RHS Level I Updates Suspended

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Dili
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RE: Why RHS Aircraft are Different? & update 1.04 Level I

Post by Dili »

Unfortunately Francillon from my experience with Italian planes is not a reliable source.

Without weights calculations(empty+ crew+ fuel+ oil+ internal weapons+ radio and auxiliaries+ external weapons) the performance numbers of attack aircraft -pure fighters are more difficult to mess up since not much can change- there is no reliable source available except mission profiles and manual data.
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traskott
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RE: Why RHS Aircraft are Different? & update 1.04 Level I

Post by traskott »

Hi, sorry, but where can I find all the files for this scenario?

Thanks [:)]
el cid again
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RE: Why RHS Update 1.05 Level I (pwhex)

Post by el cid again »

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

I am doing my "real job" - working on what amounts to the electronic map,
bringing it into sync with both the location file and the map art players see.
There will be a number of these until (a) all the pwhexe files are up to current
standard and (b) the 'current standard' is fully defined and eratta free.

Here we have revised the map in the NE map edge area slightly. Fort Smith
is no longer a (near) map edge entry hex - and its victory point value has been
reduced to 1. This is because it now can be supplied (with great difficulty) from
Alberta - at least in Monsoon and Fall seasons - by river means. I was able to
clear up some confusion about where things are (and what they were called in
WW2) and discovered the entire LOC is indeed in the original map art done by
Andrew Brown.

I had intended to connect Fort Smith by off map links to other locations - but this presentation is superior - as its real connections were to Alberta - and they are on the actual map.


The last couple of pwhexe.dat file releases had problems with the Spring season files - these are all corrected here. The Monsoon files and the JES Fall files are next up to bring up to standard. The 42FALL file is completely up to date and even has the inland navigation by Fort Smith worked in.

While working on this, I reworked remote Canadian locations generally, moved
and/or renamed some, and revised their local industry based on better data. This is a remarkably undeveloped region and FAR more difficult to supply overland than players probably realize. An invasion down the Mackenzie River (controlling its
Arctic Ocean approach might well be impossible to dislodge, although it better bring its own supplies: there is very little to capture!

The major flaw in map art is the presence of the Mackenzie Highway. Although construction began in 1938, it was suspended in 1939 and the road was not finished until 1949. Then it was built as a primary road (although sections remain difficult to this day). I am presenting two variations of it: strictly historical scenarios will get the Southern portion, a bit more each year, as primary road; Japan Enhanced Scenarios will get the entire road as a military road (secondary road) by 1944.

A very peculiar feature of the map in this area is the portage between Fort Smith and nearby Fort Fitzgerald (which is essentially abandoned today). In the end I put it in to prevent an invading force from being able to sail all the way South to the rail heads. But it means very few resources can move in or out of the area. And it means that the historical dependence on air transport for supplies is duplicated in game terms (explaining why all those civil Canadian and US airliners organized for military duty).

I also learned that the CANOL (Canadian Oil) Project completed by spring, 1944 rather than 1945. These and other changes are documented in the RHS Seasonal Construction report, an MS Word document under the RHS (Documentation) folder.
Note the CANOL Project is ONLY present in strictly historical scenarios. JES scenarios instead develop oil (and move the very same refinery from Texas) to Kenai, Alaska (something considered historically as a cheaper alternative).

There is more review of locations. This sometimes changes names or local industry, because I learned something. Those reworked here are mostly on Sumatra and in China, and Canada's Yukon and Northwest Territories, and Alberta Province. Although a few places actually gained in industry and stocks, the general trend is a slight decline - in particular as I get more date corrected population and industrial data.

Some reported eratta were corrected. I have reworked the air groups for Chitose and Chiyoda - entirely abandoning the stock system (which uses hard code). Historical scenarios continue to present these ships as seaplane carriers able to convert to aircraft carriers. However, they get the CVL air groups on the date they commissioned historically as land based air units which are carrier qualified. This may or may not correspond to the date the carriers complete conversion. The seaplane groups then go ashore or to other vessels. A few land units and air groups and aircraft had minor erratta corrected - details of which I no longer remember. As usual, when I work a record, I generally rework it for Scenario 106 - so it has 1945 rather than 1941 information. Scenario 106 is not done - and only exists as a test bed for late war things at this time. But some day all the records will be done!

Here we are working on RHS Level I - which is to say - with stock maps. Most map edge development will be done in RHS Level II and won't affect Level I. But before proceeding to do that, I intend to get Level I completely functional in all respects. It is the foundation on which Level II will be built. This means that, as we define the standard, more and more of the map is "frozen" and no longer subject to review and revision - except for correcting actual eratta. However, a few minor "off map" things may be worked into Level I files - in particular better links if they can be made. [This may correct suspected errors in transit times, and provide more routes or more entry-exit zones where they should exist.]






el cid again
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RE: Why RHS Aircraft are Different? & update 1.04 Level I

Post by el cid again »

Francillon is the definitive source. He worked with original records. He was put on the short list by
my "boss" when developing Japanese aircraft for CHS (which eventually turned into RHS) - the future AE
senior programmer Joe Wilkerson (who is also an amateur historian). I myself studied historical aircraft
data in Japan at the National Diet Library and at the Mitsubishi Aviation Museum. I have my own data base
as well a large collection of books and documents. There is no doubt we know things today Francillion did
not know when he wrote. But his Aircraft of the Pacific War remains the "bible" on the subject. If you
know of anything as comprehensive and detailed which you regard as more accurate - please advise me what it
is? Regardless of language or price - I will get it.

I worked at (not for, but rather for sub contractors, as a resident computer engineer) Boeing in the 1980s.
I doubt we disagree about the need to have weights in order to determine aircraft performance. As well, IMHO
one needs to know TYPICAL loads - we can only present players with two options (standard and extended ranges).
There is NO provision for what I call "maximum load range" in code, although in some cases (a plane that carries
one torpedo) "normal range" and "maximum load range" are identical. But a typical bomber has no less than three
operationally significant ranges in addition to "ferry range" (which more or less is transfer range in game terms).
I call them maximum load range, normal load range and minimum load range. It also matters a great deal if the load
is internal or external. I try to present players with as many options as possible - sometimes presenting the
same airframe in a different form. Thus the F1M2 Pete has three different forms: a recon plane, a float dive bomber
and a float fighter. IRL the very same F1M2 could perform all the missions these three types can - but code won't
allow it. Stock chose to present one kind of F1M2 and deny players all the other missions. I try to give em all
the real options. And the range changes - not because tankage changes - but because different mission profiles
and payloads change range. Only the transfer range remains constant.

One problem is inconsistent data standards. It is a big problem. If you do NOT have ONE source - the very same plane
often has DIFFERENT ranges, weights, etc. It is generally better to use data to a uniform standard when trying
to do a simulation.
ORIGINAL: Dili

Unfortunately Francillon from my experience with Italian planes is not a reliable source.

Without weights calculations(empty+ crew+ fuel+ oil+ internal weapons+ radio and auxiliaries+ external weapons) the performance numbers of attack aircraft -pure fighters are more difficult to mess up since not much can change- there is no reliable source available except mission profiles and manual data.
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Yaab
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RE: Why RHS Aircraft are Different? & update 1.04 Level I

Post by Yaab »

Disk1.cab error appeared in the latest installer.
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zuluhour
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RE: Why RHS Aircraft are Different? & update 1.04 Level I

Post by zuluhour »

I have never stopped in here before, but I must say I am extremely interested in what you are doing.
el cid again
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RE: RHS MicroUpdate 1.06 Level I (minor ships)

Post by el cid again »

Level I Update 1.15
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This update involves a great deal of very minor data. It substantially involves only class, ship and location files, and slightly modifies device files, as far as I remember.
There are probably no changes to art or pwhexe or other files since 1.05.

I wanted to clear up some technical matters related to reloading mines, but only indirectly got there. Along the way I noticed that ALL Japanese minesweepers did not have properly implemented RHS type depth charge devices. While the devices were indeed RHS, they were generally duplicated (a legacy of stocks methodology) and had facings other than "all directions" - which is the RHS SOP. [That is because in RHS DC are dropped in patterns, these are area weapons going in all directions from the "datum point" and there is only one shot per pass. A datum point is the calculated position of the target in x and y terms on the surface of the ocean. A DC run involves dropping BEFORE you reach that point in the sea, dropping AT that point as well, and then dropping for a while afterward. IF you have DC Throwers, you ALSO throw to both sides in all three cases - before, at and after reaching the datum point. Most DC patterns are rectangular, rather than circular, although the most simple are pure lines (with tiny numbers and small chance of success). The French use a variation - dropping large DC in a line and throwing small DC on the sides - typically two each - a wholly inadequate pattern based on pre war assumptions which didn't get developed during the war. For most navies, pattern size increased over time. In RHS the Japanese end up using patterns of 18 on their specialized large Escorts, while the Allies end up with patterns of 28 on DE type vessels.]

Working on these minesweeper classes, I figured out for the first time that they were generally dual role vessels. Not quite always. Early post WWI vessels were dual MS or minelayers. So were some late war classes. Other classes were eventually wholly converted to pure escort vessels. And the little auxiliaries were a whole lot more complicated a matter. Among other things, I figured out that I had confused the W-101 and W-102 with Wa-101 and Wa-102, so I never added the W-101 class vessels in spite of defining it! These ships were British RN in origin, captured at Hong Kong, and completed with Japanese guns. The Wa series were Dutch in origin, captured and rearmed, and a total of seven were commissioned.

Examination of the minor vessels revealed numbers of issues. And one new idea! STOCK introduced the concept of the very same ship on both sides, and unless some mod deleted them we all have always used such! But it did so improperly - the physically identical ships (with different names) do not have the same physical data (size, speed, range, name it)! So part of this rework is to rework the NEI Government Marine Djember class - and so name it that players or modders can tell even the Japanese vessels were of that origin. And to make their size, speed and durability match! The thinking seems to have been that there were a significant number of these total, and a significant number captured. In game terms it does not matter which get captured? If a given vessel sinks or survives, it can be assumed that a different one was captured in the same game. Crude but probably better simulation than pretending none were captured. This differs from former RHS practice - we only let you have captured ships NOT in actual service when the war begins - generally on the day they were commissioned by the Japanese. This is going into the hopper for possible use in other cases, if any exist, where numbers of a class were captured, so the same statistical logic would apply.

The larger problem was that minor vessels of Japanese origin were merchant in origin, and could be converted to several forms: minelayers, minesweepers, minefield tenders, patrol boats, transports or, rarely, ammunition ships. To that add the complexity that larger ones could carry large or small naval mines. Getting all that cross connecting data sorted out was a chore! Still worse, stock data, which generally survived in RHS, was very sloppy about the form the vessel had in 1941 (often you get the vessel in its converted form at the start of the game),
when the vessel was sunk, and where the vessel was at? We have more than a few cases of "sunk" vessels (in stock and therefore in RHS) which in fact were surrendered and served Allied navies until 1948! Others sunk in 1944 that sank in 1942, or vice versa! That kind of stuff meant every vessel had to be researched and revised - not whole classes as a group. Because the vessel's at start class might well be different. At the same time I worked in 1945 data for the future Downfall scenario - which often differs from the 1941 data. The final major issue was armament. Many stock merchant vessels are grossly overarmed in 1941 terms, and many preserve that in RHS (having not been reworked). [This is an even bigger problem for the Allies - but I have not yet substantially addressed it.] Doing this part of the work, I discovered uses for new devices I had added in great numbers. These come in two forms:
(1) I added "short guns" (similar in principle to the 5 inch 25 caliber on early war US battleships, cruisers and carriers, although sometimes even shorter with even less performance); and (2) dual, triple and quad machine gun mountings. In RHS, these devices do NOT use the AE/WITP principle of "number of guns on bearing times rate of fire" - but instead "the square root of number of guns times rate of fire" - because that is a better statistical model for weapons using the same aimer. I had added the devices, but only rarely used them on classes - often not knowing what classes to use them on? This work revealed that the merchant vessel forms of these minor vessels, if small, virtually always used the '8 cm short gun' (which was misinterpreted generally as a DP or AA gun in the 75 or 76 mm range, of which there are half a dozen in Japanese service). Some of the support vessels - ACM in particular - also used these weapons. Japanese short guns are technically dual purpose, but extremely limited in range and ceiling - with very low rates of fire. Here for the first time we have numbers of vessels using both classes of devices. Over time I will replace ALL dual, triple and quad MG in all navies with such devices - because it is better simulation (although it reduces the effect of large numbers of MG on a ship: a quad mount is only worth two singles, a dual mount is worth 1.4 singles, etc). At the end, I also reworked numbers of Japanese merchant vessels with respect to these devices as well - changing them in batches by class rather than reviewing every vessel individually (so any errors in sunk date or vessel form, if any, remain).

Apart from massive effort on minor naval vessels, generally minesweepers or their sisters no matter how classified, I worked on locations. This work included feedback from a European team member devoted to AI and Scenario 102 (his work will also apply to the future Downfall Scenario) - and in fact it also affects ALL scenarios to some degree. He objected to, and eventually got, me to reclassify San Bernidino as not being a map edge location, and not getting "free supplies" (a term inclusive of oil, fuel and resources) in 2000 ton "trainloads" as it used to. This mainly because the location can be isolated and the "trains would still run." [I do not consider it likely Japan will get East of San Bernidino, but he is right in theory.] Also because his testing showed the reason we added those supplies no longer exists - the Allies are not desperate for supplies in the ports of embarcation any more (if they do not try to repair every kind of industry at once in Southern California). Because we no longer need them, and technically so the place can be surrounded or captured (capture was impossible if a large force camped out with massive supply appearing daily), the location is reduced to a one victory point (for the Allies - 10 for Japan because it is a times ten area) location - no longer a three (or 30) point location. Consideration was given to doing the same thing to Ogden, but it turns out it IS map edge with a RR you cannot even see - and it WOULD keep getting those trains no matter what. Other near map edge locations were reworked - mainly to reduce starting stocks of supplies and resources to the new RHS standards.

Other locations were reworked (generally every location above 1100 is reviewed, and numbers below that also are if the location came up for any reason - particularly if the eratta hunter spotted something there).

A different change relates to the French and Chinese 'political sections.' These devices, borrowed because Mifune pointed out how well they would work for a limited RHS purpose (Treespider created them for a different reason), did prevent locations from "changing sides" without being occupied (where for any reason that is a good idea). But when "wiped out" they reappeared and were then useless (but consuming supplies) because they are static. We modified the formation they point at so they return WITHOUT the static device - and can then be used wherever the player sends them. A few other LCU got technical changes, generally reported by the eratta hunter or by test games, to fix eratta of minor kinds.

There should be one more round of this sort of thing, re Japanese minelayers and Allied minelayers in particular, and probably also Allied merchant vessels. And I need to bring more pwhexe files up to current standard. When I am done the problem of rearming minecraft will generally (but not quite universally) be solved. Some cases exist where the vessel cannot be rearmed - and one case exists where USN never used its one set of mines (USS Argonaut!) - never mind they were designed to complicate minesweeping if laid with other types of mines. I let you convert her to a transport (her historical fate) - OR lay the mines and then convert her - your choice. But you cannot convert her back to "reload the mines." For most other cases, in RHS, you can convert a minelaying vessel to another form (either with different mines, or possibly to a minesweeper) - and then convert it back if you wish - with delays of one day (because the real ships had alternate forms involving mounting and dismounting a small amount of deck gear). I mention this because, if I did not, you might not grasp minelayers can (or soon will be) able to be rearmed even if the game refuses to do so as it should. [This issue generally does not apply to submarines, which can rearm in a suitable port of suitable nationality, with sufficient supplies and size.]

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anglonorman
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RE: RHS MicroUpdate 1.06 Level I (minor ships)

Post by anglonorman »

Sid,

Does, 1.06 include all previous versions of RHS?

If not is there an update that includes all previous versions including the 1.06?
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Yaab
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RE: RHS MicroUpdate 1.06 Level I (minor ships)

Post by Yaab »

From my understanding, RHS 1.06 is a comprehensive update and includes all previous versions.
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RE: RHS MicroUpdate 1.06 Level I (minor ships)

Post by anglonorman »

Thanks for the reply. The reason I asked was that I installed 1.06 over the stock map and noticed Baguio City in the Philippines was not there though Sid mentions its been added in previous versions.
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Yaab
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RE: RHS MicroUpdate 1.06 Level I (minor ships)

Post by Yaab »

I have just checked scen 102 and Baguio City (id 636) is there.

Make sure you install WITP:AE in C:\RHS\War in the Pacific Admiral's Edition, then run the installer and install the mod in C:\RHS\War in the Pacific Admiral's Edition.

If Baguio City is still not there, then unload the installer to some other folder i.e create C:\RHS\War in the Pacific Admiral's Edition\! Manual RHS files and then copy the files (ART,SCEN etc) from that folder to the main WITP:AE folder.

Also, make sure the pwhexe.dat file from the PWHEXE RHS folder is copied to the main WITP:AE folder. You just may have an outdated pwhexe.dat file. The one from RHS 1.06 is dated 20.10.2015.

Hope it helps.
el cid again
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RE: RHS MicroUpdate 1.07 Level I (pwhex, locations, ships)

Post by el cid again »

Level I Update 1.15
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This is an incremental update for RHS Level I scenarios. It corrected some pwhexe.dat eratta, and got the JES Fall version in sync with the standard Fall version.
Some work was done on how to modify the pwlink.dat file such that additional off map links will become active. This may be possible in Level I. First, to learn how to do it. Second, because it helps supply and/or unit movements by the Allies. These changes will be very minor - moving from existing map entry points - where reveal codes (R and Y keys) indicate there are roads and railroads.

Locations were reviewed from 1100 down to under 1000. These mainly affected rural Canada, New Zealand, the South Seas, the NEI and China. Island development, in particular in the area near New Guinea and Rabaul, was extensive - because both sides developed bases - and considered developing others. As well, most of these projects used local labor and materials - implying a certain amount of local economy. I also found a new set of major air bases in the South Seas - a contingency developed by the allies - a series of 10,000 foot runways. These generally in locations missing from stock, or if present, with nothing like level 7 airfield build potential. I solved the problem of insufficient resources in New Zealand in tests. It was because of too much industry at several points. Originally I used information related to each location - but that was misleading because of much development since WW2. As new data reduced populations, I did not always reduce the industry with it (they are tied together in most places). Resources, got reduced consistent with the area of the hex on land and the population in the hex - but if industry was not similarly reduced - it continued to demand resources. A few other locations changed names, and one moved. The Canadian base at Aliford Bay was in the wrong hex (since stock), and faced the wrong direction in terms of access to the sea. Moving it one hex is both more correct in terms of map art and fixes the direction of access problem (but only in new games - old ones will keep the present/stock location).

Location work caused me to notice some unit issues in the New Zealand land units, mainly base forces. The stock settings of 50 % disabled, 50% fatigue and no planning were still present - which values are generally inappropriate. Planning for 1941 scenarios should be about 50%, and for 1945 Scenario 106 100%. Fatigue and disabled values should be about 5% - with the addition that some types of squads are disabled manually in the record (generally militia guards, some AA weapons, and sometimes half the aviation support squads). These latter values were already present - so 50% disabled reduced the units to horrible states.

Ship work continued, mainly to complete the Japanese minelayers. The most important of these changes was to Shiretaka. She ceased to be a minelayer altogether before the Pacific War began - and so now is entirely redefined as an escort. Another problem was Mizuho in strictly historical scenarios was available too late in time - it had the date used in JES scenarios (where she is in another form and in the yards when the war begins). Oddly, work on Lord Howe Island revealed the odd case of Kainan Maru - missing from stock and all mods. She was built in 1911, but sold to Japan in 1939! Not an impressive ship, she was a cargo-passenger ship mainly devoted to supporting the Lord Howe settlement. A few other Japanese ship classes were reworked to use the twin and triple 25 mm (and similar 13.2 mm) devices - which reduces their light AA value (by the square root of the number of tubes in the device). There are two reasons for this. One is mathmetical. The other is that the twin and triple 25 mm trained too slow to be effective even if the operator had the discipline to hold his fire until his lead was perfect: unless it was a nearly constant bearing, decreasing range target, he had a very hard time moving the heavy mount fast enough to get the correct lead. So the larger mountings should not be treated as a linear improvement in effective firepower terms. A few location eratta reported by our European eratta hunter were also corrected - but I don't remember the details.

There may have been a device change or two. There were no other changes.

A number of locations (below 1000) remain to be reviewed. Allied minelayers still need to be reworked. Monsoon pwhexe.dat files need to be brought up to current standard. When these things are done, development will shift to Level II - mainly map related.





el cid again
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RE: RHS MicroUpdate 1.08 Level I (pwhex, locations, ships)

Post by el cid again »

Level I Update 1.15
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

The Monsoon pwhexe.dat files were brought up to standard. Fall and Monsoon pwhexe.dat files (which are the only ones affected) also add Fort McMurray, Alberta as a functional (seasonal) port on the interior river system (otherwise fed from ports along a different river). This only affects full RHS scenarios (those with odd numbers) - even numbered ones do not have interior river ships (unless you create landing craft or PT boats on them).

Some minor out year ships were added on the Canadian river systems, ending in 1944, after which no invasion of the Canadian interior is feasible. A few additional Japanese classes were reworked with respect to twin, triple and quad light AA mountings. I think the last Japanese minelayers were reworked as well. Review of classes catches a small amount of eratta.

Locations between 950 and 1000 were reworked. These mainly affect the Solomans/Bismarcks area, New Guinea and Australia. Careful attention is being paid to each point to get infrastructure, industry, stocks and potential builds correct. Generally most locations are losing industry, infrastructure and stocks - except when they gain them. It is astonishing how undeveloped rural Canada, rural Australia and the South Pacific are - and this trend continues. Because of inadequate road and railroad capacity, Australia in particular has problems getting enough resources to the major production centers. As well, it produces very little oil, so it must be imported. New Zealand did not build an oil refinery until after WW2, so it must import fuel, and cannot use oil at all. China and India are generally going to consume more local resources, but will still be able to export considerable quantities. Numbers of things have been done to make movement of resources (etc) as automatic as possible - but where adjacent port, road and railroad mechanisms are not enough, players need to move things from where they accumulate to where they are needed by ship. Players also can turn stockpiling on and off to assist the engine to understand where it should collect or disperse things? Review of locations catches some eratta and omissions. Australia picked up three base forces and some airfield development.

The next stage is to update out year pwhexe.dat files, complete the location review, update ships with respect to minor AAA, and to try to catch eratta generally. This time we found one aircraft with the wrong "national" (service) classification.
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RE: RHS MicroUpdate 1.08 Level I (pwhex, locations, ships)

Post by anglonorman »

Thanks Yaab,

I was looking at my other install non RHS.

So just to confirm the RHS Mod works only with the original map?

David.
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Yaab
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RE: RHS MicroUpdate 1.08 Level I (pwhex, locations, ships)

Post by Yaab »

Yes, RHS uses the stock map.
el cid again
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RE: RHS MicroUpdate 1.08 Level I (locations, LCU)

Post by el cid again »

Level I Update 1.15
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This is primarily an update of the location files. It includes a tiny bit of eratta affecting aircraft files (dates of production), leaders (two new Portugese officers), and maybe a device or two. There are probably no new pwhexe.dat files, but all were recopied into the installer to insure they are current. There are two revised documentation files - seasonal construction and urban hexes defined - slightly revised.

Mainly locations were reviewed in the range 807-899. These in turn mainly affect Australia and India. These are focused on getting data correct - the period name - the potential build for airfields and ports - the industry present or potentially present - and the starting stocks. However, sometimes this work leads to discovery of LCU issues. Several airfields were eliminated - and if base forces were present - they moved. Australia picked up a couple more base forces. India gained a good deal of industry. That means India will tend not to accumulate so many resources. Australia, on the other hand, probably lost resources as well as industry.

Over time the "rules" used to calculate industry and stocks have evolved. This update is the last one - intended to insure all locations consistently use the same standards. The rules have become more sophisticated, dealing with both normal and exceptional situations (e.g. the Allies sometimes minimized stocks to prevent their capture).

The next update - 1.10 - will be the dividing point between RHS Level I and RHS Level II. Location development will then proceed as Level II, mainly related to off map locations and links to the map edge. For now it will continue to use stock maps, but the RHS maps in development will eventually be issued as RHS Level II map art. As well, there will eventually be different pwhexe.dat, pwlink.dat and pwzone.dat files for Level II (they go hand in hand). [Devices, ships, leaders and aircraft will remain common.] RHS installers will be issued as Level I or Level II from now on. Level I lost scenario 99 - but it will appear as 129 in Level II. Level II will not have a scenario corresponding to 106 - 106 will be the only Downfall scenario - there being no need in 1945 for extensive off map development.

What remains is to review the locations below 807 which have not already been updated. I very much like the way the "final" product is shaping up. There have been few surprises, and these mainly in what was not developed in 1941.

There was one surprise. Once again development of the Portugese Empire required expansion. Diu (already on the RHS map) needed to be reclassified as Portugese, and given its garrison. [Surprisingly, that garrison, a few years after WW2, successfully repulsed the first two attacks by vastly superior Indian forces. The airfield built after the war permits us to know the potential airfield size for the hex.] Damon was no on the map at all - it is three hexes North of Bombay on the coast -
and has a similar tiny garrison. Both companies gained commanding officers - captains. FYI the French command options have been modified such that you now have a way to display all French & Portugese locations and/or units on the strategic display. They show up as blue. Portugal now has three locations in India, two on the island of Timor, and on in China. It also has a real warship - one historically sunk at Goa when India conquered it in the 1950s - probably the most famous Portugese warship in the 20th century. It should not normally be used for any purpose except escorting a ship (usually the Portugese Navy Angola) transporting the Timor Relief Battalion. Portugal is shown as Allied because ground units generally fought with the Allies in PTO - but naval units didn't. There is tension with the Imperial needs in the Atlantic theater, including serious security considerations making it not a good idea to antagonize Germany and its near ally Spain. All Portugese LCU are static unless released by Japanese attacks - except the Relief Battalion - whose mission it is to reach Timor if possible - or wait for 1945 - when it actually got there - to try again.

Because locations generally will not be reviewed again, this has been a very careful process - exploiting all I have learned about how to look up things (e.g. airfield build potential).

Sid











el cid again
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RE: RHS MicroUpdate 1.091 (eratta,LCU,locations)

Post by el cid again »

Level I Update 1.15
https://onedrive.live.com/redir?resid=3 ... file%2cmsi


This is a premature update in place of 1.10, which isn't completed. It is issued
mainly for players of AIO (AI Oriented) Scenario 102 - because it is substantially improved. The ship file had hundreds of minor vessels which should be absent from
all "simplified RHS" (i.e. even numbered) scenarios - either because they are schooners or ferries and/or because they are in landlocked waterways AI is unable to comprehend how to manage?

That said, there is also a bit of a surprise and an entire new national armed forces!
It seems that Tonga is quite a nation. It was and remains today the only independent hereditary kingdom of the Pacific, and the only nation not conquered by anyone (although it is a protectorate of the UK). Tonga raised a defense force - after a secret protocol between the US, Australia, New Zealand and the UK agreed on priorities for a possible Pacific campaign in 1939. At the start of the war a battalion of troops, with New Zealand officers, stood to at Tongatapu. Eventually a second battalion was also raised. A similar force (about 2000 strong) was raised to fight with the New Zealand Army on the offensive - as part of the 16th Brigade - a unit itself wholly missing from stock, RHS and all mods I examined for OB data. This force went to Guadalcanal and the Solomans (during which one Tonga soldier won a medal from the US, and another from New Zealand). Here we have added this brigade as well as both local defense battalions - and both important port locations are now properly defined and defended. A US regiment, a US artillery unit, and a US AA unit are now properly planning for movement at game start (because the decision was made before the war began, by the aide to General Marshall, one major Eisenhauer).

There is also a bit of additional chrome. A European member of the RHS team reported on a peculiar Chinese copy of the Japanese Type 97 15 cm mortar, itself a copy of a Stokes model. Unable to match high technology, the Chinese were forced to make thick barrels - resulting in a no doubt heavier product - but it fired the same ammunition. It also was (understandably) mounted on a carriage. This explains why two units in the NRA (National Revolutionary Army = ROC) were independent heavy mortar regiments? This device, and the conversion of those existing regiments to use it, will backfit into ongoing games.

There was also one obscure minor vessel - due to a typo - stuck at a location in the middle of India. It now is back on the Irrawaddy where it belongs.

I failed to report last time that numbers of Allied base forces traded in improper artillery spotters for aircraft spotters. More of this will be incorporated in the next update as well.

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

RE: RHS MicroUpdate 1.08 Level I (pwhex, locations, ships)

Post by el cid again »

Note however that RHS Level II will work with a new map system substantially similar to
the Extended Map system. There is an entire thread dedicated to RHS map development on which
you can see various schemes and samples. The map system is going to be the primary focus
of development more or less from now on. The maps will eventually change throughout the war -
and also seasonally - to reflect changes to infrastructure and also to indicate where navigation
changes. Right now you need to use reveal codes keys (R, Y, 1, etc) to see how things change
over time.

ORIGINAL: Daviddas

Thanks Yaab,

I was looking at my other install non RHS.

So just to confirm the RHS Mod works only with the original map?

David.
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS MicroUpdate 1.092 (eratta,LCU,locations)

Post by el cid again »

Level I Update 1.15
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

It primarily deals with locations and eratta more generally. While lower numbered locations have generally been well defined, many of them were done prior to the entire evolution of the "RHS Rules" for industry and stockpiles. These have become rather sophisticated, and include factors including capital investment, population, economic importance of the location, and political factors (e.g. some locations were prepared for occupation, and a few entirely evacuated with all industry disabled). As well, some eratta are detected, and some new data has become available. This time in particular locations were reworked in Burma, Ceylon, and the Philippines (this latter not done) with a few others from all over the map. While the pattern remains that some locations gained, the overall trend was a reduction in starting stocks, and often of industry as well (due to better methods of determining population and industry). A couple of locations were renamed.

A significant but unimportant bit of chrome is that the RHS Open Load Screen was modified. It was created by Cobra Aus in WITP days, but never had the Canadian flag used during WW2. [It used the modern Canadian flag instead.] I realized that having acquired art tools, and mastered them somewhat for aircraft art, I was able to copy the flag image onto the larger image. So here there is a new Open Load Screen file. It may or may not drop in the right place - depending on details of your installation. To insure you use it, copy the image from the RHS ART folder to the AE Art folder. This startup display has nine national flags - only Tonga and Portugal are omitted. Since Portugal is technically neutral, it should be missing. But I lack confidence at present to move four flags and add Tonga to the bottom row - which would give it five flags like the top row has. One day I will probably do that.

It is still the plan to complete these locations, then split Level II off from Level I development. I have decided to stop developing Level I altogether. For that reason,
the Downfall Scenario will also be added to Level II. Although it does not need the extended map system, it will need to continue development. Also, as it is new, it may as well have all the locations reworked. When Level II is issued, locations with workarounds will be reworked - because they no longer need to support ongoing games. At first, Level II will use the current maps. Over time, it will evolve to use the new map art and new map support files (pwhexe.dat, pwlink.dat and pwzone.dat). The "demise" of Level I is soon - although there will be a brief period of parallel development - after which all 100 series scenarios will be left as is in favor of the 120 series scenarios (which are Level II). A new thread will be started for Level II.



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

RE: RHS Level I Thread: Illowara Battery

Post by el cid again »

This appears to be missing from the game. In stock and in RHS and in several mods
I have looked at. FYI.

The Australian Army took over occupation of the Hill 60 area and the Aboriginal people living there were forcibly removed from the land and were never permitted to return to the Hill.[1][2]

Two large gun emplacements were constructed, housing BL 6 inch Mk XI guns and their shields held in storage from the decommissioned World War I cruisers HMAS Brisbane, Sydney and Melbourne. Two large tunnels were built and are steep in descent and have a small gauge tramway used for hauling shells to the guns located at the 2 gun emplacements.


https://en.wikipedia.org/wiki/Illowra_Battery

photo captions at address above
One of the other tunnels, this time looking downwards with another corridor to the left leading into the bunker complex
A concrete bunker is connected to the underground tunnel system.
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