AS Flying Boat w DC & Bombs 148 All
149 LVA FK-51 RC Recon Acft [Modified Trainer] 149 All
150 LVA 75A-7 Hawk Fighter 150 99-105
151 LVA Hur'cn IIB Tr Fighter (Tropicalized) 151 99-105 Note 12
152 LVA L-212 XPT Light Transport/Crew Trainer 152 All
153 MLD Catalina AS Flying Boat w DC & Bombs 153 All
154 MLD T.IVa TB Float Torpedo Bomber 154 99-105
155 LVA P-40E Warhawk Fighter 155 All
156 LVA DB-7B Boston Light Bomber 156 All
157 LVA B-25C Mitchell Medium Bomber 157 All
158 LVA P-51D Mustang Fighter 175 All
159 RAAF RAAF Section Header
160 RAAF Anson I AS Light Bomber w DC 162 All
161 RAAF Liberator IV Heavy Bomber 163 All
162 AUS Anson I XPT Light Transport 162 All
163 RAAF Beaufighter Ic Fighter Bomber 165 All
164 RAAF Beaufighter VI Fighter Bomber 166 All
165 RAAF Beaufighter X Fighter Bomber 167 All
166 RAAF Beaufighter 21 Fighter Bomber 168 All
167 RAAF Demon Biplane Fighter 57 All
168 RAAF Beaufort V RTP Torpedo Bomber w Camera 170 All

Slot # Game Name Notes Bitmap Scenarios Comments

169 RAAF Beaufort VIII Light Bomber 171 All
170 AUS Beaufort IX XPT Light Transport 171 All
171 RAAF Boomerang I Fighter Bomber 173 All
172 RAAF Boomerang II Fighter Bomber 174 All
173 RAAF Boomerang RCN Recon Fighter with 2 Cameras 174 All
174 RAAF Boston III Light Bomber 176 All
175 RAAF Boston V Light Bomber 177 All
176 QANTAS Catalina XPT Flying Boat Transport 181 All
177 RAAF B-339 Buffalo Fighter 179 99-105
178 RAAF Buffalo RC Recon Aircraft with Camera 180 99-105
179 AUS Dakota II XPT Medium Transport (C-53) 184 All
180 RAAF Catalina I AS Flying Boat w DC & Bombs 182 All
181 AUS Dragon Mk2 XPT Light Transport 183 All
182 AUS Dakota III XPT Medium Transport (C-47A) 184 All Cargo Variant
183 AUS DC-2 XPT Light Transport 185 All
184 RAAF Do-34K-1 AS Flying Boat w DC & Bombs 186 All Ex NEI MLD
185 QANTAS Empire S.23 Flying Boat w Bombs 187 All Improvised armament
186 AUS Dakota III XPT Medium Transport (C-47B) 184 All High Altitude variant
187 RAAF Hudson I GP Medium Bomber w GP Bombs 189 All
188 RAAF Hudson III(LR) Medium Bomber w GP Bombs 190 All
189 AUS Hudson XPT Light Transport 191 All
190 RAAF Ventura V AS Medium Bomber w DC&Bombs 192 All
191 RAAF Ventura II AS Medium Bomber w DC&Bombs 192 99-105
192 RAAF Kittyhawk IA Fighter 194 All

Slot # Game Name Notes Bitmap Scenarios Comments

193 RAAF Kittyhawk III Fighter 195 All
194 RAAF Kittyhawk IV Fighter 196 All
195 RAAF Lancaster FE Heavy Bomber 88 All
196 RAAF Lightning RC Recon Aircraft with Camera 198 All MB
197 AUS Loadstar XPT Light Transport 199 All
198 RAAF Liberatr GR.IV Heavy Bomber 163 All
199 RAAF Mitchell II Medium Bomber w GP Bombs 201 All
200 RAAF Mitchell III Medium Bomber 202 All
201 RAAF Lincoln B.I Heavy Bomber 178 All
202 RAAF Mosquito FR.40 Fighter Bomber 204 All
203 RAAF Mosquito PR.40 Recon Aircraft 205 All
204 RAAF Mosquito PR.41 Recon Aircraft 206 All
205 RAAF Mustang IV Fighter 207 All
206 Not Used Not Used
207 RAAF Airacobra P-39 Fighter 209 All
208 RAAF Lancer P-43 RF Recon Fighter with Camera 210 All Ex USAAF
209 RAAF Mariner XPT Transport Flying Boat 211 All
210 RAAF Fairchild 24 Light Transport 98 Not 106 Volunteered
211 RAAF Spitfire VcTrp Fighter (Tropicalized) 213 All
212 RAAF Spitfire VIII Fighter 214 All
213 RAAF Sndrlnd V AS Flying Boat w AS Torp & DC 216 All
214 RAAF Sndrlnd III AS Flying Boat with DC 216 All
215 RAAF Kingfisher FR Float Reconnaissance 221 All
216 RAAF Vengeance I Dive Bomber 218 All

Slot # Game Name Notes Bitmap Scenarios Comments

217 RAAF Vengeance IV Dive Bomber 218 All
218 RAAF Wirraway CA-1 Fighter Bomber 220 All
219 GAW Ju-52 Medium Transport 32 All
220 RAAF Seagull V AS Flying Boat w DC 222 All aka RAF Walrus
221 RAAF Catalina IIIAS Flying Boat w DC & Bombs 223 All
222 RAAF Catalina IVAS Flying Boat w DC & Bombs 224 All
223 RCAF Canadian Air Force Header
224 RCAF Beaufort I GP Light Bomber w GP Bombs 226 All
225 RCAF Lincoln B.1 Heavy Bomber 178 All
226 RCAF Bowlingbroke IV Light Bomber w GP Bombs 228 All
227 RCAF Canso AS Flying Boat w DC & Bombs 229 All
228 CAN Dakota III XPT Medium Transport 230 All
229 RCAF Hurricane IIc Fighter 231 All
230 MLD OS2U-3 Float Recon 225 All
231 RCAF Kittyhawk I Fighter 233 All
232 RCAF Kittyhawk II Fighter 234 All
233 RCAF Kittyhawk III Fighter 235 All
234 RCAF Lancaster FE Heavy Bomber 89 All
235 RCAF Liberator V AS Heavy Bomber w DC & Bombs 237 All
236 RCAF Mitchell PR.II Recon Aircraft 99 All
237 RCAF Mosquito FB.26 Fighter Bomber 239 All
238 RCAF Empire S.23 Armed Flying Boat (Pressed) 187 All
239 RCAF Shark III FRTB Float Recon Torpedo Bomber 241 All
240 RCAF Stranraer AS Flying Boat w DC 242 99-105

Slot # Game Name Notes Bitmap Scenarios Comments

241 RCAF Ventura V AS Medium Bomber w DC 243 All
243 NZ Catalina I AS Flying Boat w DC & Bombs 245 All
244 NZ Dakota III XPT Medium Transport 246 All Cargo Variant
245 CW Dominie Mk2 XPT Light Transport 247 All
246 NZ Dragon Mk2 XPT Light Transport 183 All
247 NZ Corsair II Fighter 249 All
248 NZ Corsair IV Fighter 249 All
249 NZ Hudson III(LR) Long Range Medium Bomber 251 All
250 NZ Hudson XPT Light Transport 252 All
251 NZ Ventura V AS Medium Bomber with DC 253 All
252 NZ Loadstar XPT Light Transport 254 All
253 NZ Liberator Heavy Bomber 163 99&105 Unkept US Promise
254 NZ Kittyhawk IA Fighter 256 All
255 NZ Kittyhawk III Fighter 257 All
256 NZ Kittyhawk IV Fighter 258 All
257 KNILM Rapide XPT Light Transport 247 Odd
258 NZ Mustang IV Fighter 260 All
259 Not Used Not Used
260 NZ Dauntless I GPDB Dive Bomber 262 All
261 NZ Dauntless II DB Dive Bomber 263 All
262 S-43/JRS-1 Medium Flying Boat 48 Odd Also KNILM
263 NZ Avenger TB Torpedo Bomber 265 All
264 NZ Singapore AS Flying Boat w DC & Bombs 267 99-105
265 NZ Vildebeeste IV AS Level Bomber with DC 268 99-105

Slot # Game Name Notes Bitmap Scenarios

266 NZ Vincent I Light Bomber 269 All
267 NZ Walrus II AS Flying Boat w DC 222 All
268 USAAF USAAF Header
269 A-20B Havoc TB Light Bomber with Torpedo 270 99-105
270 B-18B Bolo AS Medium Bomber with DC 283 All
271 A-20C Havoc GP Light Bomber w GP Bombs 272 All
272 A-20G Havoc Light Bomber 273 All
273 A-29B Hudson RC Recon Aircraft with Camera 277 All
274 A-24 Banshee GPDB Dive Bomber 275 All
275 A-24B Banshee GPDB Dive Bomber 276 All
276 A-29 Hudson GP Medium Bomber w GP Bombs 277 All
277 A-26B Invader Light Bomber 278 All
278 A-26C Invader Light Bomber 279 All
279 A-36 Apachi GPDB Ground Attack Fighter 280 All
280 B-23 Dragon GP Medium Bomber w GP Bombs 244 All
281 B-10B AS Medium Bomber w DC 282 99-105 Also PAF
282 B-18 Bolo GP Medium Bomber w GP Bombs 283 All
283 F-2 Beech 18 RC Recon Aircraft w Camera 284 All Also C-45 version
284 B-17C Fortress GP Heavy Bomber w GP Bombs 285 99-105
285 B-17E Fortress GP Heavy Bomber w GP Bombs 286 All
286 B-17F Fortress GP Heavy Bomber w GP Bombs 287 All
287 B-17G Fortress GP Heavy Bomber w GP Bombs 288 All
288 LB-30 Liberator AS Heavy Bomber w DC & Bombs 290 All
289 LB-30 Liberator GP Heavy Bomber w GP Bombs 290 All

Slot # Game Name Notes Bitmap Scenarios

290 B-24D Liberator GP Heavy Bomber w GP Bombs 291 All
291 B-24D1 Liberator Heavy Bomber 292 All
292 B-24J Liberator Heavy Bomber 293 All
293 LB-30 Liberator RC Recon Aircraft w 2 Cameras 290 All
294 B-25B Mitchell GP Medium Bomber w GP Bombs 295 All
295 B-25C Mitchell GP Medium Bomber w GP Bombs 296 All
296 B-25D1 Mitchell GP Medium Bomber w GP Bombs 297 All
297 B-25G Mitchell ICB Medium Bomber w IC Bombs 298 All Incendiary Cluster Bmb
298 B-25H Mitchell Medium Bomber 299 All
299 B-25J1 Mitchell Medium Bomber 300 All
300 B-25J11 Mitchell Medium Bomber 301 All
301 C-98 Boeing 314 XPT Transport Flying Boat 451 All
302 B-26B Marauder TB Medium Bomber w Torpedo 303 All
303 B-26B Marauder Medium Bomber 304 All
304 B-29 Superfort Heavy Bomber 305 All
305 B-29A Superfort Heavy Bomber 306 All
306 B-29B Superfort ICB Heavy Bomber with IC Bombs 307 All Incendiary Cluster Bmb
307 B-32 Terminator Heavy Bomber 308 All
308 DC-2 [C-33] XPT Light Transport 309 All
309 C-46A Commando XPT Medium Transport 310 All Heavy Lifter
310 C-46A Commando XPT Medium Transport 311 All Heavy Lifter
311 C-47 Skytrain XPT Medium Transport 312 All Cargo variant
312 C-54 Skymaster XPT Heavy Transport 313 All Heavy Lifter
313 LB-30 Liberator XPT Heavy Transport 315 All Ultra Long Range

Slot # Game Name Notes Bitmap Scenarios

314 C-87 Liberator XPT Heavy Transport 315 All Heavy Lifter
315 RF-4A Lightning RC Recon Aircraft with Camera 316 All MB R = Restricted
316 F-5A Lightning RC Recon Aircraft with Camera 317 All MB
317 F-5E Lightning RC Recon Aircraft with Camera 318 All MB
318 F-6C Mustang RC Recon Aircraft with Camera 319 All
319 F-6D Mustang RC Recon Aircraft with Camera 319 All
320 F-7A Liberator RC Recon Aircraft w Cams & ECM 320 All Ultra Long Range
321 F-10 Mitchell RC Recon Aircraft with Camera 321 All
322 F-13 Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
323 O-47A RC Recon Aircraft with Camera 323 99-105
324 O-49 Vigilant RC Recon Aircraft with Camera 324 All
325 C-53 Skytrooper XPT Medium Transport 377 All
326 P-26A Fighter 327 99-105 PAF also CAF Service
327 P-35A Fighter 328 99-105
328 P-36A Mohawk Fighter 329 99-105
329 F-13A Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
330 RP-38E Lightning RC Recon Aircraft with Camera 331 All MB
331 P-38F Lightning Fighter 332 All MB
332 P-38G Lightning Fighter 333 All MB
333 P-38H Lightning Fighter 334 All MB
334 P-38J Lightning Fighter 335 All MB
335 P-38L Lightning Fighter 336 All MB
336 P-39D Airacobra Fighter 337 All Note 16
337 P-39N2 Airacobra Recon Aircraft with Camera 338 All

Slot # Game Name Notes Bitmap Scenarios

338 P-39N1 Airacobra Fighter Ground Attack 338 All Note 16
339 P-400 Airacobra Fighter Ground Attack 339 All
340 RP-40 Tomahawk RC Recon Aircraft with Camera 342 99-105 R = Recon
341 P-40B Tomahawk Fighter 342 99-105
342 P-40E Kittyhawk Fighter 343 All
343 P-50K Warhawk Fighter 344 All
344 P-40N1 Warhawk Fighter 345 All
345 P-40N5 Warhawk Fighter 346 All
346 P-40N26PR RC Recon Aircraft with Camera 347 All
347 P-43/RP-43 Lancer Fighter 348 99-105 R = Restricted
348 P-43A-1 Lancer RF Fighter/Recon with Camera 349 All
349 P-47D2 Thunderbolt Fighter 350 All
350 P-47D25 Thunderbolt Fighter 351 All
351 P-57N Thunderbolt Fighter 352 All
352 B-27C/D Fortress RB Heavy Recon Bmr w Cameras 285 All
353 P-51A Mustang Fighter 354 All
354 P-51B Mustang Fighter 355 All
355 P-51D Mustang Fighter 356 All
356 P-51H Mustang Fighter 357 All
357 B-37 Lexington AS Medium Bomber with DC 472 99-105
358 P-61A Blk Widow NF Night Fighter 359 All
359 P-61C Blk Widow NF Night Fighter 360 All
360 P-70 Havok NF Night Fighter 361 All
361 P-70A1 Havok NF Night Fighter 362 All

Slot # Game Name Notes Bitmap Scenarios

362 P-80A2 Havok NF Night Fighter 362 All
363 P-80A Shooting Star Fighter 364 All
364 P-82B Twin Mustang Fighter 365 All
365 RP PT-13 RC/TRG Improvised Recon Aircraft 366 Not 106
366 P-66 Vanguard Fighter 24 Not 106
367 SOV Pe-8 Heavy Bomber 407 99&105 Note 19
368 SOV A-20G Havoc Light Bomber 369 All
369 SOV A-20C Havoc Light Bomber 369 All
370 SOV B-25J Mitchell Medium Bomber 371 All
371 CAF O-2 Observation Bomber 28 All
372 SOV Do J Wal XPT Light Flying Boat Transport 373 All
373 SOV I-15bis "Chato" Biplane Fighter 374 All "snub nose"
374 SOV I-153 Chaika Biplane Fighter 375 Not 106 "seagull"
375 SOV I-16 Type 24 Fighter 376 All Moska = Fly
376 O-46 Recon Aircraft 324 Not 106 PAF
377 SOV IL-2 Shturmovik Fighter Bomber 378 All
378 SOV IL-2m3 STRF FTR Fighter 379 All No bombs, just cannon
379 SOV IL-10 Sturmovik Fighter Bomber 380 All
380 SOV Yak-1b Fighter 419 All
381 SOV IL-4 DB-3M Medium Bomber 384 All
382 SOV IL-4 DB-3T TB Medium Bomber with Torpedo 385 All
383 SOV IL-4 [Late] Medium Bomber 386 All
384 SOV TB-3/G-2 XPT Heavy Transport 387 All Former Heavy Bomber
385 SOV PS41/ANT35 XPT Light Transport 408 Not 106 SB-2 variant

Slot # Game Name Notes Bitmap Scenarios

386 SOV La-5FN Lavochka Fighter 388 All
387 SOV La-7 INT Fighter 389 All
388 SOV LaGG-3 Coffin Fighter 390 All
389 SOV Li-2VP/DC-3 XPT Medium Transport 406 All armed
390 SOV Li-2P/DC-3 XPT Medium Transport 392 All unarmed
391 SOV MBR-2bis AS Light Patrol Flying Boat 393 All
392 SOV Li-2R/DC-3 RC Recon Aircraft with Camera 392 All unarmed Note 14
393 SOV MiG-3 Fighter 395 All
394 SOV P-39Q Airacobra Fighter Ground Attack 396 All
395 SOV P-63A KingCobra Fighter Ground Attack 397 All
396 SOV MP-1bis XPT Light Transport Flying Boat 398 All
397 SOV GST/PBN-1 AS Flying Boat w DC & Bombs 399 All
398 SOV Pe-3 NF Night Fighter 401 All
399 SOV Pe-2B "Peshka" Heavy Fighter 401 All Peshka = Pawn
400 SOV Pe-2R RC Recon Aircraft with Camera 402 All Peshka = Pawn
401 SOV Pe-2M Heavy Fighter 401 All Peshka = Pawn
402 SOV R-10 RC BMR Recon Bomber with Camera 404 All
403 SOV Yak-2 RC BMR Recon Bomber 2 3x Cameras 405 All
404 SOV Li-2VV DC-3 BMR Light Bomber 406 All DC-3 w turret
405 SOV Yak-4 RC BMR Recon Bomber 2 3x Cameras 405 All
406 SOV SB-2 Light Bomber 408 All
407 SOV TB-3 Heavy Bomber 409 99-105 Also CAF
408 SOV Tu-2S Medium Bomber 410 All
409 SOV Yak-3 INT Fighter Interceptor 418 All No Bombs

Slot # Game Name Notes Bitmap Scenarios

410 SOV Yak-7B Fighter 412 All
411 SOV Yak-9 INT Fighter Interceptor 413 All No Bombs
412 SOV Yak-9D INT Fighter Interceptor 414 All
413 SOV Yak-9R RC Recon Aircraft with Camera 415 All
414 SOV Yak-9T FB Fighter Bomber 416 All
415 SOV Yak-9U Int Fighter Interceptor 417 All No Bombs
416 SOV Pe-3bis NF Night Fighter 401 99&105
417 SOV Yak-9M NF Night Fighter 417 All
418 FO-2 Lightning CV Fighter 411 99&105
419 MC F2A-2 Buffalo CV Fighter 421 Not 106
420 MC F2A-3 Buffalo CV Fighter 422 All
421 MC F2A-2P Buflo RC CV Recon Aircraft w Camera 423 Not 106
422 F4F-3A Wildcat CV Fighter 425 All
423 MC F4F-3 Wildcat CV Fighter 425 All
424 F4F-7 Wildcat RC CV Recon Aircraft w Camera 428 All
425 F4F-4 Wildcat CV Fighter 427 All
426 F6F-3E Hellcat NF CV Night Fighter 438 All
427 FM-1 Wildcat CV Fighter 429 All
428 FM-2 Wildcat CV Fighter 430 All
429 F4U-1 Corsair Fighter 431 All
430 MC F4U-1A Corsair CV Fighter 432 All
431 F4U-1D Corsair CV Fighter 433 All
432 F4U-4 Corsair CV Fighter 434 All
433 F4U-5 Corsair CV Fighter 435 All

Slot # Game Name Notes Bitmap Scenarios

434 MC F4F-3S W Catfish Float Fighter 424 99&105
435 F6F-3 Hellcat CV Fighter 437 All
436 F6F-3N Hellcat NF CV Night Fighter 438 All
437 F6F-5 Hellcat CV Fighter 439 All
438 F6F-5N Hellcat NF CV Night Fighter 440 All
439 F6F-5P Hellcat RC CV Recon Aircraft w Camera 441 All
440 F4U-2 Corsair CV Fighter 442 All
441 MC F7F-2N Tgrcat NF CV Night Fighter 443 All
442 MC F7F-3 Tigercat CV Fighter 444 All
443 MC F7F-3P Tgrcat RC CV Recon Aircraft w Camera 445 All
444 F8F-1 Bearcat CV Fighter 446 All
445 FR-1 Fireball CV Fighter 447 All Jet & Piston
446 JRM-1 Mars Flying Boat (Patrol in 99&105) 455 All
447 OS2U-3 Kingfisher FR Float Reconnaissance 449 All
448 F4U-4 + Bat ASM CV Fighter with ASM 434 All
449 JO-2 Hudson XPT Light Transport 277 All
450 PB2Y-3 Coronado AS Flying Boat with DC & Bombs 452 All Heavy lifter
451 PB2Y-3 Corondo AS+ AS Flying Boat with Radar 452 All Heavy lifter
452 PB2Y-5 Coranado AS AS Flying Boat with Radar 453 All Also ASW Torpedoes
453 PB2Y-3R Cor'ndo XPT Transport Flying Boat 454 All USN art w/o guns
454 PB4Y-1 Liberator AS Hvy Bomber w AS & Bombs 456 All
455 PB4Y-1P Liberator RC Recon Aircraft with Camera 457 All Ultra Long Range
456 PB4Y-2 Privateer AS Hvy Bomber w AS & Bombs 458 All Also ASW Torpedoes
457 PB4Y-2 + 4xBat ASM Heavy Bomber with 2xBat ASM 458 All

Slot # Game Name Notes Bitmap Scenarios

458 MC PBJ-1D Mchell TP Med Bomber w Torpedo 460 All
459 MC PBJ-1H Mchell AS Med Bomber w AS Load/75mm 461 All Also ASW Torp
460 MC PBJ-1J Mchell AS Med Bomber w ASW Load 462 All Also ASW Torpedoes
461 MC PBJ-1C Mchell AS Med Bmr w AS & Bombs 462 All
462 PBM-3D Mariner AS Flying Boat with DC & Bombs 464 All
463 PBM-5E Mariner AS Flying Boat with ASW Load 465 All Also ASW Torpedoes
464 PV-3 Ventura AS Med Bomber with DC 472 All
465 PBY-4 Catalina AS Flying Boat with DC & Bombs 467 All
466 PBY-5 Catalina TP Flying Boat with Torpedoes 468 All
467 PBY-5A Catalina Flying Boat 469 All Amphibian
468 PBY-6A Catalina AS Flying Boat with AS Bombs 470 All
469 PBN-1 Catalina AS Flying Boat with AS Bombs 470 All
470 PV-1 Ventura AS Med Bomber with AS Bombs 472 All
471 MC PV-1N Vntra NF Night Fighter 473 All
472 PV-2 Harpoon AS Med Bomber with AS Load 474 All Also ASW Torpedoes
473 PV-2 Harpoon Med Bomber with 474 All
474 MC R3D-1/2 DC-5 XPT Light Transport 476 All
475 R4D-1 Skytrain XPT Medium Transport 477 All
476 MC R5C-1 Cmndo XPT Medium Transport 478 All Heavy lifter
477 R5D-1 Skymaster XPT Heavy Transport 302 All
478 SB2U-3 Vindicator CV Dive Bomber 480 All
479 MC SB2U-3+1xBat ASM CV Dive Bomber + Bat ASM 486 All
480 MC SBC-4 Helldiver CV Dive Bomber 482 All
481 SB2C-1 Helldiver CV Dive Bomber 483 All

Slot # Game Name Notes Bitmap Scenarios

482 SB2C-3 Helldiver CV Dive Bomber 484 All
483 SB2C-4 Helldiver CV Dive Bomber 485 All
484 MC SB2C-5 Helldiver CV Dive Bomber 486 All
485 SBD-2 Dauntless CV Dive Bomber 487 99-105
486 SBD-1 Dauntless CV Dive Bomber 488 99-105
487 SBD-3 Dauntless CV Dive Bomber 489 All
488 SBD-5 Dauntless CV Dive Bomber 490 All
489 MC SBD-6 Dauntless CV Dive Bomber 491 All
490 SNJ-3 Texan RCF Recon Fighter with Camera 492 99-105 Adv Trainer
491 SOC-1 Seagull AS Float Recon w DC & Bombs 493 All
492 SO3C-2 Seamew AS Float Recon Aircraft with Radar 494 All Also Air AS Bombs
493 TBD-1 Devastator TB CV Torpedo Bomber 495 99-105
494 ZNP-3 (ASW Blimp) Blimp armed w AS & Bombs 496 All MAD
495 TBF-1 Avenger TB CV Torpedo Bomber 497 All
496 TBM-1C Avenger TB CV Torpedo Bomber 498 All
497 TBM-3 Avenger TB CV Torpedo Bomber 499 All
498 TBM-3 + 1xBat ASM CV Bomber + 1xBat ASM 499 All
499 CAF Xhu X-PO Fighter Bomber 67 All Ltd 101-4&6
500 CAF CW-21 Demon Fighter Interceptor 20 All
501 CAF HS-123 DB Dive Bomber 466 All
502 CAF O-2U Light Bomber 28 All
503 CAF Hawk II Biplane Fighter 394 Not 106
504 CAF Hawk III Biplane Fighter 394 Not 106
505 CNAC Loadstar Light Transport 140 All

Slot # Game Name Notes Bitmap Scenarios

506 TBF-1 Avenger AS CV Bomber with Air DC 497 All
507 TBM-1C Avenger AS CV Bomber with Air AS Bombs 498 All
508 TBM-1CP Avenger RC CV Recon Aircraft with Camera 498 All
509 PBM-1 Mariner Flying Boat with DC & Bombs 464 All
510 FFNAF CAMS 55.10 Lt Flying Boat with DC & Bombs 370 Not 106
511 FFNAF Walrus II AS Float Boat with DC 219 All
512 TBM-3R Avenger XPT CV Transport Aircraft 499 All
513 F-9 Fortress RC Recon Aircraft with Camera 287 All
514 CB-17 Fortress XPT Heavy Transport 281 All Also XB-108A
515 F-9A Fortress RC Recon Aircraft with 5 Cameras 287 All
516 PBM-3R Mariner XPT Transport Flying Boat 464 All
517 PBM-3S Mariner AS Flying Boat with Air AS Bombs 464 All
518 RTAF BKh10/Hawk III Biplane Fighter 391 All
519 ZNP-9 (ASW Blimp) Blimp armed w AS & GP Bombs 496 All MAD & Radar
520 ZNP-31 (ASW Blimp) Blimp armed w AS & GP Bombs 496 All MAD & Radar
521 C-49 [DC-3] XPT Medium Transport 353 All
522 C-60 Loadstar XPT Light Transport 266 All
523 C-47A Skytrain XPT Medium Transport 312 All Cargo variant Colors
524 C-47B Skytrain XPT Medium Transport 312 All High altitude variant
525 MC PBJ-1D Mchell CV Med Bomber 460 99&105 carrier aircraft
526 B-29B Superfort UB Hvy Bomber w Uranium Bomb 322>5 All unarmed 1/month
527 B-29B Superfort IB Hvy Bomber w Implosion Bomb 322>5 All unarmed 2/month
528 B-29B Superfort PB Hvy Bomber w Pumpkin Bomb 322>5 All unarmed 3/month
529 Eurasia Ju-52 XPT Medium Transport 19 All

Slot # Game Name Notes Bitmap Scen Comments

530 CAF RA-29 Hudson RC Recon Aircraft w Camera 0 All
531 LVA P40N1 Warhawk Fighter 164 All
532 C-74 Globemaster XPT Heavy Transport 261 All
533 B-24N Liberator Heavy Bomber 294 All
534 B-36A Peacemaker Heavy Bomber 255 99&105
535 B-42 Mixmaster Medium Bomber 367 99&105
536 C-82 Packet XPT Medium Transport 259 All
537 C-69 Constellation XPT Heavy Transport 238 All
538 P-50 Skyrocket Fighter Interceptor 381 99&105
539 C-97 Stratofreighter Super Heavy Transport 238 All
540 C-99A Super XPT Super Heavy Transport 264 99&105
541 MLD PBY-5A Catalina Flying Boat w DC & Bombs 153 All
542 C-109 Liberator XPT Heavy Transport 315 All
543 PB4Y-2 + 2xLoon ASM Heavy Bomber w 2xASMs 458 All
544 B-17E + 2xLoon ASM Heavy Bomber w 2xASMs 286 All
545 B-29A + 4xLoon ASM Heavy Bomber w 4xASMs 306 All
546 KNILM DC-2 XPT Light Transport 70 All Includes DC-5 aircraft
547 KNILM DC-3 XPT Medium Transport 72 All
548 RB-17C Fortress RC Recon Aircraft with radar 285 All
549 L-14/C-111 XPT Light Transport 274 All USAAF & KNILM
550 TBD-1A Float TB Float Torpedo Bomber 475 99&105
551 PBY-5 Catalina XPT Flying Boat Transport 181 All
552 F-7B Liberator RC Recon Acft w Cams & ECM 320 All Ultra Long Range
553 PB4Y-2 Privateer RC Recon Acft w Cams & ECM 458 All Ultra Long Range

Slot # Game Name Notes Bitmap Scenarios

554 B-24D1 Librtr w 2xDT Heavy Bomber w Drop Tanks 292 All Needs art w Drop Tanks
555 B-29A w 4xFelix Heavy Bomber w IR Bombs 306 All VB-6 Felix IR Bombs
556 B-24J + 4xAzon RC Heavy Bomber w R/C Bombs 293 All VB-1 Axon R/C Bombs
557 B-24J + 4xRaxon RC Heavy Bomber w R/C Bombs 293 All VB-3 Razon R/C Bombs
558 B-24N + 4xFelix IR Heavy Bomber w IR Bombs 294 All VB-6 Felix IR
559 MC SB2C-1A Helldvr Dive Bomber 483 All Ex USAAF A-25A
560 FF MS-406 Fighter 160 All
561 Allied Potez 25 Observation Bomber 459 All FFAF, CAF
562 P-82C TwnMustang Night Fighter 365 All
563 C-45 BeechM18 XPT Light Transport 284 All Also F-2 version
564 CNAC Condor XPT Light Armed Transport 479 All Note 15
565 FF P-47 Thunderbolt Fighter 139 Not 106 P-47D25
566 R4D-5 Skytrain XPT Medium Transport 477 All
567 CAF Wapati IIa COOP Observation Bomber/Training 128 All
568 Stintson Mdl A XPT Medium Transport 420 Not 106
569 KNIL P-400 Fighter Ground Attack 340 99&105
570 MLD DO 15 Val AS Flying Boat with DC 372 Not 106
571 P-47C/D Fighter 350 All
572 B-29D Superfortress Super Heavy Bomber 325 All
573 B-39 Superfortress Super Heavy Bomber 368 99&105
574 PORT Osprey Biplane Recon Float Fighter 77 Odd
575 OS2U-2 Kingfshr RC Light Bomber with Camera 449 All
576 A-20A Havoc Light Bomber 271 99
577 2xCG4+C47 Tug Glides and Tow-plane 481 All

Slot # Game Name Notes Bitmap Scen Comments

578 P-65 Tigercat Fighter 471 99&105 F7F variant
579 B-30 A Constellation Super Heavy Bomber 248 99&105
580 Allied Potez 63.11 Recon Fighter 169 All FFAF, Also CAF
581 CAF Gladiator Fighter 56 All
582 CAF A-19 Light Bomber 448 All
583 F4U-4C Corsair CV Fighter w 20mm Guns 434 All
584 ZNP-M (ASW Blimp) Blimp with AS & Bombs 496 All MAD & Radar
585 FF Spitfire VIII Fighter 102 Not 106
586 MC R4D-1 Skytrn XPT Medium Transport 436 All
587 S-42 Flying Clipper Heavy Transport Flying Boat 403 Odd PanAm & KNILM


Slot # Game Name Notes Bitmap Scenarios

600 A5M3a Claude CV Fighter 1 Odd
601 A5M4 Claude CV Fighter 2 All
602 A5M4-K Claude TRG CV Fighter Trainer 253 All
603 A6M2m21 Zero CV Fighter (20 mm guns) 4 All
604 A6M2 Sen Baku FB CV Fighter Bomber 5 All
605 A6M2-N Rufe FF Float Fighter 6 All
606 A5M4a Claude CV Fighter 3 Odd Note 9
607 A6M2-K Zero TRG CV Fighter Trainer 256 All Limited in 102 & 104
608 A6M5-K Zero TRG CV Fighter Bomber Trainer 8 All Limited in 102 & 104
609 A6M3m33 Zero CV Fighter 10 All
610 A6M3m32 Zero CV Fighter 11 All
611 A6M4m42 Zero CV Fighter 16 Odd Note 13
612 A6M5m52a Zero CV Fighter 13 All
613 A7M1 Sam CV Fighter 22 All
614 A6M5m52b Zero CV Fighter 15 All
615 A6M5d-S Zero NF CV Night Fighter 12 All Has Night Glasses
616 A6M5m52c Zero CV Fighter 17 All
617 A6M7 Zero FB CV Fighter 18 All
618 A6M4m43 High Altitude CV Fighter 16 Odd Note 13
619 A6M8 Zero CV Fighter 20 All
620 B5M1-Q Mabel AS Light Bomber w AS & Bombs 26 99&105
621 A7M2 Sam CV Fighter 22 All
622 A6M3KAI Zero CV Fighter w 30mm guns 14 All
623 B4Y1 Jean TB CV Torpedo Bomber 47 All

Slot # Game Name Notes Bitmap Scen Comments

624 B4Y1-Q Jean AS CV Bomber w Air AS Bombs 24 99&105
625 B5M1 Mable Light Bomber 27 All
626 B5N1-Q Kate AS CV Bomber w AS & Bombs 30 99&105
627 B5N1/B5N1-K Kate TB CV Torpedo Bomber 28 All
628 B5N2 Kate TB CV Torpedo Bomber 29 All
629 B5N2-Q Kate AS CV Bmr w AS & Bombs 30 All
630 B6N1 Jill TB CV Torpedo Bomber 31 All
631 B6N2 Jill TB CV Torpedo Bomber 32 All
632 B6N2a Jill TB CV Torpedo Bomber 33 All
633 F1M2 Pete ASDB Float Recon w Air DC 69 All Note 3
634 E13A1-S Jake AS Float Recon w Air DC 61 All
635 B7A1 Grace TB CV Dive Torpedo Bomber 36 All Counterpart to 955
636 C3N1 Kate RC CV Recon Plane with Camera 34 Not 106
637 C5M2 Babs RC Recon Aircraft with Camera 38 All
638 C5M1 Babs RC Recon Aircraft with Camera 38 All
639 C6N1 Myrt RC CV Recon Aircraft with Camera 40 All
640 C6N1-S Myrt NF CV Night Fighter 41 All
641 C6N2 Myrt RC CV Recon Aircraft with Camera 40 All
642 D1A2 He66 Susie TRG CV Dive Bomber Trainer 43 All = He-50 Ltd in 102&4
643 C6N3-S Myrt NF CV Night Fighter 41 All
644 D3A1 Val DB CV Dive Bomber 45 All Also 60 kg GP bombs
645 D3A2 Val DB CV Dive Bomber 46 All Also 60 kg GP bombs
646 C7M2 Dinah RC Recon Aircraft with Camera 183 All
647 D3Y1-K Mojo TRG Dive Bomber Trainer 48 All

Slot # Game Name Notes Bitmap Scen Comments

648 C6N1-B Myrt TB CV Torpedo Bomber 40 All
649 D4Y1 Judy DB CV Dive Bomber 50 All Also 60 kg GP bombs
650 D4Y2 Judy DB CV Dive Bomber 51 All Also 60 kg GP bombs
651 D4Y3 Judy DB CV Dive Bomber 52 All Also 60 kg GP bombs
652 D4Y5 Judy DB CV Dive Bomber 53 All Also 60 kg GP bombs
653 D3A1-Q Val AS CV Bomber w AS & Bombs 45 99&105
654 H6K4-L Emily XPT Heavy Transport Flying Boat 89 Odd
655 D4Y1-C Judy RC CV Recon Aircraft with Camera 56 All
656 D4Y2-C Judy RC CV Recon Aircraft with Camera 57 All
657 D4Y2-S+ Judy NF CV Night Fighter with Radar 59 All
658 D4Y2-S Judy NF CV Night Fighter 59 All
659 E11A1 Laura FR Float Recon 174 99-105 Includes E10A1 planes
660 E13A1 Jake FR Float Recon 61 All
661 E13A1b-S Jake AS Float Recon with Air AS Bombs 62 All Also has MAD
662 H8K3 Emily AS Flying Boat w AS & Bombs 88 All Also has radar
663 E14Y1 Glen FR Sub-borne Float Recon 64 All Submarine recon
664 E15K1 Norm FR Float Recon 65 All
665 E16A1 Paul FDB Float Dive Bomber 66 All
666 E7K1 Alf FR Float Recon 67 All
667 E8N2 Dave FDB Float Dive Bomber 68 All
668 F1M1 Pete FDB Float Dive Bomber 69 All Note 3
669 G3M2-KAI Nell RC Recon Aircraft with Camera 112 All
670 G3M2/G3M2-K Nell TB Torpedo Bomber/Trainer 71 All
671 G3M3 Nell TB Torpedo Bomber 72 All Long range

Slot # Game Name Notes Bitmap Scen Comments

672 G3M3-Q Nell TB Med Bomber w Air AS Bombs 77 All
673 G4M1m11 Betty TB Torpedo Bomber 75 All
674 G4M2m22 Betty TB Torpedo Bomber 76 All
675 G4M2m22a Betty TB Torpedo Bomber 76 All
676 G4M3m34a Betty AS Med Bomber w Air AS Bombs 81 All
677 G4M3m34+MXY7 ASM Med Bomber w MXY7 ASM 78 All
678 G4M3m34 TB Torpedo Bomber 79 All
679 G6M-L2/G4M1-L XPT Medium Transport 80 All
680 G5N2-L Liz XPT Heavy Transport 129 All
681 H6K2-L Mavis XPT Heavy Transport Flying Boat 82 All Long range
682 H6K4-L Mavis XPT Heavy Transport Flying Boat 83 All Long range
683 H6K4 Mavis AS Flying Boat w AS & Bombs 84 All
684 H6K5 Mavis AS Flying Boat w AS & Bombs 85 All
685 H5Y1 Ruby AS Flying Boat w AS & Bombs 90 All
686 H8K1 Emily AS Flying Boat w AS & Bombs 87 All
687 H8K2 Emily AS Flying Boat w AS & Bombs 88 All
688 H8K2-L Emily XPT Heavy Transport Flying Boat 89 All
689 H9A1 Apple TRG Flying Boat Trainer 86 All
690 J1N1-C Irving RC Recon Aircraft with Camera 91 All
691 J1N1-S Irving NF Night Fighter 92 All
692 J1N1-Sa Irving NF Night Fighter with Radar 92 All
693 C7M3 Dinah RC Recon Plane with Camera 182 99&105
694 J2M2 Jack Fighter 95 All
695 J2M3 Jack Fighter 96 All

Slot # Game Name Notes Bitmap Scen Comments

696 H8K1-L Emily XPT Heavy Transport Flying Boat 87 All
697 J2M5 Jack Fighter 98 All
698 K3M3-L Pine XPT CV Light Transport 108 Odd Some Civil Assigned
699 J7W1 Shinden Fighter 100 All
700 J2W2 Shinden [Jet] Fighter 99 All
701 J8M1 Shusei [RKT] Fighter 102 All Ultra Short Range
702 D5N1-C Kitsuka RC Recon Aircraft with Camera 104 All
703 D5N1 Kitsuka DB JET Dive Bomber 104 All
704 K3M3 Pine TRG Crew Trainer 108 Limited in 102/4&6
705 K5Y1 Willow TRG Intermediate Trainer 106 Odd
706 K5Y2 Willow TRG Float Intermediate Trainer 70 Odd
707 K11W2 Birch TRG Crew Trainer 108 Limited in 102,104&106
708 K11W2 Birch AS Bomber with Air AS Bombs 108 All
709 L2D2 Tabby XPT Medium Transport 110 All DC-3 variant
710 L3Y2 Tina XPT Light Transport 111 All Some Civil Assigned
711 L1N1 Thora XPT Light Transport 39 All
712 M6A1 Seiran FTB Float Torpedo Bomber 113 All Submarine bomber
713 L3Y1 Tina XPT Light Transport 111 101-105 Civil = Army Assigned
714 N1K1a Rex FF Float Fighter 115 All MB
715 N1K1-J George Fighter 116 All
716 N1K2-Ja George Fighter 117 All
717 N1K3-J George Fighter 117 All
718 N1K5-J George Fighter 119 All
719 N1K1-Jb George Fighter 116 All

Slot # Game Name Notes Bitmap Scen Comments

720 N1K3-A George Fighter 117 All
721 P1Y1a Francis TB Torpedo Bomber 122 All
722 P1Y1+MXY7 ASM Med Bomber w MXY7 ASM 123 All More wing/payload
723 P1Y3 Francis TB Medium Bomber 125 All More wing/payload
724 P1Y2 Francis TB Torpedo Bomber 125 All
725 P1Y2-S Francis NF Night Fighter with Radar 126 All
726 P2M1 Peggy TB Torpedo Bomber 218 All Needs IJN Colors
727 Q1W1 Lorna AS Dive Bomber w Air AS Bombs 128 All Also has MAD
728 Q1W2 Lorna AS Dive Bomber w Air AS Bombs 128 All Also has MAD
729 Q3W1 Nankai AS Light Bomber w Air AS Bombs 108 All
730 G4M2-KAI Betty RC Recon Aircraft with 2 Cameras 74 101-105
731 G3M2-Q Nell AS Med Bomber w Air AS Bombs 71 All
732 S1A1 Denko NF Night Fighter 133 All
733 G8N1 Rita+2xMXY7 Med Bomber + 2xMXY7m33 131 All
734 G4M2m22b Betty TB Torpedo Bomber 76 All
735 G5N3 Liz Heavy Bomber 130 Odd
736 G8N1 Rita Heavy Bomber 131 All
737 G7M1a Ellie Med Bomber 35 Odd Note 4 4xEngines
738 G7M1a Ellie TB Tpdo Bomber with 21 inch torp 37 Odd Note 4 4xEngines
739 Ki-219 He-219 NF+ Night Fighter with AI Radar 118 99&105
740 Ka-1 (RW) RC/AS Observation & AS Autogyro 141 All Land, float or CV
741 Ki-10 Perry Biplane Fighter 19 All
742 VF Potez 29 XPT Light Transport 179 Not 106 Potez 25 variant
743 Ki-9 Spruce TRG Intermediate Trainer 143 Odd

Slot # Game Name Notes Bitmap Scen Comments

744 Ki-15 II Babs RC Recon Aircraft with Camera 145 All
745 MC-22 Helen XPT Medium Transport [Ki-49II KAI] 196 99&105
746 Ki-21 Ic Sally Medium Bomber 147 All
747 Ki-21 IIa Sally Medium Bomber 148 All
748 Ki-21 IIb Sally Medium Bomber 148 All
749 MC-20 I Topsy XPT Medium Transport 206 101-105
750 MC-21 Sally XPT Medium Transport 151 All
751 MC-20 II Topsy XPT Medium Transport 206 All
752 Ki-27a/b Nate Fighter 153 All
753 Unit 731 LtAc BW Light Bomber with BW Bombs 121 Not 106 Note 17
754 Ki-30 Ann DB Dive Bomber 155 All
755 Ki-32 Mary Light Bomber 156 All
756 Unit 731 Ki-36 BW Light Bomber with BW Bombs 158 Not 106 6xUji BW Bombs
757 Ki-36 Ida COOP Observation Bomber 158 All
758 Ki-34 Thora XPT Light Transport 39 All
759 Ki-43 Ia Oscar Fighter 160 All MB
760 Ki-43 Ib Oscar Fighter 161 All MB
761 Ki-43 Ic Oscar Fighter 162 All MB
762 Ki-43 IIb Oscar Fighter 163 All MB Note 11
763 Ki-36 Ida AS Light Bomber w AS Bombs 158 99&105
764 Ki-43 IIIa Oscar Fighter 165 All MB

Slot # Game Name Notes Bitmap Scen Comments

765 Ki-43 IIIb Oscar Fighter Interceptor 166 All MB
766 Ki-43 IIKAI Oscar Fighter 164 All MB Note 11
767 Ki-44 IIIb Fighter Interceptor 171 All MB
768 Ki-44 I Tojo Fighter Interceptor 168 All MB
769 Ki-44 IIa Tojo Fighter Interceptor 169 All MB
770 Ki-44 IIb Tojo Fighter Interceptor 170 All MB
771 Ki-44 IIc Tojo Fighter Interceptor 170 All MB
772 Ki-44 IIIa Tojo CV Fighter Interceptor 171 All MB
773 Ki-50 III Lorna ASDB ASW Dive Bomber 128 99&105
774 Ki-50 II Lorna ASDB ASW Dive Bomber 128 99&105
775 Ki-45 KAIa Nick Long Range Fighter 175 All
776 Ki-45 KAIb Nick FB Long Range Fighter 176 All
777 Ki-45 KAIc Nick FB Night Fighter 177 All
778 Ki-45 KAId Nick FB Long Range Fighter 178 All
779 Ki-45 II Nick FB Long Range Fighter 230 99&105
780 Ki-45 KAIc+ Nick FB Night Fighter with Radar 177 All
781 Ki-46 I Dinah RC Recon Aircraft with Camera 181 All
782 Ki-46 II Dinah RC Recon Aircraft with Camera 182 All
783 Ki-46 III Dinah RC Recon Aircraft with Camera 182 All
784 Ki-46 IV Dinah RC Recon Aircraft with Camera 182 All
785 Ki-46 IIIKAI Dnh NF Night Fighter with Radar 185 All
786 Ki-46 IIIKAI Dinah Long Range Fighter 184 All
787 Ki-48 IIb Lily DB Dive Bomber 189 All
788 Ki-48 Ib Lily Light Bomber 190 All

Slot # Game Name Notes Bitmap Scen Comments

789 Ki-48 IIa Lily Dive Bomber 189 All
790 Ki-48 IIc Lily+Igo1 Light Bomber w Igo I ASM 186 All
791 Ki-48 IIc Lily DB Dive Bomber 191 All 188 in 106 = Kk
792 Ki-49 IQ Helen AS Med Bomber w DC & GP Bombs 193 All
793 Ki-49 Ia Helen Medium Bomber 193 All
794 Ki-49 IIa Helen Medium Bomber 194 All
795 Ki-49 IIb Helen Medium Bomber 194 All
796 Ki-49 Helen XPT Armed Medium Transport 196 All
797 Ki-51b Sonia DB Dive Bomber 197 All
798 Ki-51c Sonia DB Dive Bomber 198 Not 106
799 Ki-49 III Helen Medium Bomber 195 All
800 Ki-54b Hickory TRG Crew Trainer 200 Limited in 102, 104 & 106
801 Ki-54c Hickory XPT Light Transport 201 All CV capable in 105
802 Ki-55 Ida TRG Advanced Trainer 158 All
803 Ki-54d Hickory AS Light Bomber with DC 200 All CV capable in 105
804 Ki-56 Thalia XPT Light Transport 204 All Very Good Load MB
805 Ki-57 I Topsy XPT Medium Transport 205 All
806 Ki-57 II Topsy XPT Medium Transport 205 All
807 Ki-59 Theresa XPT Light Transport 207 All
808 2xKu-8 Gandor & Tug Tug & Gliders Combination 227 All
809 Ki-61 Ia Tony Fighter 209 All
810 Ki-61 Ib Tony Fighter 210 All
811 Ki-61 Ic Tony Fighter 211 All
812 Ki-61 Id Tony Fighter 212 All

Slot # Game Name Notes Bitmap Scen Comments

813 Ki-61 II KAIa Tony Fighter 213 All
814 Ki-65 Me109E Mike Fighter Interceptor 208 All
815 Ki-67 Ia Peggy Medium Bomber 215 All
816 Ki-67 Ib Peggy Medium Bomber 215 All
817 Ki-109 I Peggy NF Very Heavy Night Fighter 217 All
818 Ki-67 I Peggy TP Torpedo Bomber 218 All
819 Ki-74 I a Patsy Long Range Recon Bomber 219 All w 3D camera
820 Ki-76 Stella AS Observation/AS Aircraft 220 All All Platforms STOL
821 Ki-71 Edna RCDB Recon Acft & Dive Bomber 7 99-105 COOP Aircraft
822 Ki-79a Nate FB TRG Fighter Bomber Trainer 221 All
823 Ki-80 I Helen Formation leader w ICB 127 99-105
824 Ki-83 Stan Fighter 223 All
825 Ki-84 Ia Frank Fighter 225 All
826 Ki-84 Ib Frank Fighter 226 All
827 Ki-84 Ic Frank Fighter 226 All
828 Ki-84 IIa Frank Fighter 228 All Wood Afterbody
829 Ki-91 Sandy Heavy Bomber 245 All
830 Ki-93 Ia Pat Fighter 230 All
831 Ki-93 Ib Pat FB Long Range Fighter 231 All
832 Ki-94 II Eric Fighter 232 All
833 Ki-97 Peggy XPT Medium Transport 242 All
834 Ki-95 Lee RC Recon Aircraft with Camera 234 All
835 KI-96 Toryu Long Range Fighter 230 99&105
836 Ki-100 I Tony Fighter 235 All

Slot # Game Name Notes Bitmap Scen Comments

837 Ki-100 II Tony Fighter 236 All
838 Ki-102a Randy High Altitude Heavy Fighter 238 All
839 Ki-102b Randy FB Fighter Bomber 239 All
840 Ki-102c Randy NF High Alt Night Fighter w Radar 241 All
841 Ki-203b Randy+Igo1 Fighter Bomber + Igo1b ASM 239 All
842 Ki-67 I Peggy+Igo1 Med Bomber + Igo1a ASM 216 All
843 Ki-72 Ida COOP Observation Bomber 202 Odd
844 L4M1 Topsy XPT Medium Transport [Ki-57 I] 205 99&105
845 AT-2 Thora XPT Light Transport [Civil Ki-34] 39 All
846 Type LO/Model 14 Light Transport [Lockheed 14] 204 All MB
847 Y-59 Hickory XPT Light Transport [Civil Ki-54c] 201 All
848 Ki-201 Karyu (Jet) Fighter 247 All
849 Ki-202 Shusei (RKT) Fighter 248 All
850 Ki-85 Liz Heavy Bomber 73 Not 106
851 L2D1/DC-3 XPT Medium Transport 110 All DC-3 variants
852 G7M1b KAI Katana RC Recon Acft w 3D Cameras 35 Odd Note 5 4xEngines
853 RTAF BKh11/Hawk 75 Fighter 146 Not 106
854 RTAF BJ1/V-93S Observation Bomber 144 Not 106
855 RTA WS-103 FR Float Recon 60 Not 106
856 RTAF BKh13/Ki-43Ic Fighter 233 Not 106
857 RTAF BTh3/B-10 GP Medium Bomber w GP Bombs 152 Not 106
858 RTAF BKh12/Ki-27 Fighter 154 Not 106
859 RTAF BKh13/Ki-43II Fighter 233 Not 106
860 RTAF BTh4/Ki-21 I Medium Bomber 150 Not 106

Slot # Game Name Notes Bitmap Scen Comments

861 RTN E8N1 FR Float Recon 63 Not 106
862 RTAF Ki-79a TRG Fighter Trainer 221 99&105
863 RTAF BJ2/Ki-30 Dive Bomber 157 Not 106
864 RTAF Fairchld24 BS1 Observation Bomber 121 Not 106 Counterpart to 986
865 RTAF BF6/Ki-36 Observation Bomber 159 Not 106
866 RTAF BTh6/Ki-49 Medium Bomber 192 Not 106
867 RTN E13A1 FR Float Recon 259 Not 106
868 RTAF BKh10/Hawk III Biplane Fighter 260 Not 106
869 RTAF BKh9/Hawk II Biplane Fighter 260 Not 106
870 RTAF BTh5/Ki-21 II Medium Bomber 150 Not 106
871 Ki-50 Ib Janice NF Night Fighter [Ju-88 C6] 49 99&105 Ju-88 C6
872 Ki-50 Id Janice RC Recon Aircraft [Ju-88D2 w cam] 49 99&105 Ju-88 D2
873 Ki-50 IIb Janice NF+ Night Fighter [Ju-88G7 w radar] 203 99&105 Ju-88 G7
874 Ki-50 I Janice DB Dive Bomber [Ju-88A5] 49 99&105 Ju-88 A5
875 Ki-50 Ic Janice TB Torpedo Bomber [Ju-88A17] 49 99&105 Ju-88 A17
876 G4H2 FW200 Trudy Heavy Bomber 114 Odd
877 G5N2 Liz Heavy Bomber 130 Not 106
878 Ki-68 Liz Heavy Bomber 73 Not 106
879 CoCAF BR.20 Ruth Medium Bomber 239 Not 106
880 DC-2 Tess XPT Medium Transport 110 All
881 FW-200 Trudy XPT Heavy Transport 109 All Note 18
882 G4H1 FW200 Trudy RB Medium Bomber w 2xCameras 109 Not 106
883 G8N1 Rita UB Hvy Bomber w Uranium Bomb 131 All
884 Ki-91 Sandy UB Hvy Bomber w Uranium Bomb 245 All

Slot # Game Name Notes Bitmap Scen Comments

885 Ar-196A3 FR Float Recon 140 Not 106
886 A6N1 Mike [Me-109T] Fighter 208 99&105
887 B7A3 Grace TB CV Torpedo Bomber 36 All Counterpart to 957
888 C6N1-B Myrt TB CV Torpedo Bomber 33 99&105
889 J9M1 Stan Fighter 224 All
890 Ki-50 IId Janice RC Recon Acft [Ju-88H1 w 3xcam] 49 99&105 Ju-88S
891 Ki-50 III Janice TB Torpedo Bomber ]Ju-188 A2] 49 99&105 Ju-88 A17
892 Ki-50 IIb + AAM NF Ju-88G1 w Hs-298 AAM 203 99&105 Ju-88 G7
893 Ki-92 Celia Xpt Armed Medium Transport 149 99&105
894 Ki-90 FW200 Trudy Heavy Bomber 114 99&105 Note 20
895 A7He1 He112 Jerry Fighter 251 Odd
896 F1M2 Pete FF Biplane Float Fighter 69 All Note 3
897 Ki-52 Ju-87B Irene Dive Bomber 252 99&105
898 C3N2 Kate RC CV Recon Plane with Camera 34 99&105
899 A9He1 He113 Ben Interceptor Fighter 237 Not 106 He-113 aka He-100
900 A6M4-S Zero NF Carrier Night Fighter 12 99&105 Has AI Radar
901 G6He1 Grief HB Heavy Bomber w bombs 35 99&105 He-277 variant
902 G6He1 Grief TB Heavy Bomber w torpedoes 37 99&105 He-277 variant
903 G6He2 Grief + 2xIGo1 Heavy Bomber w I-Go 1a ASM 35 99&105
904 L2D3-1 Tabby XPT Medium Transport 110 All
905 Axis I-16 Type 24 Fighter 240 All
906 G7M1d Ellie RC Recon Acft w 3D Cameras 55 Odd Note 5 2xEngines
907 G7M2 Ellie TB Heavy Torpedo Bmr w Radar 37 99&105 Note 6 4xEngines
908 Axis Potez 25 COOP Observation Bomber 187 All MS

Slot # Game Name Notes Bitmap Scen Comments

909 Ki-99 FW190A5 Fred Fighter 250 Not 106 One delivered 1943
910 A4N1-K Adam Carrier Biplane Fighter Trainer 258 Odd
911 A7M3m23 Sam CV Fighter 23 All
912 B7A2 Grace TB CV Torpedo Bomber 36 All Counterpart to 956
913 G8N1-L Rita XPT Heavy Transport 73 99 & 105
914 Ki-115a Tsurugi Dive Bomber 243 99,105&106
915 Ki-115b Tsurugi Dive Bomber 243 99,105&106
916 Ki-119 Isaac Fighter Bomber 246 All
917 G10N1 Mt Fuji Very Heavy Bomber 132 99&105
918 G10N1-L Mt Fiji XPT Very Heavy Transport 132 99&105
919 Ki-108KAI High Altitude Fighter 238 All
920 Ki-47 Faye Dive Bomber 920 Odd
921 D6N1 Toka Dive Bomber 244 99,105&106
922 D6N2 Toka Dive Bomber 244 99,105&106
923 Ki-80 II Helen Formation leader w ICB 127 99&105
924 Ki-80 III Helen Formation leader w ICB 127 99,105&106
925 Ki-110 Hickory XPT Light Transport 201 All Wood Construction
926 Q2M1 Peggy AS ASW Patrol Bomber “Taiyo” 216 All JNAF Ki-67 variant
927 Ki-67 II Peggy Medium Bomber 215 All
928 Ki-67 II Peggy TP Torpedo Bomber 218 All
929 Ki-109 II Peggy NF Very Heavy Night Fighter 217 99&105
930 Ki-109 III Peggy NF Very Heavy Night Fighter 217 99&105 Ha-214 engines IRL
931 Ki-67 Ic Peggy Medium Bomber 215 All

Slot # Game Name Notes Bitmap Scen Comments

932 Ki-74 II Patsy Long Range Medium Bomber 219 All Ha-214 engines IRL
933 Ki-74 Ib Patsy XPT Long Range Medium Transport 219 All
934 Ki-116 Frank Fighter 225 All Lightweight Variant
935 Ki-117 Frank High Altitude Fighter 225 All Ki-84N
936 Ki-84 II b Frank High Altitude Fighter 228 All Ki-84R Wood Aft
937 A7M3-J Sam Fighter (non CV) 23 Odd MB
938 P1Y1b Francis TB Torpedo Bomber 122 All
939 P1Y4 Francis Medium Bomber 125 Odd More wing, payload
940 P1Y5 Francis Medium Bomber 125 Odd More wing, payload
941 P1Y1-S Francis NF Night Fighter 126 All
942 P3Y1 Tenga w MXY7 Jet Bomber w MXY7 ASM 229 Odd Jet P1Y
943 P1Y6 Francis Medium Bomber 125 Odd More wing, payload
944 P3Y3 Francis Heavy Bomber 101 Odd
945 H8K4 Emily AS Flying Boat with AS & Bombs 88 Odd
946 D5N1-K Kitsuka TRG Jet Trainer 103 All
947 D5N2-J Kitsuka FB Jet Fighter Bomber 104 All
948 D5N3-J Kitsuka FB Jet Fighter Bomber 104 All
949 Ki-200 Syusui RKT Rocket Fighter 248 All
950 J8M2 Syusui RKT Rocket Fighter 102 All
951 Ki-103 Stan High Altitude Heavy Fighter 224 Odd
952 Ki-84 III Frank High Altitude Fighter 228 All
953 Ki-66 Ia Angie Dive Bomber 178 Odd
954 Ki-66 Ib Angie Dive Bomber 178 Odd
955 B7A1 Grace DB CV Dive Bomber 25 All Counterpart to 635

Slot # Game Name Notes Bitmap Scen Comments

956 B7A2 Grace DB CV Dive Bomber 25 All Counterpart to 912
957 B7A3 Grace DB CV Dive Bomber 25 All Counterpart to 887
958 A8N3a Tojo CV Interceptor Fighter 172 99&105 Note 10
959 A8N1b Tojo CV Interceptor Fighter 172 99&105 Note 10
960 L2D4-1 Tabby XPT Armed Medium Transport 101 All
961 G4H1-L Trudy XPT Armed Heavy Transport 109 99&105 FW-200 Note 18
962 Ki-129 Q Kate AS Light Bomber w AS Bombs/MAD 108 99&105
963 Ki-67 IIIQ Peggy AS Medium Bomber w AS Bombs 215 All
964 D3A2 Val DB TRG CV Dive Bomber Trainer 46 All Ltd in even Scenarios
965 B5N2-K Kate TRG CV Torpedo Bomber Trainer 29 Not 106 Limited in 102 & 104
966 B5N2-C Kate RCN CV Recon Aircraft w Radar 34 All
967 Ki-33 I Claude Fighter (Army, Non CV) 254 Odd
968 Ki-33 II Claude Fighter (Army, Non CV) 254 99&105 Note 8
969 Ki-44 IIIc CV Fighter Interceptor 172 All MB
970 Ki-27 KAI Nate Fighter 153 Not 106
971 Ki-45Q Nick ASW Fighter w MAD & DC 178 All
972 A6M1m11 Zero Fighter (non CV) 9 All
973 Ki-43 Id Oscar Fighter 162 99&105 MB Note 8
974 Ki-62 Jim Fighter 213 99&105 MB 30 mm guns
975 Ki-43 Ie Oscar Fighter 162 99&105 MB Note 8
976 Ki-64 Rob Fighter Interceptor 214 99&105
977 Ki-64KAI Rob Fighter Interceptor 214 99&105
978 G7M1c Ellie Med Bomber 55 99&105 Note 4 2 Eng
979 G7M1c Ellie TB Tpdo Bomber with 21 inch torp 58 99&105 Note 4 2 Eng

Slot # Game Name Notes Bitmap Scen Comments

980 2xKu-8II Gliders & Tug Medium Gliders with Towplane 227 Not 105 Needs Side Bitmap
981 2xKu-7 Gliders & Tug Heavy Gliders with Towplane 227 Not 105
982 MT-1 Hayabusa Light Transport 107 Odd
983 VF Potez 63.11 Recon Fighter 173 Odd MS
984 VF MS-406 Fighter 180 Odd MS
985 N1K2 Rex FF Float Fighter 115 Odd
986 RTAF BS1Fairchild 24 Light Transport/Trainer 121 Not 106 Counterpart to 864

Note 1: The bitmap for 518 is identical to Axis bitmap 142, but this is an Allied bitmap.

Note 2: The one PBJ that is carrier capable is in honor of the fact one made carrier landings in 1944. It isn't enough to be considered useful in the scenario.

Note 3: The float fighter carries a smaller bomb load to a greater normal range, and no bomb load to extended range. The float dive bomber and float ASW dive bomber versions carry the full bomb load to the standard normal range, and no bomb load on recon or search missions. All these are historical roles for the Pete.

Note 4: The Japanese wisely did not like the coupled engines of the He-177, but chose alternate ways to get enough power. The third Mitsubishi design is designated G7M1c to indicate third iteration. It is a twin engine, He-177 like aircraft replacing coupled engines with more powerful single engines. That means production must wait for development of such engines. The First Mitsubishi design is designated G7M1a to indicate the first iteration. This is a four engine bomber with a substantially He-177 body, but using independent smaller engines available sooner, similar to the later He-277. However, it suffers from the added drag and loss of maneuverability of a 4 engine configuration.

Note 5: The G7M1d recon variant is a two engine aircraft identical to the G7M1c except there is only a top turret and a tail stinger and equipped with a 3D camera. The G7M1b recon variant is four engine aircraft similarly armed with and equipped.

Note 6: Scenario 105 presents a G7M2 version with late war 2200 hp engines. Its twin HMG have been replaced by single 20mm guns. Otherwise it is identical with the 4 engine G7M1c found in the same scenario.

Note 7: The use of a, b, c and d in the designation of a Japanese aircraft follows a practice of post war Western historians. The actual official listings are ko, otsu, hei, tei, and so on (there are 42 total). This is the traditional order in which the Hiragana and Katagana are memorized. Scholars think this corresponds to the traditional order of letters in English. Hiragana and Katakana are the symbols for syllables in Japanese for native and foreign words respectively: the syllable is the same regardless of how it is written? Writing the full Romanji is too long for our purposes given field length.

Note 8: The Ki-33 II is a Ki-33 modified for a 160 liter drop tank and wing mounted 20 mm guns inspired by the A5M1a experiment. Unlike the A5M4a, the JAAF elected to use Army model 20 mm guns. While the Ki-33 is nominally inferior to the Ki-27 in maneuverability, the composite maneuverability formula and its superior speed results in a slightly higher rating in this treatment. The Ki-33 is, in fact, a lightweight A5M1 redesigned to be extremely maneuverable because of JAAF requirements. The Ki-43 Id is a Ki-43 Ic similarly inspired. It is the same mounting as was used on the Ki-43 IIIb. The Ki-43 Ie is a Ki-43 Id using the Supercharged Ha-5 Engine of the A6M4. The effect of the engine is simply to change the altitude rating of the fighter.

Note 9: A5M4 fitted with the weapons and drop tank of the A5M1a.

Note 10: Ki-44 modified with arrester gear and Navy 20 mm guns. The JAAF planned a similar modification (but retaining Army guns) for use on the Akitsu Maru as a CVE (See Ki-44 IIIc).

Note 11: Ki-43 IIb & II KAI rearmed with 20 mm guns inspired by Ki-43 Id in Note 8 above.

Note 12: Reduced armament to gain maneuverability; field conversion.

Note 13: Uses a mechanically supercharged Ha-5 engine. This is similar to a turbo-supercharger, but uses a direct mechanical gear drive. Historically, this engine was not put into production (for the A6M4). Instead, a more powerful engine was chosen (for the A6M5). In Full RHS Scenarios (with odd numbers), players may chose to build either or both the A6M4 and/or A6M5. In Japan enhanced scenarios, higher priority results in the A6M4 being made 6 months sooner. In Simplified RHS Scenarios (with even numbers), neither the MS Ha-5 engine nor the A6M4 is present.

Note 14: Bulged windows behind cockpit for cameras.

Note 15: One Chiang Kai Shek flight and 6 unassigned CNAC freighters.

Note 16: In JES Scenarios 99 & 105, the P-39D and P-39N1 get the turbosupercharged engines they were designed to have. This provides better altitude performance.

Note 17: Slot 753 uses the Fairchild 24 to represent a variety of unidentified light aircraft used by Unit 731.

Note 18: The FW-200 transport is also used for very long range transports intended for Eurasian service by Mansyu KKK, but which are not represented separately. These include the He-116 and the LB-2 Akatsukigo (Dawn).

Note 19: This is the most numerous and successful version of the ANT-42 or TB-7 and the first one to be designated Pe-8. It was powered by ASh-42 gasoline engines rather than problematical diesels used on both earlier and later versions. Not sent to PTO historically, it is assumed in Japan enhanced scenarios a few were made available to the Far East Air Forces. Also it is assumed return to diesels did not happen.

Note 20: This is the second use of the Ki-90 designator. The first use was for a bomber variant of the Ju-90 which Junkers was not permitted to complete.

Note Kk = Kamakaze in scenario 106

Note MB: Maneuverability Bonus for Fowler Flaps or equivalent.

Note MS: Madagascar Scenarios will have 17 MS-406 (ESC 565) and 10 Potez 63.11 fighters (Esc 555). There are also 20+5 damaged Potez 29 (Mixed Air Group Transport ESC) and 4 Potez 25 (HQ flight). These will be odd numbered scenarios.




Vipersp -> RE: RHS Thread: RHS Plane List 1 (All Aircraft in Slot Order) (9/8/2015 11:56:53 PM)

Cid,

All ok regarding Formosa PORT air raids at december 7th,
I can live without them at my PBEM games but I still think something is broken as u mentioned, maybe a hard coded issue but defenitely some issue does exist;
Regarding PBEM with any scen from 101 to 104, Can I start a PBEM now or is there any major update scheduled for the next couple months that would require a new startup to have it in effect??





el cid again -> RE: RHS Thread: RHS Plane List 1 (All Aircraft in Slot Order) (9/9/2015 4:14:08 PM)


I am NOT sure this is a real issue. I HAVE reported it in the past, but it turned out that such
attacks DO happen sometimes - and so there was no justification for looking at code. The current
RHS tests DID have port attacks occur - so clearly it is possible. I believe the heart of the problem
is related to at least three different causes:

1) ANY distant air operation is less likely to fly than a nearer one is; this is realistic.

2) Torpedo planes appear to fly less often than other types - even from the same base or carrier -
in the same conditions - as when other planes fly. This might even be realistic I suppose.

3) Weather, at least at base of take off and target, possibly also along the route, is a factor in wether
a strike will fly.

It is possible that NATION also is a factor in the sense that each nation has different modifiers for
probabilities - probably including if aircraft will fly.

Unless ALL code 'tests' are passed, a given mission will not fly on a given turn. Just because you gave
orders does NOT mean the planes will fly today. Try leaving the orders in place for several days. At one
time I thought long range recon never worked - maybe there was a range limit? Nope - leave the long range
planes (say an LB-30 or B-17 recon variant) on recon long enough it WILL fly! But usually it takes 4 or 5
days for all the tests to pass so it happens. It MIGHT happen on day one - but no guarantee.


quote:

ORIGINAL: Vipersp

Cid,

All ok regarding Formosa PORT air raids at december 7th,
I can live without them at my PBEM games but I still think something is broken as u mentioned, maybe a hard coded issue but defenitely some issue does exist;
Regarding PBEM with any scen from 101 to 104, Can I start a PBEM now or is there any major update scheduled for the next couple months that would require a new startup to have it in effect??







Vipersp -> RE: RHS Thread: RHS Plane List 1 (All Aircraft in Slot Order) (9/9/2015 5:08:59 PM)


quote:

ORIGINAL: el cid again


I am NOT sure this is a real issue. I HAVE reported it in the past, but it turned out that such
attacks DO happen sometimes - and so there was no justification for looking at code. The current
RHS tests DID have port attacks occur - so clearly it is possible. I believe the heart of the problem
is related to at least three different causes:

1) ANY distant air operation is less likely to fly than a nearer one is; this is realistic.

2) Torpedo planes appear to fly less often than other types - even from the same base or carrier -
in the same conditions - as when other planes fly. This might even be realistic I suppose.

3) Weather, at least at base of take off and target, possibly also along the route, is a factor in wether
a strike will fly.

It is possible that NATION also is a factor in the sense that each nation has different modifiers for
probabilities - probably including if aircraft will fly.

Unless ALL code 'tests' are passed, a given mission will not fly on a given turn. Just because you gave
orders does NOT mean the planes will fly today. Try leaving the orders in place for several days. At one
time I thought long range recon never worked - maybe there was a range limit? Nope - leave the long range
planes (say an LB-30 or B-17 recon variant) on recon long enough it WILL fly! But usually it takes 4 or 5
days for all the tests to pass so it happens. It MIGHT happen on day one - but no guarantee.


quote:

ORIGINAL: Vipersp

Cid,

All ok regarding Formosa PORT air raids at december 7th,
I can live without them at my PBEM games but I still think something is broken as u mentioned, maybe a hard coded issue but defenitely some issue does exist;
Regarding PBEM with any scen from 101 to 104, Can I start a PBEM now or is there any major update scheduled for the next couple months that would require a new startup to have it in effect??







Cid, thanks for your comments;
As I said I am ok with this already..anyway in terms of Japanese strategy, a Manila Port attack aiming the asiatic american fleet and mainly the Sub fleet at Manila on dec 7th would be the main target of a non historical dec 7th first turn;
Post dec 7th attacks at Manila port would not be carried on since most of the American fleet would flee Manila...

Regarding a new PBEM game..I can start a new one with my opponent right now or is adviced to delay a bit IF any major update is scheduled for the next few months that would require a new start to take new updates into effect??




el cid again -> RE: RHS Thread: RHS Update 7.34 (Eratta & Chrome) (9/13/2015 7:02:03 PM)

RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

This is a remarkably large collection of remarkably tiny modifications. There are
only a few actual development related items. It is a product of an eratta hunt -
substantially done in the location file - with a view to resolving issues such
as starting stocks of resources and supplies, and insuring the local industry
and other data were correct; also to insuring units and the formations they point to are in sync. That process did lead to changes in about three location names - two
because they were not in use in 1941 and one because I learned of a port name
in New Caledonia that should have been used for the hex - which is in fact a port hex. I also experimented with, and rejected, turning that hex, and the tin mine hex
on Banka Island - into "resource" locations. These don't work properly with the new code permitting control of stockpiling in a hex - although otherwise they do work. I also identified enough slots to permit the addition of Madagascar (to Full RHS scenarios only) if/when we get the map working. I replaced a duplicated unit (since stock) with a new Chinese AA unit. I fixed a problem related to Chinese AA "regiments" (battalions) and their formation. Other problems of the sort were also identified and fixed - in particular in New Zealand - and with respect to IJA flak units.
All Chinese "ROC" specialist units were renamed "NRA" - for National Revolutionary Army - permitting proper sorting of unit listings in game - they should all appear together now. Extensive (but useless for players yet) integration of future scenarios 99 and 106 also occurred - mainly related to LCU - with 106 losing units that were destroyed by 1945 - or changing location or other details. Also some locations in 106 get a different command (because by 1945 they were occupied by Japan).

I did modify a couple of devices for technical reasons, including device names,
and I did add two devices: the NRA Stuart Light Tank and the NRA Sherman Medium Tank. The NRA T-26S Light Tank now upgrades to the Stuart and the Stuart upgrades to the Sherman - after research indicated 48 Stuarts and 34 Shermans went to China. These are only used by the Fifth Army HQ (one company) and by the NRA HQ at Chunking itself (one platoon) - although I continue to work on other possible formations. The 200th Motorized Division - the only such formation in China - once was the 200th Tank Division - outfitted with T-26S - but this had reverted to a pure motorized formation before the Pacific War began.

There are entirely new air art filmstrips. These mostly involve cleanup of images. The really significant cases are part of Mifune's fifth update of Allied Air Art Sides. In particular, he changed backgrounds - usually to clouds - but in one case - showing the C.A.M.S. 55-11 with the sea and Tahiti in the background - gaining sea and land colors as well as sky (it is a modified black and white photograph that now is quite vivid and pleasing). Almost all the other changes are extremely minor and by me. The one exception - which took excessive time to generate - is entirely new art for the He-219 (for Japan Enhanced Scenarios 99 and 105 only). This was mainly because of a request - and is a late war option which probably isn't necessary (by late 1944 Japan has numbers of night fighters to choose from). But it is a superb aircraft. I found a fine side, but had to modify a photograph of a nice model to get a top - and I still don't know how to make a proper alpha - so I improvised one - just so the top will appear at all in game. Hopefully it will be cleaned up in due course.

The last above means I added the He-219 data wise - it is more or less an Axis counterpart to the P-61 Black Widow - the only night fighter designed as such in WW2. Never mind it was originally supposed to be a multi-role heavy fighter, the He-219 ended up more or less the equal of the P-61 - and it is a matter of personal preference which is better? Maybe you like the American radar better, or maybe the German armament? They have equal performance measured in terms of the RHS formula, and are both good in other terms - representing remarkably similar solutions - rather too late and too limited in use to have great impact on the outcome of the war.

I have begun to work on the map edge - many locations here are reworked - and test Ten Alpha was reviewed to establish that off map links work in re moving supplies, resources etc (they do). My next step will be to connect some existing map edge locations via the link file to others. Then I will start adding the few off map locations I want to add - these hopefully being "true extended map" changes in some cases - permitting full functionality including combat. This work, if successful, should lead to the ability to add more extensive changes to Full RHS scenarios (e.g. adding Madagascar and movement tracks of various kinds).




Vipersp -> RE: RHS Thread: RHS Update 7.34 (Eratta & Chrome) (9/14/2015 8:58:53 PM)

Cid,

Could you please check the installer..I downloaded it 3 times already and when running it it gives n error message about disk1.cab corrupted




el cid again -> RE: RHS Thread: RHS Update 7.341 (broken link replaced & enhanced) (9/15/2015 12:31:52 AM)

It is reported that the original link does not work. So I recompiled. However,
Mifune submitted new side art for both sides (apparently one image each). So
that is included here as revised Plane Side filmstrips. I had done some work on
classes and on locations - so that is folded in as well. I made the Japanese sub minelayer able to "reload" mines by a peculiar conversion process. The class technically are SSAVs which can still lay mines - I permit one day conversions between SSAV and SSM form. When you convert, the mines load. If this works, there are some other minelayers we can fix. Only some kinds rearm. The mines produce and work - but don't always like to rearm.

RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi


This is a remarkably large collection of remarkably tiny modifications. There are
only a few actual development related items. It is a product of an eratta hunt -
substantially done in the location file - with a view to resolving issues such
as starting stocks of resources and supplies, and insuring the local industry
and other data were correct; also to insuring units and the formations they point to are in sync. That process did lead to changes in about three location names - two
because they were not in use in 1941 and one because I learned of a port name
in New Caledonia that should have been used for the hex - which is in fact a port hex. I also experimented with, and rejected, turning that hex, and the tin mine hex
on Banka Island - into "resource" locations. These don't work properly with the new code permitting control of stockpiling in a hex - although otherwise they do work. I also identified enough slots to permit the addition of Madagascar (to Full RHS scenarios only) if/when we get the map working. I replaced a duplicated unit (since stock) with a new Chinese AA unit. I fixed a problem related to Chinese AA "regiments" (battalions) and their formation. Other problems of the sort were also identified and fixed - in particular in New Zealand - and with respect to IJA flak units.
All Chinese "ROC" specialist units were renamed "NRA" - for National Revolutionary Army - permitting proper sorting of unit listings in game - they should all appear together now. Extensive (but useless for players yet) integration of future scenarios 99 and 106 also occurred - mainly related to LCU - with 106 losing units that were destroyed by 1945 - or changing location or other details. Also some locations in 106 get a different command (because by 1945 they were occupied by Japan).

I did modify a couple of devices for technical reasons, including device names,
and I did add two devices: the NRA Stuart Light Tank and the NRA Sherman Medium Tank. The NRA T-26S Light Tank now upgrades to the Stuart and the Stuart upgrades to the Sherman - after research indicated 48 Stuarts and 34 Shermans went to China. These are only used by the Fifth Army HQ (one company) and by the NRA HQ at Chunking itself (one platoon) - although I continue to work on other possible formations. The 200th Motorized Division - the only such formation in China - once was the 200th Tank Division - outfitted with T-26S - but this had reverted to a pure motorized formation before the Pacific War began.

There are entirely new air art filmstrips. These mostly involve cleanup of images. The really significant cases are part of Mifune's fifth update of Allied Air Art Sides. In particular, he changed backgrounds - usually to clouds - but in one case - showing the C.A.M.S. 55-11 with the sea and Tahiti in the background - gaining sea and land colors as well as sky (it is a modified black and white photograph that now is quite vivid and pleasing). Almost all the other changes are extremely minor and by me. The one exception - which took excessive time to generate - is entirely new art for the He-219 (for Japan Enhanced Scenarios 99 and 105 only). This was mainly because of a request - and is a late war option which probably isn't necessary (by late 1944 Japan has numbers of night fighters to choose from). But it is a superb aircraft. I found a fine side, but had to modify a photograph of a nice model to get a top - and I still don't know how to make a proper alpha - so I improvised one - just so the top will appear at all in game. Hopefully it will be cleaned up in due course.

The last above means I added the He-219 data wise - it is more or less an Axis counterpart to the P-61 Black Widow - the only night fighter designed as such in WW2. Never mind it was originally supposed to be a multi-role heavy fighter, the He-219 ended up more or less the equal of the P-61 - and it is a matter of personal preference which is better? Maybe you like the American radar better, or maybe the German armament? They have equal performance measured in terms of the RHS formula, and are both good in other terms - representing remarkably similar solutions - rather too late and too limited in use to have great impact on the outcome of the war.

I have begun to work on the map edge - many locations here are reworked - and test Ten Alpha was reviewed to establish that off map links work in re moving supplies, resources etc (they do). My next step will be to connect some existing map edge locations via the link file to others. Then I will start adding the few off map locations I want to add - these hopefully being "true extended map" changes in some cases - permitting full functionality including combat. This work, if successful, should lead to the ability to add more extensive changes to Full RHS scenarios (e.g. adding Madagascar and movement tracks of various kinds).




Vipersp -> RE: RHS Thread: RHS Update 7.341 (broken link replaced & enhanced) (9/15/2015 12:52:59 AM)


quote:

ORIGINAL: el cid again

It is reported that the original link does not work. So I recompiled. However,
Mifune submitted new side art for both sides (apparently one image each). So
that is included here as revised Plane Side filmstrips. I had done some work on
classes and on locations - so that is folded in as well. I made the Japanese sub minelayer able to "reload" mines by a peculiar conversion process. The class technically are SSAVs which can still lay mines - I permit one day conversions between SSAV and SSM form. When you convert, the mines load. If this works, there are some other minelayers we can fix. Only some kinds rearm. The mines produce and work - but don't always like to rearm.

Sid

7.341 link
https://onedrive.live.com/redir?resid=30E506228938D79E!23975&authkey=!AIGkDEZJOsrONWk&ithint=file%2cmsi


Cid,

The problem remains with this new file ..disk1.cab corrupted
Downloaded 3 times already




el cid again -> RE: RHS Thread: RHS Update 7.341 (broken link replaced & enhanced) (9/19/2015 2:45:45 AM)

Apparently the issue is in your system.

Delete the AE folder and reinstall from scratch.




Vipersp -> RE: RHS Thread: RHS Update 7.341 (broken link replaced & enhanced) (9/19/2015 5:45:52 AM)

Ok Cid,

Just sounds strange because even I trying to extract to any folder at my C drive the installer gives me the same error..if I do the same with old installer it works fine..if it was a problem with my game instance I believe no previous versions would work too..dont you agree??




el cid again -> RE: RHS Thread: Comprehensive Update 7.40 (Aircraft guns and much more) (9/20/2015 6:21:42 AM)

RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

This is a comprehensive update insofar as it involves numbers of files (if not quite everything). There are no new art files nor pwhexe.dat files. But there are many new scenario files and one or two revised documentation file. Most of the update concerns very minor eratta or improvements on a rather vast scale: thousands of fields entered seven times (once for each scenario).

The only major change, which turns out to be remarkably minor in detail, is the conversion of device data related to aircraft guns. We were provided with material by Big Bob which was donated to him without charge by an armaments company. He did a preliminary analysis and presented his findings on a spreadsheet. I took that data and applied it to every device record involved (seven times, once per scenario).
The data itself was remarkably similar to my own quick and dirty scale created for RHS years ago (based on weight of shell). This new data considers six different elements to generate hits in a 30 inch target at a standard range. Interestingly enough, the values using all those factors turn out to be generally identical to what we had before. The difference is that my simplified system assumed all guns of identical caliber are identical. The new data permits the exceptional cases where a gun performs very well (or very poorly) to show up based on real data. Thus, most 50 caliber (13.2 mm) guns have a value of 2, but the US Browning M2 has a value of 3.
A probably more major change is that I have used these values twice, rather than once as previously. Because so many factors are considered, I wanted this data to dominate the firepower algorithm, so it is now present twice (via being used in two fields) instead of only once. Test Nine Alpha, secretly using this data, did not indicate any major impact of this data. The intent is mainly to render more correct the modeling of each type of aircraft - and the special cases now included should help do that better.

The majority of the work was done on locations - actual geographic locations. Hundreds of them. These are mainly minor locations at the higher end of the file. That is, they are mainly locations added in the near to medium past, and not reviewed many times as stock locations have been. The objective was to rework game start inventories of supplies and resources to reflect (generally) 10 days of production. But it also provided a chance to find eratta and to make technical improvements. For example, over time we have added some "rules" to how we calculate stocks - and those locations done before all the rules were defined sometimes needed their application. A few locations changed names. Mostly to show Wade Giles spellings instead of other systems in China. But rarely for other reasons. A few locations got different infrastructure. Originally I did maximum airfield size (dropping 3 for the basic build level) by a study of satellite imagery. This time I used an airfield database (which does not work for abandoned airfields, but covers everything else).

The next largest amount of work done was cosmetic. The bulk of the ROC Army now has the prefix NRA (National Revolutionary Army) - so it will sort out together. [This process is complete for Scenario 105 to facilitate starting Test Ten Alpha] Note that ROCN and ROCAF retain the ROC letters (they are not the NRAN and NRAAF). The Chinese army in RHS is gigantic - about 100% greater than in stock - so that is a good deal of work. This process is almost complete.

Otherwise changes were generally eratta. In Scenario 105 (and 99) the Navy P-38 variant (named LO-1) was misclassified as US Army (because I copied the USAAF record). In the same scenarios, the P-65 drop tank date was set to the same value used for other planes (it isn't available when the plane enters production). The Hitachi location, with respect to Simplified RHS Scenarios (102, 104 & 106) changed the production rates because a different mechanism is used for ramp up in Simplified scenarios. [Simplified scenarios start production a month later but without a ramp up in the normal case.] Some devices - mainly Chinese - changed (usually increased) their replacement rates (due to technical analysis of tests). And Scenario 106 for some reason was not starting in 1945. So now it will start on 3 February 1945 - just before Iwo Jima - but a few days early so the start of an offensive in South Luzon can also be properly synchronized at the start of the game. 106 (which is NOT complete but is issued for testing of 1945 devices, aircraft, ships, etc) will last only 210 days - the first mini-RHS scenario in duration (but not in scope - it is full map and does not leave out Malaya, Burma, China or Russia in the way the stock Downfall scenario does). This sort of thing - correcting eratta or slightly modifying it for technical reasons. Eratta is never completely done. But I always do a period of hunting for it just before beginning a major test.

The final category of changes were to ship class files. I began to address problems with reloading mines, but got bogged down in eratta corrections. Things like radar on an upgrade not yet available - or the wrong depth charge - again because it isn't available - or because a newer one should have been applied. I did not complete this process.




el cid again -> RE: RHS Thread: The Longest Runway in India (9/25/2015 8:41:12 AM)

Warangal India, slot 1427 (since stock), hex 40/33. had "the longest runway
in pre-independence India" - at 6000 feet. This was not a military airfield, but
built by a local prince.

I interpret this to mean no other airfield in India should be as big or bigger.

Stock rates it as a level 1 runway with a build potential of 6. I think it should be rated
as a 6 with a build potential of 3 - so it may not exceed the value it has to this day.




el cid again -> RE: RHS Thread: Comprehensive Update 7.41 (9/27/2015 5:05:12 PM)

RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi


This is a comprehensive update because it unusually involves every kind of file.
It is also somewhat delayed for technical reasons and involves numbers of fairly minor but important development matters, some tracing back to stock, and some requiring a comprehensive review to fully address.

This begins a long series of map related updates. In particular, a new standard for pwhexe.dat files is defined. There are two dimensions of this:

A) I learned of a Japanese railroad project I never heard of. Completed on the same day as the Burma-Siam RR, it was important even if we don't know about it. It crosses the Kra Isthmus at its narrowest point, and at the only point with a pre-war road connection (logically enough). At the same time, I learned of a slightly later project, building of a military road, farther North across the same Isthmus. This became important somewhat later in the war - from the end of 1944. It follows a traditional trade and smuggling route which proceeds NW from Chumphon - which is a railhead for the trail. The part of the Burma Area Army that was able to withdraw from Burma used this road. Both are documented in the River Kwai Railroad, which I have, but failed to notice mention of previoiusly.

B) We are engaged in experiments of two sorts. This is somewhat coordinated with our map specialist, who has already created art for Shortlands and now is working on art for Luzon. Essentially RHS will use the same hex scheme as the Extended Map Scheme - which apparently is more widely used than the stock map art scheme - so it will be familiar. We probably will not change the West Coast of Malaya. And our changes to the Northern map edge area are still in development. While we will add similar things, our changes will be (hopefully) fully functional - permitting air operations and ground combat - and will at last permit a (logistical only) connection from Abadan to what stock calls "USSR" - which was a major mechanism for getting aid to the Russians - and just about the only possible way to send supplies to them if needs be in game terms (because of the problem of crossing the North Pacific to Vladivostok without combat, which must be done in more abstract ways by modders - and which players may not influence no matter what). These changes will involve pwhexe, pwzone and pwlink files. At the same time, I hope to understand excessive transit times on some links, in stock (and therefore RHS which uses stock link files) - and to correct them.

Other developments stem from the discovery that airfield development at the start of the war is excessive. Location research revealed that Warangal in India not only has the longest runway before the war - it was still the longest in 1948 (at independence). So that meant airfields defined as larger had to be redefined as 5 or less. I did a review of major airfields generally and found a number of cases that required changing. This mostly affects new game starts (you don't lose an airfield you already have) - but probably affects potential build levels for existing games in some cases.
This is part of extensive location development in this update. All of the location changes are relatively minor and technical in nature - but there are thousands of them.

Possibly less important is I found the RAF Lysander has - and has always had - the wrong art! The Army Co-Operation version in the game does not look like the art that has been used since stock! That art is, instead, the relatively rare (but popular post war) modified Lysander III (S.D) TRANSPORT. This version has two recognition features: (1) the windows in place of the open top rear gun position; (2) a gigantic centerline 150 gallon drop tank. As well, that version IN WARTIME was black - and virtually unmarked! What stock and all mods use is a variation of the transport - no drop tank but the gun position replaced by windows. I elected to leave the Co-Operation version in the same slot with the same pointer (for the sake of existing games) - and instead replace the art panel for that "art slot." I did intend to move the existing art to slot 100 for use by a transport version - and in fact did that for tops and sides. [I found a better top but it needs to be aligned with the alpha or have a new alpha created - both beyond my skill; hopefully one day Mifune will be able to do that for a more pleasing top.] But I found better side art (a photograph actually) for the transport version side. All in black with a gigantic drop tank! Because this version was not used in PTO, it is only added to Japan Enhanced Scenarios (due to the pressure of a stronger Japan). These planes were conversions - so could be done in theater. And these planes have useful range (if almost no capacity) and the ability to land almost anywhere. I found a way to do that. [In fact, the enemy already has such a micro-transport - able to land on anything - including a carrier - so it is a complimentary capability in Japan Enhanced Scenarios). I also learned WHY there is no correct Lysander side art: it almost does not exist! I found one good example, but it has a white background - and I lack the skill to correct the background. So, until Mifune puts that on a cloud background, I elected to use a photograph - edited from a flight of three of one of the units in India - with lovely clouds (even if in black and white). So this update includes new Allied air art filmstrips, and revised aircraft files. Note as well that I learned when production ended for the Lysander - and how it was upgraded - so both these changes are included. Units with the Lysander CO OP may upgrade to fighters. Units with the Lysander XPT may upgrade to the CO OP version OR to other transports available to the RAF. This provides some additional options for the Allies in JES scenarios.

Much of the work involved economics, as usual. Again the focus was on minor locations UNLESS they have major airfields are high on the location list in terms of slot numbers (I am working down from the top). This means the last added locations (and least reviewed) are being reviewed. It also generally means that most of the small locations added by RHS are being reviewed. Generally this means that start of game stocks of supplies and resources are reduced by 33%. But it also leads to discovery of the use of the wrong name (ahistorical for the war years) for a location, or other changes. Some locations in India and China also gained HI - which helps consume local resources - which are cut in half if captured (unlike other industries) - and which help address issues related to stockpiles of resources. [One problem is code which does not permit turning off resource generation: in the war this was done by both sides, mainly for economic reasons - and IMHO should either be under player control or even automatic if a location generates large resource stocks. Because we can't turn this off, some areas which also cannot export - even if only for operational reasons - generate when they "lose their markets" and would IRL suspend production. Because HI is generally understated in India and China, it was possible to change somewhat as a mechanism to consume resources (which is done generally on the basis of the Oxford Economic Atlas for 1939 - the last pre-war comprehensive data available). The result, particularly in new games from now on, will be a somewhat more correct economic foundation.

Other location changes, and also air group changes, and a couple of aircraft data changes, involved eratta. In particular, insuring land units are in sync with their parent formations, aircraft and/or group upgrades. Also, air HQ squadrons were eliminated for Simplified RHS Scenarios (102, 104 and 106). This follows getting rid of tiny civil air transport units in these scenarios not long ago. The difference between Full RHS (odd numbered scenarios) and Simplified RHS (even numbered scenarios) continues to increase. Working on locations per se produces a list of all LCU which will appear in them (at any time) - that led to discovery of LCU which were appearing the wrong place (and to corrections of that). Scenario requires units be 9999ed out in 106 - or that the units change their location - or if air groups - that they change their type of aircraft. Location that produce aircraft often produce different aircraft in 106 (1945) - so they also are getting that information worked into 106.

Still other work was related to making Senarios 99 and 106 playable. The location files and group files need extensive work - and some aircraft types that do not apply to 106 had to be changed in air groups for 1945.

Ship files were slightly modified for eratta and to eliminate some very minor vessels from Simplified RHS Scenarios.




el cid again -> RE: RHS Thread: Comprehensive Update 7.411 (105 Rebuild) (9/28/2015 8:32:12 PM)

.RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi



This is ALMOST a reissue of the previous update EXCEPT for scenario 105 -
which was corrupted. AFTER I backed everything up 10 places! But the fail strategy has ONE old backup not updated - just incase: so 105 was rebuilt from its form a few days ago.

However, a FEW items were done. The most important are pwhexe.dat files -
which now are starting to include the trail (which becomes a road) across the Kra Isthmus (a traditional trading and smuggling route which should always have been present). A FEW additional locations were reworked and a few eratta included in other scenarios. The most important of these was reworking the cam file for Scenario data - in particular related to pilots (which differ because there are smaller pools in Simplified and also different training rates for IJN in JES scenarios).



Previous Report

This is a comprehensive update because it unusually involves every kind of file.
It is also somewhat delayed for technical reasons and involves numbers of fairly minor but important development matters, some tracing back to stock, and some requiring a comprehensive review to fully address.

This begins a long series of map related updates. In particular, a new standard for pwhexe.dat files is defined. There are two dimensions of this:

A) I learned of a Japanese railroad project I never heard of. Completed on the same day as the Burma-Siam RR, it was important even if we don't know about it. It crosses the Kra Isthmus at its narrowest point, and at the only point with a pre-war road connection (logically enough). At the same time, I learned of a slightly later project, building of a military road, farther North across the same Isthmus. This became important somewhat later in the war - from the end of 1944. It follows a traditional trade and smuggling route which proceeds NW from Chumphon - which is a railhead for the trail. The part of the Burma Area Army that was able to withdraw from Burma used this road. Both are documented in the River Kwai Railroad, which I have, but failed to notice mention of previoiusly.

B) We are engaged in experiments of two sorts. This is somewhat coordinated with our map specialist, who has already created art for Shortlands and now is working on art for Luzon. Essentially RHS will use the same hex scheme as the Extended Map Scheme - which apparently is more widely used than the stock map art scheme - so it will be familiar. We probably will not change the West Coast of Malaya. And our changes to the Northern map edge area are still in development. While we will add similar things, our changes will be (hopefully) fully functional - permitting air operations and ground combat - and will at last permit a (logistical only) connection from Abadan to what stock calls "USSR" - which was a major mechanism for getting aid to the Russians - and just about the only possible way to send supplies to them if needs be in game terms (because of the problem of crossing the North Pacific to Vladivostok without combat, which must be done in more abstract ways by modders - and which players may not influence no matter what). These changes will involve pwhexe, pwzone and pwlink files. At the same time, I hope to understand excessive transit times on some links, in stock (and therefore RHS which uses stock link files) - and to correct them.

Other developments stem from the discovery that airfield development at the start of the war is excessive. Location research revealed that Warangal in India not only has the longest runway before the war - it was still the longest in 1948 (at independence). So that meant airfields defined as larger had to be redefined as 5 or less. I did a review of major airfields generally and found a number of cases that required changing. This mostly affects new game starts (you don't lose an airfield you already have) - but probably affects potential build levels for existing games in some cases.
This is part of extensive location development in this update. All of the location changes are relatively minor and technical in nature - but there are thousands of them.

Possibly less important is I found the RAF Lysander has - and has always had - the wrong art! The Army Co-Operation version in the game does not look like the art that has been used since stock! That art is, instead, the relatively rare (but popular post war) modified Lysander III (S.D) TRANSPORT. This version has two recognition features: (1) the windows in place of the open top rear gun position; (2) a gigantic centerline 150 gallon drop tank. As well, that version IN WARTIME was black - and virtually unmarked! What stock and all mods use is a variation of the transport - no drop tank but the gun position replaced by windows. I elected to leave the Co-Operation version in the same slot with the same pointer (for the sake of existing games) - and instead replace the art panel for that "art slot." I did intend to move the existing art to slot 100 for use by a transport version - and in fact did that for tops and sides. [I found a better top but it needs to be aligned with the alpha or have a new alpha created - both beyond my skill; hopefully one day Mifune will be able to do that for a more pleasing top.] But I found better side art (a photograph actually) for the transport version side. All in black with a gigantic drop tank! Because this version was not used in PTO, it is only added to Japan Enhanced Scenarios (due to the pressure of a stronger Japan). These planes were conversions - so could be done in theater. And these planes have useful range (if almost no capacity) and the ability to land almost anywhere. I found a way to do that. [In fact, the enemy already has such a micro-transport - able to land on anything - including a carrier - so it is a complimentary capability in Japan Enhanced Scenarios). I also learned WHY there is no correct Lysander side art: it almost does not exist! I found one good example, but it has a white background - and I lack the skill to correct the background. So, until Mifune puts that on a cloud background, I elected to use a photograph - edited from a flight of three of one of the units in India - with lovely clouds (even if in black and white). So this update includes new Allied air art filmstrips, and revised aircraft files. Note as well that I learned when production ended for the Lysander - and how it was upgraded - so both these changes are included. Units with the Lysander CO OP may upgrade to fighters. Units with the Lysander XPT may upgrade to the CO OP version OR to other transports available to the RAF. This provides some additional options for the Allies in JES scenarios.

Much of the work involved economics, as usual. Again the focus was on minor locations UNLESS they have major airfields are high on the location list in terms of slot numbers (I am working down from the top). This means the last added locations (and least reviewed) are being reviewed. It also generally means that most of the small locations added by RHS are being reviewed. Generally this means that start of game stocks of supplies and resources are reduced by 33%. But it also leads to discovery of the use of the wrong name (ahistorical for the war years) for a location, or other changes. Some locations in India and China also gained HI - which helps consume local resources - which are cut in half if captured (unlike other industries) - and which help address issues related to stockpiles of resources. [One problem is code which does not permit turning off resource generation: in the war this was done by both sides, mainly for economic reasons - and IMHO should either be under player control or even automatic if a location generates large resource stocks. Because we can't turn this off, some areas which also cannot export - even if only for operational reasons - generate when they "lose their markets" and would IRL suspend production. Because HI is generally understated in India and China, it was possible to change somewhat as a mechanism to consume resources (which is done generally on the basis of the Oxford Economic Atlas for 1939 - the last pre-war comprehensive data available). The result, particularly in new games from now on, will be a somewhat more correct economic foundation.

Other location changes, and also air group changes, and a couple of aircraft data changes, involved eratta. In particular, insuring land units are in sync with their parent formations, aircraft and/or group upgrades. Also, air HQ squadrons were eliminated for Simplified RHS Scenarios (102, 104 and 106). This follows getting rid of tiny civil air transport units in these scenarios not long ago. The difference between Full RHS (odd numbered scenarios) and Simplified RHS (even numbered scenarios) continues to increase. Working on locations per se produces a list of all LCU which will appear in them (at any time) - that led to discovery of LCU which were appearing the wrong place (and to corrections of that). Scenario requires units be 9999ed out in 106 - or that the units change their location - or if air groups - that they change their type of aircraft. Location that produce aircraft often produce different aircraft in 106 (1945) - so they also are getting that information worked into 106.

Still other work was related to making Senarios 99 and 106 playable. The location files and group files need extensive work - and some aircraft types that do not apply to 106 had to be changed in air groups for 1945.

Ship files were slightly modified for eratta and to eliminate some very minor vessels from Simplified RHS Scenarios.




Vipersp -> RE: RHS Thread: Comprehensive Update 7.411 (105 Rebuild) (9/28/2015 8:54:09 PM)

Hi Cid;

I'm again facing the same DISK1.cab error message when try to update..if I reinstall using the release back to these last two updates all works well;
I cannot see how it can be an issue at my system;




el cid again -> RE: RHS Thread: Ghost Subs (for clarification FYI) (10/3/2015 7:45:05 PM)

Thanks for the reports. We value them and evaluate every one. It is the best path to a clean data set.

Item 1 concerns the torpedo device 1808 of the KD6C submarine.

You have discovered one of two types of Japanese "ghost submarines" -
there also are several Allied classes.

Ghost subs have several features:

1) Extremely long range

2) No guns

3) Small salvos

4) High reload counts. In this case, note 72 forward and 36 aft shots!

5) The torpedoes used do NOT cause damage, even if they hit and detonate. In this case, the "dud rate" is 99 - so almost none detonate. The zero effect and zero penetration values are insurance for the rare case of a detonation.

Ghost submarines are meant to be false targets. They LOOK like real submarines to the ENEMY.
The OWNING player can spot them as ghosts by the long range and the high reload count (and also no guns).
The INTENT is that the owning player put them under computer control EXCEPT when they need to rearm/refuel -
and even then - when they are out of ammo or fuel they will automatically return to port. A new one -
or a repaired one - may be sent to any area on the map the owner wants - but then should be put under "computer
control." They are NOT units - they are false targets.

The function of ghost subs is to simulate misidentified things which caused ships/task groups to waste ops points/fuel and DC on false targets.

There are not very many of them. In fact, play testing revealed only a handful perform the function well. We scaled back the numbers.






el cid again -> RE: RHS Thread: Micro Update 7.42 (eratta, aircraft) (10/4/2015 12:52:59 AM)

.RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

This update is being issued because of somewhat important eratta - mainly related
to late war Japanese heavy bombers. Also a device problem affecting four of the
ground support packages. This latter is more cosmetic than real - but no reason to report we are dropping "1x60 Kg bomb" when we are in fact dropping "4x60 kg Ground Support package" (they are identical in effect - or would be IF code used effect - which apparently it does not at this time).

There is also some class and ship eratta. That is mainly due to work on the minelayer problem - they mostly do not reload mines. Since code isn't being changed to fix it, I have decided to do it in data. It is hard research however - and very slow. But I live in the ideal place to do this - often resorting to photographs or wartime ONI reports.

This process revealed the oldest Japanese minelayer isn't a minelayer at all - it was until 1920 and lost ALL minelaying ability in 1926 - but never mind - stock and all mods using its data still had this problem. But more generally, Japanese minelayers lay two sizes of mines - and can easily be told to "reload" by "upgrading" or "converting" to a ship with the other kind - in one day - which is needed anyway IRL.
Others have alternate escort forms - so you can load the depth charges OR the mines - and convert back and forth - which rearms the mines OR the DC - whichever you want - provided the port permits the upgrade. There are still other instances where they have alternate minesweeper/minelayer forms - and need a day to change over - again something we can simulate in data. Finally, I decided to not lump similar vessels together - but broke out the experimental diesel ship - and another pair used in series development - into their own classes - each with their own correct speed, range and arms. This process is not yet complete. This process also needs to be done for the Allies - although it is not yet clear what the solutions will be? For IJN I have determined that EVERY case can be addressed with historically valid data. I hope we can do that for the Allies as well.

There are a few more locations reworked in this set as well.

And by request we have the JAAF variant of the G10N1 added - as the Ki-177.
It has army rather than navy type 20 mm guns. It exists in both transport and bomber forms, which was historically contemplated. The argument was that the Army has more aircraft production capacity and can more easily build a six engine aircraft. As well, it is my policy to "lay traps" for players - providing options that generally are BAD if implemented. Except in a rare case, wasting 7 HI points on a single plane is probably not good strategy. Note the Hi-177 depends for survival on its speed and altitude - not its defensive armament. In 1946 that is not going to be very viable against the planes the Allies will be fielding by then.




Vipersp -> RE: RHS Thread: Micro Update 7.42 (eratta, aircraft) (10/4/2015 5:33:21 PM)

Cid,

I give up with this installer, tried a new HDD with a fresh install of everything..still the same damn cab1 error file...this is very frustrating..
Could you please send me a zip file asap with the updates at my email??




Admiral DadMan -> RE: RHS Thread: Micro Update 7.42 (eratta, aircraft) (10/4/2015 7:33:42 PM)

Ship class Bind error: It looks like a conversion from Centurian class 298 to Centurian BBAA 299 is intended. If that is the case, then both should have the same bind #. Appears in all Scenarios




el cid again -> RE: RHS Thread: Map Developments (10/7/2015 10:01:41 PM)

I sent this email to our mapmaker. The changes involved will be part of an update today.

Text:


I came across a remarkable new map of "Eastern China" and another
of "Northern India" - which are on a larger scale than previously available.
Combining these with other maps of Burma, India and China, and also
integrating information in a scholarly book on documents about the "Silk
Roads" - I have figured out a slightly better model for the game map.
Part of the problem is scale distortion; another part is stock map art itself
being somewhat misleading. I have attempted a minimalist solution which
also models fairly well. There actually is a bit of slop because in some
places alternate more or less parallel routes were used (depending on
weather and political conditions).

The biggest nominal change does not involve map art at all - unless we put
in names like "The North Silk Road" - because although it is very different than
we had - everything was on the map already and/or I could change the text
name to say "N Silk Road." The change is that before I used the stock main
road as the "N Silk Road" - but that isn't quite true as one approaches the map
edge. The Silk Road enters the map to the "West" (North) of Kashgar (location 1097 hex 71/6) - goes to Kashgar - and then splits into two branches to go above or below what we think of as the Gobi Desert (correctly named Tarim Basin by Andrew in stock map art). These branches - both on the map - meet and join again at Ansi (location 1535 hex 80/23 - from which point there is but one North Silk Road - until it ends at Baoji (location 1728 hex 82/39). From Baoji all the way to Shanghai I give most locations the suffix "Mother Road" - but technically the "Mother Road INCLUDES the North Silk Road all the way to Samarkand (West of our map area). Because this is all on the existing map as road or secondary road art - I have divided the North Silk Road into NE Silk Road and NW Silk Road branches between Kashgar and Ansi (where NE is the Northern Route and NW is the longer Southern Route). Mainly as chrome - but it does "explain" why Andrew put these roads in the map art. In RHS the oasis town along the route DO produce a lot of supplies - and are the only points where a military force might be supported (if modest in size). The Northern route also moves a few resources and oil - but the Southern route only moves supplies - all resources are consumed at each oasis to make supplies. This is theory and does not affect map work at all - nor pwhexe work either - just location file names. UNLESS you want to put in road names - in which case now you have them.

FYI it is the "Silk Road" NOT because silk is the main product moving on it. Rather because bolts of plain silk are the main money. There was not enough gold to cover the trade - so the Han made three things legal tender - gold, silk and wheat. But wheat rots. Gold was scarce. So Silk was the main money. Troops sent to garrison the route paid for things with bolts of silk - making merchants along the route have lots of that to use for trade - as money!

There is also a "South Silk Road" - but that is a good deal more sloppy. I found a reference yesterday saying the term was used for the "Tea and Horse Caravan Road" - and most sources say it applies to a route that is more or less the route from Kunming to Lashio Burma - and these to the sea down the river system - from which point the trade went over sea routes to the Mideast. I only have a single point marking the South Silk Road - Lao Wing right on the Burma border (location 1710 hex 63/45).
This has not changed.

The changes affect the Tea and Horse Caravan Road. This itself is very difficult to model - and hard to trace. There are two major and two minor variations on its routing in documentation. Yet, paradoxically, this route is much more defined than the North Silk Road is. Up in the desert one can take lots of routes and many points are not rigidly defined. In the Himalayas - mountains and river valleys define things - and capital investment in bridges also forces the route. [The world's oldest Suspension Bridge is on the South Silk Road near my Lio Wing location. From there
Northwest - all the way to Lhasa - ancient suspension bridges were used unless the crossing permitted a traditional stone bridge. The road was also paved in stone at many points - but variable in width from 4 feet to 8 feet to 16 feet! Yet other points it is a true pack trail - more or less 4 feet wide. It fell into disuse in 1945 (when 30,000 merchants went bankrupt because of the sudden end of the war - and they had goods on consignment no longer salable) - but today is getting a trickle of traffic by people interested in seeing it (and trading tea for tradition sake).

I have left the road as is for most of its length - the changes are where the Western
branch meets the Eastern and Southeastern branches - near where the borders of India, China, Tibet and Burma meet. These changes may be seen in the base pwhexe.dat file (also called 41WINTERpwhexe.dat) - attached. Several villages have also moved or been added in this junction area - see the attached location file. I will issue an update later today with all location files and several pwhexe files reflecting these changes.

Changes that should affect map art are

1) changing of where the roads and trails are (run with this pwhexe file)

2) changing the border of Burma to include hexes: 67/38 and 66/37.

3) I moved Fort Hertz location 995 to hex 86/39. It was one hex to the SW. This because stock map art make it appear the valley ends. In fact, 86/39 IS a high
mountain hex - but it should appear there is a portion of it (facing SW) which is a continuation of the valley to the South. This is unique location - still isolated today - and it was entirely air supplied for 25 months during WW2 (once it was found still to be in Allied hands in August 1942). The town is called Pudong. I am unsure how map art will work - never mind with both different schemes you are contemplating? But it occurs to me that pointing out this matter might help it be clear why the location is where the airfield is? Actually - there is a seasonal trail to Myitkynia (however that is spelled) - but it is not practical in game terms and misleading due to map projection distortions in the area - so I am ignoring it. There also appears to be a road over the mountains to India on maps - never mind writers say there isn't. I assume it is a minor route not present in WW2.

4) I changed the location of where the three "arms" of the road meet - the village of Mankang (location 814 hex 66/35). This is NE of where it was before - in China - and it forced the Western branch to move over one diagonal hex column as well as the Eastern branch to be extended farther to the NW - killing its "Westward" turn altogether. The SE branch has a more complicated routing through the mountains.

5) I added the village of Dong in India just at the Burma Frontier. This is in a river valley and the ROAD connections are apparently open all year - but the TRAIL connection to India is lost in Winter. Since this file is a Winter file, the trail is missing from hex 66/37 (where in other seasons it goes to the West and to the NE - connecting India to the Tea and Horse Caravan Road - but only by a steep mountain trail - as it crosses a mountain range).

6) I moved the town of Tezu (location 783) to hex 65/37 - which is more correct re river and road art - and simplified its trail - which now goes directly to Dong in the very NE corner of India - instead of a complicated winding route to the NW and then to the East. However, Tezu is now defined as a port - which in fact it is - but I just confirmed that yesterday.

7) I renamed the town at 66/38 to Changpu (because I had misread the map in the first place, location 1852) - but in fact it is otherwise not changed - accounting for why there is a road East from Ledo? Chengpu is NOT a port and it isn't possible to move a ship there in game terms - but it IS in real life on a river that is SOMETIMES navigable. It isn't used as a port - so we are ignoring the minor river as something of game significance.

The biggest "problem" with map art is the border in 67/38. This hex looks like part of China but in fact it is in Burma. And in fact the road in Burma needs to be longer than it is - so moving the border helps make it appear to be longer. The actual road from Dong India goes to Burma - and then after a brief period - goes to China - it does not go to China immediately. The shape of the border is not quite right whatever we do - because our border follows hexsides but the real one does not. This new model permits a closer fit - but is by no means ideal.







el cid again -> RE: RHS Thread: Micro Update 7.42 (eratta, aircraft) (10/7/2015 10:02:39 PM)


quote:

ORIGINAL: Admiral DadMan

Ship class Bind error: It looks like a conversion from Centurian class 298 to Centurian BBAA 299 is intended. If that is the case, then both should have the same bind #. Appears in all Scenarios


thanks - will investigate




el cid again -> RE: RHS Thread: Comprehensive Update 7.50 (10/9/2015 5:58:28 AM)

RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

This update includes at least a few of every kind of file except art files. And I found a configuration problem with the compiler which casts doubt on if players actually got the right files - this because many of the sub folders were duplicated and probably only some of them were current. This update has rebuilt the art folder entirely with current files - for insurance.

There are numbers of very minor eratta worked in - some due to diligent reporting by players and eratta hunters.

Ship classes were reworked in particular with respect to minelayers on both sides - although not all have been done. I found three different mechanism to permit minelayers to reload - oddly all of them strictly historical - although not all apply to each class. Some minelayers may convert to minesweepers rapidly. Others may convert to escorts rapidly. Still others may convert to lay a different kind of mine. When reworked, these "conversions" require one day AND may be reversed - putting you back with the original class with the original mines if you wish. They DO require being in a port with a specified size of repair shipyard available - but they DO NOT use code rules for reloading mines. Those ships and subs that routinely DO rearm with mines are generally not going to be reviewed as part of this process.

Many more locations were reviewed and revised either as part of the general rework process (starting at the top, moving down, skipping no slots) or because they were related to map development. Unexpected new material permitted revision of the Northern Silk Road (now partly split into two branches between Kashgar and Ansi) - and the Tea and Horse Caravan Road - which now has a more correct routing near where the borders of Tibet, China, India and Burma meet. We will also revise the border line by two hexes to permit the road to be in the "right" country. And Fort Hertz was moved one hex to the NE. Eventually perhaps our map art will show it as a mountain hex with a valley facing SW - which is the case. A few locations were renamed and a new one added. I am reviewing problems on Timor with a view to recreating its unique seasonal problems (trails will disappear in Monsoon if they do not already). Related to this work is a revision of pwhexe files - mainly to deal with the Tea and Horse Road.

Numbers of issues in Scenarios 99 and 106 - still in development - were resolved. As each location or unit is reviewed or added, I modify it (or have it blanked out) for the 1945 scenario - because things change their location and/or details between 1941 and 1945.

There is a tiny bit of aircraft eratta worked in.






el cid again -> RE: RHS Thread: Development Planning (Levels I & II) (10/10/2015 7:04:59 PM)

A question came in from a user about the impact of updates on ongoing games which are started now?

This caused me to review development planning from the point of view of its impact on existing (rather than new start) games. Further, I considered the way the new map system is being developed as part of the review.

History will repeat itself, slightly. In WITP days, RHS/WITP ultimately had three "levels" - I, II and III. Level I was the stock system. Level II was a demonstration but primitive map edge movement track system. Level III was a developed map edge movement system with mini-maps for Madagascar and Panama added. In RHS/AE will have only two levels: Level I will use the stock maps. Level II will use the revised maps.

The new map system is similar to Andrew Brown's Extended Map System in some ways: in particular its treatment of Luzon and Shortlands (to separate adjacent locations better modeled separately). A somewhat similar extension to the "Northern" map edge will happen, but involve fewer hexes and location. At the same time, more development of off map movement tracks will be attempted. Also, we will attempt to incorporate a rescaled version of the Madagascar map Andrew did for RHS/WITP (attached). The new map art is being developed for this use - not for direct replacement of stock map panels - at the suggestion of the artist.

The addition of 11 locations for Madagascar, plus at least Recife Brazil off map,
means we must lose about eight locations. This is NOT going to be possible with ongoing games. For safety, we need to delete about 20 minor locations to permit future developments planned for what is now RHS/AE Level II.

Another issue is that we cannot add more scenarios and still upload the compiler - it is at maximum size now (with 7 scenarios - of which only 5 are playable).

The two Levels will mostly have similar scenarios. Scenarios 101-105 in Level I will be duplicated in Level II using numbers 121-125. Unissued Scenario 99 may be dropped - it needs extensive work. Otherwise it will become Scenario 129 in RHS/SE Level II. Unissued Scenario 106 will continue to serve as a 1945 test bed and, if/when completed, will NOT be duplicated in Level II. It is the only RHS mini scenario and extensive development of map edge areas or the Madagascar area is not warranted for it. It is mini-in time - lasting 575 days (from the Battle for Iwo Jima to the end of Monsoon 1946). It is developed for play vs AI as Japan, and permitting the use of kamakaze aircraft (similar to stock's Downfall Scenario). It is also Simplified RHS - similar to 102 and 104 - lacking some of the smallest units and with a simplified aircraft production system for both sides (with cruder production ramp ups) - for ease of play.

I will issue an update today with a "frozen" set of locations for RHS/AE Level I. That means any game started after today will never have a location changing names (to something inconvenient - a South Pacific island becoming a town on Madagascar for example). Otherwise, location industry order and unit device order and similar orders for ships will be respected - to permit folding in all later updates without major impacts on ongoing games. The changes today are minor - in Bhutan and on Timor - and wiping out some locations likely never to be used in any game (as "free space" for development of Level II) - mainly in the far SE Pacific area.







el cid again -> RE: RHS Thread: Level I Installer 1.02 (link) (10/12/2015 8:04:54 AM)

.RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi

This is a comprehensive update, although many files are not updated at all.

It is a reorganization of RHS files. THIS link is to RHS Level I. It uses stock like map panels and stock pwzone.dat and pwlink.dat files. Its location files and pwhexe.dat files WILL differ from scenarios in RHS Level II when it is released. It WILL NOT get updated map art. This version corresponds to what would have previously been 7.52.
Version numbers for Levels I and II will be in sync - because more than 99% of the records are identical it is best to update all together. I have actually created the Level II files - but there is no art for them yet - nor the supporting files for the map art.

This set was carefully reviewed so that new games which start now in particular can be stable regardless of developments.

RHS Level I includes scenarios 101 to 106 (of which only 106 remains in development). These scenarios will ALWAYS use stock map and map support files and so WILL NOT use the RHS map panels or map support files in development. Note there is NO LONGER a scenario 99 in Level I. RHS Level I IS compatible with stock and DOES use stock maps (etc) - so it can co exist.

RHS Level II will have nearly identical scenarios 121 to 125 - but it will use different map art, pwhexe.dat, pwzone.dat, and pwlink.dat files. As well, location files, ship files and group files will have additional records activated (many exist already) for use in areas now off map. Note there will NOT be a 126 file - the Downfall Scenario will be a Level I only scenario as its focus is near the map center. Scenario 99 may be included as a Level II scenario using the number 129. It is recommended that RHS Level II will have its own installation folder. It does NOT use stock maps and its map support files are different - so it will be a management chore to try to share the AE folder (since you must swap files to change from Level I or stock to Level II).

There were eratta in two cam files (102 and 103) - corrected here (so the Russians are active or not as they should be. There were also too many pilots in 102 (which, lacking training units, does not need them and should not have them).

There were extra art and scen files - mostly related to scenario 99 - no longer present. There were a few other files as well also deleted. And there historically were pwhexe.dat files no longer issued. Because of this you may want to consider a clean install or deleting the content of RHS sub folders before installing.

I took the time to work in some minor changes to the location file and to the entire pwhexe.dat file set (not all of these latter are yet done).

A) Some changes affect Bhutan - which lost its only town and communications in favor of Phuntsholing and a trail to it from Siliguri, India. This peculiar country has no cities, and had no towns or roads until 1962! All trade used to go via this single village (now a town) - and even today virtually all foreigners must enter in groups at this one place. Now there is a road from it to the capital (which is a new town) and then East to Mongar (which used to be on our map - but which had no LOC in WW2).

B) Some changes affect Dutch and Portugese Timor. The original map art was essentially perfect - except that the enclave of Acossi (Oecesse, Acoussi) does not have a border nor a town. [In fact, it was the original Portugese colonly, and long was the capital of Portugese Timor]. This town is added at 68,115.

C) East of Koepang at the end of the secondary road in the stock map art is the town of Soe - much bombed by the Allies in WW2. It has been added at 69,116. Trails go from it to Acossi and to another North coast port named Atapupu which is at 69,115. [You say it like it looks - At ah pu pu]. I had to get rid of trails I had added between Acoussi and Koepang as well as between Acoussi and Atapupu. Atapupu was once an important Dutch fort and the base for attacks on Acoussi when they were contesting the Portugese for the island.

D) There is also a trail from Atapupu East to the border, where it meets the Portugese secondary road on the island at Malaina (at 70,115). Malaina is a very important non-port because it is a rice growing area, and it was where the Australians and East Timorese had to retreat when the Japanese invaded.

E) Dili is redefined and renamed Dili Cicade (Dili City), a big deal locally - it is the only city in the territory. The next hex East is Lautern (72,115) - location of the new airfield the Portugese hoped to attract major airlines to use (en route from points North and Australia). I had to remove a secondary road to nowhere (well - to the sea) from that hex.

F) The original map art correctly shows a great loop secondary road in East Timor. The most important town on that road is Lore - a "port" with no docks to this day. But it can be developed into a seaport - and meanwhile uses the road to ship goods. The Great Depression caused Portugal to stop ignoring Timor and begin infrastructure development so more could be exported. Relatively speaking (very relative for such backwaters), East Timor was more developed and exploited than West Timor was by 1941.

G) Other changes affect "Celebes" (Sulawese) Island. The Dutch on this island were more realistic than on Java (or than the British in Malaya) were. Many locations had normal peacetime stocks removed and even some industry damaged.

H) Similar changes affect Borneo. Its largest city today (Samarinda) was reduced to a small town - which it was in 1941. The interior town of Amoentai was turned into the rubber plantation center it was. And many locations had stockpiles reduced so as not to turn over things to the invaders. [When workers at Tarakan and Balikpapan destroyed oil wells and other industry it so outraged the Japanese that everyone who surrendered was executed - generally by drowning!]

There is also a new Allied alpha (air art) - correcting a very poor mismatch between the top art and the alpha so there isn't such a problem at the tail of the B-18B when it appears in combat.





el cid again -> RE: RHS Thread: Level I Microupdate 1.03 (link) (10/13/2015 1:21:01 AM)

RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=30E506228938D79E!27151&authkey=!AE8pb0zb-yWizVY&ithint=file%2cmsi



This is a technical update with respect to reported eratta in pwhexe.dat files -
so ALL of the revised one are redone here - and the rest will update to THIS standard.

The important one is that Batavia is now Urban Light vice Urban Heavy - because new population data was found.

There is a hex SE of Chunking that was wrongly coded as land vice coastal - preventing ships passing to it or up a smaller river from the Yangtze to ports South of it.

There is a hex in the Yellow River Plain that was wrongly Urban Heavy vice Swamp in some seasons.

There also are a few location file changes - mainly on Java. The important one is on Celebes - Lowoek is now a "port" but UNINHABITED with ALL infrastructure destroyed! Because the Dutch did that. Japan resank the oil wells and put it back into production anyway.

Several cities on Java got revised population, industry and stockpiles - our industry is limited by population to man it.





el cid again -> RE: Why RHS Aircraft are Different? & update 1.04 Level I (10/16/2015 1:16:06 AM)

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

This commentary is by player request. A new Japanese player, trying to understand aircraft production planning (critical at game start for Japan), on realizing how different planes behave in RHS, said I should underline this for those who do not know RHS history, which explains how and why RHS aircraft are so different (accounting for their relative performance in air combat in particular)?

In spite of the fact such a review might be regarded as a form of 'advertising' for our 'product' - I must confess at the outset that there is something we never did, something I forgot about entirely. The very same player noted a peculiar problem with repair of an aircraft type. And, indeed, it was far too long. This is because RHS never, ever (even historically when it was WITP/RHS) reviewed the "Service Rating" field. In the beginning, because of the way new records are created in the editor (by copy of a similar record), I assumed that if stock values were reasonable, then similar aircraft would be indeed correct. In time it became clear that stock data is the product of numbers of researchers, and that it has little or no review - so it is generally inconsistent. But I never went back and did the work. Until yesterday and today. Because RHS has more airplanes than other mods - as well as because we have five issued working scenarios and five more under construction - each of which needs every aircraft record - it was a time consuming process. But now service ratings will join other fields in being consistent - instead of sometimes wildly incorrect. There is a pattern to the service time ratings: they are generally shorter now, particularly for the Allies. In particular, the service times for four engine aircraft are reduced.

The update itself is almost purely confined to aircraft files, but there are also changes in group files and in location files. Mainly because I had to change production of late war heavy bombers in Australia and Canada. Any review uncovers eratta, and this time I learned that the Lincoln (originally a higher numbered Lancaster) did NOT replace the Lancaster - and in fact the Lancaster FE enters service LATER in time than the Lincoln did. This changed a few things in terms of British, Australian and Canadian aircraft descriptions and related production. A few more locations were reworked - mainly on Java. Java has lost some population and industry because better data has become available (Indonesian official) for the era. Another change is that I learned that the Wellington used geodesic construction: the system we use to define durability (proposed by my 'boss' programmer long ago) included structure - so we had a way to account for it - and it is now folded in. At the same time, I determined that maneuverability for the Wellingtons is higher than it was.

Aircraft are the very heart of RHS in the sense that, before there was an RHS, there was an aircraft development project for a WITP era mod. This was quite formally organized to rework Japanese aircraft to address some problems in the data set. Formally because the supervisor is both a programmer and a mathmatician, and an amateur historian. He insisted on using common data sources (for consistency in data) and on formal criteria for calculated values. I was the junior partner, the research and data entry guy, who did the work to his standard. After he approved it, it then had to be reviewed and approved again by the "coordinator" for the mod - which it was. It was then things went a bit wrong: that mod had several originators who were called "plank holders" who could reject any changes - and one of them did that. The coordinator, feeling the new aircraft were an improvement, suggested direct negotiation. The objector wrote one email, complaining he was upset by the loss of the "long range Pete" - and I replied with my data (from Francillon) - which was the end of the "discussion." So the coordinator then suggested, rather than lose the work, we issue a new mod using it. The programmer suggested the name RHS - a variation on RSH (Real Sub Hunter) - and that is how WITP era RHS began.

Over the course of the next two years we evolved, largely in open debate on the Forums, a way to calculate maneuverability (which is only one field for several different aspects of how aircraft move). The original formula we devised for durability was close - adding a constant of two in front of it got it even closer. What we got was a consistent set of relative performance measures standing on a foundation of definitions and standardized data sources (because sources differ). This in turn revealed the remarkably good air combat model - first in the WITP engine - and later in the AE engine. Most combat outcomes are realistic for air to air combat. [Problems remain in AA combat and operational attrition - neither is nearly high enough; and in air attacks on ground units - which are far too effective. RHS/AE - using the new bomb codes - has mitigated this latter issue substantially. Also - possibly because of our request - and ASW bomb code was added, permitting the same plane to use ASW or non-ASW weapons based on the assigned mission. Fully exploiting the bomb codes means many planes become multi-purpose.

The particular point that led to the request we outline the history of RHS and aircraft data was that the player in question assumed the George was not worth buying because it had little effect on bombers in stock games. But with the combined effects of consistent weapons ratings, consistent durability ratings and consistent maneuverability ratings, that isn't the case in RHS. I advised him not to assume his experience with stock or other mods was germane to the rather developed data we are using (after many years of work).

Another difference is that we have more types of aircraft. Mifune - familiar with most mods - estimates about 1/3 more than the second largest set in another mod. This was possible in large measure because of a standardized set of air art done by a number of artists for all mods. RHS (almost) uses all of it (except for art that cannot see service in WW2). Note - however - that some of the aircraft types do not appear in "strictly historical mods" - because they were not built for the PTO. They only appear in Japan Enhanced Scenarios (on both sides - to such an extent the net advantage lies with the Allies - almost certainly - but only OVER TIME: the game starts with Japanese advantage and fairly rapidly changes to Allied advantage). RHS aircraft are not really restricted to RHS, however. There is no problem using either our data or our art - even in the cases where we have original art. We use other art we didn't create - and it seems only fair to share what we did - so anyone who likes any bit of it may use it - of course. To make it easier, we generally follow the "slot order" of stock and other mods. As well - we document the air art slots - so how they relate to aircraft record numbers is cross indexed - you can look up planes in slot order or in bitmap order - in large lists or in smaller country lists if you prefer.




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