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RE: RHS Design Theory: Seasonal Construction Revised

 
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RE: RHS Design Theory: Seasonal Construction Revised - 2/17/2013 11:23:35 AM   
el cid again

 

Posts: 14950
Joined: 10/10/2005
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Spring 1942

Monsoon 1942

Reactivation of minor RR on New Caledonia (1 hex NW from Noumea)

Fall 1942

Winter 1942

Completion of Iranian National RR spur (2 hexes E from Abadan/Khorramshahr)

Completion of ALCAN highway as pioneer road (segments of 10 trail hexes, 8 trail hexes, and upgrading of 4 winter tail hexes to year around trail in 3 segments between existing road and rail lines in Canada and Alaska);

Deconstruction of the Eastern Malaya RR.

Spring 1943

Upgrading of Whitehorse & Yukon RR to main line completed (2 hexes NW from Skagway)

Monsoon 1943

Road along Burma-Siam RR line completed (5 hexes SE from Ye)

Hunan-Guanzi RR [73/55 Monsoon 1943]

Winter 1943

Completion of Burma-Siam RR (5 hexes SE from Ye)

Completion of ALCAN highway as secondary road (segments of 10, 8 & 4 trail hexes upgraded to minor road)

Spring 1944

Monsoon 1944

Upgrading of Bengal & Assam RR to main line completed (15 hexes from existing line near Jessore to Ledo including major river bridging; 8 hex spur to Chittagong) [Takeover 1 March 1944; 59/34 & 59/35 washout in Monsoon until 1944; Entire line upgrades during Spring 1944! Before this year, 59/34 SE & 59/34 are destroyed every Monsoon season!]

Ledo Road completed to Myitkyina [upgrading 4 trail hexes to minor road) [Hex 64/39 Winter 1943; 64/40 Spring 1944; 63/41 & 64/42 Monsoon 1944].

Winter 1944

Completion of the Yellowhead Highway to Prince Rupert (as a Minor Road)

Ledo Road completed to existing Burma Road near Lashio (upgrading 3 more trail hexes between Myitkyina and Lashio). [63/43 & 63/44 Fall 1944; 62/45 & 63/46 Winter 1944]

Spring 1945

Completion of the CANOL road from Camp Canol, Northwest Territory to Whitehorse, Yukon. [188/23 trail Fall 42, SRD Winter 42; 189/24 trail Winter 42, SRD Spring 43; 189/25 trail Spring 43, SRD Monsoon 43; 190/26 trail Spring 43, SRD Fall 43; 189/27 SW, E trail Winter 43, SRD Monsoon 44; 190/27 NW,W trail Monsoon 44, SRD Spring 45; 189/28 SE, NE trail Monsoon 44, SRD Spring 45; 189/29 trail Monsoon 43, SRD Spring 44; 190/30 trail Monsoon 43, SRD Fall 43; 190/31 trail Winter/42, SRD Spring 43; 191/32 trail Fall 42; SRD Spring 43]

Completion of the Longhai Railway to Tanshui. [82/38 SE Fall 1943; 82/38 W Winter 1944; 81/38 Spring 1945]

Completion of Sovietskaya Gavan Railway (from Komsomolsk na Amur) [121/39 SE Spring 1944; 122/40 Monsoon 1944; 123/40 Fall 1944; 123/41 Winter 1944; 124/42 Spring 1945]

Fall 1945

Completion of Sumatra RR (aka 'the second death railway') [46/83 W & 45/84 NE Spring 1945; 45/83 E Monsoon 1945; 45/83 SW Fall 1945; Trail 46/83 W & 45/84 NE Monsoon 1944; 45/83 Fall 1944; SRD 46/83 & 45/84 Winter 1944; 45/83 Spring 1945]

ENH Series: Winter 1945, Spring 1946 and Monsoon 1946 (OPTIONAL)

Completion of Burma-Yunnan RR [62/46 E, 63/46, 63/45 SW, 68/46 NW Fall 1945; 63/45 E, 64/45, 65/45, 67/45, Winter 1945, 66/44, 67/44 Spring 1946] This RR was surveyed and begun in 1941. It generally follows the main road route of the area. It is metric gage and is easier to build through mountains than standard gage would be. This is also the gage of the RR connecting at both ends. This includes extending the primary road from Kunming NW all the way to the mountains as well.

Partial repair of the Kunming-Haiphong RR [68/50 SE Fall 1945; 68/51 NW Winter, 1945; 68/51 SW Spring 1945, 68/52 Monsoon 1945]

Completion of the Liuchow-Kweiyang RR [75/50 SW Fall 1945, 75/50 NW Winter 1945, 74/49 SE Spring 1946]
Early construction of the Kweiyang-Kunming RR. [71/48 NE, 74/49 SW Fall 1945; 71/47, 74/50 Winter 1945; 72/47, 73/50 Spring 1945; 72/48, 72/49 Monsoon 1945]

Upgrading ALCAN to primary road (25 minor road hexes upgraded IF construction not suspended as IRL) [182/30, 183/30, 184/30, 190/32 W, 191/33 E, 192/33, 197/31, 198/31, 199/31 W, 200/31, 201/31, 202/32 Winter 1944; 184/31, 185/32, 189/32, 193/32, 195/31, 196/31 Winter 1945; 185/32, 186/32, 187/32, 194/32, 194/31 Spring 1945]
Completion of the Longhai Railway to Lanzhou [81/34 SE, 81/38 NE Fall 1945; 81/37 SW, 81/35, 81/37 Winter 1945; 81/36 Monsoon 1946]

Completion of the Northern Alberta RR to Fort St John [204/35 W Fall 1945; 205/35 Winter 1945; 203/34 SE Spring 1946]

Completion of the Alice Springs to Birdum RR. This was surveyed from 1939 to 1942 by the Australian Army but never built. Entire line completes by Winter 1945.

Completion of the Mt Isa to Tenant Creek RR. This was surveyed in 1943 by the Australian Army but never built. Entire line completes by Winter 1945. Tenant Creek is on the Alice Springs to Birdum RR listed immediately above.
Partial Completion of the BAM: The Baikal Amur Mainline was not completed until 1991. The first two segments are on the map - Taishet to Bratsk and then to Ust Kut. The last segment is added in 1944-45 - Komsomolsk to Sovietskaya-Gavan. But MOST of the work on the rest was done in 1944-1946 - just not rendered usable in that era. This was a classic "death railway" - about 90% of the 150,000 German and Japanese POWs working on it (until 1954) died. This option shows what a maximum effort could have completed from Fall 1945 through the end of Monsoon 1946. RR Fall 45 107/12 SE & 107/13 NW/SE; Winter 45 108/14 NW/SW; Spring 46 107/15 NE/SE; Monsoon 46 108/16 NW/SE; Fall 45 121/39 NW; 121/38 SE/NW; Winter 45 120/37 SE,NW; 120/36 SE/W; Spring 46 119/36 E/NW; 118/35 SE/NE; Monsoon 46 118/34 SW/NW; 118/33 SW/NW]

House Rule: Do not repair the oil wells and refinery at Whitehorse, Yukon until May, 1945. These model the Canol pipeline and a refinery moved from Texas and it took until June, 1945 to get them fully operational. An ALTERNATE option is to repair the oilfields and oil refinery at Kenai, Alaska. This is probably not feasible in Winter (how could you move enough supplies to even begin?) - but it was a known option not taken (due to greater risk of Japanese capture). In strictly historical scenarios, there is not enough money to do both. If you fix Kenai, do not fix Whitehorse. In Scenario 105, it is an Allied option whether to allocate additional funds and do both?

Special Case: The Copper River RR is present in ALL versions of the pwhex files. It runs from Cordova, Alaska to Kennicot, a wholly undeveloped dot location. This RR was abandoned in 1938 when the copper mines were closed due to low copper prices. Other copper mines were reopened in WWII (for example in Michigan and in Montana). This copper mine can be reopened IF an Allied player moves engineer to the dot location along with lots of supplies – in which case the RR will function. The Million Dollar Bridge remained in tact until the 1964 earthquake. This location and RR may be ignore by any player who does not want to use them – and NOTHING will move along it – since there will be no production unless the damaged resources are repaired.

Special Case: The RR tunnel to Whittier Alaska is considered completed if you repair the port (it starts at zero). Because there is no way to have the rail line incomplete and still run its route - we simply have the Whittier hex not function as a port unless you fix it. There is an engineer unit in the hex to do that.
Special Rule: At the start of Fall, 1945 (i.e. after the historical end of WWII), the ALLIED player gets to decide if standard seasonal pwhexe.dat files will be used from then on? Standard files contain strictly historical construction data. The alternative is to use pwhexe.dat files with enhanced construction. The projects are indicated above. All were either contemplated and/or actually completed in time. They are a package deal - take all or none. Most of these projects are in or near China. The exception is the paving of the ALCAN highway.

Rejected historical case: The Haines "Highway" - if we blocked it in Winter and Monsoon, it is hardly worth having! The highway was built by the U.S. Army in 1943 as an alternate route from the Pacific Ocean to the Alaska Highway, in case the White Pass and Yukon Route railway from Skagway should be blocked. The total cost of the construction was US$13 million. In the first decades after the war, maintenance was spotty at best; the road was plagued with blizzards in winter and mudslides in summer, and for a time in the 1960s and 1970s, all vehicles traveling the highway were monitored on radio. Year-round access was not achieved until 1963.
Japan Enhanced Scenario [From Winter 1942] Optional Files

Eastern Malaya RR: Not deconstructed from Winter 1942. Instead, the Burma Siam RR is built with new rails.
North Borneo Road & Railroad Extension: Upgrading of trail to secondary road: 66/87 W, 65/87, 64/87E Winter 1942; 66/87 E, 67/87 Spring 1943; 69/86 SE, 69/87 NW Monsoon 1943; 70/88 NW Fall 1943; 70/88 SW 69/90 NE Spring 1944; 69/89 NE, SW Monsoon 1944; Minor RR 66/87 W Spring 1943; 65/87 E Monsoon 1943; 65/87 W Fall 1943; 64/87 E Winter 1943; 68/86 E Spring 1944; 69/86 W Monsoon 1944, 69/86 SE Fall 1944; 69/87 NW Winter 1944; 69/87 SE Spring 1945; 70/88 NW Monsoon 1945; 70/88 SE, 69/90 NE Fall 1945; 69/89 Winter 1945.

Indochina-Siam RR: Minor RR: 60/71 NW, 60/70, 59/69, 59/68 Entire Line Winter 1942.

Vientiane-Siam RR Extension: Minor RR 62/57 SW, 62/58 NE Entire extension Winter 1942.

South Sumatra RR West Extension: Minor RR 45/91 E, 46/91 W Entire extension Spring 1942.

South Samatra RR North Extension: Minor RR 48/91 NW Spring 1944; 48/90 NW, SE Monsoon 1944, 47/89 SE Fall 1944; 47/89 NE, 48/88 SW Winter 1944

Early Completion of Sumatra RR (aka 'the second death railway') [46/83 W & 45/84 NE Winter 1943; 45/83 Spring 1944; Trail 46/83 W & 45/84 NE Monsoon 1943; 45/83 Fall 1943; SRD 46/83 & 45/84 Fall 1943; 45/83 Winter 1943]
Completion of Nanning-Liuchow RR: Major RR 73/55 Winter 1942
.
Huangchow-Ningpo RR: Minor RR 90/55 SE, 91/56 NW Spring 1943; 91/56 E, 92/56 W Monsoon 1943.
Shou-Hsein RR: Minor RR: 88/49 SW, 88/50 NE Fall 1943.

Nanping RR: Minor RR: 87/56 SW, 86/57 NE Winter 1943.

Ichang RR: Minor RR: 84/49 NW, 84/48 Spring 1944, 83/48, 82/47 Monsoon 1944

Nanyang RR: Minor RR: 85/45 E, 86/45, 87/45 W Fall, 1944

Bohei Gulf RR: Minor RR 95/46 E, 96/46 Spring 1945; 96/45, 97/45 W Monsoon 1945; 97/45 SE, 98/46 NW Fall 1945.

Formosa RR: 87/64 NE, 87/63 SW Winter 1942.

Hainan RR: 69/61 E, 70/61, 71/61 W Spring 1943.

Chifoo Road: Major Road: 98/46 NW Winter 1942.

Kaiyang Road: Major Road: 82/60 E, 83/60 W Spring 1943.

Haichow Road: Major Road 93/48 W, 92/48 E Monsoon 1943

Sakhalin Road: Major Road 126/43 W, 125/43, 124/46 NE, 124/45 Winter, 1942; 125/44 Spring 1943.

Hokkaido Road: Major Road 122/50 Winter 1942; 122/49, 122/48 Spring 1943.

Yinkow Road: Major Road 101/43 E, 102/43 W Winter 1942

Fushun Road: Major Road 104/42 E, 105/42, 106/42 W Spring 1943.

Harbin Road: Major Road 107/41 NE, 108/40, 109/40 W Monsoon 1943.

Taonan Road Link: Major Road 107/39 SE, 108/40 NW Fall 1943.

Konan Road: Major Road 105/47 NW, 105/46 Winter, 1943; 105/45, 106/44 SW Spring 1944.

Tsitsihar Road Link: Major Road 109/38 NW, 108/37 SE Monsoon 1944.

Kuching Road: Minor Road 58/88 SW, 57/89 NE Winter 1943

Burma-Siam Highway: Upgrading to primary road along Burma-Siam RR: Spring 1944.

Early Completion of Glenn Highway: Major Road 181/35 NE, 182/34 SW Winter 1942

Northern Alberta RR: Major RR: 204/35, 203/35 Winter 1942; 203/34 Spring, 1943; 202/33 Monsoon 1943; 202/32 Fall 1943; 201/31 Winter 1943, 200/31, 199/31 E Spring 1944.

BC & Yukon RR: Major RR: 199/31 W, 198/31 Monsoon 1944; 197/31, 196/31 Fall 1944; 195/31 E Winter 1944; 195/31 W, 194/31 E & SW, 194/32, 190/33 E, 191/33 Spring 1945; 192/33, 193/33 W & NE Monsoon 1945.

Seward Highway: Secondary Road 181/36, 182/36 Winter 1942; 181/37 Spring 1943; 182/38 Monsoon 1943; Primary Road 181/36, 182/36 W Spring 1943; 181/37 Monsoon 1943; 182/38 Fall 1943.

Kenai Highway: Secondary Road 181/37 W Monsoon, 1943; 180/37 Fall 1943; Primary Road 181/37 Winter, 1943; Primary Road 180/37 Monsoon 1944. CANOL ROAD cancelled. Do NOT repair refinery or oilwells at Whitehorse. DO repair refinery and oilwells at Kenai.

Kenai RR: Major RR 181/37 W Winter 1943 1943; 180/37 E Spring 1944

Alaska RR Copper River RR Link: 181/35 NE Winter 1943; 182/34, 183/34, 184/34 W Spring 1944.

Copper River & Northwestern RR: Trail 186/34 NE, 186/33 SW NE, 187/32 SW Winter 1943; Major RR 186/34 NE Spring 1944; 186/33 SW Monsoon 1944; 186/33 NE, 187/32 SW & E Fall 1944; 188/32 E & W Monsoon 1944; 189/32 E & W Spring 1944; 190/32 W & SE, 190/33 NW Winter 1943.

Upgrading ALCAN to primary road (25 minor road hexes upgraded IF construction not suspended as IRL) [182/30, 183/30, 184/30, 190/32 W, 191/33 E, 192/33, 197/31, 198/31, 199/31 W, 200/31, 201/31, 202/32 Monsoon 1944; 184/31, 185/32 NW, 189/32, 193/33, 195/31, 196/31 Winter 1944; 185/32 E, 186/32, 187/32, 194/32, 194/31 Spring 1945]
Completion of the Yellowhead Highway to Prince Rupert: Secondary Road 200/41 SW, 200/42, 199/43 Winter 1942
Restoration of Anyox Tramway: Minor RR 199/42 SE, 199/43 NW Winter, 1942.

Completion of the Alice Springs to Birdum RR. This was surveyed from 1939 to 1942 by the Australian Army but never built. Entire line completes Winter 1942.

Completion of the Mt Isa to Tenant Creek RR. This was surveyed in 1943 by the Australian Army but never built. Entire line completes by Spring 1943. Tenant Creek is on the Alice Springs to Birdum RR listed immediately above.

Upgrading of Bengal & Assam RR to main line completed (15 hexes from existing line near Jessore to Ledo including major river bridging; 8 hex spur to Chittagong) [Takeover 1 March 1943; 59/34 & 59/35 washout in Monsoon until 1943; Entire line upgrades during Spring 1943! Before this year, 59/34 SE & 59/34 are destroyed every Monsoon season!]

Ledo Road upgraded to primary road to Myitkyina: Winter 1944
.
Ledo Road upgraded to primary road to Lashio: Spring 1945.

Ledo Road extension to Lao Wing: Monsoon 1945
.
Ledo Road extension to Paoshan: Fall 1945.

Ledo Road extension to Tsuyung: Winter 1945.

Dimapur-Ledo Road: Spring 1945
.
Modified Partial Completion of the BAM: The Baikal Amur Mainline was not completed until 1991. The first two segments are on the map - Taishet to Bratsk and then to Ust Kut. This option assumes a modified plan and maximum effort to work on the Northern segments of the line due to increased concerns about the Japanese in the Far East. RR Winter 1942 107/12 SE & 107/13 NW/SE; Spring 1943 108/14 NW/SW; Monsoon 1943 107/15 NE/SE; 108/16 NW/SE; Fall 1943 108/17 NW/SE; Winter 1943 109/18 NE/SW; Spring 1944 109/19 NW/SE; Monsoon 1944 110/20 NW/SE, 110/21 NW/E; Fall 1944 111/21 W/E; Winter 1944 112/21 W/E; Spring 1945 113/21 W/SE; Monsoon 1945 114/22 NW/E, 115/22 W/SE; Fall 1945 114/23 NW/SE; Winter 1945 116/24 NW/SE, 116/25 NW/SE; 114/27 E, 115/27 W/NE; Spring 1946 117/26 NW/SE/W, 116/26 SW/E; Monsoon 1946 117/27 NW/SW, 118/28 NW/SW, 117/29 NE. The farthest segment of the line to Sovietskaya Gavan is NOT build when this option is in play.

Extension of ALCAN to Nome: Pioneer Road (trail) 171/30 SW, E to 179/30 W, 169/30 NE, 169/31 SW, E, 170/31 W/NE Spring 1944; Secondary Road 179/29 SW, 179/30 NE, 169/30 NE, 169/31 SW Spring 1944; 176/30 to 179/30 W, 169/31 E, 170/31 W/NE, 171/30 SW/E Monsoon, 1944; 172/30 to 175/30 Winter 1944; Primary Road Spring 1945.






< Message edited by el cid again -- 7/22/2013 10:21:57 AM >

(in reply to el cid again)
Post #: 241
RE: RHS Design Theory: Why the focus on map edge devel... - 2/20/2013 5:26:00 AM   
el cid again

 

Posts: 14950
Joined: 10/10/2005
Status: offline
Mifune wrote, not too long ago, an eloquent description about ancient RHS history - from WITP days - which apparently was somewhat famous, but which few in the AE world will know about.

It concerns a failed attempt to play a tag team game. At that time, I was getting along with an Irish doctor whose handle is Nemo - a truly committed anti-British player. In fact, his mod is based on RHS concepts. He is without doubt a brilliant Japanese player. In that game, Nemo and I tried to form a team to be Japan - one playing IJN commands and one playing IJA commands. The entire idea ultimately failed - we could agree on nothing! Mifune write some people thought it was a nearly ideal demonstration of how hard it would be for IJN and IJA to get along!

One of the lessons I learned from that was that some players want to drive the Allies right off the map. For example, he proposed to invade New Zealand. At that time there was virtually nothing of the NZ home defense units in the game. Once we added those, most mods, and eventually stock, also picked them up. Similarly, he wanted to drive the Indians right out of India. Again, there were few locations and very few of the local ISF (Indian States Forces) assets in the game. I have continued to this day to add locations, infrastructures, and units along that front. The same thing is true of Canada and Alaska. RHS offered the potential to invade - not only along the Aleutians and Gulf of Alaska coasts - but also deep into the interior. But the dirth of locations and infrastructures and defense units meant such a lodgement would be a real problem. I argued these peripheral areas were intended to be Allied bases - not targets of Japanese invasions - and the game system (then) could not properly deal with such. Since I would not back down, we never did develop a strategy.

One thing Nemo did not propose was driving the Russians off the map. Sure, he wanted to invade - but he didn't think it feasible to drive them all the way off. So on that front too, I have long focused on adding locations and units and infrastructures - with a view to increasing defense in depth.

My goal has been to insure the Allies almost always have a fall back position which is viable for at least some units to operate from. I don't think it should be easy to drive the Allies off any map edge - so that whatever the situation, the Japanese must worry about enemy attacks from that direction. Basically I don't believe it is possible to get to the "edge" of the map - that there should always be a point beyond which it is impractical to go. And those map edge points should be of extra political significance - if they are lost. They have grave strategic implications if they are taken. Thus, I was pleased to learn about the possibility of locations in Somolia as Allied bases. I have reviewed many times the map edge locations and off map edge locations to insure we are not short changing the assets available there. Since RHS has an economic/logistical focus, mostly these reviews are in terms of supply and similar considerations. I consider map edge locations to be de facto connected to the off map world - and so I model what appears in them automatically - every day - beyond what they actually make at each such location. These automatic supplies (or whatever) do not require any action on the part of the player. They get there regardless of the operational situation on the map - and without requiring shipping or other assets. So even when their backs are to the wall, as it were - some "food" is coming from the wall - no matter what else is available to the units involved. And each new location is also a potential fort, and an additional airfield - at least. Larger ones also require garrisons - or they will self destruct their infrastructures.

I no longer fear a Nemoesque strategy: New Zealand has a very strong defense force, historical but probably excessive for any possible requirement - and relatively more than practically anywhere else has. India has a very strong defense as well. Russia has immense strategic depth combined with a force too large and too strong to be defeated by Japan at any time - provided only competent play. Canada and Alaska are no longer - like say the South Pacific - a total desert. They may be vulnerable - and the US Army may have been right to build a base at Nome and a station at Barrow - to at least detect and harass any invasion force. But they are no longer all but defenseless. In Level 2, we will show the situation in the Indian Ocean even if the enemy holds the "other side" as a potential base? But there was never much risk of Axis victory near the map edge in that area - even if they start out controlling the islands. That area is simply too far from core Japanese interests to permit a major investment of units for long. From mid-1942, the US will become too strong to ignore in the PTO. I don't worry too much about the SW map corner - wether with the stock map or with Madagascar added.

I believe the "main game" remains in the SRA - with important contests in the Nanyo (Pacific Ocean South of Japan) - in China - in what Japan considers its Northern Area - and in Burma. Potentially also in the South between Australia and Fiji - and in Northern Australia as well. The areas farther out are mostly to be Allied base areas for most of the war. There might be exceptional incursions into them, or rare campaigns to take over parts of those areas - but they ought to be expensive and uncommon options - undertaken for cause in a particular game strategy - and very likely to demonstrate how impractical they are to sustain?

(in reply to el cid again)
Post #: 242
RE: RHS Design Theory: San Francisco (in Future) - 2/22/2013 10:42:43 PM   
el cid again

 

Posts: 14950
Joined: 10/10/2005
Status: offline
Working on the pwhexe file

on the San Francisco Bay/Sacramento River system

I learned that San Francisco isn't really the port nor the airfield
it looks like on our game map

The main port - the MAIN port - is at Alameda and Oakland -
a hex SE of the city proper. That is why RHS permits deep
draft ships to enter the hex. The MAIN airfield is Fairchild
Army Airfield - TWO hexes to the NE. The city itself could
never support a level 10 airfield. In future, San Francisco
will be more spread out - just as LA is now - with significant
industry in adjacent hexes. As well, Sacramento is a
significant river port - and river landings even farther North
are possible for small craft. As far North as Marysville.
Fairchild - in a hex called Fairfield - is between Sacramento
and what we have been calling Mare Island - yet another
inland port on the system.


(in reply to el cid again)
Post #: 243
RE: RHS Design Theory: San Francisco (in Future) - 2/23/2013 8:05:59 AM   
YankeeAirRat


Posts: 624
Joined: 6/22/2005
Status: offline
El Cid,

There might be a reason for consolidation of Oakland ports and Oakland Airfields, Alameda civilian ports, NAS Alameda, Naval Station Alameda, Port of San Fransico, Mare Island, Suisan Bay, Treasure Island, Richmond, etc that make up the San Fransico Bay area is for sake of data tracking. There are some sites there like NAS Alameda and Naval Station Alameda which have been on the maps since the 20's or mid 30's. Then there were sites like Treasure Island seaplane operations dual hatted between Pan Am Air and USN/USCG seaplane ops. Other places like Pier 70 in San Fransico have had naval construction yards there since the 1800's which supplied a good majority of Naval shipping during buys of things like Cruisers, Destroyers and even a few battlewagons if I remember. Let alone there were all the aux fields which were converted over from muni fields or were just straight new builds during the 40's and have now become muni fields.

I would suggest you take a look at your source material and maybe ask the original design team as to why San Fran was consolidated into a megabase of deep draft ports and large airfields. Since if you want to go that way, you are going to have to break up a number of the larger of these megabases all over the map to satisfy your need for massive amounts of "accuracy" in this simulation. You would have to do the same, if not done so already, for Seattle, Vancouver, Victoria, Eastern US, Stockton, etc.

_____________________________

Take my word for it. You never want to be involved in an “International Incident”.

(in reply to el cid again)
Post #: 244
RE: RHS Design Theory: San Francisco (in Future) - 2/26/2013 1:46:24 AM   
el cid again

 

Posts: 14950
Joined: 10/10/2005
Status: offline
It is pretty clear - the absence of both Fairchild AAF and Oakland means they consolidated the industry into a single whole. That, in turn, means the considerable construction during the war - which in particular maximized the port capacity - is not possible during the game. On the whole, to save time
(which is money in the software business), they did the entire game on a one size fits all basis. "It is a game, not a simulation" has been officially posted.
Thus - one map with an average infrastructure for the whole war - no construction of anything - no matter how significant. That forces compromises -
and we see they at several points. The same for logistics - supply sources are fixed - and do not "grow" - in particular as the US economy grew. My time
is free - well - unpaid; I have the luxury of working in more detail. We all have - because of the wonderful decision to make the game modable. I only post here for those who care about why the changes are being folded into the mod?

And you are right - 'you never want to be involved in an international incident.' I confirm your assertion.

< Message edited by el cid again -- 2/26/2013 1:47:15 AM >

(in reply to YankeeAirRat)
Post #: 245
RE: RHS Design Theory: A new kind of seasonal pwhex files - 3/22/2013 4:36:03 AM   
el cid again

 

Posts: 14950
Joined: 10/10/2005
Status: offline
RHS is in the final stages of issuing fully developed, Level One, seasonal pwhex files.

For clarity, Level One is the stock map system file set. Just as in WITP days (when there were three RHS "levels" - and "Level One" was the stock map system, so now we are contemplating a revised map system. Level Two will be an extended map, possibly with a mini-map similar to (and indeed using the same art, rescaled) as WITP RHS used. I am issuing the "final" edition of Level One pwhexe.dat files, incorporating all the features (like fully developed river systems) we have done in every area of the map.

For clarity, RHS uses four basic seasonal files, Winter, Spring, Monsoon and Fall - corresponding exactly to definitions used by code
for what is Monsoon and Winter (and therefor Fall and Spring) files. These involve primarily changes in where waterways are able to be
navigated by ships. There are seasonal changes involving frozen ocean, lakes and rivers in the Northern part of the map. There are also
changes due to natural events in other areas - too much water on the upper Irrawaddy (North of Mandalay) prevents navigation in the gorges
during Monsoon, too little water prevents access to the ocean from the Murray River except in Monsoon, etc. There are also seasonal changes
to roads: mainly ice trails and ice roads in winter, and the disappearance of trails in much of the SRA during Monsoon. There are also special
cases - trails representing minor river traffic routes which may change seasonally.

However, these are issued in 19 forms, because of construction of roads and rail lines during the war. The first RHS season is 41WINTER,
and the last is 46MONSOON. On the first day of each new season, the player renames the appropriate file pwhexe.dat and puts it in the top level
AE folder.

In addition, there are four Enhanced seasons - the last four of the war - from Fall 1945 through Monsoon 1946. These are optional files for use if the Allies (alone) wish to use them in games where the war has lasted longer than history. Presumably since the war has gone on so long without a Japanese surrender, the Allied situation may be worse than history. So construction projects not completed because we were winning the war are now available to complete. At the end of Monsoon 1945, the ALLIES get to decide if they want to use the standard pwhexe files, or the Enhanced ones. It is a one time, package deal: once made the Enhanced files must be used from then on

Yesterday, with the issuing of 42WINTER, I introduced a new, companion pwhexe.dat file for that season. It is called JES42WINTER. JES = Japan Enhanced Scenario. This was considered for some time for use with Mifunes (not yet issued) GAP scenaro (Greater Asian Prosperity). It is also suitable to use with Scenarion 105 - EOS (Empire of the Sun - in playtest).

JES pwhexe files assume different priorities for the construction of infrastructure as strategic policy, by both sides. None of these changes take effect in game terms before Winter, 1942, so there is no need for earlier JES files. From that season on, there is (or shortly will be) a JES version for every season. These files are optional. But IF JES 1942 is used, continue to use JES files for the rest of the war - to give continuity to construction projects. In this case, the Allies to NOT get to elect to use Enhanced files at the end of Monsoon, 1945. Nor do they need to or want to: in general they get most of those projects sooner using JES files. [The exceptions are things like the CANOL project is not built at all - in favor of a historical alternative considered. These projects were ways to get oil and fuel to Alaska.]

In general, Japanese projects are short, and tend to extend or connect existing infrastructure, and at least in theory do not require any new rolling stock or vehicles. They follow the existing standards of the road or RR being extended. Allied projects tend to be longer, and may involve entirely new lines. One example is a line (surveyed from 1938 to 1942) connecting North Australia to the Alice Springs railhead - something not completed during the war (and when done, done to a different gage). Another is a line joining that North South line with Eastern Australia - surveyed during 1943 - but never ever built. These were contingency projects which might be appropriate in a Japan Enhanced Scenairo, when persumably Japan is a bigger threat than in history. Another example is the conversion of the ALCAN to primary road - abandoned because the war was going so well. A similar plan to upgrade the Ledo Road to primary road is included here. In spite of the greater cost and scope of the Allied infrastructure changes, the Japanese projects represent important potential improvements in economic efficiency, and for strategic movement of troops, all without risk of exposure to submarine or mine warfare - and are well worth doing. [Of course, if the industry that might benefit from the extended or connected roads and rail lines is damaged, or if the troops don't exist - or if the Allies capture them - they don't benefit the Japanese.]

There are (or will be) 15 JES files. Added to the 19 standard seasonal files and the 4 Enhanced files, that means the Level One RHS pwhexe.dat file set includes 38 different files. The folder created by the installer adds one more - 41WINTER is presented ready for use at the start of a game simply in the form pwhexe.dat.

The details of JES infrastructure changes are presented here:

Japan Enhanced Scenario [From Winter 1942] Optional Files

Eastern Malaya RR: Not deconstructed from Winter 1942. Instead, the Burma Siam RR is built with new rails.

North Borneo Road & Railroad Extension: Upgrading of trail to secondary road: 66/87 W, 65/87, 64/87E Winter 1942; 66/87 E, 67/87 Spring 1943; 69/86 SE, 69/87, 70/86 NW Monsoon 1943; 70/86 SW, 69/87, 70/88 Fall 1943; Minor RR 66/87 W Spring 1943; 65/87 E Monsoon 1943; 65/87 W Fall 1943; 64/87 E Winter 1944; 68/86 E Spring 1945; 69/86 W Monsoon 1945, 69/86 SE Fall 1945; 69/87 NW Winter 1945; 69/87 SE Spring 1946; 70/88 NW
Monsoon 1946.

Indochina-Siam RR: Minor RR: 60/71 NW, 60/70, 59/69, 59/68 Entire Line Winter 1942.

Vientiane-Siam RR Extension: Minor RR 62/57 SW, 62/58 NE Entire extension Winter 1942.

South Sumatra RR West Extension: Minor RR 45/91 E, 46/91 W Entire extension Spring 1942.

South Samatra RR North Extension: Minor RR 48/91 NW Spring 1944; 48/90 NW, SE Monsoon 1944, 47/89 SE Fall 1944; 47/89 NE, 48/88 SW Winter 1944

Early Completion of Sumatra RR (aka 'the second death railway') [46/83 W & 45/84 NE Winter 1943; 45/83 Spring 1944; Trail 46/83 W & 45/84 NE
Monsoon 1943; 45/83 Fall 1943; SRD 46/83 & 45/84 Fall 1943; 45/83 Winter 1943]

Completion of Nanning-Liuchow RR: Major RR 73/55 Winter 1942.

Huangchow-Ningpo RR: Minor RR 90/55 SE, 91/56 NW Spring 1943; 91/56 E, 92/56 W Monsoon 1943.

Shou-Hsein RR: Minor RR: 88/49 SW, 88/50 NE Fall 1943.

Nanping RR: Minor RR: 87 56 SW, 86/67 NE Winter 1943.

Ichang RR: Minor RR: 84/49 NW, 84/48 Spring 1944, 83/48, 82/47 Monsoon 1944

Nanyang RR: Minor RR: 85/46 E, 86/45, 87/45 W Fall, 1944

Bohei Gulf RR: Minor RR 95/46 E, 96/46 Spring 1945; 96/45, 97/45 W Monsoon 1945; 97/45 SE, 98/46 NW Fall 1945.

Formosa RR: 87/64 NE, 87/63 SW Winter 1942.

Hainan RR: 69/81 E, 70/81, 71/81 W Spring 1943.

Chifoo Road: Major Road: 98/46 NW Winter 1942.

Kaiyang Road: Major Road: 82/60 E, 83/60 W Spring 1943.

Haichow Road: Major Road 93/48 W, 92/48 E Monsoon 1943

Sakhalin Road: Major Road 126/43 W, 125/43, 124/46 NE, 124/45 Winter, 1942; 125/44 Spring 1943.

Hokkaido Road: Major Road 122/50 Winter 1942; 122/49, 122/48 Spring 1943.

Yinkow Road: Major Road 101/43 E, 102/43 W Winter 1942

Fushun Road: Major Road 104/42 E, 105/42, 106/42 W Spring 1943.

Harbin Road: Major Road 107/41 NE, 108/40, 108/40 W Monsoon 1943.

Taonan Road Link: Major Road 107/39 SE, 108/40 NW Fall 1943.

Konan Road: Major Road 105/47 NW, 105/46 Winter, 1943; 105/45, 106/44 SW Spring 1944.

Kuching Road: Minor Road 58/88 SW, 57/89 NE Winter 1943

Burma-Siam Highway: Upgrading to primary road along Burma-Siam RR: Spring 1944.

Early Completion of Glenn Highway: Major Road 181/35 NE, 182/34 SW Winter 1942

Northern Alberta RR: Major RR: 204/35, 203/35 Winter 1942; 203/34 Spring, 1943; 202/33 Monsoon 1943; 202/32 Fall 1943; 201/31 Winter 1943, 200/31, 199/31 E Spring 1944.

BC & Yukon RR: Major RR: 199/31 W, 198/31 Monsoon 1944; 197/31, 196/31 Fall 1944; 195/31 Winter 1944; 194/32, 193/31 Spring 1945; 192/31 Monsoon 1945; 191/31, 190/31 E Fall 1945.

Seward Highway: Secondary Road 181/36, 182/36 Winter 1942; 181/37 Spring 1943; 182/38 Monsoon 1943; Primary Road 181/36, 182/36 W Spring 1943; 181/37 Monsoon 1943; 182/30 Fall 1943.

Kenai Highway: Secondary Road 181/37 W Monsoon, 1943; 180/37 Fall 1943; Primary Road 181/37 Winter, 1943; Primary Road 180/37 Monsoon 1944.
CANOL ROAD cancelled. Do NOT repair refinery or oilwells at Whitehorse. DO repair refinery and oilwells at Kenai.

Kenai RR: Major RR 181/37 W Winter 1943 1943; 180/37 E Spring 1944

Alaska RR Copper River RR Link: 181/35 NE Winter 1943; 182/34, 183/34, 184/34 W Spring 1944.

Copper River & Northwestern RR: Trail 186/34 NE, 186/33 SW NE, 187/32 SW Winter 1943; Major RR 186/34 NE Spring 1944; 186/33 SW Monsoon 1944; 186/33 NE, 187/32 SW & E Fall 1944; 188/33 E & W Monsoon 1944; 189/34 E & W Spring 1944; 190/34 W & SE, 190/33 NW Winter 1943.

Upgrading ALCAN to primary road (25 minor road hexes upgraded IF construction not suspended as IRL) [182/30, 183/30, 184/30, 190/32 W, 191/33 E, 192/33, 197/31, 198/31, 199/31 W, 200/31, 201/31, 202/32 Monsoon 1944; 184/31, 185/32, 189/32, 193/32, 195/31, 196/31 Winter 1945; 185/32, 186/32, 187/32, 194/32, 194/31 Fall 1944]

Completion of the Yellowhead Highway to Prince Rupert: Secondary Road 200/41 SW, 200/42, 199/43 Winter 1942

Restoration of Anyox Tramway: Minor RR 199/42 SE, 199/43 NW Winter, 1942.

Completion of the Alice Springs to Birdum RR. This was surveyed from 1939 to 1942 by the Australian Army but never built. Entire line completes Winter 1942.

Completion of the Mt Isa to Tenant Creek RR. This was surveyed in 1943 by the Australian Army but never built. Entire line completes by Spring 1943. Tenant Creek is on the Alice Springs to Birdum RR listed immediately above.

Upgrading of Bengal & Assam RR to main line completed (15 hexes from existing line near Jessore to Ledo including major river bridging; 8 hex spur to Chittagong) [Takeover 1 March 1943; 59/34 & 59/35 washout in Monsoon until 1943; Entire line upgrades during Spring 1943! Before this year, 59/34 SE & 59/34 are destroyed every Monsoon season!]

Ledo Road upgraded to primary road to Myitkyina: Winter 1944.

Ledo Road upgraded to primary road to Lashio: Spring 1945.

Modified Partial Completion of the BAM: The Baikal Amur Mainline was not completed until 1991. The first two segments are on the map - Taishet to Bratsk and then to Ust Kut. This option assumes a modified plan and maximum effort to work on the Northern segments of the line due to increased concerns about the Japanese in the Far East. RR Winter 1942 107/12 SE & 107/13 NW/SE; Spring 1943 108/14 NW/SW; Monsoon 1943 107/15 NE/SE; 108/16 NW/SE; Fall 1943 108/17 NW/SE; Winter 1943 109/18 NE/SW; Spring 1944 109/19 NW/SE; Monsoon 1944 110/20 NW/SE, 110/21 NW/E; Winter 1944 111/21 W/E; Spring 1945 112/21 W/E; Monsoon 1945 113/21 W/SE; Fall 1945 114/22 NW/E, 115/22 W/SE; Winter 1945 114/23 NW/SE; Spring 1946 116/24 NW/SE, 116/25 NW/SE; 114/27 E, 115/27 W/NE; Monsoon 1946 117/26 NW/SE/W, 116/26 SW/E.

Extension of ALCAN to Nome: Pioneer Road (trail) 171/30 SW, E to 179/30 W, 169/30 NE, 169/31 SW, E, 170/31 W/NE Spring 1944; Secondary Road 179/29 SW, 179/30 NE, 169/30 NE, 169/31 SW Spring 1944; 176/30 to 179/30 W, 169/31 E, 170/31 W/NE, 171/30 SW/E Monsoon, 1944; 172/30 to 175/30 Winter 1944; Primary Road Spring 1945.






< Message edited by el cid again -- 3/26/2013 11:57:14 AM >

(in reply to el cid again)
Post #: 246
RE: RHS Design Theory: Allied ECM gear & Aircraft; Up... - 4/3/2013 6:00:12 PM   
el cid again

 

Posts: 14950
Joined: 10/10/2005
Status: offline
As previously described, RHS has introduced a new concept for seasonal pwhexe.dat files - and there are now to be 38 of these for the 19 seasons of the war. 19 are standard and feature strictly historical changes to infrastructure along with seasonal variations - infrastructure meaning roads and railroads.
4 are optional for the Allies if the war extends past its historical ending - the ALLIES alone may decide if they want to build certain projects which were not build because they were "winning the war." At the start of Fall, 1945 it should be clear if they want these or not? If so, they can "build" them. It is an all or nothing, one time, package deal. IF they opt to use them THEN the ENH (Enhanced) files for 45FALL, 45WINTER, 46SPRING and 46MONSOON must be used. If not, standard files are used. The rest are JES files for use in the Japan Enhanced scenarios. They actually involve even more Allied construction than Japanese, but the Japanese do gain significantly from improved efficiency because of extensions or links between various road or (mostly minor) RR systems. In this case, the Allies do not get to make the choice in Fall 1945 - and anyway get all but one of those projects even sooner. [CANOL - an oil pipeline and minor road in Canada - is not built at all. Very expensive, it took until almost the end of the war to complete. The money and engineering effort is expended mostly on the ALCAN, which is paved, as well as on connecting four different rail systems from Alaska to Canada.] All but the last five of these files are now completed. All these revised pwhexe files are in installer release 5.170

In addition, I have added aircraft and ECM sets, as follows - Allies only:

I decided to model ECM equipment with two technical generations using the names of famous radar intercept sets - however they each represent about five equipments and these include other kinds of intercept (e.g. communications) and countermeasures capabilities. The first generation is called SCR-587, dating from 7/43, and the second is the SCR-717, dating from 7/45. These are mostly fitted on USAAF F series aircraft. However, the PB4Y-2 is also fitted. This is a special case. The Navy was Johnny come lately to the idea, and it had its own approach. This plane is a major redesign of the B-24 with a different tail and other features - including provision to mount the ECM gear in every plane. I am modeling it as a separate type because, when operating for ELINT missions, the plane has more range. Also because many planes did not have the gear fitted. Yet the name wasn't changed. For game purposes we will call them the PB4Y-2 AS (for Antisubmarine loadout telling you that for naval missions it carries things like ASW torpedoes and depth charges, where as a normal bomber carriers AP or SAP bombs for anti-naval missions) and the PB4Y-2 RC (for Reconnaissance).

One reason the planes were not given special names - USAAF called them F for photo recon just like camera equipped planes - was that the very term ECM was classified - it was still SECRET when I went to ECM school. But it makes sense a B-24 or B-29 stripped of armament (in the Air Force case) could have a lot more than a camera or six added. A difference in service philosophy is that the Navy "B-24s" which had this gear were armed just like regular bombers, but the Air Force planes were not armed at all.

The BOAC C-87 was also added to the plane list.

< Message edited by el cid again -- 4/3/2013 6:15:48 PM >

(in reply to el cid again)
Post #: 247
RE: RHS Design Theory: USAAF Plane Art w ECM aircraft - 4/3/2013 6:08:03 PM   
el cid again

 

Posts: 14950
Joined: 10/10/2005
Status: offline
See Page 11 for revised and updated version

RHS Plane List 1 Slot Order [USAAF Section]

Slot # Game Name Notes Bitmap Scenarios

268 USAAF USAAF Header
269 A-20B Havoc TB Light Bomber with Torpedo 270 All
270 B-18 Bolo AS Medium Bomber with DC 283 All
271 A-20C Havoc Light Bomber 270 All
272 A-20G Havoc Light Bomber 273 All
273 A-29B Hudson RC Recon Aircraft with Camera 277 All
274 A-24 Banshee DB Dive Bomber 275 All
275 A-24B Banshee DB Dive Bomber 276 All
276 A-29 Hudson Light Bomber 277 All
277 A-26B Invader Light Bomber 278 All
278 A-26C Invader Light Bomber 279 All
279 A-36 Apachi/Mustang Ground Attack Fighter 280 All
280 B-23 Dragon Medium Bomber 244 All
281 B-10B AS Light Bomber 282 All
282 B-18 Bolo Medium Bomber 283 All
283 Beech 18-S RC Recon Aircraft w Camera 284 All
284 B-17C Fortress Heavy Bomber 285 All
285 B-17E Fortress Heavy Bomber 286 All
286 B-17F Fortress Heavy Bomber 287 All
287 B-17G Fortress Heavy Bomber 288 All
288 LB-30 Liberator AS Heavy Bomber w DC & Bombs 290 All
289 LB-30 Liberator Heavy Bomber 290 All
290 B-24D Liberator Heavy Bomber 291 All

Slot # Game Name Notes Bitmap Scenarios

291 B-24D1 Liberator Heavy Bomber 292 All
292 B-24J Liberator Heavy Bomber 293 All
293 LB-30 Liberator RC Recon Aircraft w 2 Cameras 290 All
294 B-25B Mitchell Medium Bomber 295 All
295 B-25C Mitchell Medium Bomber 296 All
296 B-25D1 Mitchell Medium Bomber 297 All
297 B-25G Mitchell ICB Medium Bomber w ICB 298 All Incendiary Cluster Bmb
298 B-25H Mitchell Medium Bomber 299 All
299 B-25J1 Mitchell Medium Bomber 300 All
300 B-25J11 Mitchell Medium Bomber 301 All
301 C-98 Boeing 314 XPT Armed Transport Flying Boat 454 All Heavy Lifter
302 B-26B Marauder TB Medium Bomber w Torpedo 303 All
303 B-26B Marauder Medium Bomber 304 All
304 B-29 Superfort Heavy Bomber 289 All
305 B-29A Superfort Heavy Bomber 306 All
306 B-29B SUperfort ICB Heavy Bomber with ICB Bombs 307 All Incendiary Cluster Bmb
307 B-32 Terminator Heavy Bomber 308 All
308 C-39 [DC-2] XPT Light Transport 309 All
309 C-46A Commando XPT Medium Transport 310 All Heavy Lifter
310 C-46A Commando XPT Medium Transport 311 All Heavy Lifter
311 C-47 Skytrain XPT Medium Transport 312 All new side, right top
312 C-54 Skymaster XPT Heavy Transport 313 All Heavy Lifter
313 LB-30 Liberator XPT Heavy Transport 315 All Ultra Long Range
314 C-87 Liberator XPT Heavy Transport 315 All Heavy Lifter

Slot # Game Name Notes Bitmap Scenarios

315 F-4 Lightning RC Recon Aircraft with Camera 316 All
316 F-5A Lightning RC Recon Aircraft with Camera 317 All
317 F-5E Lightning RC Recon Aircraft with Camera 318 All
318 F-6C Mustang RC Recon Aircraft with Camera 319 All
319 F-6D Mustang RC Recon Aircraft with Camera 319 All
320 F-7A Liberator RC Recon Arcft with Cams & ECM 320 All Ultra Long Range
321 F-10 Mitchell RC Recon Aircraft with Camera 321 All
322 F-13 Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
323 O-47A RC Recon Aircraft with Camera 323 All
324 O-49 Vigilant RC Recon Aircraft with Camera 324 All
325 C-54 Skytrooper XPT Medium Transport 312 All
326 P-26A Fighter 327 All
327 P-35A Fighter 328 All
328 P-36A Mohawk Fighter 329 All
329 F-13A Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
330 RP-38E Lightning RC Recon Aircraft with Camera 331 All Only operational P-38E
331 P-38F Lightning Fighter 332 All
332 P-38G Lightning Fighter 333 All
333 P-38H Lightning Fighter 334 All
334 P-38J Lightning Fighter 335 All
335 P-38L Lightning Fighter 336 All
336 P-39D Airacobra Fighter 337 All
337 P-39N2 Airacobra Recon Aircraft with Camera 338 All
338 P-39N1 Airacobra Fighter Ground Attack 339 All

Slot # Game Name Notes Bitmap Scenarios

339 P-400 Airacobra Fighter Ground Attack 340 All
340 RP-40 Tomahawk RC Recon Aircraft with Camera 342 All
341 P-40B Tomahawk Fighter 342 All
342 P-40E Kittyhawk Fighter 343 All
343 P-50K Warhawk Fighter 344 All
344 P-40N1 Warhawk Fighter 345 All
345 P-40N5 Warhawk Fighter 346 All
346 P-40N26PR RC Recon Aircraft with Camera 347 All
347 P-43 Lancer Fighter 348 All
348 P-43A-1 Lancer Fighter 349 All
349 P-47D2 Thunderbolt Fighter 350 All
350 P-47D25 Thunderbolt Fighter 351 All
351 P-57N Thunderbolt Fighter 352 All
352 B-27C Fortress RB Heavy Recon Bmr w Cameras 285 All
353 P-51A Mustang Fighter 354 All
354 P-51B Mustang Fighter 355 All
355 P-51D Mustang Fighter 356 All
356 P-51H Mustang Fighter 357 All
357 B-37 Lexington AS Medium Bomber with DC 472 All USAAF PV-1
358 P-61A Blk Widow NF Night Fighter 359 All
359 P-61C Blk Widow NF Night Fighter 360 All
360 P-70 Havok NF Night Fighter 361 All
361 P-70A1 Havok NF Night Fighter 362 All
362 P-80A2 Havok NF Night Fighter 362 All

Slot # Game Name Notes Bitmap Scenarios

363 P-80A Shooting Star Fighter 364 All
364 P-82B Twin Mustang Fighter 365 All
365 RP Stearman 75M RC Recon Aircraft 366 All
366 P-66 Vanguard Fighter 16 All Needs US bitmap
513 F-9 Fortress RC Recon Aircraft with Camera 287 All Needs new bitmap
514 CB-17 [XB-108A] XPT Heavy Transport 286 All Needs new bitmap
515 F-9A Fortress RC Recon Aircraft with 5 Cameras 288 All Share bitmap w 513
521 C-49 [DC-3] XPT Medium Transport 313 All
522 C-60 Loadstar XPT Light Transport 254 All Needs new bitmap
523 C-47A Skytrain XPT Medium Transport 312 All
524 C-47B Skytrain XPT Medium Transport 312 All
525 PBJ-1D Mitchell CV CV Med Bomber 460 105 1 plane in 101-104
526 B-29B Superfort UB Hvy Bomber w Uranium Bomb 305 All unarmed 1/month
527 B-29B Superfort IB Hvy Bomber w Implosion Bomb 305 All unarmed 2/month
528 B-29B Superfort PB Hvy Bomber w Pumpkin Bomb 305 All unarmed 3/month
532 C-74 Globemaster XPT Heavy Transport 313 All
533 B-24N Liberator GP Heavy Bomber 294 All
534 B-36B Peacemaker GP Heavy Bomber 255 105
535 B-42 Mixmaster GP Medium Bomber 367 105
536 C-82 Packet XPT Medium Transport 536 All
537 C-69 Constellation XPT Heavy Transport 248 All Needs Top
538 P-50 Skyrocket Fighter Interceptor 381 105 Needs Top
539 C-97 Stratofreighter Heavy Transport 306 All
540 C-99A Super XPT Super Heavy Transport 264 105 Needs Top

Slot # Game Name Notes Bitmap Scenarios

544 B-17E + 2xLoon ASM Heavy Bomber w 2xASMs 286 All Needs art w ASMs
545 B-29A + 4xLoon ASM Heavy Bomber w 4xASMs 306 All Needs art w ASMs
548 RB-16C Fortress RC Recon Aircraft with radar 285 All
549 A-29A Hudson XPT Light Transport 277 All
552 F-7B Liberator RC Recon Acft w Cams & ECM 320 All Ultra Long Range
554 B-24D1 Librtr w 2xDT Heavy Bomber w Drop Tanks 292 All Needs art w Drop Tanks

Note 1: The one PBJ that is carrier capable is in honor of the fact one made carrier landings in 1944. It isn't enough to be considered useful in the scenario.



< Message edited by el cid again -- 6/15/2013 3:15:08 PM >

(in reply to el cid again)
Post #: 248
RE: RHS Design Theory: Plane List 1 Slot Order w ECM ... - 4/3/2013 6:10:04 PM   
el cid again

 

Posts: 14950
Joined: 10/10/2005
Status: offline
RHS Plane List 1 Slot Order

Slot # Game Name Notes Bitmap Scenarios Comments

1 CAF Chinese Air Force Header None All
2 CAF A-29A Hudson Medium Bomber 1 All
3 CAF B-24M Liberator Heavy Bomber 2 All
4 CAF B-25D Mitchell Medium Bomber 3 All
5 CAF IL-4 [DB-3B] Medium Bomber 4 All
6 CNAC DC-2 XPT Civil Light Transport 5 All
7 CNAC DC-3 XPT Civil Medium Transport 6 All
8 CAF C-46A XPT Medium Transport 7 All
9 CAF F-5E RC Unarmed Recon Fighter 8 All
10 CAF I-16 Type 24 Fighter 9 All
11 CAF I-153 Chaika Biplane Fighter 10 All "Seagull"
12 CAF P-40A3 Tomahawk Fighter 11 All Flying Tigers
13 CAF Hawk 75 Fighter 12 All
14 CAF P-40E Kittyhawk Fighter 13 All
15 CAF P-40N Warhawk Fighter 14 All
16 CAF P-43A-1 Lancer Fighter 15 All
17 CAF P-66 Vanguard Fighter 16 All
18 CAF P-51D Mustang Fighter 17 All
19 SB-2 Medium Bomber 18 All
20 FAA Fleet Air Arm Header
21 FAA Swordfish II CV Bomber w/o Torpedo 21 All Needs art w/o torpedo
22 FAA Albacore I TB CV Torpedo Bomber 22 All
23 FAA Walrus II FR Float Recon Flying Boat 23 All

Slot # Game Name Notes Bitmap Scenarios Comments

24 FAA Avenger I AS CV ASW Bomber 25 All
25 FAA Avenger I TB CV Torpedo Bomber 25 All
26 FAA Avenger II TB CV Torpedo Bomber 26 All
27 FAA Avenger III TB CV Torpedo Bomber 27 All
28 FAA Barracuda II AS CV ASW Bomber 29 All
29 FAA Barracuda II DB CV Dive Bomber 29 All
30 FAA Barracuda III RB CV Recon/Level Bomber 30 All With Camera
31 FAA Barracuda III AS CV ASW Bomber 30 All
32 FAA Corsair II CV Fighter 32 All
33 FAA Spearfish CV Torpedo Bomber 40 All
34 FAA Corsair IV CV Fighter 34 All
35 FAA Corsair V CV Fighter 35 All
36 FAA Firefly FR.I FB CV Rcn Fighter Bomber 36 All
37 FAA Firefly F.I FB CV Fighter Bomber 37 All
38 FAA Firefly NF.I NF CV Night Fighter 38 All
39 FAA Fulmar RCFB CV Recon Fighter Bomber 39 All
41 FAA Hellcat F.I CV Fighter 41 All
42 FAA Hellcat F.II CV Fighter 42 All
43 FAA Hellcat NF.II CV Fighter 43 All
44 FAA Hellcat PR.II CV Recon Fighter 44 All
45 FAA Seafire PR.III CV Recon Fighter w 4Cameras 45 All
46 FAA Seafire F.III CV Fighter 46 All
47 FAA Seafire F.XV CV Fighter 47 All
48 Not Used Not Used

Slot # Game Name Notes Bitmap Scenarios Comments

49 Sea Hurricane CV Fighter 49 All
50 Not Used Not Used
51 FAA Martlet II CV Fighter 52 All
52 FAA Wildcat IV CV Fighter 53 All
53 FAA Wildcat V CV Fighter 54 All
54 FAA Wildcat VI CV Fighter 55 All
55 Not Used Not Used
56 RAF/IAF Royal Air Force/Indian Air Force Header
57 RAF Audax I COOP Observation Bomber 57 All
58 RAF Beauftr VIf NF Night Fighter 58 All
59 RAF Beaufighter VIc Fighter Bomber 59 All
60 RAF Beaufighter TFB Torpedo Fighter Bomber 60 All
61 RAF Beaufort I Light Bomber 61 All
62 RAF Beaufort RC Recon Aircraft with Camera 62 All
63 RAF Blenheim I Light Bomber 63 All
64 RAF Blenheim IF NF Night Fighter 64 All
65 RAF Blenheim IVF Light Bomber 65 All
66 RAF Blenheim V Light Bomber 66 All
67 Not Used Not Used
68 RAF Buffalo I Fighter 68 All
69 RAF Buffalo PR.I Recon Aircraft with Camera 69 All
70 Not Used Not Used
71 RAF Catalina I AS Flying Boat w DC & Bombs 71 All
72 RAF Catalina IV AS Flying Boat w DC & Bombs 71 All

Slot # Game Name Notes Bitmap Scenarios Comments

73 RAF Dakota III XPT Medium Transport 73 All
74 BOAC DC-2 XPT Light Transport 74 All No RAF nickname
75 BOAC DC-3 XPT Medium Transport 75 All Pressed into RAF
76 RAF Hudson IIIa Light Bomber 76 All
77 RAF Hudson XPT Light Transport w Turret 76 All Converted Bombers
78 RAF Hurricane I Tr Fighter (Tropicalized) 78 All
79 RAF Hurricane IIaTr Fighter (Tropicalized) 79 All
80 RAF Hurricane IIbTr Fighter (Tropicalized) 80 All
81 RAF Hurricane IIcTr Fighter (Tropicalized) 81 All
82 RAF Hurricane IIdTr Fighter (Tropicalized) 82 All
83 RAF Hurricane PR.II Recon Aircraft with Camera 83 All
84 RAF Hurricane FR.IIbFB Recon Ftr Bmr with Camera 84 All
85 RAF Hurricane FR.IIcFB Recon Ftr Bmr with Camera 85 All
86 RAF Hurricane IV FB Fighter Bomber 86 All
87 RAF Lancaster B.1SP Heavy Bomber w 6t Bombs 87 All
88 RAF Lancaster B.1 Heavy Bomber w 2t Bombs 88 All Also ICB Version
89 RAF Lincoln B.1 Heavy Bomber w 2t Bombs 178 All
90 RAF Lancaster P.R.I Recon Aircraft w 2 Cameras 87 All
91 RAF LIberator B.II Heavy Bomber 91 All
92 RAF LIberator B.III Heavy Bomber 92 All
93 RAF LIberator B.IV Heavy Bomber 93 All
94 RAF Liberator GR.II Heavy Bomber 94 All
95 RAF Liberator GR.II Heavy Bomber 95 All
96 RAF Liberator C.VII Heavy Transport 96 All

Slot # Game Name Notes Bitmap Scenarios Comments

97 RAF Lysander II COP Observation Bomber 97 All
98 RAF Lancaster ICB Heavy Bomber w ICB 88 All
99 RAF Mitchell PR.II Recon Aircraft with Camera 99 All
100 BOAC Liberator XPT C-87 Heavy Transport 96 All
101 RAF Mohawk IV Fighter 101 All
102 Not Used Not Used
103 RAF Mosquito FB.VI Fighter Bomber 103 All
104 RAF Msqto NF.XIX NF Night Fighter 104 All
105 RAF Mosquito PR.IX Recon Aircraft w 2 Cameras 105 All Long Range
106 RAF Mosquito PR.XVI Recon Aircraft w 2 Cameras 106 All Long Range
107 RAF Mosquito PR.34 Recon Aircraft w 3D Camera 107 All Long Range
108 RAF Mosquito B.35 Light Bomber 108 All
109 RAF Mustang IV Fighter 109 All
110 RAF Swordfish I TB Torpedo Bomber 110 All
111 Not Used Not Used
112 RAF Spitfire PR.IV Recon Aircraft with Camera 112 All
113 RAF Spitfire Vc Tr Fighter (Tropicalized) 114 All
114 RAF Spitfire VIII Fighter 115 All
115 RAF Spitfire PR.XI Recon Aircraft with Camera 113 All
116 RAF Spitfire F.XIV Fighter 116 All
117 RAF Spitfire FR.XIV Recon Fighter 117 All
118 RAF Sunderland III Patrol Flying Boat 118 All
119 RAF Sunderland GR.V Patrol Flying Boat 119 All
120 RAF Sunderland II Patrol Flying Boat 118 All

Slot # Game Name Notes Bitmap Scenarios Comments

121 RAF Tempest F.2 Fighter 121 All
122 Not Used Not Used
123 RAF Thunderbolt I Fighter 123 All
124 RAF Thunderbolt II Fighter 124 All
125 Not Used Not Used
126 RAF Vengeance I DB Dive Bomber 126 All
127 RAF Vengeance IV DB Dive Bomber 127 All
128 Not Used Not Used
129 RAF Vildebeeste TB Torpedo Bomber 129 All
130 Not Used Not Used
131 RAF Wapati IIa COOP Observation Bomber 131 All
132 Not Used Not Used
133 RAF Wellington I GP Medium Bomber 133 All
134 RAF Welngtn VIII TB Medium Bomber w Torpedo 134 All
135 RAF Wellington X Medium Bomber 135 All
136 RAF Welngtn XII AS Med Bmr w AS Torpedoes & DC 136 All
137-9 Not Used Not Used
140 RAF Warhawk P-40N Fighter 101 All Needs new bitmap
141 ML-KNIL/MLD NEI Air Forces Header
142 KNIL 139WH-3 Medium Bomber 142 All
143 KNIL B-339D Buffalo Fighter 143 All
144 KNIL Loadstar XPT Light Transport 144 All
145 KNIL CW-21B Demon Fighter Interceptor 145 All
146 KNIL CW-22 Falcon Observation Bomber 146 All

Slot # Game Name Notes Bitmap Scenarios Comments

147 MLD C.XIV FR Float Recon Aircraft 147 All
148 MLD Do-24K AS Flying Boat w DC & Bombs 148 All
149 KNIL FK-51 RC Recon Acft [Modified Trainer] 149 All
150 KNIL 75A-7 Hawk Fighter 150 All
151 KNIL Hur'cn IIB Tr Fighter (Tropicalized) 151 All
152 KNIL L-212 XPT Light Transport/Crew Trainer 152 All
153 MLD Catalina AS Flying Boat w DC & Bombs 153 All
154 MLD T.IVa TB Float Torpedo Bomber 154 All
155 KNIL P-40E Warhawk Fighter 155 All
156 KNIL DB-7B Boston Light Bomber 156 All
157 KNIL B-25C Mitchell Medium Bomber 157 All
158 KNIL P-51D Mustang Fighter 175 All
159 RAAF RAAF Section Header
160 RAAF Anson I AS Light Bomber w DC 162 All
161 RAAF Liberator IV Heavy Bomber 163 All
162 Not Used Not Used
163 RAAF Beaufighter Ic Fighter Bomber 165 All
164 RAAF Beaufighter VI Fighter Bomber 166 All
165 RAAF Beaufighter X Fighter Bomber 167 All
166 RAAF Beaufighter 21 Fighter Bomber 168 All
167 Not Used Not Used
168 RAAF Beaufort V Light Bomber 170 All
169 RAAF Beaufort VIII Light Bomber 171 All
170 Not Used Not Used

Slot # Game Name Notes Bitmap Scenarios Comments

171 RAAF Boomerang C-12 Fighter Bomber 173 All
172 RAAF Boomerang C-19 Fighter Bomber 174 All
173 Not Used Not Used
174 RAAF Bostn A-20C Light Bomber 176 All
175 RAAF Bostn A-20G Light Bomber 177 All
176 QANTAS Catalina XPT Flying Boat Transport 182 All
177 RAAF B-339-23 Fighter 179 All Ex KNIL
178 RAAF B-339-23 RC Recon Aircraft with Camera 180 All Ex KNIL
179 RAAF Dakota II XPT Medium Transport (C-53) 184 All
180 RAAF Catalina I AS Flying Boat w DC & Bombs 182 All
181 RAAF Dragon Mk2 XPT Light Transport 183 All
182 RAAF Dakota III XPT Medium Transport (C-47) 184 All
183 ANA DC-2 XPT Light Transport 185 All Top/side mismatch
184 RAAF Do-34K-1 AS Flying Boat w DC & Bombs 186 All Ex NEI MLD
185 QANTAS Empire S.23 Flying Boat w Bombs 187 All Improvised armament
186 Not Used Not Used
187 RAAF Hudson I Light Bomber 189 All
188 RAAF Hudson III Light Bomber 190 All
189 RAAF Hudson XPT Light Transport 191 All
190 RAAF Ventura PV-1 Medium Bomber 192 All
191 Not Used Not Used
192 RAAF Kittyhawk IA Fighter 194 All
193 RAAF Kittyhawk III Fighter 195 All
194 RAAF Kittyhawk IV Fighter 196 All

Slot # Game Name Notes Bitmap Scenarios Comments

195 Not Used Not Used
196 RAAF Lightning RC Recon Aircraft with Camera 198 All
197 RAAF Loadstar XPT Light Transport 199 All
198 Not Used Not Used
199 RAAF Mitchell II Medium Bomber 201 All
200 RAAF Mitchell III Medium Bomber 202 All
201 Not Used Not Used
202 RAAF Mosquito FR.40 Fighter Bomber 204 All
203 RAAF Mosquito PR.40 Recon Aircraft 205 All
204 RAAF Mosquito PR.41 Recon Aircraft 205 All
205 RAAF Mustang IV Fighter 207 All
206 Not Used Not Used
207 RAAF Airacobra P-39 Fighter 209 All
208 RAAF Lancer P-43 RC Recon Aircraft with Camera 210 All
209 RAAF PBM-3R XPT Transport Flying Boat 211 All
210 Not Used Not Used
211 RAAF Spitfire VcTrp Fighter (Tropicalized) 213 All
212 RAAF Spitfire VIII Fighter 214 All
213 Not Used Not Used
214 RAAF Sunderland CII Flying Boat w AS Torp & DC 216 All
215 RAAF OS2U-3 FR Float Reconnaissance 449 All Wrong Colors
216 RAAF Vengeance I Dive Bomber 218 All
217 RAAF Walrus II AS Float Recon w DC & Bombs 222 All
218 RAAF Wirraway CA-1 Light Bomber 220 All

Slot # Game Name Notes Bitmap Scenarios Comments

219 RAAF Kingfisher FR Float Recon 221 All
220 RAAF Walrus II FR Float Recon 222 All Wrong Colors
221 RAAF Catalina IIIAS Flying Boat w DC & Bombs 223 All
222 RAAF Catalina IVAS Flying Boat w DC & Bombs 224 All
223 RCAF Canadian Air Force Header
224 RCAF Beaufort I Light Bomber 226 All
225 Not Used
226 RCAF Bowlingbroke IV Light Bomber 228 All
227 RCAF Canso AS Flying Boat w DC & Bombs 229 All
228 RCAF Dakota XPT Medium Transport 230 All
229 RCAF Hurricane XIIb Fighter 231 All
230 KNIL OS2U-3 Float Recon 225 All
231 RCAF Kittyhawk I Fighter 233 All
232 RCAF Kittyhawk II Fighter 234 All
233 RCAF Kittyhawk III Fighter 235 All
234 Not Used Not Used
235 RCAF Liberator V AS Heavy Bomber w DC & Bombs 237 All
236 Not Used Not Used
237 RCAF Mosquito FB.26 Fighter Bomber 239 All
238 Not Used Not Used
239 RCAF Shark III FRTB Float Recon Torpedo Bomber 241 All
240 RCAF Stranraer AS Flying Boat w DC 242 All
241 RCAF Ventura V AS Medium Bomber w DC 243 All
243 NZ Catalina I AS Flying Boat w DC & Bombs 245 All

Slot # Game Name Notes Bitmap Scenarios Comments

244 NZ Dakota XPT Medium Transport 246 All
245 NZ Dominie Mk2 XPT Light Transport 247 All
246 NZ Dragon Mk2 XPT Light Transport 183 All Needs New Bitmap
247 NZ Corsair Fighter 249 All
248 Not Used Not Used
249 NZ Hudson III Light Bomber 251 All
250 NZ Hudson XPT Light Transport 252 All
251 NZ Ventura AS Medium Bomber with DC 253 All
252 NZ Loadstar XPT Light Transport 254 All
253 Not Used Not Used
254 NZ Kittyhawk IA Fighter 256 All
255 NZ Kittyhawk III Fighter 257 All
256 NZ Kittyhawk IV Fighter 258 All
257 Not Used Not Used
258 NZ Mustang IV Fighter 260 All
259 Not Used Not Used
260 NZ Dauntless I GPDB Dive Bomber 262 All
261 NZ Dauntless II DB Dive Bomber 263 All
262 Not Used Not Used
263 NZ Avenger TB Torpedo Bomber 265 All
264 NZ Singapore AS Flying Boat w DC & Bombs 267 All
265 NZ Vildebeeste IV AS Level Bomber with DC 268 All Map w/o Torpedo
266 NZ Vincent I Light Bomber 269 All
267 NZ Walrus II AS Float Recon w DC & Bombs 222 All

Slot # Game Name Notes Bitmap Scenarios

268 USAAF USAAF Header
268 USAAF USAAF Header
269 A-20B Havoc TB Light Bomber with Torpedo 270 All
270 B-18 Bolo AS Medium Bomber with DC 283 All
271 A-20C Havoc Light Bomber 270 All
272 A-20G Havoc Light Bomber 273 All
273 A-29B Hudson RC Recon Aircraft with Camera 277 All
274 A-24 Banshee GPDB Dive Bomber 275 All
275 A-24B Banshee GPDB Dive Bomber 276 All
276 A-29 Hudson Light Bomber 277 All
277 A-26B Invader Light Bomber 278 All
278 A-26C Invader Light Bomber 279 All
279 A-36 Apachi/Mustang Ground Attack Fighter 280 All
280 B-23 Dragon Medium Bomber 244 All
281 B-10B AS Light Bomber 282 All
282 B-18 Bolo Medium Bomber 283 All
283 Beech 18-S RC Recon Aircraft w Camera 284 All
284 B-17C/D Fortress Heavy Bomber 285 All
285 B-17E Fortress Heavy Bomber 286 All
286 B-17F Fortress Heavy Bomber 287 All
287 B-17G Fortress Heavy Bomber 288 All
288 LB-30 Liberator AS Heavy Bomber w DC & Bombs 290 All
289 LB-30 Liberator Heavy Bomber 290 All
290 B-24D Liberator Heavy Bomber 291 All

Slot # Game Name Notes Bitmap Scenarios

291 B-24D1 Liberator Heavy Bomber 292 All
292 B-24J Liberator Heavy Bomber 293 All
293 LB-30 Liberator RC Recon Aircraft w 2 Cameras 290 All
294 B-25B Mitchell Medium Bomber 295 All
295 B-25C Mitchell Medium Bomber 296 All
296 B-25D1 Mitchell Medium Bomber 297 All
297 B-25G Mitchell ICB Medium Bomber w IC Bombs 298 All Incendiary Cluster Bmb
298 B-25H Mitchell Medium Bomber 299 All
299 B-25J1 Mitchell Medium Bomber 300 All
300 B-25J11 Mitchell Medium Bomber 301 All
301 C-98 Boeing 314 XPT Armed Transport Flying Boat 454 All Heavy Lifter
302 B-26B Marauder TB Medium Bomber w Torpedo 303 All
303 B-26B Marauder Medium Bomber 304 All
304 B-29 Superfort Heavy Bomber 289 All
305 B-29A Superfort B-29 w UB, IB or PB Bombs 526-528 All Atomic/Pumpkin Bomb
306 B-29B Superfort ICB Heavy Bomber with IC Bombs 307 All Incendiary Cluster Bmb
307 B-32 Terminator Heavy Bomber 308 All
308 C-39 [DC-2] XPT Light Transport 309 All
309 C-46A Commando XPT Medium Transport 310 All Heavy Lifter
310 C-46A Commando XPT Medium Transport 311 All Heavy Lifter
311 C-47 Skytrain XPT Medium Transport 312 All
312 C-54 Skymaster XPT Heavy Transport 313 All Heavy Lifter
313 LB-30 Liberator XPT Heavy Transport 315 All Ultra Long Range
314 C-87 Liberator XPT Heavy Transport 315 All Heavy Lifter

Slot # Game Name Notes Bitmap Scenarios

315 F-4 Lightning RC Recon Aircraft with Camera 316 All
316 F-5A Lightning RC Recon Aircraft with Camera 317 All
317 F-5E Lightning RC Recon Aircraft with Camera 318 All
318 F-6C Mustang RC Recon Aircraft with Camera 319 All
319 F-6D Mustang RC Recon Aircraft with Camera 319 All
320 F-7A Liberator RC Recon Aircraft w Cams & ECM 320 All Ultra Long Range
321 F-10 Mitchell RC Recon Aircraft with Camera 321 All
322 F-13 Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
323 O-47A RC Recon Aircraft with Camera 323 All
324 O-49 Vigilant RC Recon Aircraft with Camera 324 All
325 C-54 Skytrooper XPT Medium Transport 312 All
326 P-26A Fighter 327 All
327 P-35A Fighter 328 All
328 P-36A Mohawk Fighter 329 All
329 F-13A Superfort RC Recon Aircraft w Cams & ECM 322 All Ultra Long Range
330 RP-38E Lightning RC Recon Aircraft with Camera 331 All Only operational P-38E
331 P-38F Lightning Fighter 332 All
332 P-38G Lightning Fighter 333 All
333 P-38H Lightning Fighter 334 All
334 P-38J Lightning Fighter 335 All
335 P-38L Lightning Fighter 336 All
336 P-39D Airacobra Fighter 337 All
337 P-39N2 Airacobra Recon Aircraft with Camera 338 All
338 P-39N1 Airacobra Fighter Ground Attack 339 All

Slot # Game Name Notes Bitmap Scenarios

339 P-400 Airacobra Fighter Ground Attack 340 All
340 RP-40 Tomahawk RC Recon Aircraft with Camera 342 All
341 P-40B Tomahawk Fighter 342 All
342 P-40E Kittyhawk Fighter 343 All
343 P-50K Warhawk Fighter 344 All
344 P-40N1 Warhawk Fighter 345 All
345 P-40N5 Warhawk Fighter 346 All
346 P-40N26PR RC Recon Aircraft with Camera 347 All
347 P-43 Lancer Fighter 348 All
348 P-43A-1 Lancer Fighter 349 All
349 P-47D2 Thunderbolt Fighter 350 All
350 P-47D25 Thunderbolt Fighter 351 All
351 P-57N Thunderbolt Fighter 352 All
352 B-27C/D Fortress RB Heavy Recon Bmr w Cameras 285 All
353 P-51A Mustang Fighter 354 All
354 P-51B Mustang Fighter 355 All
355 P-51D Mustang Fighter 356 All
356 P-51H Mustang Fighter 357 All
357 B-37 Lexington AS Medium Bomber with DC 472 All
358 P-61A Blk Widow NF Night Fighter 359 All
359 P-61C Blk Widow NF Night Fighter 360 All
360 P-70 Havok NF Night Fighter 361 All
361 P-70A1 Havok NF Night Fighter 362 All
362 P-80A2 Havok NF Night Fighter 362 All

Slot # Game Name Notes Bitmap Scenarios

363 P-80A Shooting Star Fighter 364 All
364 P-82B Twin Mustang Fighter 365 All
365 RP Stearman 75M RC Recon Aircraft 366 All
366 P-66 Vanguard Fighter 16 All Needs US bitmap
367 Soviet Air Forces Soviet Air Forces Header
368 SOV A-20H Havoc Light Bomber 369 All
369 SOV A-20B Havoc Light Bomber 369 All
370 SOV B-25J Mitchell Medium Bomber 371 All
371 Not Used Not Used
372 SOV Do J Wal FR Light MP Flying Boat 373 All
373 SOV I-15bis "Chato" Fighter 374 All "snub nose"
374 SOV I-153 Chaika Fighter 375 All "seagull"
375 SOV I-16 Type 24 Fighter 376 All
376 Not Used Not Used
377 SOV IL-2 Shturmovik Fighter Ground Attack 378 All
378 SOV IL-2m3 STRF FTR Fighter Ground Attack 379 All No bombs, just cannon
379 SOV IL-10 Sturmovik Fighter Ground Attack 380 All
380 Not Used Not Used
381 SOV IL-4 DB-3M Medium Bomber 384 All
382 SOV IL-4 DB-3T TB Medium Bomber with Torpedo 385 All
383 SOV IL-4 [Late] Medium Bomber 386 All
384 SOV TB-3/G-2 XPT Heavy Transport 387 All Former Heavy Bomber
385 Not Used Not Used
386 SOV La-5FN Lavochka Fighter 388 All

Slot # Game Name Notes Bitmap Scenarios

387 SOV La-7 INT Fighter 389 All
388 SOV LaGG-3 Coffin Fighter 390 All
389 SOV Li-2VP DC-3 XPT Medium Transport 406 All armed
390 SOV Li-2P DC-3 XPT Medium Transport 392 All unarmed
391 SOV MBR-2bis AS Light Patrol Flying Boat 373 All new bitmap
392 SOV Li-2F DC-3 RC Recon Aircraft with Camera 392 All unarmed
393 SOV MiG-3 Fighter 395 All
394 SOV P-39Q Airacobra Fighter Ground Attack 396 All
395 SOV P-63A KingCobra Fighter Ground Attack 397 All
396 SOV MP-1bis XPT Light Transport Flying Boat 373 All Unarmed MBR-2
397 SOV PGN-1/GST AS Flying Boat w DC & Bombs 399 All
398 Not Used Not Used
399 SOV Pe-2 Dive Bomber 401 All
400 SOV Pe-2R RC Recon Aircraft with Camera 402 All
401 SOV Pe-2I Dive Bomber 401 All
402 SOV R-10 RC BMR Recon Bomber with Camera 404 All
403 SOV Yak-2 RC BMR Recon Bomber 2 3x Cameras 406 All
404 Li-2VV DC-3 BMR Light Bomber 406 All DC-3 w turret
405 SOV Yak-4 RC BMR Recon Bomber 2 3x Cameras 406 All
406 SOV SB-2 Light Bomber 408 All
407 SOV TB-3 Heavy Bomber 409 All
408 SOV Tu-2S ANT-58 GP Light Bomber 410 All
409 SOV Yak-3 INT Fighter Interceptor 412 All new bitmap
410 SOV Yak-7B Fighter 412 All

Slot # Game Name Notes Bitmap Scenarios

411 SOV Yak-9 Fighter 413 All
412 SOV Yak-9D Fighter 414 All
413 SOV Yak-9R RC Recon Aircraft with Camera 415 All
414 SOV Yak-9T FB Fighter Bomber 416 All
415 SOV Yak-9U Fighter 417 All
416 Not Used Not Used
417 Not Used Not Used
418 USN/USMC USN/USMC Header
419 F2A-2 Buffalo CV Fighter 421 All
420 F2A-3 Buffalo CV Fighter 422 All
421 F2A-2P Buffalo RC CV Recon Aircraft w Camera 423 All
422 F4F-3A Wildcat CV Fighter 425 All
423 F4F-3 Wildcat CV Fighter 425 All
424 F4F-3P Wildcat RC CV Recon Aircraft w Camera 426 All
425 F4F-4 Wildcat CV Fighter 427 All
426 F4F-7P Wildcat RC CV Recon Aircraft w Camera 428 All
427 FM-1 Wildcat CV Fighter 429 All
428 FM-2 Wildcat CV Fighter 430 All
429 F4U-1 Corsair Fighter 431 All
430 F4U-1A Corsair CV Fighter 432 All
431 F4U-1D Corsair CV Fighter 433 All
432 F4U-4 Corsair CV Fighter 434 All
433 F2G-1 Corsair CV Fighter 435 All
434 F4F-3S Wild Catfish Float Fighter 428 All Needs new bitmap

Slot # Game Name Notes Bitmap Scenarios

435 F6F-3 Hellcat CV Fighter 437 All
436 F6F-3N Hellcat NF CV Night Fighter 438 All
437 F6F-5 Hellcat CV Fighter 439 All
438 F6F-5N Hellcat NF CV Night Fighter 440 All
439 F6F-5P Hellcat RC CV Recon Aircraft w Camera 441 All
440 F4U-2 Corsair CV Fighter 442 All
441 F7F-2N Tigercat NF CV Night Fighter 443 All
442 F7F-3 Tigercat CV Fighter 444 All
443 F7F-3P Tigercat RC CV Recon Aircraft w Camera 445 All
444 F8F-1 Bearcat CV Fighter 446 All
445 FR-1 Fireball CV Fighter 447 All Jet & Piston
446 JRM-1/BM2M Mars Flying Boat w GP Bombs 455 All Heavy lifter
447 OS2U-3 Kingfisher FR Float Reconnaissance 449 All
448 F4U-4 + Bat ASM CV Fighter with ASM 434 All Needs new bitmap
449 JO-2 Hudson XPT Light Transport 252 All Needs new bitmap
450 PB2Y-3 Coronado Flying Boat 452 All Heavy lifter
451 PB2Y-3 Coronado AS Flying Boat with AS & Bombs 452 All Heavy lifter
452 PB2Y-5 Coranado AS Flying Boat with AS & Bombs 454 All Also ASW Torpedoes
453 PB2Y-3R Cor'ndo XPT Transport Flying Boat 452 All Heavy lifter
454 PB4Y-1 Liberator AS Hvy Bomber w AS & Bombs 456 All
455 PB4Y-1P Liberator RC Recon Aircraft with Camera 457 All Ultra Long Range
456 PB4Y-2 Privateer AS Hvy Bomber w AS & Bombs 458 All Also ASW Torpedoes
457 PB4Y-2 + 2xBat ASM Heavy Bomber with 2xBat ASM 458 All
458 PBJ-1D Mitchell TP Med Bomber w Torpedo 460 All

Slot # Game Name Notes Bitmap Scenarios

459 PBJ-1H Mitchell AS Med Bomber w AS Load/75mm 461 All Also ASW Torpedoes
460 PBJ-1J Mitchell AS Med Bomber w ASW Load 462 All Also ASW Torpedoes
461 PBJ-1C Mitchell AS Med Bmr w AS & Bombs 462 All
462 PBM-3D Mariner Flying Boat with Bombs 464 All
463 PBM-5E Mariner AS Flying Boat with ASW Load 465 All Also ASW Torpedoes
464 PV-3 Ventura AS Med Bomber with DC 472 All
465 PBY-4 Catalina AS Flying Boat with DC & Bombs 467 All
466 PBY-5 Catalina TP Flying Boat with Torpedoes 468 All
467 PBY-5A Catalina Flying Boat 469 All Amphibian
468 PBY-6A Catalina AS Flying Boat with AS Bombs 470 All
469 PBN-1 Catalina AS Flying Boat with AS Bombs 470 All
470 PV-1 Ventura AS Med Bomber with AS Bombs 472 All
471 PV-1N Ventura NF Night Fighter 473 All
472 PV-2 Harpoon AS Med Bomber with AS Load 474 All Also ASW Torpedoes
473 PV-2 Harpoon Med Bomber with 474 All
474 R3D-2/D-1 DC-5 XPT Light Transport 476 All
475 R4D-1 Skytrain XPT Medium Transport 477 All wrong side, right top
476 R5C-1 Commando XPT Medium Transport 478 All Heavy lifter
477 R5D-1 Skymaster XPT Heavy Transport 313 All Needs new bitmap
478 SB2U-3 Vindicator CV Dive Bomber 480 All
479 SB2U-3 + 1xBat ASM CV Dive Bomber + Bat ASM 480 All Needs new bitmap
480 SBC-4 Helldiver CV Dive Bomber 482 All
481 SB2C-1 Helldiver CV Dive Bomber 483 All
482 SB2C-3 Helldiver CV Dive Bomber 484 All

Slot # Game Name Notes Bitmap Scenarios

483 SB2C-4 Helldiver CV Dive Bomber 485 All
484 SB2C-5 Helldiver CV Dive Bomber 486 All
485 SBD-2 Dauntless CV Dive Bomber 487 All
486 SBD-1 Dauntless CV Dive Bomber 488 All
487 SBD-3 Dauntless CV Dive Bomber 489 All
488 SBD-5 Dauntless CV Dive Bomber 490 All
489 SBD-6 Dauntless CV Dive Bomber 491 All
490 SNJ-3 Texan RC Recon Aircraft with Camera 492 All
491 Seagull V AS Float Recon w DC & Bombs 493 All
492 SO3C-2 Seamew FR Float Recon Aircraft with Radar 494 All Also Air AS Bombs
493 TBD-1 Devastator TB CV Torpedo Bomber 495 All
494 ZPK-14 (ASW Blimp) Blimp armed w AS & Bombs 496 All
495 TBF-1 Avenger TB CV Torpedo Bomber 497 All
496 TBM-1C Avenger TB CV Torpedo Bomber 498 All
497 TBM-3 Avenger TB CV Torpedo Bomber 499 All
498 TBM-3 + 1xBat ASM CV Bomber + 1xBat ASM 499 All Needs new bitmap
499 CAF Chinese Air Force Header
500 CAF CW-21 Demon Fighter Interceptor 20 All Needs top
501 CAF SBC-4 Helldiver Dive Bomber 482 All Needs new bitmap
502 CAF V-935 (O3U) Light Bomber 494 All Needs new bitmap
503 CAF Hawk II Fighter 12 All Needs new bitmap
504 CAF Hawk III Fighter 12 All Needs new bitmap
505 CNAC Lockheed Mod18 Light Transport 254 All Needs new bitmap
506 TBF-1 Avenger AS CV Bomber with Air DC 497 All Needs new bitmap

Slot # Game Name Notes Bitmap Scenarios

507 TBM-1C Avenger AS CV Bomber with Air AS Bombs 498 All Needs new bitmap
508 TBM-1CP Avenger RC CV Recon Aircraft with Camera 498 All Needs new bitmap
509 Free French Free French Header
510 FFNAF CAMS Mdl55.10 Flying Boat with DC & Bombs 267 All Needs new bitmap
511 FFNAF Walrus II FR Float Recon Aircraft 222 All Needs new bitmap
512 TBM-3R Avenger XPT CV Transport Aircraft 499 All Needs new bitmap
513 F-9 Fortress RC Recon Aircraft with Camera 287 All Needs new bitmap
514 CB-17 [XB-108A] XPT Heavy Transport 286 All Needs new bitmap
515 F-9A Fortress RC Recon Aircraft with 5 Cameras 288 All Share bitmap w 513
516 PBM-3D Mariner XPT Transport Flying Boat 464 All
517 PBM-3S Mariner AS Flying Boat with Air AS Bombs 464 All
518 RTAF BKh10/Hawk III Fighter 12 All Needs new bitmap
519 XPK-24 (ASW Blimp) Blimp armed w AS & GP Bombs 496 All
520 ZPK-34 (ASW Blimp) Blimp armed w AS Torpedoes 496 All
521 C-49 [DC-3] XPT Medium Transport 313 All
522 C-60 Loadstar XPT Light Transport 254 All Needs new bitmap
523 C-47A Skytrain XPT Medium Transport 312 All
524 C-47B Skytrain XPT Medium Transport 312 All
525 PBJ-1D Mitchell CV Med Bomber 460 105 carrier aircraft
526 B-29B Superfort UB Hvy Bomber w Uranium Bomb 305 All unarmed 1/month
527 B-29B Superfort IB Hvy Bomber w Implosion Bomb 305 All unarmed 2/month
528 B-29B Superfort PB Hvy Bomber w Pumpkin Bomb 305 All unarmed 3/month
529 Eurasia Ju-52 Medium Transport 19 All Needs top
530 CAF A-29B Hudson RC Recon Aircraft w Camera 0 All

Slot # Game Name Notes Bitmap Scen Comments

531 KNIL P40N1 Fighter 164 All Wrong colors
532 C-74 Globemaster XPT Heavy Transport 313 All
533 B-24N Liberator Heavy Bomber 294 All
534 B-36B Peacemaker Heavy Bomber 255 105
535 B-42 Mixmaster Medium Bomber 367 105
536 C-82 Packet XPT Medium Transport 536 All
537 C-69 Constellation XPT Heavy Transport 248 All Needs Top
538 P-50 Skyrocket Fighter Interceptor 381 105 Needs Top
539 C-97 Stratofreighter Heavy Transport 306 All
540 C-99A Super XPT Super Heavy Transport 264 105 Needs Top
541 MLD PBY-5A Catalina Flying Boat w DC & Bombs 153 All
542 C-109 Liberator XPT Heavy Transport 315 All Needs w/o greenhouse
543 PB4Y-2 + 2xLoon ASM Heavy Bomber w 2xASMs 458 All Needs art w ASMs
544 B-17E + 2xLoon ASM Heavy Bomber w 2xASMs 286 All Needs art w ASMs
545 B-29A + 4xLoon ASM Heavy Bomber w 4xASMs 306 All Needs art w ASMs
546 KNILM DC-2 XPT Light Transport 74 All Needs KNIL art
547 KNILM DC-3 XPT Medium Transport 75 All Needs KNIL art
548 RB-16C Fortress RC Recon Aircraft with radar 285 All
549 A-29A Hudson XPT Light Transport 277 All
550 TBD-1S Float TB Float Torpedo Bomber 495 105 Needs Float Art
551 USN Catalina XPT Flying Boat Transport 468 All
552 F-7B Liberator RC Recon Acft w Cams & ECM 320 All Ultra Long Range
553 PB4Y-2 Privateer RC Recon Acft w Cams & ECM 458 All Ultra Long Range
554 B-24D1 Librtr w 2xDT Heavy Bomber w Drop Tanks 292 All Needs art w Drop Tanks

Slot # Game Name Notes Bitmap Scenarios

600 JNAF JNAF Header
601 A5M4 Claude CV Fighter 2 All
602 A5M4-K Claude TRG CV Fighter Trainer 2 All Limited in 102 & 104
603 A6M2m21 Zero CV Fighter 4 All
604 A6M2 Sen Baku FB CV Fighter Bomber 5 All
605 A6M2-N Rufe FF Float Fighter 6 All
606 A5M4a Claude CV Fighter 2 105 only 20mm guns
607 A6M2&5-K Claude TRG CV Fighter Trainer 8 All Limited in 102 & 104
608 A6M2-K TRG FB CV Fighter Bomber Trainer 5 All Limited in 102 & 104
609 A6M3m33 Zero CV Fighter 10 All
610 A6M3m32 Zero CV Fighter 11 All
611 A6M4m42 Zero CV Fighter 10 All Needs TS Ha-5 engine
612 A6M5m52 Zero CV Fighter 13 All
613 A7M1 Sam CV Fighter 105 All Needs Top
614 A6M5m53 Zero CV Fighter 15 All
615 A6M5m55 Zero NF CV Night Fighter 16 All
616 A6M5m54 Zero CV Fighter 17 All
617 A6M7 Zero FB CV Fighter 18 All
618 A6M5m55+ Zero NF CV Night Fighter with Radar 16 All
619 A6M8 Zero CV Fighter 20 All
620 B5M1-Q Mabel AS CV Bomber w AS & Bombs 26 105
621 A7M2 Sam CV Fighter 22 All
622 A7M3-J Sam Fighter 23 All
623 B4Y1 Jean TB CV Torpedo Bomber 24 All

Slot # Game Name Notes Bitmap Scen Comments

624 B4Y1-Q Jean AS CV Bomber w Air AS Bombs 24 105
625 B5M1 Mable CV Bomber 26 All
626 B5N1-Q Kate AS CV Bomber w AS & Bombs 30 105 Needs top bitmap
627 B5N1/B5N1-K Kate TB CV Torpedo Bomber 28 All
628 B5N2 Kate TB CV Torpedo Bomber 29 All
629 B5N2-Q Kate AS CV Bmr w AS & Bombs 30 All
630 B6N1 Jill TB CV Torpedo Bomber 31 All Needs top bitmap
631 B6N2 Jill TB CV Torpedo Bomber 32 All
632 B6N2a Jill TB CV Torpedo Bomber 33 All
633 F1M2 Pete ASDB Float Recon w Air DC 69 All Note 3
634 E13A1 Jake AS Float Recon w Air DC 62 All
635 B7A2 Grace DB/TB CV Dive Bomber with Torpedo 36 All
636 C3N1 Kate RC CV Recon Plane with Camera 37 All Needs top bitmap
637 C5M2 Babs RC Recon Aircraft with Camera 38 All
638 C5M1 Babs RC Recon Aircraft with Camera 38 All
639 C6N1 Myrt RC CV Recon Aircraft with Camera 40 All
640 C6N1-S Myrt NF CV Night Fighter 41 All
641 C6N2 Myrt RC CV Recon Aircraft with Camera 40 All
642 D1A2 Susie TRG CV Dive Bomber Trainer 43 All Limited in 102 & 104
643 C6N3-S Myrt NF CV Night Fighter 41 All
644 D3A1 Val DB CV Dive Bomber 45 All Also 60 kg GP bombs
645 D3A2 Val DB CV Dive Bomber 46 All Also 60 kg GP bombs
646 C7M2 Dinah RC Recon Aircraft with Camera 183 All
647 D3Y1-K Mojo TRG Dive Bomber Trainer 48 All

Slot # Game Name Notes Bitmap Scen Comments

648 C6N1-B Myrt TB CV Torpedo Bomber 40 All Needs torpedo
649 D4Y1 Judy DB CV Dive Bomber 50 All Also 60 kg GP bombs
650 D4Y2 Judy DB CV Dive Bomber 51 All Also 60 kg GP bombs
651 D4Y3 Judy DB CV Dive Bomber 52 All Also 60 kg GP bombs
652 D4Y5 Judy DB CV Dive Bomber 53 All Also 60 kg GP bombs
653 D3A1-Q Val AS CV Bomber w AS & Bombs 45 105
654 H6K4-L Emily XPT Heavy Transport Flying Boat 89 All
655 D4Y1-C Judy RC CV Recon Aircraft with Camera 56 All
656 D4Y2-C Judy RC CV Recon Aircraft with Camera 57 All
657 D4Y2-S+ Judy NF CV Night Fighter with Radar 59 All
658 D4Y2-S Judy NF CV Night Fighter 59 All
659 E11A1 Laura FR Float Recon 67 All Needs new bitmap
660 E13A1 Jake FR Float Recon 61 All
661 E13A1 Jake AS Float Recon with Air AS Bombs 62 All Also has MAD
662 H8K3 Emily AS Flying Boat w AS & Bombs 88 All Also has radar
663 E14Y1 Glen FR Sub-borne Float Recon 64 All Submarine recon
664 E15K1 Norm FR Float Recon 65 All
665 E16A1 Paul FDB Float Dive Bomber 66 All
666 E7K1 Alf AS Float Recon with Air AS Bombs 67 All
667 E8N2 Dave FDB Float Dive Bomber 68 All
668 F1M1 Pete FDB Float Dive Bomber 69 All Note 3
669 G3M2-KAI Nell RC Recon Aircraft with Camera 71 All New map no markings
670 G4M2/G3M2-K Nell TB Torpedo Bomber/Trainer 71 All
671 G3M3 Nell TB Torpedo Bomber 72 All Long range

Slot # Game Name Notes Bitmap Scen Comments

672 G3M3-Q Nell TB Med Bomber w Air AS Bombs 77 All Needs top bitmap
673 G4M1 Betty TB Torpedo Bomber 74 All
674 G4M2m22 Betty TB Torpedo Bomber 75 All
675 G4M2m22a Betty TB Torpedo Bomber 76 All
676 G4M3m34-Q Betty AS Med Bomber w Air AS Bombs 81 All Needs top bitmap
677 G4M3m34+MXY7 ASM Med Bomber w MXY7 ASM 78 All
678 G4M3m34 TB Torpedo Bomber 79 All
679 G6M-L2/G4M1-L XPT Medium Transport 80 All Long range
680 G5N2-L Liz XPT Heavy Transport 129 All Needs new bitmap
681 H6K2-L Mavis XPT Heavy Transport Flying Boat 82 All Long range
682 H6K4-L Mavis XPT Heavy Transport Flying Boat 83 All Long range
683 H6K4 Mavis AS Flying Boat w AS & Bombs 84 All
684 H6K5 Mavis AS Flying Boat w AS & Bombs 85 All
685 H5Y1 Ruby AS Flying Boat w AS & Bombs 90 All Needs top bitmap
686 H8K1 Emily AS Flying Boat w AS & Bombs 87 All
687 H8K2 Emily AS Flying Boat w AS & Bombs 88 All
688 H8K2-L Emily XPT Heavy Transport Flying Boat 89 All
689 H9A1 Apple TRG Flying Boat Trainer 86 All but 102 & 104 Needs top
690 J1N1-C Irving RC Recon Aircraft with Camera 91 All
691 J1N1-S Irving NF Night Fighter 92 All
692 J1N1-Sa Irving NF Night Fighter with Radar 93 All
693 C7M3 Dinah RC Recon Plane with Camera 182 105 Needs IJN bitmap
694 J2M2 Jack Fighter 95 All
695 J2M3 Jack Fighter 96 All

Slot # Game Name Notes Bitmap Scen Comments

696 H8K1 Emily TP Flying Boat with Torpedoes 87 All Needs new bitmap
697 J2M5 Jack Fighter 98 All
698 K3M3-L Pine XPT CV Light Transport 108 All but 102 & 104
699 J7W1 Shinden Fighter 100 Bitmaps reversed
700 J2W2 Shinden [Jet] Fighter 99 Needs top bitmap
701 J8M1 Shusei [RKT] Fighter 102 All Ultra Short Range
702 J9Y1-C Kikka RC JET Recon Aircraft with Camera 104 All
703 J9Y1 Kikka DB [JET] Dive Bomber 104 All Needs new bitmap
704 K3M3 Pine TRG Crew Trainer 108 Limited in 102 & 104 New map
705 K5Y1 Willow TRG Intermediate Trainer 106 All Limited in 102 & 104
706 K5Y2 Willow TRG Float Intermediate Trainer 106 All Needs new bitmap
707 K11W2 Birch TRG Crew Trainer 108 Limited in 102 & 104
708 K11W2 Birch AS Bomber with Air AS Bombs 108 All Needs MAD bitmap
709 L2D2 Tabby XPT Medium Transport 110 All DC-3 variant
710 L3Y2/G3M2L Tina XPT Light Transport 111 All G3M2-L = Civil
711 L1N1 Thora XPT Light Transport 203 All Needs new map
712 M6A1 Seiran FTB Float Torpedo Bomber 113 All Submarine bomber
713 L3Y1/G3M1L Tina XPT Light Transport 111 All G3M1-L = Civil
714 N1K1a Rex FF Float Fighter 115 All
715 N1K1-J George Fighter 116 All
716 N1K2-Ja George Fighter 117 All
717 N1K3-J George Fighter 117 All
718 N1K5-J George Fighter 119 All
719 N1K1-Jb George Fighter 116 All

Slot # Game Name Notes Bitmap Scen Comments

720 N1K3-A George Fighter 117 All
721 P1Y1 Francis TB Torpedo Bomber 122 All
722 P1Y1+MXY7 ASM Med Bomber w MXY7 ASM 123 All
723 P1Y3 Francis TB Torpedo Bomber 125 All
724 P1Y2 Francis TB Torpedo Bomber 125 All
725 P1Y2-S Francis NF Night Fighter with Radar 126 All
726 P2M1 Peggy TB Torpedo Bomber 218 All Needs new map
727 Q1W1 Lorna AS Light Bomber w Air AS Bombs 128 All Also has MAD
728 Q1W2 Lorna AS Light Bomber w Air AS Bombs 128 All Also has MAD
729 Q3W1 Nankai AS Light Bomber w Air AS Bombs 108 All Needs MAD map
730 G4M2-KAI Betty RC Recon Aircraft with 2 Cameras 74 All New map no markings
731 G3M2-Q Nell AS Med Bomber w Air AS Bombs 71 All
732 S1A1 Denko NF Night Fighter 133 All
733 G8N1 Rita+2xMXY7 Med Bomber + 2xMXY7m33 131 All No top, new map
734 G4M2m22b Betty TB Torpedo Bomber 76 All
735 G5N3 Liz Heavy Bomber 70 All Needs top
736 G8N1 Rita Heavy Bomber 131 All Needs Top
737 G7M1 Katana Med Bomber 79 All Needs new map
738 G7M1 Katana TB Torpedo Bomber 21 inch 79 All Needs new map
745 L5N2/MC-23 XPT Medium Transport [Ki-49II KAI] 196 105 Needs JNAF map
751 L4M2/MC-20II XPT Medium Transport [Ki-57 II] 206 105 Needs JNAF map
739 JAAF JAAF Header
740 Ka-1 (RW) RC/AS Observation & AS Autogyro 141 All Land, float or CV
741 Ki-10 Perry Fighter 24 All

Slot # Game Name Notes Bitmap Scen Comments

742 Ki-9 Spruce TRG Basic Trainer 143 Limited in 102 & 104
743 Ki-17 Cedar TRG Intermediate Trainer 143 Limited in 102 & 104
744 Ki-15 II Babs RC Recon Aircraft with Camera 145 All
745 MC-22 Helen XPT Medium Transport [Ki-49II KAI] 196 105 Needs Civil map
746 Ki-21 Ic Sally Medium Bomber 147 All
747 Ki-21 IIb Sally Medium Bomber 148 All
748 Ki-21 IIb Sally Medium Bomber 149 All
749 MC-20 I Topsy XPT Medium Transport 206 All
750 MC-21 Sally XPT Medium Transport 151 All
751 MC-20 II Topsy XPT Medium Transport 206 All
752 Ki-27a/b Nate Fighter 153 All
753 Ki-30 Ann BW Light Bomber with BW Bombs 242 All Needs top bitmap
754 Ki-30 Ann Light Bomber 155 All
755 Ki-32 Mary Light Bomber 156 All
756 Ki-36 Ida BW Light Bomber with BW Bombs 158 All 6xUji BW Bombs
757 Ki-36 Ida Observation Bomber 158 All
758 Ki-34 Thora XPT Light Transport 203 All Needs top bitmap
759 Ki-43 Ia Oscar Fighter 160 All
760 Ki-43 Ib Oscar Fighter 161 All
761 Ki-43 Ic Oscar Fighter 162 All
761 Ki-43 Ic Oscar Fighter 162 All
762 Ki-43 II Oscar Fighter 163 All
763 Ki-36 Ida AS Light Bomber w AS Bombs 158 105
764 Ki-43 IIIa Oscar Fighter 165 All

Slot # Game Name Notes Bitmap Scen Comments

765 Ki-43 IIIb Oscar Fighter 166 All
766 Ki-43 IIb Oscar Fighter 164 All
767 Not Used Not Used
768 Ki-44 I Tojo Fighter Interceptor 168 All
769 Ki-44 IIa Tojo Fighter Interceptor 169 All
770 Ki-44 IIb Tojo Fighter Interceptor 170 All
771 Ki-44 IIc Tojo Fighter Interceptor 171 All
772 Ki-44 III Tojo CV Fighter Interceptor 172 All
773 Ki-50 III Lorna AS ASW Dive Bomber 128 105 Needs JAAF Colors
774 Ki-50 II Lorna AS ASW Dive Bomber 128 105 Needs JAAF Colors
775 Ki-45 KAIa Nick FB Fighter Bomber 175 All
776 Ki-45 KAIb Nick FB Fighter Bomber 176 All
777 Ki-45 KAIc Nick FB Night Fighter 177 All
778 Ki-45 KAId Nick FB Fighter Bomber 178 All
779 Ki-45 II Nick FB Fighter Bomber 230 105 Needs new bitmap?
780 Ki-45 KAIc+ Nick FB Night Fighter with Radar 177 All
781 Ki-46 I Dinah RC Recon Aircraft with Camera 181 All
782 Ki-46 II Dinah RC Recon Aircraft with Camera 182 All
783 Ki-46 III Dinah RC Recon Aircraft with Camera 182 All
784 Ki-46 IV Dinah RC Recon Aircraft with Camera 182 All
785 Ki-46 IIIKAI Dnh NF Night Fighter with Radar 185 All
786 Ki-46 IIIKAI Dinah Long Range Fighter 184 All
787 Ki-48 IIb Lily DB Dive Bomber 189 All
788 Ki-48 Ib Lily Light Bomber 188 All

Slot # Game Name Notes Bitmap Scen Comments

789 Ki-48 IIa Lily Dive Bomber 189 All
790 Ki-48 IIc Lily+Igo1 Med Bomber w Igo I ASM 190 All Needs ASM bitmap
791 Ki-48 IIc Lily DB Dive Bomber 191 All
792 Ki-49 IQ Helen AS Med Bomber w DC & GP Bombs 127 All Needs MAD bitmap
793 Ki-49 Ia Helen Medium Bomber 193 All
794 Ki-49 IIa Helen Medium Bomber 194 All
795 Ki-49 IIb Helen Medium Bomber 195 All
796 Ki-49 Helen XPT Medium Transport 196 All
797 Ki-51b Sonia DB Dive Bomber 197 All
798 Ki-51c Sonia DB Dive Bomber 198 All
799 Ki-49 III Helen Medium Bomber 195 All
800 Ki-54b Hickory TRG Crew Trainer 200 Limited in 102 & 104
801 Ki-54c Hickory XPT Light Transport 201 All
802 Ki-55 Ida TRG Advanced Trainer 158 All
803 Ki-54d Hickory AS Light Bomber with DC 200 All Needs MAD bitmap
804 Ki-56 Thalia XPT Light Transport 204 All Very good load
805 Ki-57 I Topsy XPT Medium Transport 205 All
806 Ki-57 II Topsy XPT Medium Transport 205 All
807 Ki-59 Theresa XPT Light Transport 207 All
808 2xKu-8 Gandor & Tug Tug & Gliders Combination 205 Not in 105 Needs bitmap
809 Ki-61 Ia Tony Fighter 209 All
810 Ki-61 Ib Tony Fighter 210 All
811 Ki-61 Ic Tony Fighter 211 All
812 Ki-61 Id Tony Fighter 212 All

Slot # Game Name Notes Bitmap Scen Comments

813 Ki-61 II KAIa Tony Fighter 213 All
814 Ki-65 Mike [Me-109] Fighter Interceptor 208 All
815 Ki-67 I Peggy Medium Bomber 215 All
816 Ki-67 II Peggy Medium Bomber 216 All
817 Ki-109 I Peggy NF Night Fighter 217 All
818 Ki-67 I Peggy TP Torpedo Bomber 218 All
819 Ki-74 Patsy Long Range Light Bomber 219 All
820 Ki-76 Stella AS/RC Observation/AS Aircraft 220 All All Platforms STOL
821 Ki-71 Edna DB Dive Bomber with 198 All
822 Ki-79a Nate FB TRG Fighter Bomber Trainer 222 All
823 Ki-80 Helen Medium Bomber 195 All
824 Ki-84 Stan Fighter 224 All
825 Ki-84 Ia Frank Fighter 225 All
826 Ki-84 Ib Frank Fighter 226 All
827 Ki-84 Ic Frank Fighter 226 All
828 Ki-84R Frank Fighter 228 All
829 Ki-91 Sandy Heavy Bomber 131 All Needs new bitmap
830 Ki-93 Ia Pat Fighter 230 All
831 Ki-93 Ib Pat FB Fighter Bomber 231 All
832 Ki-94 II Eric Fighter 232 All
833 Ki-97 Peggy XPT Medium Transport 215 All
834 Ki-95 Lee RC Recon Aircraft with Camera 234 All
835 KI-96 Toryu Long Range Fighter 230 105
836 Ki-100 I Tony Fighter 235 All

Slot # Game Name Notes Bitmap Scen Comments

837 Ki-100 II Tony Fighter 236 All
838 Ki-102a Randy Fighter 238 All
839 Ki-102b Randy FB Fighter Bomber 239 All
840 Ki-102c Randy NF Night Fighter 241 All
841 Ki-203b Randy+Igo1 Fighter Bomber + Igo1b ASM 239 All Needs ASM bitmap
842 Ki-67 I Peggy+Igo1 Med Bomber + Igo1a ASM 216 All Needs ASM bitmap
843 Ki-68 II Liz Heavy Bomber 73 All Needs JAAF bitmap
844 L4M1 Topsy XPT Medium Transport [Ki-57 I] 205 105 Needs JNAF map
845 AT-2 Thora XPT Light Transport [Civil Ki-34] 203 All Needs top civil bm
846 Type LO (Model 14) Light Transport [Lockheed 14] 203 All Needs civil bitmap
847 Y-59 Hickory XPT Light Transport [Civil Ki-54c] 201 All Needs civil bitmap
848 Ki-201 Karyu (Jet) Fighter 247 All Top/side colors?
849 Ki-202 Shusei (RKT) Fighter 248 All Top/side colors?
850 Ki-68 II Liz Heavy Bomber 70 All Same as 843 above
851 L2D1/DC-3 XPT Medium Transport 110 All DC-3 variants
852 G7M1 KAI Katana RC See Naval Aircraft 79 All Needs new bitmap
853 RTAF BKh11/Hawk 75 Fighter 146 All Needs top bitmap
854 RTAF BJ1/V-93S Observation Bomber 144 All Needs top bitmap
855 RTAF WS-103 FR Float Recon 60 All Needs top bitmap
856 RTAF BKh13/Ki-43Ic Fighter 260 All Needs RTAF bitmap
857 RTAF BTh3/B-10 Light Bomber 152 All Needs top bitmap
858 RTAF BKh12/Ki-27 Fighter 154 All Needs top bitmap
859 RTAF BKh13/Ki-43II Fighter 260 All Needs top bitmap
860 RTAF BTh4/Ki-21 I Medium Bomber 150 All Needs top bitmap

Slot # Game Name Notes Bitmap Scen Comments

861 RTN E8N1 FR Float Recon 63 All Needs top bitmap
862 RTAF Ki-79a TRG Fighter Trainer 221 105 Needs top
863 RTAF BJ2/Ki-30 Light Bomber 155 All
864 RTAF BA1/F-35/etc Observation Bomber 159 All Needs top bitmap
865 RTAF BF6/Ki-36 Observation Bomber 158 All Needs RTAF bitmap
866 RTAF BTh6/Ki-49 Medium Bomber 192 All Needs top bitmap
867 RTN E13A1 FR Float Recon 259 All Needs top bitmap
868 RTAF BKh10/Hawk III Fighter 142 All Needs top bitmap
869 RTAF BKh9/Hawk II Fighter 142 All Needs top bitmap
870 RTAF BTh5/Ki-21 II Medium Bomber 150 All Needs top bitmap
871 Ki-50 Ib Janice NF Night Fighter [Ju-88 C6] 128 105 Needs new bitmap
872 Ki-50 Id Janice RC Recon Aircraft [Ju-88D2 w cam] 128 105 Same map as 870
873 Ki-50 IIb Janice NF Night Fighter [Ju-88G7 w radar] 128 105 Same map as 870
874 Ki-50 I Janice DB Dive Bomber [Ju-88A5] 128 105 Bitmap w ext bombs
875 Ki-50 Ic Janice TB Torpedo Bomber [Ju-88A17] 128 105 Bitmap w 2 torpedos
876 G5N4 Liz Heavy Bomber 70 105 Needs JNAF bitmap
877 G5N2 Liz Heavy Bomber 70 All Needs JNAF bitmap
878 Ki-68 I Liz Heavy Bomber 130 All Needs JAAF bitmap
879 CoCAF BR.20 Ruth Medium Bomber 249 All Need new bitmap
880 G4H2 Condor Heavy Bomber 130 105 Needs new bitmap
881 FW-200 Condor XPT Heavy Transport 129 105 Needs new bitmap
882 G4H1 Condor RB Medium Bomber w 2xCameras 130 105 Same bitmap as 880
883 G8N1 Rita UB Hvy Bomber w Uranium Bomb 131 All Same bitmap as 736
884 Ki-91 Sandy UB Hvy Bomber w Uranium Bomb 131 All Same bitmap as 829

Slot # Game Name Notes Bitmap Scen Comments

885 Ar-196A3 FR Float Recon 140 All Needs top
886 A6N1 Mike Fighter 209 105 Needs IJN colors
887 A7N3 Tojo Fighter 208 105 Needs IJN colors
888 C6N1-B Myrt TB CV Torpedo Bomber 33 105
889 J1M1 Stan Fighter 224 All
890 Ki-50 IId Janice RC Recon Acft [Ju-88H1 w 3xcam] 128 105 Same map as 870
891 Ki-50 III Janice TB Torpedo Bomber ]Ju-188 A2] 128 105 Bitmap w 2 torpedos
892 Ki-50 IIb + AAM NF Ju-88G1 w Hs-298 AAM 128 105 Bitmap w 2 AAM
893 Ki-92 I Liz XPT Heavy Transport 129 All Needs JAAF bitmap
894 A8V1 [P-35] Fighter 250 None Needs top
895 Ki-92 II Liz Xpt Heavy Transport 129 105 Needs JAAF bitmap
896 F1M2 Pete FF Float Fighter 69 All Note 3
897 Ki-52 Irene [Ju-87A] Not Used 252 None Needs top
898 C3N2 Kate RC CV Recon Plane with Camera 37 All Needs top bitmap
899 A9He1-J Interceptor Fighter 237 All Needs top bitmap
900 A6M4m43 Zero NF Carrier Night Fighter 10 105
901 H5H1 Grief HB Heavy Bomber w bombs 130 105 Needs JNAF bitmap
902 H5H1 Grief TB Heavy Bomber w torpedoes 130 105 Needs JNAF bitmap
903 H5H2 Grief + ASM Heavy Bomber w I-Go 1a ASM 130 105 Needs JNAF bitmap
904 L2D3a Tabby XPT Medium Transport 110 All
905 Axis I-16 Fighter 240 All Needs top bitmap

Note 1: The bitmap for 518 is identical to Axis bitmap 142, but this is an Allied bitmap.

Note 2: The one PBJ that is carrier capable is in honor of the fact one made carrier landings in 1944. It isn't enough to be considered useful in the scenario.

Note 3: The float fighter carries a smaller bomb load to a greater normal range, and no bomb load to extended range. The float dive bomber and float ASW dive bomber versions carry the full bomb load to the standard normal range, and no bomb load on recon or search missions. All these are historical roles for the Pete.


< Message edited by el cid again -- 4/3/2013 6:14:29 PM >

(in reply to el cid again)
Post #: 249
RE: RHS Design Theory: USN, USMC, FF & RTAF w ECM air... - 4/3/2013 6:17:58 PM   
el cid again

 

Posts: 14950
Joined: 10/10/2005
Status: offline
RHS Plane List 1 Slot Order [USN & USMC & Misc Section]

Slot # Game Name Notes Bitmap Scenarios

418 USN/USMC USN/USMC Header
419 F2A-2 Buffalo CV Fighter 421 All
420 F2A-3 Buffalo CV Fighter 422 All
421 F2A-2P Buffalo RC CV Recon Aircraft w Camera 423 All
422 F4F-3A Wildcat CV Fighter 425 All
423 F4F-3 Wildcat CV Fighter 425 All
424 F4F-3P Wildcat RC CV Recon Aircraft w Camera 426 All
425 F4F-4 Wildcat CV Fighter 427 All
426 F4F-7P Wildcat RC CV Recon Aircraft w Camera 428 All
427 FM-1 Wildcat CV Fighter 429 All
428 FM-2 Wildcat CV Fighter 430 All
429 F4U-1 Corsair Fighter 431 All
430 F4U-1A Corsair CV Fighter 432 All
431 F4U-1D Corsair CV Fighter 433 All
432 F4U-4 Corsair CV Fighter 434 All
433 F2G-1 Corsair CV Fighter 435 All
434 F4F-3S Wild Catfish Float Fighter 428 105 Needs new bitmap
435 F6F-3 Hellcat CV Fighter 437 All
436 F6F-3N Hellcat NF CV Night Fighter 438 All
437 F6F-5 Hellcat CV Fighter 439 All
438 F6F-5N Hellcat NF CV Night Fighter 440 All
439 F6F-5P Hellcat RC CV Recon Aircraft w Camera 441 All
440 F4U-2 Corsair CV Fighter 442 All

Slot # Game Name Notes Bitmap Scenarios

441 F7F-2N Tigercat NF CV Night Fighter 443 All
442 F7F-3 Tigercat CV Fighter 444 All
443 F7F-3P Tigercat RC CV Recon Aircraft w Camera 445 All
444 F8F-1 Bearcat CV Fighter 446 All
445 FR-1 Fireball CV Fighter 447 All Jet & Piston
446 JRM-1/BM2M Mars Flying Boat w GP Bombs 455 All Heavy lifter
447 OS2U-3 Kingfisher Float Recon Aircraft 449 All
448 F4U-4 + Bat ASM CV Fighter with ASM 434 All Needs new bitmap
449 JO-2 Hudson XPT Light Transport 252 All Needs new bitmap
450 PB2Y-3 Coronado GP Flying Boat with GP Bombs 452 All Heavy lifter
451 PB2Y-3 Coronado AS Flying Boat with AS & GP Bombs 452 All Heavy lifter
452 PB2Y-5 Coranado AS Flying Boat with AS & GP Bombs 454 All Also ASW Torpedoes
453 PB2Y-3R Cor'ndo XPT Transport Flying Boat 452 All Heavy lifter
454 PB4Y-1 Liberator AS Hvy Bomber w AS & GP Bombs 456 All
455 PB4Y-1P Liberator RC Recon Aircraft with Camera 457 All Ultra Long Range
456 PB4Y-2 Privateer AS Hvy Bomber w AS & BP Bombs 458 All Also ASW Torpedoes
457 PB4Y-2 + 2xBat ASM Heavy Bomber with 2xBat ASM 458 All
458 PBJ-1D Mitchell TP Med Bomber w Torpedo 460 All
459 PBJ-1H Mitchell AS Med Bomber w AS Load/75mm 461 All Also ASW Torpedoes
460 PBJ-1J Mitchell AS Med Bomber w ASW Load 462 All Also ASW Torpedoes
461 PBJ-1C Mitchell AS Med Bmr w AS Bombs 462 All
462 PBM-3D Mariner GP Flying Boat with GP Bombs 464 All
463 PBM-5E Mariner AS Flying Boat with ASW Load 465 All Also ASW Torpedoes
464 PV-3 Ventura AS Med Bomber with DC 472 All

Slot # Game Name Notes Bitmap Scen Notes

465 PBY-4 Catalina AS Flying Boat with DC and Bombs 467 All
466 PBY-5 Catalina TP Flying Boat with Torpedoes 468 All
467 PBY-5A Catalina Flying Boat with Bombs 469 All Amphibian
468 PBY-6A Catalina AS Flying Boat with AS Bombs 470 All
469 PBN-1 Catalina AS Flying Boat with AS Bombs 470 All
470 PV-1 Ventura AS Med Bomber with AS Bombs 472 All
471 PV-1N Ventura NF Night Fighter 473 All
472 PV-2 Harpoon AS Med Bomber with AS Load 474 All Also ASW Torpedoes
473 PV-2 Harpoon Medium Bomber 474 All
474 R3D-2/D-1 DC-5 XPT Light Transport 476 All
475 R4D-1 Skytrain XPT Medium Transport 477 All wrong side, right top
476 R5C-1 Commando XPT Medium Transport 478 All Heavy lifter
477 R5D-1 Skymaster XPT Heavy Transport 313 All Needs new bitmap
478 SB2U-3 Vindicator CV Dive Bomber with GP Bomb 480 All
479 SB2U-3 + 1xBat ASM CV Dive Bomber + Bat ASM 480 All Needs new bitmap
480 SBC-4 Helldiver GP CV Dive Bomber with GP Bombs 482 All
481 SB2C-1 Helldiver AP CV Dive Bomber with AP Bombs 483 All
482 SB2C-3 Helldiver AP CV Dive Bomber with AP Bombs 484 All
483 SB2C-4 Helldiver AP CV Dive Bomber with AP Bombs 485 All
484 SB2C-5 Helldiver GP CV Dive Bomber with GP Bombs 486 All
485 SBD-2 Dauntless AP CV Dive Bomber with AP Bomb 487 All
486 SBD-1 Dauntless GP CV Dive Bomber with GP Bomb 488 All
487 SBD-3 Dauntless AP CV Dive Bomber with AP Bomb 489 All
488 SBD-5 Dauntless AP CV Dive Bomber with AP Bomb 490 All

Slot # Game Name Notes Bitmap Scen Notes

489 SBD-6 Dauntless GP CV Dive Bomber with GP Bomb 491 All
490 SNJ-3 Texan RC Recon Aircraft with Camera 492 All
491 SOC-1 Seagull FR Float Recon Aircraft 493 All
492 SO3C-2 Seamew FR Float Recon Aircraft with Radar 494 All Also Air AS Bombs
493 TBD-1 Devastator TB CV Torpedo Bomber 495 All
494 ZPK-14 (ASW Blimp) Blimp armed w AS & GP Bombs 496 All
495 TBF-1 Avenger TB CV Torpedo Bomber 497 All
496 TBM-1C Avenger TB CV Torpedo Bomber 498 All
497 TBM-3 Avenger TB CV Torpedo Bomber 499 All
498 TBM-3 + 1xBat ASM CV Bomber + 1xBat ASM 499 All Needs new bitmap
506 TBF-1 Avenger AS CV Bomber with Air DC 497 All Needs new bitmap
507 TBM-1C Avenger AS CV Bomber with Air AS Bombs 498 All Needs new bitmap
508 TBM-1CP Avenger RC CV Recon Aircraft with Camera 498 All Needs new bitmap
509 Free French Free French Header
510 FFNAF CAMS Mdl55.10 Flying Boat wit GP Bombs 373 All Needs new bitmap
511 FFNAF Walrus II FR Float Recon Aircraft 222 All Needs new bitmap
512 TBM-3R Avenger XPT CV Transport Aircraft 499 All Needs new bitmap
516 PBM-3D Mariner XPT Transport Flying Boat 464 All
517 PBM-3S Mariner AS Flying Boat with Air AS Bombs 464 All
518 RTAF BKh10/Hawk III Fighter 150 All Needs new bitmap
519 XPK-24 (ASW Blimp) Blimp armed w AS & GP Bombs 496 All
520 ZPK-34 (ASW Blimp) Blimp armed w AS Torpedoes 496 All
525 PBJ-1D Mitchell AS CV Med Bomber with GP Bombs 460 105 carrier aircraft
543 PB4Y-2 + 2xLoon ASM Heavy Bomber w ASMs 458 All Needs art w ASMs

Slot # Game Name Notes Bitmap Scen Comments

550 TBD-1S Float TB Torpedo Bomber 495 105 Needs Float Art
551 USN Catalina XPT Flying Boat Transport 468 All
553 PB4Y-2 Privateer RC Recon Aircraft w Cams & ECM 458 All

Note 1: The bitmap for 518 is identical to Axis bitmap 142, but this is an Allied bitmap.





< Message edited by el cid again -- 4/3/2013 6:25:55 PM >

(in reply to el cid again)
Post #: 250
RE: RHS Design Theory - 4/3/2013 8:20:55 PM   
General Patton


Posts: 969
Joined: 1/23/2010
From: Mass. USA. now in OHIO
Status: offline
Hey Guys, Couldn't fine the link to this mod.. Can someone provide it. Thanks AND
Cheers

(in reply to el cid again)
Post #: 251
RE: RHS Design Theory: Making China Stronger - 4/6/2013 11:34:55 PM   
el cid again

 

Posts: 14950
Joined: 10/10/2005
Status: offline
A very experienced playtester, in charge of the China campaign in two RHS test games, felt that the Chinese are not strong enough.
He pointed out they won the Third Battle of Changsha early in 1942. I read about it - and concluded that the "bringing up of the heavy guns"
which won the battle (along with good maneuvering and Japanese errors) - was not possible in AE because the ROC OB lacks the actual
artillery units it had. AE credits ROC Army with artillery regiments, but in fact it had four artillery brigades. It also credits them with
75 mm guns. But that was not the standard. China adopted a WWI vintage 77 mm German gun as its production standard. And it also built
Krup 10.5 cm guns - these were probably the "heavy guns" of the battle for Changsha. Also, since this was the third time Japan failed to take
the city, defenders should be credited with preparations, and with fortifications.

I looked at the pwhexe file UNDER the city. It said UL = Urban Light. It SHOULD say UH = Urban Heavy. A test just run concludes it matters - it is
approximately equal to a column shift in the odds. More generally, I believe there are many medium and large cities in China (and India and elsewhere)
which lack UL and UH classification in the pwhexe file below them. Changing that will make China (and other places) stronger. To that end, I shall review ALL map locations and issue an entirely new set of pwhexe seasonal files.

Another change is re ROC guerillas. They no longer will try to plant. While I think that is a fair model of how they operated, there is no way for a player to say "go there, then plant" - and so they get "stuck" and cannot get to the assigned district.

Another change is that artillery and many other units should not start at 50% disabled.

(in reply to el cid again)
Post #: 252
RE: RHS Design Theory - 4/7/2013 3:03:07 AM   
bigred


Posts: 2847
Joined: 12/27/2007
Status: offline

quote:

ORIGINAL: General Patton

Hey Guys, Couldn't fine the link to this mod.. Can someone provide it. Thanks AND
Cheers

RHS is still in testing... we have several test games w/ muti player roles...If interested pm Sid for a position and he will send u some game files.

_____________________________

---bigred---

IJ Production mistakes--
http://www.matrixgames.com/forums/tm.asp?m=2597400

(in reply to General Patton)
Post #: 253
RE: RHS Design Theory: Making China Stronger 2 - 4/12/2013 9:14:17 PM   
el cid again

 

Posts: 14950
Joined: 10/10/2005
Status: offline
Whoever designed the Chinese army for stock had a theory that the Chinese were and ought to be at a serious disadvantage in combat. Never mind that many units start at a fraction of their OB size - sometimes a tiny fraction. Never mind that many of their fields specify "disabled" squads either. Typically that is compounded by 30% exhaustion rates and 50% disabled field values as well. This means

1) The Chinese are going to do bad relative to the nominal squad count of a unit no matter what

2) That the Japanese who WAIT to attack in China will find a much tougher Chinese opponent because

A) he isn't as exhausted

B) He is vastly less disabled, over time.

It is a massive undertaking to revise the huge Chinese army but, if you divide fatigue and disabled values by about ten, you get reasonable values, and combat performance is significantly better.

Additional issues are omissions from the order of battle, or incorrect unit definitions. For example, the Chinese had artillery brigades, rather than battalions, and these were effective (see, for example, The Second Battle of Changsha in early 1942). Locations also should be coded for their real urban value - for example Changsha should be Urban Heavy. As well, defended points with long preparations (like Changsha where the ROC defended it twice already before the game begins) should have some fortification value.

(in reply to el cid again)
Post #: 254
RE: RHS Design Theory: Making China Stronger 3 - 4/13/2013 7:52:42 PM   
el cid again

 

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There is a word in Chinese which is like many in English - it has multiple applications causing no end of confusion. In this case, the word is Jun. It is literally translated "army" and it is common in Chinese based languages, including Japanese.

Part of the problem is command and control. Classically, a Chinese army was very much like what came to be called a "corps" in Europe - the largest formation that can move from line of march to line of battle in a single day. In China, the basic "army" came to be called a "field army" - and it had two divisions. Alternatively, if it had three divisions, it was called a "route army." As part of the NRA (National Revolutionary Army or KMT) reforms of the 1930s, the ENGLISH translation of this term was officially changed to "corps" - at least in theory. But the Chinese term (and pictogram) remained the same. To make it more complicated, units with famous names continued to be better known by their traditional name. RHS reflects this by mixing official names as the standard with special cases, where the unit is better known by its traditional name - thus we have some "Route Armies" and "Field Armies" in addition to many "corps."

But a different usage for Jun also evolved. This was similar to the use of "army" in Europe and the USA - a collection of corps. One of the scholarly treatments of the NRA makes clear that this is a layer between the "War Area" command and the "corps" command. In AE it was present and called a "group army" - which I though was a mistaken translation for the other usage "group army" described above. But in the scholarly treatment, the term "army group" is used - and that is actually possible in AE - which has "group" as a LCU suffex. I removed this layer from RHS orders of battle. In practice, it had the same function as a War Area anyway - it was composed entirely of support squads and had a limited command radius. I have learned that the "army group" was not just a command level, but also a military force in its own right. It had a cavalry regiment, an engineer battalion, an anti-aircraft battalion and possibly a tank unit, anti-tank unit and/or armored car unit. It might additionally have one or two infantry regiments under direct command. In a study of the history of the relatively elite 200th Division - formerly a tank division but by 1941 a motorized infantry division - I learned that an army group might attach its assets to a division for an operation. This caused me to understand this formation in a different sense - it is a way for high command to attach critical specialist units to any field corps or division - and no doubt provide command guidance as well - in an army too poor to put them into every major unit. For this reason, I am reinstating the echelon with the title changed from "group army" (which might be confused with the few corps level units using that title) to "army group" - and adding a real OB to it - so it is both a command unit (with 0 command radius) and a unit with combat and construction capabilities in its own right. The War Area remains the operative command echelon for a region, and all units in the area report to it. The War Area also has a command radius of 1 - making it like other LCU HQ above division level in most cases.

This is far more easy to say than to implement in a giant army like the ROC - which probably should be renamed NRA (its real initials) but that is too much work to implement. When finished - likely today - I will issue RHS 5.20 - and a new installer. When the pwhexe updates are completed, it will probably be about 5.22 - we will terminate test six and start test nine - to measure the impact of all the things that we have been changing. And that will be the semi-final form of RHS Level 1 - needing (if indeed it does still need) only a few changes like revised air art filmstrips - which are in the works. We will then consider an extended map RHS Level 2 project in detail.
We will also round out the scenario set - completing 106 so it is playable - adding 99 and possibly a Spring 1942 scenario (both by Mifune) as well.


(in reply to el cid again)
Post #: 255
RE: RHS Design Theory: Making China Stronger 4 - 4/14/2013 7:52:43 PM   
el cid again

 

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The NRA - in China anyway - means National Revolutionary Army - the army of Dr Sun Yat Sin of the Chinese revolution aka ROC in AE.

After working with the data and testing I have concluded that the echelons above corps (traditionally called "army" and in some cases retaining the title as an honorific) should have

Army Group = Command Radius 1 [HQ Type 1]
[This is similar to an IJA Army HQ or an Allied Corps HQ]

War Area = Command Radius 3 [HQ Type 73]
[This is similar to but less effective than other hither HQ]

The War Area HQ is somewhat similar to other high HQ in RHS, with support,
transport units, and a token AAA - but it has an entire infantry battalion for security
and twice the customary two AAA guns - which are, unusual in China but actually
traditional for the ROC Army - four 40 mm. The transport regiment is also unusual in
China - it is motorized - in a country which (except for specialist units) is almost entirely unmotorized. [In RHS/AE, transport units mainly serve to increase the cost to lift and feed various units to realistic levels. However, motorized transport units also contribute slightly to combat in that they are counted as AFVs. Like pack and draft transport units, they also have very marginal value as infantry - something that shows up only in aggregate but still matters in combat.] Instead of experience ratings of 30, they get 45, and typically start with a morale level of 50 (also instead of 30).

The Army Group HQ is a hybrid unit - at the same time it is a minimal HQ and provides some support to other units - it also is a true combat unit. It has a regiment of infantry, a recon "regiment" (battalion), a mortar regiment, an AT company, an AAA company, an engineer battalion, and (draft) transport regiment. [One - the 5th - has armored recon with T-26 tanks and Soviet armored cars, and a motor transport regiment. Not all start up to TO&E of course.] Instead of experience ratings of 30, they get 40, and typically start with a moral level of 50 (also instead of 30).

These changes, plus the addition of a few more specialist units, and the wholesale (usually divide by ten) reduction in disabled and fatigue ratings, combine to make a Chinese army that can win some battles. As well, HQ and many other units are now Restricted 1 - meaning they can "buy" different commands with political points. There is no increase in Allied pp - and the Chinese army is large - so no great amount of change is likely in a game in any short period. But it does give the Allies options and, for example, may permit assignment to an unrestricted command (e.g the ROC Navy) - permitting water transport - in China's case - particularly on rivers

(in reply to el cid again)
Post #: 256
RE: RHS Design Theory: Pitcairn and Henderson Islands - 4/15/2013 2:46:08 AM   
el cid again

 

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Pitcairn Island is on the very bottom row of our map - and will appear in future games. Two hexes to the East of it is Henderson Island - this island is 100 feet above sea level - flat - and quite large - suitable for a major airfield. [Level 4?] Pitcairn can barely support an airfield - so it is airfield build level 1 with 0. It has no port potential, so it is port build level 0 with nothing built - but is still rated as a port. Henderson has port build potential of 1. Both have 1 "damaged" resource center - if you invest they can provide resources to a small degree. Henderson has one "damaged" light industry - representing the potentially to process half the resources if you invest in the place. It used to have a population - although it grew too large for local resources and starved to death.

NW of them is an island not properly developed in the game - Mnngareva - which is 18 miles long and 7 miles wide - a bit like a giant version of Iwo Jima with a mountain on one end. It is suitable for an even larger airfield, supports a population, and has good port potential - and is in fact a level 1 port already. Future games will feature the proper infrastructure on this island as well. It should have 1 resource center, 1 light industry center (turning half the resources into supplies, leaving half for export), and 1 daily supply point (modeling the local fishing and gathering industry - and a small amount of inter island trade from nearby islands which have nothing shown in game terms).

Pitcairn is at 188,201
Henderson is at 200,201

(in reply to el cid again)
Post #: 257
RE: RHS Design Theory: Bali - 4/15/2013 12:23:43 PM   
el cid again

 

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Looking at a modern map, it is logical to assume that Denpassar is the main port and city of Bali. It is, however, incorrect before 1953, when Denpassar and the region of Southern Bali was developed. The center of both Dutch and Japanese administration, and the principal port, before that, was Singaraja - in hex 58/107.

(in reply to el cid again)
Post #: 258
RE: RHS Design Theory: Bali - 4/18/2013 6:54:25 AM   
JeffK


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Cid,

Have a good hard look at Pitcairn and Henderson, they are far from being usable, Pitcairn was a rock that Bounty crashed into, no port. Henderson may be reasonably flat, exept fot the limestone outcrops and the fact that your "100 feet above sea level" is because of the 100ft cliffs all around the island, with only a few small beaches.

Most of these islands have no "continental shelf and have no ability for a port. If they were so good, why aren't they occupied. When Pitcairn reached 500+ people they had to relocate to Norfolk Is to ease the overcrowding.

_____________________________

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(in reply to el cid again)
Post #: 259
RE: RHS Design Theory: Carriers as AKVs - 5/3/2013 1:06:59 AM   
el cid again

 

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Matrix code does not permit the use of carriers as transport ships. Never mind they are superb transport ships. Operation Magic Carpet, the return of millions of overseas military men to the United States in 1945 and 1946, involved substantial numbers of carriers in the transport role. As well, the CVE was invented in part to serve as an auxiliary aircraft transport, and a significant number of them operated mainly or even entirely in that role.

Now we can use carriers to carry multiple air units, provided the number of aircraft does not exceed the ship's capacity. In WITP, you could exceed the ship's capacity - but if it got too big (more than 7/6 of capacity), the planes would not fly. We also can use carriers to move non-carrier aircraft, or non-carrier qualified air units. But not in the correct numbers: the actual aircraft capacity of a carrier is 200% of its RHS rating (somewhat less than that if "deck park" ratings are used to define capacity). [RHS only uses hanger deck capacity because, if a deck park is used IRL, the planes on deck are lost in a storm. Code does not permit that, so we cannot permit the extra planes without the risk of loss.]

But what if you want to move units or cargo? Carries have no way to do that. Not even if we assign troop and cargo values to them - because no mission that allows such transport also allows carriers in the task force.

So RHS invented the "special AKV" - and at present it just applies to Allied CVEs. As of tomorrow, it will include some CVs and CVLs, and some Axis ships (indeed, Japanese CVEs mainly operated as transports). The carrier AKV variant ONLY can carry one air unit, but it has the advantage of the aircraft are not "crated" and when unloaded are not damaged. And that even for large aircraft. It otherwise can carry troops and cargo, and if it is an ex tanker, also fuel or oil (some of the cargo is liquid and some of the range of the ship is traded for fuel cargo - reducing the bunker storage for own operations). The "conversion" mainly involves offloading the air group and all its special equipment, and the air group birthing spaces, as well as much of the hanger spaces, can be used by troops. The AKV has no aircraft capacity, and does not operate any aircraft, but it has a large troop and cargo capacity, and is otherwise identical to the ship in its carrier form.

The first form of a carrier to appear may convert to an AKV, in ten days, in a level 5 shipyard (except a CV, level 6 shipyard). The AKV may also convert back to the CVE/CV/CVL or CVS form in ten days, at the same size shipyard. This system means that as soon as a carrier class appears, the option to convert one or more exists. This never goes away UNLESS you upgrade the carrier to a more advanced form. Thus only the older, unimproved carriers of any given class can be selected later in time to become AKVs.

(in reply to el cid again)
Post #: 260
RE: RHS Design Theory: Tankers as transports? - 5/3/2013 6:22:42 PM   
el cid again

 

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Joined: 10/10/2005
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A question was asked by one of the list members

can a tanker carry aircraft?

As is, no. Nor troops nor cargo.

But IRL tankers are fine transports.

So I wondered - IF a tanker was given troop and bulk cargo ratings AND IF it was assigned to a transport (vice tanker or replenishment) task force - could it load an air unit - or troops - or cargo?

Yep.

So that will be part of the 5.22 update.

All Allied tankers are already done - you don't have to update ships - class data is dynamic (thank goodness). But I am holding off until more is done and also to give players a chance to adjust to new requirements for garrisons in test games.


(in reply to el cid again)
Post #: 261
RE: RHS Design Theory: Carriers as AKVs - 5/3/2013 6:57:41 PM   
Symon


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quote:

ORIGINAL: el cid again
So RHS invented the "special AKV" - and at present it just applies to Allied CVEs. As of tomorrow, it will include some CVs and CVLs, and some Axis ships (indeed, Japanese CVEs mainly operated as transports).

You mean like how some of the CHS mods did it for WiTP? Or like how early Babes did it in AE in 2008 before settiling on AVs for specific ships for code reasons? Boy !!! What an invention !!! Good on you !!! Glad to see that you are, at last, reading our errata from 4-5 years ago.

_____________________________

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Post #: 262
RE: RHS Design Theory: More Reconfigurable Ships and 5... - 5/5/2013 6:04:40 AM   
el cid again

 

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Not only will update 5.22 include revised pwhexe files (bringing seasons later in the war to current standard and getting rid of eratta in them)

it will feature more cases of "special AKVs" rapidly reconfigured from carriers, with the ability to rapidly convert back

and tankers able to carry troops and cargo and aircraft IF they are assigned to transport missions

but it will also have special cases.

Chitose (and similar) seaplane tenders, instead of reconfiguring to AKVs, will instead reconfigure to LSDs. They really could do that. The sloping decks with narrow gage RR tracks on them permitting easy launch of seaplanes or landing craft (or even mines) via stern doors are precisely the system pioneered by the Akitsu Maru before WWII - a ship AE defines as an LSD in spite of having no dock - as it functions the same way (or actually better - faster in use - less "partly pre sunk" displacement safety margin risks). Which means the Akitsu Maru and Shinshu and other ships may also finally have their special abilities - simply reconfigure the LSD as AKV for example. And the Chitose at start - and Nisshin in 1944 - can reconfigure in forms using midgets.

The midget solution is based on how the second German raider is defined by whoever defined it (not an RHS solution). It's PT boat is modeled in the form of a "very long range 18 inch torpedo." The midgets can be done the same way. Attempts to use at long range are very unlikely to work - but closer range attempts may succeed regularly and long ones very rarely - well modeling the concept. Two new devices model the Type A midgets in this role (using the Type 97 18 inch torpedo) and the later Types (using the Type 98).

Otherwise 5.22 includes some redefined locations or LCU, mainly in re victory points and garrison levels - to meet the new RHS definitions. Note that my previous comments were misleading somewhat: while there is a ratio between the two sides with respect to both pp and garrison requirements, which varies from area to area, the ratio between the two is not always identical. In general, the stock ratios are preserved.

5.22 should release tomorrow.

(in reply to el cid again)
Post #: 263
RE: RHS Design Theory: More Reconfigurable Ships and 5... - 5/10/2013 2:35:57 PM   
LargeSlowTarget


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quote:

ORIGINAL: el cid again
The midget solution is based on how the second German raider is defined by whoever defined it (not an RHS solution). It's PT boat is modeled in the form of a "very long range 18 inch torpedo."


Mmh, sounds familiar...






Attachment (1)

_____________________________

Carpe Cerevisiam



WitP AAR "Six Years of War"

(in reply to el cid again)
Post #: 264
RE: RHS Design Theory: 5.23 update, AVG, LCU, etx - 5/12/2013 7:51:30 PM   
el cid again

 

Posts: 14950
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Our decision to permit drop tanks on P-40s in AVG being confirmed,
and based on photographic evidence below, I revised the (inherited stock data) date the P-40E is available to AVG - from April 1942 to game start. In addition to changing the location file (re production) I will change the group file (re which units have what plane - so that one AFG squadron will start with this aircraft).

These revised files will be part of 5.23 intended for release today.

Other changes include creating of a new pair of devices for UK/CW Commandos - which are not different from UK/CW airborne - both to avoid confusion and because there need to be a lot more commandos but not airborne squads. Stock has woefully too few replacements for the huge number of commando units in the data base. This work led to discovery the British Army 44th Division (somewhat wrongly called para) was badly screwed up (from stock). That is, the 4 components of the division were not structured properly to combine (so what squad you end up with in the parent is different that what you started with). And also the "support battalion" is now called a "support brigade" - it includes several battalions! This unique division has two airborne brigades, one airmobile brigade, and one ground only (support) brigade with things like 25 pounders that don't fly. So once combined, it can not fly any more! But you can take a base in the enemy rear, fly in the heavier airmobile, and then walk in with the heavy brigade and create a division able to now fight better than any airborne anywhere else does. Not all bad. Note the airborne brigades could not fly due to bad device choices - fixed.

Also the KNIL is reorganized based on new data. There are now 3 Divisions on Java - all smaller than the present Java Division but all bigger than you would guess - due to inclusion of the Landstorm with the regulars. We also picked up some 7.5 inch CD guns at Soerabaja - ex British. The Divisions actually included static CD units, but these are separate since a division cannot form up unless it is all in one hex - so they remain independent. The AAA battalion is also separate - because not enough devices to include in First KNIL Division. 2nd and 3rd AAA battalions are now gone - they were companies and part of other formations.

9 RIN and 3 RAN minor escorts added at game start - auxiliaries all called up around 1940.

Sid



In a message dated 5/12/2013 4:29:25 A.M. Alaskan Daylight Time, mifune7@bellsouth.net writes:
http://www.sandbagger.uk.com/flyingtiger/HRP40EAVG104##.zip This model depicts a Curtiss P40E-1 / Kittyhawk Mk I American Volunteer Group (AVG) Kunming, China 1941 Serial No: 104.

This HR skin was created by Flying Tiger, based on original files by Captain Kurt.
(HURR, SPIT14 and TEMP Slots)
http://www.sandbagger.uk.com/flyingtiger/HRP40EAVG112##.zip This model depicts a Curtiss P40E-1 / Kittyhawk Mk I American Volunteer Group (AVG) Kunming, China 1941 Serial No: 112.

This HR skin was created by Flying Tiger, based on original files by Captain Kurt.
(HURR, SPIT14 and TEMP Slots)


(in reply to el cid again)
Post #: 265
RE: RHS Design Theory: Making China Stronger - 5/12/2013 8:07:52 PM   
inqistor


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quote:

ORIGINAL: el cid again

He pointed out they won the Third Battle of Changsha early in 1942. I read about it - and concluded that the "bringing up of the heavy guns"
which won the battle (along with good maneuvering and Japanese errors) - was not possible in AE because the ROC OB lacks the actual
artillery units it had. AE credits ROC Army with artillery regiments, but in fact it had four artillery brigades. It also credits them with
75 mm guns. But that was not the standard. China adopted a WWI vintage 77 mm German gun as its production standard. And it also built
Krup 10.5 cm guns - these were probably the "heavy guns" of the battle for Changsha.

I would actually bet on German 15 cm sFH 18 Howitzers. China bought few dozens, when they were still cooperating with Germany.
Have you any information about those "Heavy Guns", when war broke? I have added them to pool, because I have not found any info.


Also, it seems you have small error in your early BETTY bombload:
quote:

19 x G4M1 Betty TB bombing from 4000 feet
Naval Attack: 3 x 250 kg SAP Bomb, 2 x 250 kg SAP Bomb, 4 x 60 kg GP Bomb

I am guessing, the latter part is replacement for torpedo, which you can switch off only using profiling in beta.

(in reply to el cid again)
Post #: 266
RE: RHS Design Theory: Making China Stronger - 5/15/2013 8:40:17 AM   
LargeSlowTarget


Posts: 2733
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From: The deepest, darkest pit of hell
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quote:

ORIGINAL: inqistor

I would actually bet on German 15 cm sFH 18 Howitzers. China bought few dozens, when they were still cooperating with Germany.
Have you any information about those "Heavy Guns", when war broke? I have added them to pool, because I have not found any info.




Found a post on the Axis History Forum

The Chinese used the German 10.5cm 1.FH18 and 15cm sFH 18.

There were a total of 44 sFH 18 (48 ordered, 44 received), equipped by the independent 10th and 14th artillery regiments. They played an important part in the victory of the 3rd Battle of Changsha.

The I.FH18 equipped the independent 10th and 13th artillery regiments. It is assumed there were about 48 pieces imported.

Source: Army Weapons during the War of Resistance: Field Artillery


See http://forum.axishistory.com/viewtopic.php?t=102362

There are more threads on the same topic, and a wealth of other interesting info on this forum.

< Message edited by LargeSlowTarget -- 5/15/2013 8:41:18 AM >


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(in reply to inqistor)
Post #: 267
RE: RHS Design Theory: 5.23 update, AVG, LCU, etx - 5/15/2013 3:23:22 PM   
Jo van der Pluym


Posts: 478
Joined: 10/28/2000
From: Netherlands
Status: offline

quote:

ORIGINAL: el cid again

These revised files will be part of 5.23 intended for release today.

Other changes include creating of a new pair of devices for UK/CW Commandos - which are not different from UK/CW airborne - both to avoid confusion and because there need to be a lot more commandos but not airborne squads. Stock has woefully too few replacements for the huge number of commando units in the data base. This work led to discovery the British Army 44th Division (somewhat wrongly called para) was badly screwed up (from stock). That is, the 4 components of the division were not structured properly to combine (so what squad you end up with in the parent is different that what you started with). And also the "support battalion" is now called a "support brigade" - it includes several battalions! This unique division has two airborne brigades, one airmobile brigade, and one ground only (support) brigade with things like 25 pounders that don't fly. So once combined, it can not fly any more! But you can take a base in the enemy rear, fly in the heavier airmobile, and then walk in with the heavy brigade and create a division able to now fight better than any airborne anywhere else does. Not all bad. Note the airborne brigades could not fly due to bad device choices - fixed.

Also the KNIL is reorganized based on new data. There are now 3 Divisions on Java - all smaller than the present Java Division but all bigger than you would guess - due to inclusion of the Landstorm with the regulars. We also picked up some 7.5 inch CD guns at Soerabaja - ex British. The Divisions actually included static CD units, but these are separate since a division cannot form up unless it is all in one hex - so they remain independent. The AAA battalion is also separate - because not enough devices to include in First KNIL Division. 2nd and 3rd AAA battalions are now gone - they were companies and part of other formations.

9 RIN and 3 RAN minor escorts added at game start - auxiliaries all called up around 1940.

Sid




Have you also included the Dutch Commando unit Korps Insulinde?


_____________________________

Greetings from the Netherlands

Jo van der Pluym
The CrazyDutch

(in reply to el cid again)
Post #: 268
RE: RHS Design Theory: The Problem of Clark - 5/15/2013 7:19:14 PM   
el cid again

 

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Why is the Japanese Army so unable to take Clark when it attacks in force?

Because the hex is wrongly coded as "rough jungle."

This was explained years ago "because there is jungle in the hex, the hexes are large."



Yet the Central Luzon plain is the key fact - the good road infrastructure with open country - and IRL it was not possible to stop the IJA even with nominally superior numbers of troops. The exception was the Philippine Scouts, armed with the M-1 Garand - who consistently could stop any Japanese unit. But they were always flanked and the flanking (not Scouts) units could not hold, so they too had to fall back. [Hex 79,76]

Regretfully, I have concluded this means we must reissue pwhexe files with this hex recoded as clear terrain.

At the same time, I found that Samulaki is improperly coded in pwhexe. The ONLY directions from which a ship can really approach the port is shown as a blocked hex side! So along with urban hex definition updates, the "final" pwhexe set will correct these issues. [Hex 78, 117]



< Message edited by el cid again -- 5/15/2013 7:35:16 PM >

(in reply to el cid again)
Post #: 269
RE: RHS Design Theory: Making China Stronger - 5/15/2013 7:24:55 PM   
el cid again

 

Posts: 14950
Joined: 10/10/2005
Status: offline
I have an astonishing list of Chinese artillery at the start of the War of Resistance provided by a historian of the PLA. There were about 800 pieces and there were dozens of models. I settled on modeling two standard designs put into production in China - both German - a 77 mm and a 105 mm. But yes - I see your 15 cm model - as well as a couple of other European 15 cm types.

The Betty could not carry torpedoes - but I do agree the loadout seems incorrect. The standard bomb of a Betty was the 100 kg - it could carry 14. I am not sure if it could carry a 250 kg bomb at all - need to check. If it could, then the loadout may be correct for a large armored ship target.


quote:

ORIGINAL: inqistor

quote:

ORIGINAL: el cid again

He pointed out they won the Third Battle of Changsha early in 1942. I read about it - and concluded that the "bringing up of the heavy guns"
which won the battle (along with good maneuvering and Japanese errors) - was not possible in AE because the ROC OB lacks the actual
artillery units it had. AE credits ROC Army with artillery regiments, but in fact it had four artillery brigades. It also credits them with
75 mm guns. But that was not the standard. China adopted a WWI vintage 77 mm German gun as its production standard. And it also built
Krup 10.5 cm guns - these were probably the "heavy guns" of the battle for Changsha.

I would actually bet on German 15 cm sFH 18 Howitzers. China bought few dozens, when they were still cooperating with Germany.
Have you any information about those "Heavy Guns", when war broke? I have added them to pool, because I have not found any info.


Also, it seems you have small error in your early BETTY bombload:
quote:

19 x G4M1 Betty TB bombing from 4000 feet
Naval Attack: 3 x 250 kg SAP Bomb, 2 x 250 kg SAP Bomb, 4 x 60 kg GP Bomb

I am guessing, the latter part is replacement for torpedo, which you can switch off only using profiling in beta.


(in reply to inqistor)
Post #: 270
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