el cid again -> RE: RHS Level II Comprehensive Update 1.45 (aircraft device related) (3/31/2016 3:44:38 AM)
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Be SURE to put the pwhexe.dat file in the top level AE folder - it is NEW a and IMPORTANT. Level II Update Link 2.52 https://1drv.ms/u/s!Ap7XOIkiBuUwhN0ESrPbLJB7u3ZwXQ I forgot I needed to review aircraft devices, particularly for late war aircraft which are virtually never tested in games. In particular, I was worried about atomic bombs (RHS has its own devices) and missiles. I found numbers of issues, large and small, affecting devices, aircraft, groups, and leaders. In the process I reworked RHS atomic bomb devices, aircraft and groups - and leaders for them - extensively. In particular, I assigned about 8-10 command pilots to the 393rd Bomb Squadron. This "unit" is presented as four sub units which may NOT combine. Three are one plane detachments which may either fly with B-29 Silverplate PB (pumpkin bombers) or (eventually) with either B-29 Silverplate IB (implosion bombers for Fat Man type implosion bombs) or B-29 Slverplate UB (uranium bombers for Little Boy gun type bombs). These units now all appear at Tinian (or, if it is not Allied controlled, San Francisco) on 30 May, 1945 - the date they really arrived. NO atomic bomb armed aircraft are available. Instead, all four units have the B-29 Silverplate PB - a gigantic conventional bomb the same size as an atom bomb. This was done to permit training of crews in operational conditions. The detachments that bombed Hiroshima and Nagasaki have their historical commanders. Since the squadron commander was also the Hiroshima command pilot, the XO is the commander of the "main body" of the squadron. The Ops officer and other pilots who flew the primary or secondary aircraft on each historical mission, or who where scheduled to fly but could not due to illness, are also included. The atomic bomb devices had to be moved to different slots, and altered somewhat, to both display and work. RHS uses a combination of 24 different bomb devices for each atom bomb, statistically modeled to result in the UB (gun type uranium fueld bomb) being slightly more reliable, with a realistic potential variation in yield, and with different weight for the different bomb types. While a "dud" bomb is possible, it is very unlikely, and still will cause damage. Much more likely is a variation in yield, with only about a 20% chance of a larger than expected explosion (as actually occurred at Nagasaki). It hardly matters: even dud events are nasty, big bombs, and there will be between 20 and 24 non-dud sub-bomb devices per attack. Alarmingly, not one missile (Allied or Axis) appeared at all! But that turned out to be because of a code glitch and I found a workaround. They both appear and work, somewhat to my surprise. [I was prepared to simulate missiles with other devices, but missile code appears to work fine.] A similar problem existed for "smart" (i.e. guided) bombs - but again it was a weird glitch in code preventing them from appearing - and one can defeat it by setting them to a game start date and letting the availability of the aircraft determine when you can use them? There were problems with integration of devices and aircraft in terms of dates. I reworked the blimps as well, permitting 18 cancelled M type (longer range) to appear in addition to the 4 completed in Japan Enhanced Scenarios. Note that RHS blimps are NOT stock AE blimps. Although they only have base forces on the West Coast (all three historical ones), they can probably work with ships or other groups capable of being assigned ASW aircraft. USN experimented with support by ships, and one such ship (with its gigantic mast) is in the game. There are four "classes" of blimps, essentially differing in the quality of their radar and their depth bombs over time. There was a problem with the only operational AAM used operationally during WW2. This is a German product only found in Japan Enhanced Scenarios on a Ju-88 variant late in the war. It too didn't want to appear - for the same reason as atomic bomb and missile devices which were previously invisible. This glitch only seems to matter for devices appearing in 1945 (or, if there were any, almost certainly in 1946), and only for aircraft weapons - not sensors or non aircraft devices. The "fix" is to lie about date - which does not matter if the aircraft do not appear before 1945. It is possible there is some location file eratta worked in - I am not clear if any have occurred since the last update. Supplimental: I failed to mention there is a new set of Axis air art filmstrips. Discovering a source with dozens of potentially useful images, I surprisingly rejected all of them because none was better than we have already. But I became inspired and reworked two sets of are images (there are three elements for every aircraft). I decided to get rid of the Ku-7 large glider in the side art for the Ku-8. This side art was created by Cobra in WITP days, and apparently he got the numbers mixed up. I took a Ku-7 black and white photograph, colored it, and reduced it - putting it into the image for the "combination" behind the tug. This is more like the Allied CG-4 combination - which also was created by Cobra long ago. At the same time, I reworked the top and alpha slightly. These are not really glider art at all, but modified transport art, and if the removal of the engines worked, the front end had the wrong shape. It is slightly better now. I also decided to make the Ku-1 art similar to the other gliders (three variations of the CG-4, the Ku-7 and Ku-8) - showing the combination rather than just one glider. That side is not very great to begin with - based on a drawing with little detail. It looks better if reduced anyway. So I reduced it and put it on top of the former Ku-7 in the single glider and tug combination art I made a few days ago. I then took a Ki-51 side and replaced the tug in that same art. Now we have proper combination art for the Ku-1 - and it looks better I think - as well as being more consistent with how we present other combinations.
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