el cid again
Posts: 16922
Joined: 10/10/2005 Status: offline
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7.13 update https://onedrive.live.com/redir?resid=30E506228938D79E!2716&authkey=!AMrDULsG2RJdsI8&ithint=file%2cmsi This is a comprehensive update but it is limited to pwhexe files and a few data files: aei (for technical reasons), devices (major changes), locations (significant changes) and leaders (adding back in a 9999ed out general, adding in the missing commander of AIF 6th Division). The pwhexe changes are mere eratta fixes. It is my intent to see if this file set is relatively issue free enough to start Test Ten? Analysis of game results vs ETO and PTO historical data indicated a significant problem with low level air attacks. One attempt to mitigate this using effect data re just light guns failed to significantly impact the issue. So I did an analysis of stock and determined that accuracy would affect the issue. So would changing aircraft durability, but that would adversely impact air to air combat, which works remarkably well with the current RHS data, and operational attrition - which is never high enough - although decreasing durability did help that (and make AAA effects worse). As well, RHS has added thousands of machine guns as AA devices, also making the problem worse. I concluded that a comprehensive device revision was required involving all designated AA guns. The peculiar case of the DP gun remains a compromise, and was not revised at this time. [DP guns are restricted in some respects for surface actions: the horizontal range of the gun is limited to its effective AA ceiling - which is to say - divided by 3 because range is in yards while altitude is in feet. Apart from having less range in a surface action than they really have to a modest degree, the missing part is extreme range for the gun and would not account for most hits. But to restrict accuracy significantly would affect a DP gun at all ranges, and significantly degrade its surface value. I left them alone.] In RHS ALL AA guns have LESS than the absolute ceiling of the weapon - except in old cases where this is determined by fuse duration - and instead they have effective ceilings. As well, AA guns, when used vs non aircraft targets, are limited in horizontal range to the equal of their effective vertical range - just as DP guns are. This means it is slightly easier to fly too high to be shot at, and that AA guns are slightly restricted to horizontal ranges in which they would be significantly effective - the extreme ranges simply cannot be used. Even this is something of an exaggeration - AAA really has a half sphere of coverage - and does not engage at maximum altitude at maximum range. This is why we somewhat reduce both - we are crudely modeling "effective" range as well as ceiling - and by that means cover the space that most targets would be damaged in. But these restrictions along are not enough: large concentrations of land units and ships more or less are treated the same as point targets rather than spread over 1257 square (nautical) miles - where many are out of range. These can wipe out most or even all of an attacking force - while real world air operations of the period had loss rates on the order of much less than 1%. Degrading the impact of AAA also means that ground combat and naval combat will be more influenced by artillery (and on land, by non-AA units) than it is now - but that is probably a good thing: the impact of AAA was probably too high in respect to them just as it was on aircraft. This involved a comprehensive review of 1800 devices, changing a couple of hundred in all scenarios. A few eratta were detected and corrected at the same time. For example, stock 1.1 inch data, never revised, was five times too high: effective rate of fire was very low due to small magazines. Similarly, stock data for 25mm AA was three times too high, for similar reasons - using maximum rate of fire rather than practical rate of fire. These reductions will also help reduce AAA effects. I reviewed Allied land HQ again - in particular in re Australia. Just as with other Allied HQ already folded in, I found major problems. Duplicated units, missing units, misnamed units, missing or incorrect commanders, incorrect dates and/or point of entry. I also found that the capital of the entire North New Guinea and Solomans area - Lae - had no base force - just a New Guinea Rifles garrison. The aircraft added which operated from there had no support either. Nor were there naval support squads at Lae, Rabaul or Tulagi (which, granted, were in tiny numbers). Probably there should be a naval support unit at Salamua as well, but I have not been able to identify it. Many Allied HQ were not fully developed and now have a full range of appropriate devices - and their attendant logistical cost to feed and lift. RHS tries to make players use ships to feed their units as well as their economies, so that players will come to value almost every ship (instead of having "AKs to burn" as the saying used to be). As well, many HQs grow over time (unless you turn "replacements off" - so they reflect the real changes over time that really occurred. RHS has revised commands with a view to how they actually work in game terms. You cannot transfer a unit to a command that does not exist yet. Yet you may need to do that before the main command formed up. But there WAS a commander in each area very early. In particular, we get start of game commands at Samoa and Kodiak, and a few days later, one in Australia - all of which grow over time and rename to become major commands. The British Far East Command had its disbanding date changed - in two ways: strictly historical scenarios disband when the commander resigned (420225) - Japan enhanced scenarios have no forced disband date (just as stock's KNIL command has no forced disband date - what is the difference)? UK SE Asia does not come into play until 1943 - so Far East Command (renamed ABDA) is important for players. In fact - it disbanded in 1946! In strictly historical games players have a command problem re British areas for much of 1942 and early 1943 - which more or less is correct. A major change - involving hundreds of locations - is that Australian offshore possessions are now unrestricted. There are pros and cons related to this - the biggest con from my point of view was the time to change them in all the scenarios. As well, several units starting offshore are unrestricted, or restricted temporary so you can buy them out, to make moving them as was possible a game option. In general, RHS development is working up Scenario 106 - not playable yet - by defining locations, units, commanders and relationships for 1945. It is starting to look very different from 1941 scenarios - and it now actually starts in 1945. This slows down work because there is research to figure out the changes. At the same time, Scenario 99 is being converted to RHS standards so that, when I get a bit of ship art, it will be fully functional (it is present now FYI - but some unique ships are "invisible"). This week I have dreamed up a possible new scenario which involves minimal effort: the quest to "balance" an inherently unbalanced situation might be better served (and we might get more people willing to play Japan) IF we give them a way to win. I would call it "The Short Victorious War" - the name Japanese give to the Russo-Japanese War. In this case, the premise is one actually believed by many Japanese officers at the time - that only a short war could be won. The mechanism would be auto-victory - except translated by a house rule. I am not absolutely sure auto-victory works anyway - but it seems peculiar the only test for it is on one day each year. Instead, I propose that on ANY day the required victory point ratio is achieved, it is presumed to have happened. For this scenario, the ratio would be 4:1 any time up to 1 January, 1943. That is possible now - except that the game has all the economic weight of building ships for later - and that means much - most - of the HI points cannot buy airplanes and devices for LCU in 1942 - the critical year. By merely 9999 ing out these ships - we can make the engine work far better. The situation is so lopsided it is still likely the Japanese will fail - and in that case - they are in deeper trouble - as there will be no 1943 ships! Players can do this on their own - but must turn off all ships and then must spend hours turning some back on. And it appears that the ships not being present at all works much better in terms of releasing HI points into pools so players can invest in things like factories. If created, this would be Scenario 107 - odd because it is "full RHS" - and also because 107 is the next number in sequence. This would be a variation of Scenario 105 and it assumes things like Yamashita's report on return from the Eastern Front (about organizing larger armored formations from existing units) is implemented immediately (instead of in mid 1942) - and similar things.
< Message edited by el cid again -- 3/24/2015 10:04:50 PM >
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