RHS Level I Updates Suspended

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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Vipersp
Posts: 144
Joined: Sat Dec 06, 2014 1:07 am

RE: RHS Thread: Microupdate 7.263 (pwhex plus)

Post by Vipersp »

Hi CId,

Thanks for the fast reply;
As I said, Im ok with the art as it is now.
This MOD is already a masterpiece and Im very pleased with its balance and new feautures you added as the diffrent map styles for seasons and plenty of new bases;
Despite post quite few here in the forum I play AE only in PBEM with an old and trustable friend back the days of STEEL PANTHER AT WAR and WITP;
I even had contributed with scenrario design for SPWAW;
All that said I just want to thank you for such awesome work![&o]

el cid again
Posts: 16980
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Microupdate 7.263 (pwhex plus)

Post by el cid again »

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


On the subject of "new bases" - of course you mean "new to AE." Most of
them were added for significant cause. There are truly major bases built
during the war wholly absent from stock, cities with major populations
and significant industries, and more minor places which "explain" why
there is a road or railroad ending in that hex? Researching each, as
well as the "old" locations, to insure I got infrastructure, population
and industry correct, I learned that sometimes there was just "hope"
development would follow the railroad - so the locations are very sparse.
That happened in places as diverse as Siberia and Australia. Even so,
in game terms, these are places that permit strategic movement and might,
in some game situations, be important as bases (directly or for the
transfer of aircraft between different areas). Much of the work related
to bases is not obvious to players. To indicate the more important
findings, I put notes names in the place name - describing the major
local industry if the place is famous for that, or some unusual local
phenomena which was exploited in that era (e.g. natural gas, coal gas,
hydro power, etc.) Note that in RHS "oil wells" are oilwell/rubber plantation
- following a suggestion made in WITP days by Andrew Brown: we model rubber
as oil. If the number of "oilwells" is very small - say 1 to 3 - it means
the local industry is rubber plantations. Less obvious is that the most
important of resources shipped in PTO by weight was coal. [According to Parillo
fully 2/3 of Japan's imports by weight are coal.] So we consider "resources"
to include coal, or possibly wood (in an area where wood is fuel for local industry),
or peat (which is sort of halfway between coal and wood). At the same time,
we consider the "resources required" of industry to actually be the coal
(for HI) or wood/peat (for LI) used to power that industry. We have tried to
model the inputs needed for the economy to produce, and at the same time
give roads, railroads and ports a "job" in terms of moving resources. A "road
to nowhere" does not do that very well - adding locations permits that area
to contribute what it does contribute to the economy - even if it is small.
el cid again
Posts: 16980
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Microupdate 7.265 (air art plus)

Post by el cid again »

RHS Level I Technical Update 2.02
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

The focus of this update is Allied air art. This sometimes involved changing
existing bitmaps - to correct insignia - to "reverse" tops so they are in the
same direction as others on the Allied side - etc. Sometimes it involved using
new, correct bitmaps instead of sharing bitmaps. I found some art in the
common art project we were not using, other art on the web, or art I could
use if modified. The Allies have a good deal of shared art. Now we know
how many bitmaps we have used, we can "split up" the shared art a bit - rendering
more correct art in important cases. Related to this we changed aircraft files,
mainly in re pointers at air art. A couple of cases involved new records
entirely - and there will be more of this in a few days. This is more or less a
top down review - so many of the changed cases are CAF. Also related to
this are changes to air art documentation files - both to reflect these changes -
and also to reflect changes already done still called for in the documentation.
The CAF Hawk III, CAF V-93S and CAF Wapati all have Chinese insignia.
[The CAF Hawk II shares Hawk III art; the CAF Wapati now has its own
record and does not share the pool with RAF]. The Ju-52 top now faces the
same direction as other Allied planes do. The USAAF P-66 got its own art. So
did the RAF Spearfish. Some other types got cleaned up insignia or added
insignia.

The ship class file was updated because of a reported pointer problem - it
was missing and 0 automatically becomes IJN Yamato art! Two pointers were
fixed.

The location file was updated with respect to two locations in Japan - entirely
related to industry and stockpiles.

Several pwhexe.dat files were repaired and two more were updated completely
to standard. Experimental work indicates that we may be able to add locations
in the map border area only using official mechanisms - links. It is unclear
if we can use the lower left corner for a mini map - but I am doubtful.
Vipersp
Posts: 144
Joined: Sat Dec 06, 2014 1:07 am

RE: RHS Thread: Microupdate 7.265 (air art plus)

Post by Vipersp »

Hi Cid,

I found a problem with the 7th tank Regt (-)Battalion at Babo;
at its TOE I noticed a Mitsubishi Kasai/1430... I cannot load this unit and it comes showing "merging" at Tokyo but no component can be found in the city;

Cheers

Viper
simcityrefund
Posts: 64
Joined: Mon May 11, 2015 6:23 am

RE: RHS Thread: Microupdate 7.265 (air art plus)

Post by simcityrefund »

how do i install this?
User avatar
Yaab
Posts: 5041
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

RE: RHS Thread: Microupdate 7.265 (air art plus)

Post by Yaab »


1. Create manually C:\RHS\War in the Pacific Admiral's Edition

2. Install WITP:AE into the C:\RHS\War in the Pacific Admiral's Edition

3. Download the latest RHS installer:

https://onedrive.live.com/redir?resid=3 ... file%2cmsi

4. Install the RHS installer in C:\RHS\War in the Pacific Admiral's Edition
User avatar
Adolf Galland
Posts: 43
Joined: Sun Dec 30, 2012 10:34 am

RE: RHS Thread: Microupdate 7.265 (air art plus)

Post by Adolf Galland »

Hallo cid

What do you think over the ki 50 (ju 88) in ground attack roll....

Idea: later improved variants by the Ki 50 with stronger defence weapons... (Mg 81Z,Mg131,Mks etc...)stronger enignes and bombload from 500kg-1000kg bombs ! or japanse typical 800 kg bomb (2 x 800 kg)with 28 x 50 kg bombs ?
The Ki 50 (ju 88) can carry normal 28 x 50 kg bombs in 2 x bomb bays not 10 x 50 kg....

ps: Beatty and Nell bomber made no Port attack (Manila) ?
el cid again
Posts: 16980
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Microupdate 7.266 (air art)

Post by el cid again »

7.27 update
https://onedrive.live.com/redir?resid=3 ... file%2cmsi


The focus of this update is Allied air art. This sometimes involved changing
existing bitmaps - to correct insignia - to "reverse" tops so they are in the
same direction as others on the Allied side - etc. Sometimes it involved using
new, correct bitmaps instead of sharing bitmaps. I found some art in the
common art project we were not using, other art on the web, or art I could
use if modified. The Allies have a good deal of shared art. Now we know
how many bitmaps we have used, we can "split up" the shared art a bit - rendering
more correct art in important cases. Related to this we changed aircraft files,
mainly in re pointers at air art. A couple of cases involved new records
entirely - and there will be more of this in a few days. This is more or less a
top down review - so many of the changed cases are CAF. Also related to
this are changes to air art documentation files - both to reflect these changes -
and also to reflect changes already done still called for in the documentation.
The CAF Hawk III, CAF V-93S and CAF Wapati all have Chinese insignia.
[The CAF Hawk II shares Hawk III art; the CAF Wapati now has its own
record and does not share the pool with RAF]. The Ju-52 top now faces the
same direction as other Allied planes do. The USAAF P-66 got its own art. So
did the RAF Spearfish. Some other types got cleaned up insignia or added
insignia.

The ship class file was updated because of a reported pointer problem - it
was missing and 0 automatically becomes IJN Yamato art! Two pointers were
fixed.

The location file was updated with respect to two locations in Japan - entirely
related to industry and stockpiles.

Several pwhexe.dat files were repaired and two more were updated completely
to standard. Experimental work indicates that we may be able to add locations
in the map border area only using official mechanisms - links. It is unclear
if we can use the lower left corner for a mini map - but I am doubtful.
el cid again
Posts: 16980
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Microupdate 7.265 (air art plus)

Post by el cid again »

This line is now revised - see below. There is a new one every few days (due
to art updates just now, and map updates after that).

Also, the installer is supposed to work with a standard install. If you use your
own folder, or if you have any problems, copy the content of the ART sub folder
to your game folder, the SCEN folder to your SCEN folder, and the file pwhexe.dat
from the PWHEXRHS sub folder to the top level AE folder. The RHS sub folder only
has documentation, but it may help understand things in detail. Also you may
email me.
ORIGINAL: Yaab


1. Create manually C:\RHS\War in the Pacific Admiral's Edition

2. Install WITP:AE into the C:\RHS\War in the Pacific Admiral's Edition

3. Download the latest RHS installer:

https://onedrive.live.com/redir?resid=3 ... file%2cmsi

4. Install the RHS installer in C:\RHS\War in the Pacific Admiral's Edition
el cid again
Posts: 16980
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Microupdate 7.265 (air art plus)

Post by el cid again »

ORIGINAL: Adolf Galland

Hallo cid

What do you think over the ki 50 (ju 88) in ground attack roll....

Idea: later improved variants by the Ki 50 with stronger defence weapons... (Mg 81Z,Mg131,Mks etc...)stronger enignes and bombload from 500kg-1000kg bombs ! or japanse typical 800 kg bomb (2 x 800 kg)with 28 x 50 kg bombs ?
The Ki 50 (ju 88) can carry normal 28 x 50 kg bombs in 2 x bomb bays not 10 x 50 kg....

ps: Beatty and Nell bomber made no Port attack (Manila) ?


The Ki-50 as such is the JAAF version of the Ju-88. It is only found in JES Scenarios
99 & 105. Note that two OTHER versions are found in ALL scenarios but with a Naval
designation Q1W1. Not often understood as such, this too is a peculiar Ju-88 variation
with very low power engines and specialized ASW sensors (radar and MAD). The Ki-50
was studied for use and even licensed by Japan. It is present as an option in most
versions only in non-strictly historical scenarios because it didn't make the cut.
IMHO the only version really important in game terms is the early night fighter one -
because no other night fighter is available so soon (even if it is MUCH later than
it was available in Germany, for technical reasons). Glad someone noticed it and likes
it. We have the A2, A5, A17, C6, D2 H1 and even one with the only AAM I know of in
any version of AE - the HS-298 being the first operational AAM in the world. [Not a
very good one, but still...]

871 Ki-50 Ib Janice NF Night Fighter [Ju-88 C6] 49 99&105
872 Ki-50 Id Janice RC Recon Aircraft [Ju-88D2 w cam] 49 99&105
873 Ki-50 IIb Janice NF Night Fighter [Ju-88G7 w radar] 203 99&105
874 Ki-50 I Janice DB Dive Bomber [Ju-88A5] 49 99&105
875 Ki-50 Ic Janice TB Torpedo Bomber [Ju-88A17] 49 99&105
.890 Ki-50 IId Janice RC Recon Acft [Ju-88H1 w 3xcam] 49 99&105
891 Ki-50 III Janice TB Torpedo Bomber [Ju-188 A2] 49 99&105 Bitmap w 2 torpedos
892 Ki-50 IIb + AAM NF Night Fighter w Hs-298 AAM 203 99&105 Bitmap w 2 AAM
el cid again
Posts: 16980
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Microupdate 7.265 (air art plus)

Post by el cid again »

This must not be on turn one. The 7th Ind Tank Regiment, IJA, is unit 4165. In Scenario 105
it starts at Cam Rahn Bay and is an element of the 2nd Tank Division. In Scenarios 101 to 104
it also is part of the same division, but that division may not form until it historically was,
in 1942. I DO show the data as corrupted in 101-104 - as you report. The device should be
motorized support squads. Correction to follow in a moment. it is a typo - the correct squad
is device 253 and the one entered (in 101-104 only) is 243 - the engine. If the unit is combined
into its division, it will automatically correct itself. If not - it will not correct except in
a new game - due to how code treats corrections.
ORIGINAL: Vipersp

Hi Cid,

I found a problem with the 7th tank Regt (-)Battalion at Babo;
at its TOE I noticed a Mitsubishi Kasai/1430... I cannot load this unit and it comes showing "merging" at Tokyo but no component can be found in the city;

Cheers

Viper
Vipersp
Posts: 144
Joined: Sat Dec 06, 2014 1:07 am

RE: RHS Thread: Microupdate 7.265 (air art plus)

Post by Vipersp »

Cid,

Yes I am testing scen 103 and game date is now 12/29/41;
I also noticed from two turns ago that the RTAF Hawk III plane in allied hands show its face rotated 180° during the air to air combat screen when facing my IJAF bombers over Allor Star base
el cid again
Posts: 16980
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Microupdate 7.2661 (eratum)

Post by el cid again »

7.27 update
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This corrects a single record in the device file in 101 to 104 only -
related to the 7th Independent Tank Regiment. It is otherwise identical to
the update 7.266 which was issued moments before.
simcityrefund
Posts: 64
Joined: Mon May 11, 2015 6:23 am

RE: RHS Thread: Microupdate 7.2661 (eratum)

Post by simcityrefund »

when i download this it cbecomes a ppt @,@ do you have an exe file?
Vipersp
Posts: 144
Joined: Sat Dec 06, 2014 1:07 am

RE: RHS Thread: Microupdate 7.2661 (eratum)

Post by Vipersp »

Cid,

Why the availability of the both Ku glider units and G7 Katana are displayed as 00-00?
The orientation of the RTAF Hawk III was corrected by the last patch
User avatar
Yaab
Posts: 5041
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

RE: RHS Thread: Microupdate 7.2661 (eratum)

Post by Yaab »

ORIGINAL: ifailmore

when i download this it cbecomes a ppt @,@ do you have an exe file?

When you download the file, it should read RHS Installer.msi.ppt. Just rename it to RHS Installer.msi and double-click it to install.
simcityrefund
Posts: 64
Joined: Mon May 11, 2015 6:23 am

RE: RHS Thread: Microupdate 7.2661 (eratum)

Post by simcityrefund »

is this mod for pbem only or can i play ai (what side prefered and or what scenarios)
User avatar
Yaab
Posts: 5041
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

RE: RHS Thread: Microupdate 7.2661 (eratum)

Post by Yaab »

The mod is for both PBEM and AI play. You can play as Allies against Japanese AI using scenario 102.
Vipersp
Posts: 144
Joined: Sat Dec 06, 2014 1:07 am

RE: RHS Thread: Microupdate 7.2661 (eratum)

Post by Vipersp »

Cid,

Scen 103, LCU 4490 and 4500 both RTAF units arrived at Tokyo despite I have their original destination base in japanese hands;
since they are [S][R] there is no way I can send them by ship to Tailand or even chenge their assigned HQ;
current game date 01/15/42;
el cid again
Posts: 16980
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Comprehensive Update 7.27

Post by el cid again »

7.27 update
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This update includes everything EXCEPT pwhexe.dat files - Spring and Fall
files (which exist and do include major additions like the Tea and Horse Caravan
Road, but not all eratta updates) still need to be done.

The original focus was on Allied aircraft art. But it led to work on Japanese air art,
land order of battle, leaders, pilots, and air groups!

The biggest change is cosmetic - my last set of Allied air art was significantly cleaned up by Mifune - who wants to have another go to clean it up still more. On top of his 'interim' cleanup I added a few more things, and also cleaned up a few bad pixels myself - and one misalignment (of top and alpha). Most of the work is on splitting shared art into separate art - either merely changing the markings - or adding
a missing type of art (getting rid of the nearest art standard almost entirely). This latter may survive only for technical one off cases - e.g. a Portugese Walrus may remain in wrong colors - probably French - assuming I add a French one - otherwise British. New types for most scenarios (all but 99), and even in 99 new art, exists for French Hawk 76s and French Spitfires. I wondered (having forgotten) if France intended to send troops to liberate Indochina: after finding they did, I was creating the LCU when I found them already in the OB! But the divisions lacked a formation - so I pointed them at the new formation I had just made. I also discovered my French Army materials identified their commanders - so I added them. I added a French fighter group - a peculiar joint British-French affair (with two different names - one for each - and pilots of both nations - and naval as well as air force) with a superb combat record. I wondered about the Yak-1 - and concluded that the Yak-1 itself was too critical to send to the East - but that the Yak-1b almost certainly got there (not immediately in spring 1942, but later). So I added it - and replaced the factory making Yak-3s with it - so the plane will appear in ongoing games - and that factory will automatically upgrade to the Yak-3 anyway. I learned that the Yak series is the most produced fighter of the war (not obvious since it has four different numbers!). It also has the peculiarity that the last model - the 3 - is lower than some of the interim models! The 3 is essentially a lightweight 1 with no external loads - the 1 carried
bombs - yielding astonishing maneuverability on the same engine. It was also both easy to fly and easy to maintain, and, unlike the 1, standardized and easy to produce. Most of the new art is for mundane - and often early war - aircraft - rendering more of the planes players see all the time in distinctive colors or in the correct art (instead of generically similar art). And most of the art looks better because of the subtle things Mifune does at the pixel level I don't yet grasp how to do.

We have all six air art filmstrips revised, all aircraft files revised, all air group files revised, all pilot, leader and location files revised as well. In addition there is a fairly substantial device rework. This is intended to address both aircraft devices (dates
etc) and replacement rates for units that never "flesh out" that should at least to some extent.

There will be one more round of air art based updates - but there are few left to consider doing. Mifune also wants to do still more cleanup.
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