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RE: RHS Level II comprehensive update 2.91

 
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RE: RHS Level II comprehensive update 2.91 - 1/19/2018 4:06:42 PM   
el cid again

 

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Comprehensive update 3.00


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ


This update is substantially related to pwhexe.dat files. Working on the most out of date of the seasons - Fall 1942 - it also is the season with the most possible navigation - and needs extensive additions for river navigation still. Much progress was made, but the work revealed that the Spring and Monsoon files were not wholly completed re changes needed for the added territories on the Eastern and Northern (Russia) map area. So what you have here is a rework of both 42 Spring and 42 Monsoon files (standard historical and Japan enhanced scenario version) as well as an improved but not completed historical 42 Fall file. That will be completed next WITHOUT a companion JES 42 Fall file.

Because there is so much work, and so much difference related to seasonal construction, the 42 Fall files will be released in two stages: state one - when the historical file works EXCEPT for the SW map area (which still has some blocked rows) - and then when they are converted to ocean - both the completed historical and the Japan enhanced versions will be released together. There were numbers of tiny technical issues, and some of them were in fact backfitted to the start of game pwhexe.dat file (for which there is only one version for all games, historical or Japan enhanced). These improve game performance in several respects. We need to lay a solid foundation with no errors before building later years on them.

After that I will convert the remaining blocked hexes in Spring and then Monsoon file SW corners. This is a horrible chore because of the number of hexes involved.

Finally I will proceed to make later year files - in order - 43 SPRING, MONSOON, Fall and WINTER - and the same for later years until the game ends in 1946.



< Message edited by el cid again -- 3/18/2018 8:24:17 AM >

(in reply to el cid again)
Post #: 451
RE: RHS Level II comprehensive update 2.91 - 1/22/2018 8:19:34 AM   
Yaab


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From: Poland
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What happens if, in the game, Japs capture Ledo in i.e June 1942 and hold the base for a i.e a year? Players switch the RHS maps as seasons change, and the maps show the progressing construction of the Ledo Road. Yet, the construction should only occur if Ledo is in the Allied hands. The ongoing on-map construction only makes sense if the game follows history.

(in reply to el cid again)
Post #: 452
RE: RHS Level II update 2.92 - 1/23/2018 5:48:57 PM   
el cid again

 

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RHS Level II v 2.96 update link


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update is substantially related to pwhexe.dat files. Once again, all pwhexe.dat files are updated including the start of game one. However, only the IIFALL42pwhexe.dat file is substantially changed. For the first time, the Fall season file is fully functional.

The only thing missing is about 18 rows of the SW corner that remain blocked. This will be addressed next instead of creating a Japan Enhanced Scenario version of the file. It is too much work to do it twice, so the next release will have the SW corner unblocked (as in the start of game file) - and both standard and JES versions will release together.

After that, we will fix the SW corner of both Spring and Monsoon pwhexe.dat files. After that we will do 1943 files.

A different change is a simplification: there is now only one pwzlink.dat file. While technically the Arctic Zone should close again in Winter, it cannot be used in Winter or Spring anyway - no need to issue special files each year to do that.

A technical change is the rebirth of a town at the West side of the Mackenzie River delta - Aklavik. This may or may not be the town we once had, but this is the administrative center for that area in the 1940s (and since the turn of the century).

A still more minor technical change was to the text file associated with each scenario. These now show the new 12x scenario numbers, and 129 also


< Message edited by el cid again -- 2/9/2018 11:22:24 PM >

(in reply to el cid again)
Post #: 453
RE: RHS Level II comprehensive update 2.91 - 1/23/2018 6:00:58 PM   
el cid again

 

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quote:

ORIGINAL: Yaab

What happens if, in the game, Japs capture Ledo in i.e June 1942 and hold the base for a i.e a year? Players switch the RHS maps as seasons change, and the maps show the progressing construction of the Ledo Road. Yet, the construction should only occur if Ledo is in the Allied hands. The ongoing on-map construction only makes sense if the game follows history.


This is a fair question. It suggests a rather gigantic set of similar questions about different locations. And
about both sides. If Japan does not conquer Burma, there should be no Burma Siam RR for example. And so on.

The DESIGN INTENT of RHS is to ignore this issue. In many cases it will be in the interest of the new owner to
build the infrastructure. Ledo is surely one of them: If Japan captures the area, it will desperately need a
line of communications and supply. However, the Allies probably would not build a Burma-Siam RR. It is a
design compromise and, on balance, the vast majority of construction in the vast majority of games is going to
be more "correct" if we use the historical building.

This is a deliberate feature of RHS to address the problem that 1941 infrastructure SUBSTANTIALLY differs from
later infrastructure. Better to get it mostly right than very substantially wrong. Andrew (who did the original
maps for AE) compromised - some things you get in 1941 were not yet there. RHS has REMOVED them - and puts them
back when they were really built. The road to Imphal for example. Or the road to Cox's Bazar.

However, as an alternative, one might play the game AE style - and NEVER EVER change the pwhexe.dat files. It
is ultimately up to you.

If you play as Allies you will find that you benefit far more from construction than you suffer from either enemy
construction or enemy capture of your construction. Allied construction generally occurs faster and is on a larger
scale. For example, important Allied Railroads tend to be Primary railroads, while Japan usually builds Minor
railroads. Allied road projects tend to be longer, Japanese very short to simply connect existing networks.

(in reply to Yaab)
Post #: 454
RE: RHS Level II update 2.93 - 1/27/2018 10:36:52 AM   
el cid again

 

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RHS Level II v 2.96 update link


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ


This update is a pre-release of the final II42FALL pwhexe.dat file.
Except for a miscoded hex in the Australian desert (which needs to be
desert rough) it is entirely related to the extreme NE and SW map
corners. The NE is completed for the first time, including the art panel
for Fall which never had all the ice "cleaned out." A number of eratta
were corrected - not that this area will often be used. The SW corner
is now almost finished - a few more rows of ocean need to be created.
The entire map was searched for pwhexe.dat eratta - and only the NE
and one hex in AUS were modified.

One more obscure Soviet town on the last of the seasonal navigable rivers
was also added. It is only possible to reach in this season. Its potential
airfield is unbuilt - only the port works - and that only in Monsoon and Fall
seasons.

The map is beautiful (by stock standards) in the NE area - and it might
be nice to have a scenario focused on operations in the Arctic - either a
Strike North invasion of the USSR or some kind of invasion of Canada and
Alaska. Considerable concern existed about this latter - a US Army radar
post was built at Point Barrow - where the sea is narrow in this season only.
There was also so much fear of an invasion at Nome that a major airlift was
organized - the plans for which were dug up for the Berlin Airlift in the Cold
War! The invasion of Nome turned out to be faulty intelligence.

< Message edited by el cid again -- 2/9/2018 11:22:09 PM >

(in reply to el cid again)
Post #: 455
RE: RHS Level II update 2.93 - 1/27/2018 6:58:51 PM   
Socket

 

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Hello.
I wanted to ask about air maneuver. Sorry if this question has been already mentioned here.
Firstly, when i came to play this mod i was completly surprised about AC maneuver rating, they don't represent the real state of affairs. First modifications of A6M are almost the same with F4F, and P40E has this rating even higher! I tried to understand why the things have been done such, but it looks like an un-historical nerf. Actually i want to be wrong and i will be glad if an appropriate explanation would be be found.
thanks and sorry for my english.

(in reply to el cid again)
Post #: 456
RE: RHS Level II update 2.93 - 1/30/2018 2:55:54 AM   
el cid again

 

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RHS was born unintentionally as an aircraft data mod of CHS - in the days of the original War In the Pacific.
The guy who became chief programmer for AE was in charge, and his background is mathematics and programming, while
his interest is history. I was the detail analyst who compiled the system. It was accepted by the CHS "coordinator"
but later rejected by a CHS "stakeholder" on irrational grounds. [His only direct communication to me complained that
I had ruined the "long range" of the Pete!] The coordinator then recommended building an entire mod around this
aircraft data - because it works so well.

RHS was born deliberately to get rid of the "stakeholder" tyranny - and "RHS Principles" were part of the RHS Manual
for RHS in its War in the Pacific days. Part of this was to do things publically, and to document them fully, and
to accept ideas and criticism. There followed a great deal of long debate about all aspects of aircraft data. And
a PUBLIC evolution of what you are talking about - which I think is the maneuverability rating. WITP and its mods
generally do this by "seat of the pants" guestimates. RHS on the other hand does it objectively and formally - using
a formula. Note that RHS has a Documentation section which helps explain many features.

I myself am an engineer. I once worked in aircraft and missile R&D at (not for, but as a resident engineer whose desk
was at) a USAF Boeing laboratory. Today I am an associate at a think tank at Air Force University and one of my tasks
for this year is to evaluate Chinese stealth fighters. I have a tiny bit of background in subjects like aircraft
maneuverability.

In an ideal world, there would be more than one field value for us to put data into. But this is the real world. We
do NOT have access to the code (legally we agree not to mess with it as a condition of our licenses) and it is NOT
documented in a formal, professional sense - it would be hard to modify if we did. So we must cram a bunch of different
things into that field. This requires compromises be made.

In the agonizing process of forming a consensus (in the Forum)about the maneuverability issue, the most contentious issue
was how to handle multi-engine aircraft. Ultimately, we went with a pattern suggested by stock data (intentionally or
not - it was not entirely consistent). It seems like the original algorithm took a basic maneuverability rating
derived from speed and rate of climb, and divided that by the number of engines. We ended up doing precisely that,
but in a formal way, and adding in two other factors: power to weight ratio and wing area to weight ratio were minor
modifies to the base value. There is also a special case - two engines are treated as one IF they are BOTH on the
centerline - it is only OFF CENTERLINE engines that reduce the basic maneuverability rating.

What we did NOT do was pay attention to the popular male game of "my gun is better than your gun" in its "my fighter plane
is better than your fighter plane" form. Our approach pays no attention at all to national origin, to emotional commitments
to a particular aircraft. I argued - and often was not believed - that the code is SUPERB for its purpose and simpolicity -
and that NO ONE FACTOR DOMINATES. P-38 fans were very upset by their maneuverability ratings even when modified.
[We added a special modifier for certain kinds of flaps - which indeed boost that rating - BUT we ALSO gave the same
modifier to ENEMY aircraft with similar flaps. Our approach is even handed, objective and data driven.] I said the
P-38 was superb BECAUSE it had high durability (extra engines help that too), high firepower and adequate maneuverability.
It has turned out that quite dismal looking maneuverability ratings are JUST FINE on two engine aircraft - and today
I always build the Ki-45 because of that. Too much focus on that one factor misinterprets what happens in game terms.
Maneuverability does not equate to victory. A Japanese plane generally does not do well when hit, an Allied plane
is heavier, often better protected, and far more likely to be lost.

I never look at a specific plane combination as a consideration in design. In fact, the Zero was significantly more maneuverable than
its early war counterparts in many ways - in what we call "the horizontal" aspect of maneuvering. On the other hand, is
had some disadvantages in what we call "the vertical" aspect - rate of clime and, surprisingly, ability to dive. This was
NOT understood at first. AFTER we captured Koga's Zero (upside down but almost undamaged - easily made airworthy) in
the Aleutians, we were able to advise pilots how to exploit their advantages. At the same time, we told them NOT
to dogfight with a Zero - lest it would win. It was one of the first fighter planes to be mass produced with cannon.
That these were relatively slow firing and had limited ammunition was less important than that they did real harm to
things they hit. Because it could maneuver, and because its pilots had what was then the most combat experience in the
world, they often got into firing position with unpleasant effects. Later in the war, when those pilots were dead
(the core died on a single day, at Midway), and Allied planes in better forms were becoming numerous, the Zero was not
able to compete well. It soldiered on mainly for lack of a better alternative. Late in the war, better (land based)
alternatives WERE effective - when in skilled hands. Some of the last technical surprises of WWII in Japan's favor
were its 1944 fighter planes - which COULD maneuver, were robust and superbly well armed. [But good pilots were by then
very rare] One of these took on an impossible number of fighters without a wingman until the survivors gave up and let
him alone.

The data is what it is. It is a compromise expressing both horizontal and vertical maneuvering considerations, as well
as power to weight and wing area to weight considerations. And it seems to produce very realistic results. From
a Japanese point of view - too realistic. If the chances of shooting down an enemy plane with early, high rated
pilots is very good, TOO MANY Zeros are going to die - with their pilots - and by mid 1942 Japan can no longer count
on winning a battle unless it has significant numbers advantages.

The formula is published and posted on the forums many times with extensive debates in some cases. So are other
formulas - as in the protection algorithm.

But NOTHING is case in stone. If you have a better proposal, make it. A MAJORITY of RHS material came from
forum members NOT part of the RHS team itself. We shamelessly adopted the formal position "if it is better than
what we have, it is in." We have no problem casting out our own work in favor of "alien" but better ideas. No
pride - better is the standard we use. Study this, ask questions, and then make suggestions if you have any.

quote:

ORIGINAL: Socket

Hello.
I wanted to ask about air maneuver. Sorry if this question has been already mentioned here.
Firstly, when i came to play this mod i was completly surprised about AC maneuver rating, they don't represent the real state of affairs. First modifications of A6M are almost the same with F4F, and P40E has this rating even higher! I tried to understand why the things have been done such, but it looks like an un-historical nerf. Actually i want to be wrong and i will be glad if an appropriate explanation would be be found.
thanks and sorry for my english.


(in reply to Socket)
Post #: 457
RE: RHS Level II comprehensive update 2.91 - 1/31/2018 2:46:40 AM   
el cid again

 

Posts: 16231
Joined: 10/10/2005
Status: offline
RHS Level II v 2.96 update link


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update is substantially related to pwhexe.dat files. Working on the most out of date of the seasons - Fall 1942 - it also is the season with the most possible navigation - and needs extensive additions for river navigation still. Much progress was made, but the work revealed that the Spring and Monsoon files were not wholly completed re changes needed for the added territories on the Eastern and Northern (Russia) map area. So what you have here is a rework of both 42 Spring and 42 Monsoon files (standard historical and Japan enhanced scenario version) as well as an improved but not completed historical 42 Fall file. That will be completed next WITHOUT a companion JES 42 Fall file.

Because there is so much work, and so much difference related to seasonal construction, the 42 Fall files will be released in two stages: state one - when the historical file works EXCEPT for the SW map area (which still has some blocked rows) - and then when they are converted to ocean - both the completed historical and the Japan enhanced versions will be released together. There were numbers of tiny technical issues, and some of them were in fact backfitted to the start of game pwhexe.dat file (for which there is only one version for all games, historical or Japan enhanced). These improve game performance in several respects. We need to lay a solid foundation with no errors before building later years on them.

After that I will convert the remaining blocked hexes in Spring and then Monsoon file SW corners. This is a horrible chore because of the number of hexes involved.

Finally I will proceed to make later year files - in order - 43 SPRING, MONSOON, Fall and WINTER - and the same for later years until the game ends in 1946.



< Message edited by el cid again -- 2/9/2018 11:21:52 PM >

(in reply to el cid again)
Post #: 458
RE: RHS Level II Comprehensive update 2.95 - 2/1/2018 3:28:17 PM   
el cid again

 

Posts: 16231
Joined: 10/10/2005
Status: offline
RHS Level II v 2.96 update link


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update mainly modifies map art with respect to panels
WPEN02 and WPEN05. Both add map edge art related to the
Arctic Entry Exit Zone and the Canadian Entry Exit Zone,
respectively.

It also returns San Nicholas Island, the Channel Islands
(California) to RHS, and its associated US Navy Weather
Station (which becomes a Naval Outlying Field in 1944).

It also modifies all pwhexe.dat files slightly to make
them more consistent, adding features from the work on
FALL files. As well, the II42MONSOONpwhexe.dat file has
gained some more ocean in the SW corner. The remaining
pwhexe.dat work concerns SPRING and MONSOON SW corner
ocean creation (out of formerly blocked hexes in the old
Logo area - our logo is in the upper right map corner in
the former terrain key area - our terrain key is on the
right map edge). After that we will begin updating files
for construction only from Winter 1942 onward.

< Message edited by el cid again -- 2/9/2018 11:21:40 PM >

(in reply to el cid again)
Post #: 459
RE: RHS Level II update 2.92 - 2/1/2018 3:29:21 PM   
el cid again

 

Posts: 16231
Joined: 10/10/2005
Status: offline
RHS Level II v 2.96 update link


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update is substantially related to pwhexe.dat files. Once again, all pwhexe.dat files are updated including the start of game one. However, only the IIFALL42pwhexe.dat file is substantially changed. For the first time, the Fall season file is fully functional.

The only thing missing is about 18 rows of the SW corner that remain blocked. This will be addressed next instead of creating a Japan Enhanced Scenario version of the file. It is too much work to do it twice, so the next release will have the SW corner unblocked (as in the start of game file) - and both standard and JES versions will release together.

After that, we will fix the SW corner of both Spring and Monsoon pwhexe.dat files. After that we will do 1943 files.

A different change is a simplification: there is now only one pwzlink.dat file. While technically the Arctic Zone should close again in Winter, it cannot be used in Winter or Spring anyway - no need to issue special files each year to do that.

A technical change is the rebirth of a town at the West side of the Mackenzie River delta - Aklavik. This may or may not be the town we once had, but this is the administrative center for that area in the 1940s (and since the turn of the century).

A still more minor technical change was to the text file associated with each scenario. These now show the new 12x scenario numbers, and 129 also [/quote]



< Message edited by el cid again -- 3/7/2018 11:02:12 PM >

(in reply to el cid again)
Post #: 460
RE: RHS Level II Comprehensive update 2.96 - 2/9/2018 11:20:54 PM   
el cid again

 

Posts: 16231
Joined: 10/10/2005
Status: offline
RHS Level II v 2.96 update link


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This is a nearly pure pwhexe.dat file update. Its focus
was to complete the MONSOON files - mainly with respect
to the SW map corner. This was completed. There are tiny
modifications to scenario, ship and leader files. There are
never enough leaders for small ships. Some eratta worked in.

This is the first season with significant navigation in the
Soviet Arctic. So this was tested. Problems were found. But
Level I did NOT have them - so analysis about the difference
led to a solution.

For the first time in RHS Level II for AE, all the Russian
Siberian river systems work fully. This was backfitted into
the FALL files as well.

Some additional technical changes were made to the WINTER and SPRING
files to make them consistent.

SPRING files now need to get rid of the remaining blocked hexes in the
SW map corner.

One technical problem remains - sailing from Krasnoyarsk to Murmansk or
to Tiksi in Monsoon and Fall seasons requires a Entry Exit Zone be
created for the Yenisei River and that linked to various ports. This
will then modify all pwhexe.dat files, pwzone.dat file and the pwzlink.dat
file - which will be done during breaks in the clearing of the SW map
corner in spring files.

A second technical problem is that the Crozet Islands Entry Exit Zone
may not be working. It will be investigated during the tedious process
of cleaning out the SW corner for the spring files. This is likely
to be related to the pwzlink.dat file which is going to be rebuilt anyway
for the above problem.

After that, we can do the later year pwhexe.dat files fairly quickly.


< Message edited by el cid again -- 3/7/2018 11:01:56 PM >

(in reply to el cid again)
Post #: 461
RE: RHS Level II Comprehensive update 2.96 - 2/19/2018 11:22:49 AM   
Yaab


Posts: 3128
Joined: 11/8/2011
From: Poland
Status: offline
Sid, please check save games from the Allied side to see if the Allied AA units in Pearl Harbor undisable their guns after Dec 7, 1941. Right now they are totally toothless against KB raids if the KB elects to attack Pearl Harbor on Dec 8 or later.

(in reply to el cid again)
Post #: 462
RE: RHS Level II Comprehensive update 2.96 - 2/22/2018 2:53:58 PM   
el cid again

 

Posts: 16231
Joined: 10/10/2005
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quote:

ORIGINAL: Yaab

Sid, please check save games from the Allied side to see if the Allied AA units in Pearl Harbor undisable their guns after Dec 7, 1941. Right now they are totally toothless against KB raids if the KB elects to attack Pearl Harbor on Dec 8 or later.


I have changed the location files and tested them. Your suggestions by email have been implemented. They will be
part of the next release - which I am working on. Most of that is map related - the last season (Spring) gets the
SW map corner turned into Ocean entirely. The new files needed to make all entry exit zones work (In appropriate
seasons) are done. One map panel is modified to say "Yenisei Entry Exit Zone" instead of indicating it is a way
to get to Krasnyoarsk. All the pwhexe.dat files needed some modification. One code (for the Canadian Entry Exit
Zone was duplicated and changed). The system should be fully functional year around in all respects. After the
next update, I will work on out year pwhexe.dat files.

(in reply to Yaab)
Post #: 463
RE: RHS Level II Comprehensive update 2.97 - 2/27/2018 4:13:42 AM   
el cid again

 

Posts: 16231
Joined: 10/10/2005
Status: offline
RHS Level II v 2.96 update link


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update completes the basic set of pwhexe.dat files for all seasons. Only construction of roads and railroads in later game years is not now modeled. All the files were brought into sync with each other and all the movement options, both on and off map, are fully implemented (except where weather prevents it in appropriate seasons).

There is a new pwzone.dat file - shortening the Arctic Entry Exit Zone by one hex - because it is always ice bound.

There is new map art. Slight problems were fixed, and the new art shows the new Yenisei River Entry Exit Zone's feeder hex. This points at the Yenisei River Entry Exit Zone - which is a single hex two rows beneath that feeder hex. In Monsoon and Fall Seasons, one may send task forces to Murmansk or other Arctic ports via that zone. Indeed, in the Fall, one may sent them via the Bering Strait to destinations in the Pacific. The art also shows a similar tiny Canadian Entry Exit Zone, which is two rows directly below its feeder hex. This Zone only works in the Fall Season. There is a potential base near it on Melville Island, a location with slight development potential for resources and shale oil.

The first "ship" - a Royal Canadian Mounted Police schooner - to circumnavigate North America, and to make both East and West trips via the NW Passage - uses this route and is in the game. In theory ships might pass to the Arctic Ocean from UK, Eastern Canada or Eastern USA - if they are fast enough or if they get stuck and "winter over" waiting for the next year's fall. This was the SOP for most early passages, but not for all.

There is a change to four AAA regiments at Pearl Harbor. They appear at the end of the first turn (in 1941 scenarios) and from 1/4 to 1/2 of their guns of each type are functional. This is intended to both simulate the limited AAA on the first day of the war (which is still present in non-AAA unit form and on ships), and to prevent the Kiddo Butai from remaining in the area for days or weeks and run raids with little attrition from AAA guns. They can perhaps try it - but there will be a price with hundreds of working AAA guns added to the mix (generally 16 tubes of each type in each unit are "repaired").

The plan now is to study new information about the highway from South Australia to North Australia and modify all the pwhexe.dat files to include it. Some sections may be reduced to trail. Some may be primary road. Over time, the entire route will become secondary road, except for small parts that are paved. Once that study and modification is done, there will be a rapid series of pwhexe.dat files showing construction (or rarely deconstruction) for later game-years.


< Message edited by el cid again -- 3/7/2018 11:01:39 PM >

(in reply to el cid again)
Post #: 464
RE: The road from S Aus to Darwin - 2/28/2018 3:09:08 PM   
el cid again

 

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The review of the Stuart Highway revealed that some of it had collapsed under heavy traffic in 1941. We need to modify the game start map. The Bitumen The bombing of Darwin and the increasingly savage war in the Pacific resulted in greater usage of the North South Road. The extreme weather conditions of the Territory took their toll and the only solution was to seal the road. The 1940 specifications allowed for a continuous daily maximum of 200 tons of traffic per day, in each direction. However, by December 1941, the maximum had increased to 2 500 tons of traffic passing over sections daily. Military regulations controlling speed, loading and use of roads were introduced but the unsealed road could not carry the increased heavy traffic during the wet season. Late in 1941, following 60 inches of rain in five weeks, the road collapsed in many places and as many as 100 vehicles were bogged at any one time. Reconstruction and tarring of the road between Larrimah and Alice Springs was carried out between April 1942 and December 1943. An advance party of 40 Victorian road workers arrived at Tennant Creek on 25 March 1942. By the end of August, personnel strength had increased to 300, which was then supplemented by gangs of men enrolled in the Civil Construction Corps. The Civil Construction Corps (CCC) was formed in March 1942 to provide a civilian workforce for war-related construction projects. Most of the recruits were over 35 and were employed as labourers, carpenters and truck drivers. The CCC constructed docks, aerodromes, roads, gun emplacements, hospitals, fuel storage depots, pipelines and factories. Over 1800 Civil Construction Corps volunteers were involved in the maintenance of the North-South Road during the later war years. Early in 1943, a well-equipped workshop was established by the Country Roads Board of Victoria at Tennant Creek. The workshop consisted of a three span structure 100ft long and 56ft wide, half of which was occupied by machine and welding shops. The maintenance of the Stuart and Barkly Highways was the responsibility of the Allied Works Council who set up road patrol gangs and camps and established a bitumen-sealing organisation in the Northern Territory. Truck bogged during the construction of the Stuart Highway. Lewis-Brown Collection, Northern Territory Library Labour and Supply Camp at Alice Springs. World War II Collection, Northern Territory Library


(in reply to el cid again)
Post #: 465
RE: The road from S Aus to Darwin - 3/1/2018 2:09:48 PM   
Yaab


Posts: 3128
Joined: 11/8/2011
From: Poland
Status: offline
Seems you also modified the thread name too...

(in reply to el cid again)
Post #: 466
RE: RHS Level II release 2.98 (Bulldog, Roads in AUS/NG) - 3/5/2018 7:37:09 PM   
el cid again

 

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RHS Level II v 2.96 update link


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update includes all pwhexe.dat files (to add Bulldog, New Guinea, a river port near Lae, to turn part of the road South from Darwin to trail, because it had collapsed, and related matters).

There is a new map panel (23), a new Seasonal Construction documentation file, and there are new location files (to add Bulldog).

The new construction data is:

Stuart Highway: The Road from Alice Springs to the railhead at Birdum, North Australia is the Stuart Highway. [Larrimah is in the same hex and, in WW2, was technically the railhead]. Six hexes of the Northern section of this road (76/131 to 76/136 as defined below) are treated as trail in the 1941 Winter and 1942 Spring Seasons. [60 inches of rain in 5 weeks combined with more than 1,000 trucks per day to collapse the road foundation].
The entire Northern section to Tennant Creek (76/128 SE, 76/129 NW/SW, 76/130 NE/SE, 76/131 NW/SW, 76/132 NE/SE, 76/133 NW/SW, 76/134 NE/SE, 76/135 NW/SW, 76/136 NE/SE, 76/137 NW) becomes Primary Road in Spring, 1943.

The Southern section from Tennant Creek to Alice Springs (76/137 SW, 75/138 NE/SW, 75/139 NE/SW, 75/140 SW/NE, 74/141 NE/SE, 75/142 NW/SW, 74/143 NE) becomes Primary Road in Spring, 1944.

Barkley Highway: The road from Tennant Creek to Mt Isa, Queensland (76/137 E, 77/137 W/E, 78/137 W/SE, 79/138 NW/E, 80/138 W/SE, 80/139 NW/E, 81/139 W/SE, 82/140 NW/SE, 83/142 NW) becomes Primary Road in Spring 1944.

Roads near Lae, New Guinea: The Lae-Wau Road (98/125 SW, 98/126 NE) becomes Secondary Road in Monsoon, 1944.

The Reinhold Road (98/126 SW, 99/127 NE) becomes Secondary Road in Winter, 1944.


< Message edited by el cid again -- 3/7/2018 11:01:04 PM >

(in reply to el cid again)
Post #: 467
RE: RHS Update 2.99 (through Winter 1942) - 3/7/2018 10:59:46 PM   
el cid again

 

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Comprehensive update 2.99

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ


This update includes every pwhexe.dat file through Winter, 1942 for both standard
and Japan Enhanced Scenarios, a new Seasonal Construction documentation file, a new
map panel WPEN16, and all new location files.

New information led to changes in the sea approaches to The Terapo Mission and Bulldog,
New Guinea Ports. Both are river ports. Both permit shallow draft only ships to load
or unload. [Not so much because there is no deep water as because of ever shifting
sandbars and a total lack of charting, to this day.] A similar change was made for Timeoka
(Timika today) - it is actually in the right hex for the first time in AE history: it
is inland and not serviceable by deep draft ships.

Working on New Guinea caused me to realize Hollandia is wrong. Its major airfields are inland.
So a new location was added - Julianadorp - the nearest town to the Hollandia Aerodrome complex.
A road is build to support them by Japan in 1942. As well, the Cyclops Mountains are missing
from both pwhexe.dat files and from map art in all previous forms of AE. They are added here.

There is no more planned development. We will add more seasons to the pwhexe.dat files only.
1943 files are next.

< Message edited by el cid again -- 3/7/2018 11:05:11 PM >

(in reply to el cid again)
Post #: 468
RE: RHS Update 3.00 (Yangtze Bridges) - 3/18/2018 8:23:31 AM   
el cid again

 

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ORIGINAL: el cid again

Comprehensive update 3.00

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

Now that I have rediscovered the issue, I remember we did this years ago,
in WITP days. Probably because WW2 era maps were not used as a model, one
of the more important geographic features of China was missed in stock (and
for that reason probably all other) variations of AE: there were no bridges
over the lower Yangtze river at all. [Far upstream, above the Gorges, there
is a road bridge at Chunking.]

The first bridge over the lower Yangtze was proposed in 1903 and site surveys
were conducted four times, through 1948, but civil war and invasion prevented
start of construction until 1955. The Great Bridge, with eight highway lanes
on the upper deck and a dual track standard gage railroad on the lower deck,
was completed in 1957. It was deliberately high enough to permit the Queen
Mary and her half sister Queen Mary to pass beneath it. They might have wanted
to go to Changsha on the Dongting Hu (the largest of the Great Lakes of China)
which is upriver from Wuhan.

There were three RR crossings by ferry - at Nanking - at Wuhu and at Wuhan
(from Wuchang on the South bank and Hankow on the North bank). Properly modeled,
Wuhan is a triple city, adjacent ports (all level 3 or 4) separated by rivers.
Wuchang and Hankow have major road and rail connections. But Hangyang has neither,
just ferry service between the adjacent cities. Which is one reason all must be
Level 3 or above ports - code will help resources and supplies move between adjacent
ports. In RHS we have simulated ferries for roads and railroads - these impose
inefficiencies for crossing movement but do not prevent it. Still - the Yangtze was
a major barrier to North-South land movement in China and to a degree still is
(although there is now a freeway bridge East of Nanking and the Army exercises building
temporary bridges very rapidly).

This update includes new map art removing the Yangtze River bridges. Also a couple
of Ferry symbols (F in various colors) have changed colors. One of these is by Adam's
Bridge to Ceylon. The other is at Nanking. Both are Red (as is the one at Wuhan and
one on the Inland Sea) to indicate both RR Ferries and High Capacity Vehicle Ferries.
Other map art changes are to the North Australia panel and to the New Guinea panel.
North Australia has symbols and text to indicate how part of the North-South Road is
washed out when the game starts (and that it will restore in Monsoon Season 1942). The
New Guinea panel has new art for the Cyclops Mountains by Hollandia, and river art by
the Tarapo Mission so Bulldog can be a port. Still another map art change is to permit
Timika Dutch New Guinea to be inland - which it is.

Every pwhexe.dat file, both standard and Japan Enhanced Scenario, is updated through
Spring 1943. The Seasonal Construction documentation file is slightly updated to
correct errata. If there were any technical changes to scenario files, they are also
included - but I do not remember any.

Most of the work concerned the pwhexe.dat files, to insure they are consistent with each
other. The process revealed a number of inconsistencies, some of them related to time:
the RR tunnel between Kyushu and Honshu is not completed when the game starts, so it is
modeled by a RR ferry and a low capacity vehicle ferry. Later on, the dual track tunnel
permits the RR to be modeled as a Primary RR. For some reason, the road was shown as a
primary road - but it is nothing of the kind. The ferries are constrained by a fast current,
and only a low capacity road ferry should be modeled. There are high capacity vehicle ferries
between Shikoku and Honshu - and a RR ferry - but these were inconsistently modeled or even
broken. Now they all work.



(in reply to el cid again)
Post #: 469
RE: RHS Update 3.00 (Yangtze Bridges) - 4/2/2018 10:21:32 AM   
el cid again

 

Posts: 16231
Joined: 10/10/2005
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Comprehensive update 3.01

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

From a player point of view, this update is a reissue of 3.00 insofar
as it updates the files of 3.00.

From a technical point of view, this update corrects a variety of
eratta in every sense - including errors in understanding infrastructure
in certain locations.

The most important change is the way the interior waterways of Canada
work in the Monsoon and Fall seasons. [These are frozen in Winter and
suffer from the terrible condition called "breakup" in Spring: you can
neither build an ice bridge nor navigate the waterway in Spring.] In
standard (not Japan Enhanced) scenarios, the portage route between Fort
Smith and Fort Fitzgerald (near Great Slave Lake) is wholly redefined.
Technically, this means a vessel can sail between them, and in the Fall
seasons, all the way to the ocean. This is a preliminary to building
the CANOL (CANadian OiL) Project, and since JES cancels the expensive
CANOL project, it also cancels modification of this portage. In JES
scenarios, it is not possible to sail between Fort Smith and Fort
Fitzgerald.

There are two principle special rules. These are defined in the Seasonal
Construction and House Rules document in the RHS Documentation folder.

1) Only vessels up to 300 tons displacement may pass. However, this DOES
include small tug and barge combinations up to 1500 tons (with no individual
barge being over 300 tons). Canadian Barges were redefined to their actual
historical standards. [RHS uses generic barges and these are usually larger
in size.] Note as well - Simplified RHS scenarios (with even numbers)
do not generally include river vessels or barges - and none on river systems
isolated from the ocean all or part of the year. So only FULL RHS scenarios
(this with odd numbers) have them.

2) IF a vessel with any kind of cargo (including troops, supplies, resources,
fuel or oil) reaches Fort Fitzgerald (the normal case, coming from the railhead
at Embarras, or the refinery at Fort MacMurray), they MUST UNLOAD completely.
The cargo then must move to Fort Smith. The EMPTY vessels may transit between
the two river ports. Then the vessels may reload the cargo. In fact, the
vessels are moved by a secondary road using tractors and gigantic trailers
towed by tractors (which is why the 300 ton limit). This secondary road itself
was built in the Spring of 1942. [In JES scenarios, the portage remains a trail,
and no vessels can move between the two ports because of four steep rapids falling
over a "wall" of granite]. So vessels do move between the ports, but without cargo,
and the only way to let them do that is to define it as a navigable river. This
cumbersome process, the long route, and the utter lack of roads or railroads is why
the CANOL project was only barely feasible, and took too long to build (even had
Japan invaded the area - it must have been in the fall seasons of 1942 or perhaps
1943).

Having defined these special rules for Canada, we added one for the peculiar river
ports of Terapo Mission and Bulldog on New Guinea. This one is more simple - only
rule 1 applies: no vessels over 300 tons (or barge combinations over 1500 tons)
may use the river route. Not so much because 300 tons is the limit, but because,
to this day, larger vessels almost never attempt the route, and it would be very
difficult. Never mind a river as wide as a football field and 12 meters deep can
nominally pass a large ship, uncharged ever shifting sand from the volcanic dust
of the area limits the passage to smaller vessels, so if they run aground, they can
be worked free.

These size limitations are now marked on the maps as an aide to player memory and
for those who don't actually read House Rules.

There were as many as ten hexes with eratta of various kinds on each map - a missing
segment of primary road in China - a misrouted trail on New Guinea or Celebes (or
both) - incomplete Road of Bones, ALCAN or Baikal-Amur Mainline routing. [Never mind
the BAM was not completed in WW2, most of the foundations were built, and these show
up as trails snaking across Siberia in strictly historical standard RHS scenarios.
The early segments of the RR (in the West) were ripped up in 1942, while the foundation
work continued. But the Eastern section was completed in 1945 to move supplies from
Komsomolsk na Amur to Sovietskaya Gavan - so in fact that part of the BAM was in WW2.
In Japan Enhanced Scenarios, with the greater threat of a stronger Japan, the Russians
put more effort into the BAM, and most of it is completed, although the extremely
difficult mountain sections only finish after the end of the historical war, RHS allows
the war to go on into 1946.] There were a few trails missing (or which should have been
missing in Monsoon seasons) in the SE Asia areas of the map, or misrouted. [Note
that trails represent several different things in RHS: actual trails as well as
traditional river traffic along rivers which sometimes include portage points. Both
can change seasonally, usually in Monsoon areas.] Trails in RHS are attempts to
channel troop and logistic movement along historical lines - used or not these are the
routes that could have been used - in preference to striking out across untamed
wilderness. Trails also serve the WITP function of representing a way to move along
a railroad in the absence of rolling stock.

This was tedious work, but lays the foundation for all the following seasons in out years
to be done more quickly. I took the time to get it right. I was also slowed by a deadline
for a USAF project: I just work on RHS to take a mental break between sessions working up
databases and reports on Chinese air forces.


< Message edited by el cid again -- 4/2/2018 10:22:06 AM >

(in reply to el cid again)
Post #: 470
RE: RHS Update 3.02 (All Historical Files) - 4/14/2018 5:05:13 PM   
el cid again

 

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Comprehensive update 3.02

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

Essentially, this update completes the seasonal pwhexe.dat files for all
Strictly Historical Scenarios (121, 122, 123, 124 and 126).

Note that 126 is an incomplete 1945 Downfall Scenario - it needs work on
Scnario files (and will for years, probably). But a lot of effort has gone
into a full map scenario not shortchanging any theater. It may be the next
project after pwhexe.work.

This update does correct errors in 1941, 1942 and 1943 Japan Enhanced Scenario
pwhexe.dat files. These are scenarios 125 and 129. The NEXT work will extend
those pwhexe.dat files to 1946 (end of game).

One town was added - Blinjoe on Bankha Island. It explains a "road to nowhere" -
a primary road. It adds a modest port and light industrial center famous for
fishing and valuable timber. It is not an airport, but might be a good invasion
site - permitting rapid access via primary road to the island's center.

One town was modified. PakenBaroe is an oil and coal center, a river port, and an
airport. None are vital, but the combination is important enough to warrant a KNIL
garrison - the PakenBaroe Detachment. This helps explain why it is there. It
is a very smart place to invade. It is important late in the war as the logistic
center for the PakenBaroe Railway project. That railway operated into 1946 - mainly to
evacuate people.

There is a bit of map art. Sumatra has a secondary road removed (from PakenBaroe)
because it has not been built yet at game start.


(in reply to el cid again)
Post #: 471
RE: RHS Update 3.02 (All Historical Files) - 4/15/2018 10:03:12 AM   
adarbrauner

 

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I don't know how to install and get this very interesting mod running.....

(in reply to el cid again)
Post #: 472
RE: RHS Update 3.02 (All Historical Files) - 4/16/2018 8:49:58 AM   
adarbrauner

 

Posts: 1068
Joined: 11/3/2016
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Come on, no one is answering-noticing this???

(in reply to adarbrauner)
Post #: 473
RE: RHS Update 3.02 (All Historical Files) - 4/16/2018 12:23:39 PM   
btd64


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Joined: 1/23/2010
From: Mass. USA. now in OHIO
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I would email Sid and ask him to email you a complete self installing package. That is how he use to release his mod. There are many documents to read in the RHS documents folder. Read them. You can email me as well, by the way....GP

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(in reply to adarbrauner)
Post #: 474
RE: RHS Update 3.02 (All Historical Files) - 4/16/2018 1:18:20 PM   
Yaab


Posts: 3128
Joined: 11/8/2011
From: Poland
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I guess you can click the update link, find the RHS Installer folder on Onedrive, and in the folder, there should be RHS installer.msi file. But I amy be wrong, 'cause I use the obsolete RHS Level I.

(in reply to btd64)
Post #: 475
RE: RHS Update 3.02 (All Historical Files) - 4/16/2018 4:36:00 PM   
adarbrauner

 

Posts: 1068
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Thank you all, actually I've downloaded of course the installer folder and run it, but seemingly was not enough...I'll try again.

(in reply to Yaab)
Post #: 476
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