el cid again
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Joined: 10/10/2005 Status: offline
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7.264 update https://onedrive.live.com/redir?resid=30E506228938D79E!2716&authkey=!AMrDULsG2RJdsI8&ithint=file%2cmsi First, this update contains all six aircraft filmstrips. All filmstrips have some new art in them. I found that side art existed for the Wild Catfish (F4F-3S) float version of the Wildcat. Not put into production historically, it IS used in Japan Enhanced Senarios (and may be put on US CS type ships - all US AV were designed to be CS - all had catapults - but only USS Langley mounted them. I found some art of the BT-32 Condor which was used by Chiang Kai Shek and also by CNAC. I had to modify the art (removing text) - but was able to do that. I also had to solve the problem of a top - but I found a reasonable solution. Mifune made a Ki-10 - so this was added to the Axis Filmstrips. I also found A4N1 (I call it A4N1-K to indicate it is a trainer now) art on the altwars site - so this was also added. As well, all primary trainers began the process of removal from RHS Axis filmstrips (see attached document and text below). To permit a graceful transition - I have removed all pools and replacements for primary trainers - but left the planes defined. Next time they will be deleted. Ongoing games in scenarios 101, 103 or 105 need to change the aircraft assigned to any Japanese group using them. There will be probably two more updates to air art. Mifune is making some. I have a bit more to integrate. And Mifune probably will clean up my Allied tops and alpha soon (but not just now - his eyes have a problem). At least he is productive for the first time in a long time. Aircraft file updates also include changes to pointers (for better or new art), new plane data for added types, and recalculated data in a couple of cases. There will be one more round of this. Air group files were extensively modified for Full RHS Scenarios 101, 103 and 105, and slightly modified for simplified scenarios 102 and 104. This because Japanese trainer organization was revised to reflect lessons learned, and to simplify player management. Most significantly, the vast majority of trainer units were 9999ed out - including all small ones - in favor of larger ones that work better with code. The old RHS trainer OB was literal - my favorite way - but now it is semi-abstract because that will work better. See attached essay or the text below. All Winter pwhexe.dat files were revised with eratta fixing the Tsugaru Strait, a hexside change preventing walking between two islands by an improper route in the Visayas, and upgrading a secondary road at Canton which was somehow recoded as a trail. To this standard all other files will be updated, Fall season first (because it is the most out of sync, except for the Fall 1942 file, which was the last file updated. There will be more of these pwhexe updates until all are revised - mostly so the map art maker has a reliable standard to work with. The Royal Thai Phayap Army (controlling most of the nations ground forces for the invasion of Burma) was added. A few technical OB corrections were made to the RTA units. The most extensive work was done related to training air units (for Japan) - reducing the number of such units needing to be managed - and reassigning aircraft for some (where primary trainers had been used - these are now gone - and the art for them is dropped from the request list. For details see below. AE Aircraft Trainers and Training Units Nominally, there are no trainers nor training units in AE. De facto, both side have trainers in line air units when these were historically used for search, reconnaissance, or emergency fighters or bombers. As well, the Japanese have training air units with trainers when these served in the Kamakaze role – this usually only in Downfall scenarios. RHS is no exception in all these respects – and Kamakaze units are only present in the (not completed full map) Downfall scenario (106). I was not aware until this week that in beta test form, AE experimented with using training units for Japan – but the code didn’t work as required and it was more or less abandoned. Experimentally, RHS re-introduced training air units in “Full RHS Scenarios” (those with odd numbers, 101, 103, 105 and the not quite completed 99 – which is issued for comments only). This is because the AE design more or less needs them, and because only if they exist do players have historical options (e.g. the decision in the Spring of 1945 to disband training units and dump their pilots into the pilot pools). Testing indicates there are several other functions of training air units. They are a good place to “store” aircraft which might be needed for combat later, but which will otherwise be scrapped if left in the pools. They provide a way to gain some control over the experience of pilots released into the pools and with specific skills. [The “release x pilots” mechanism in code works IF the pilots are above a certain experience level.] That said, if a historical order of battle is used, there is a lot of player management involved to achieve full benefit from these functions. As well, there are real problems with the way training units function which prevent a full simulation of the trainer order of battle. And it was found necessary to make training aircraft – and its supporting industry – automatic: otherwise players will divert trainer production to front line types and build no trainers at all. In “Simplified RHS Scenarios” (those with even numbers, 102, 104 and the future 106) – there are no training units and only 10% of trainer pools and production occurs (unless a player wants to spend engines and aircraft production capacity to build a model for some reason). This simulates the ability of the military to use training aircraft for military missions in an emergency – if they are useful. [Scenario 106 also will have trainers as modified for kamikaze missions and some trainer units on the dates they went over to kamikaze operations.] Two years of testing and analysis has demonstrated it is possible to both simplify the training organizations (and the player time needed to manage them) while better modeling the real world within the limits permitted by code. This simplification involves a few changes in the direction of what stock did: all primary trainers are being eliminated (losing pools and replacements for new game starts, and converting the primary trainer slots for other types over time), losing all but one civil training organization (the large scale DNKKK program for transport pilots is retained, as is its 1944 expansion to feed military pilots), and losing all training units of squadron size in favor of group size. The result is fewer types of aircraft to manage, dropping requirements for primary trainer art, and significantly less than half (possibly around a third) of the number of trainer units to manage. “Management” here means checking the air units to see if pilots are ready to “graduate” – a function which IMHO should be both automatic and controllable (by setting the experience level for graduation) – but code does not do that. Pilots should ideally train as a class, and graduate together. In game terms, they mainly do so as individuals or very small groups. Also, training units should operate at different levels of experience: one should go from basic trainer to intermediate trainer to advanced trainer or crew trainer and then to type trainer (although this latter may be considered to be operational units of second string). But in practice a single training unit works until pilots are “ready” to go into the general pools. AE Aircraft Trainers and Training Units Page 2 What is possible is to create a semi-abstract training organization. Basic trainers may be assumed to be present in all schools for various reasons, and in practice this is often the case. Schools that are pure training units all end up operating on a similar basis. Keeping them with “appropriate” aircraft is not really required, but good for flavor. Still – if you need to “hide” some planes from the pools (lest they be scrapped) but don’t want them in line units just now – you may convert a training unit to use them – and either let it fly (gaining pilot experience but losing a few to attrition) or suspend training (so there is no attrition loss). As well, if you assign an appropriate type, you will be able to control the kind of training you give pilots in the unit – if you want to focus on some particular skill (e.g. ASW or airfield attack) for medium term benefit of your air forces. Initial aircraft assignments will generally be intermediate trainers, crew trainers or obsolete or specialized combat trainers (indicated by the suffix K in naval services). The initial experience levels really only determine how long it will take before code begins to release pilots – all units end up the same in that respect. But at game start, it is the specialist advanced training units (with the most experience) that will begin to release pilots “soon” – while the least experienced (those with intermediate trainers) will take the longest to start dumping into the pools. Because trainers are “free” (unless you want more than history), you also will tend to keep intermediate trainers in use – since there may not be enough other aircraft to fill all the training units. But it isn’t actually required by the code to use a particular plane in a particular unit. Except for the name and service of a unit, it may be hard to know what the function of the unit really was? If you want to keep it strictly historical, respect the initial type assignment – and replace it appropriately. But it is all semi-abstract – and it will work to train pilots regardless of what planes are assigned. Because the “graduation” rate is determined on a divide by 30 basis, and because the “get 10 new pilots” is the only way to get new pilots into a training unit, RHS now has all training units set as a multiple of 10, often 30. Larger units may be 50 or 60. Many start at 30 (group) and expand to 60 at a squadrons (now not in the OB) may have notes indicating what group they were assigned to? By not having a lot of small units, player management is simplified. And the chances you will have graduates when you look at a unit are much better if it has 30 pilots.
< Message edited by el cid again -- 7/25/2015 6:39:54 AM >
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