el cid again
RHS Comprehensive Update 6.16
This update includes documentation, pwhexe.dat and scenario files.
I reviewed Allied aircraft for Geodesic structures, but the only type in
RHS using it is the many variations of the Wellington, and all of them
had the correct multiplier in their durability ratings.
I reviewed Italian naval units in the Indo-Pacific Region. Five submarines
and two peculiar warships were added. All the submarines were transport conversions
of attack submarines no longer viable for Atlantic combat operations. Turns out
these were used locally (which I didn't know) - not just for Yenagi Operations
(transport to Europe). These appear in 1943. The Eritrea is a strange colonial
sloop - with deck and conning tower armor - long range and a speed of 20 knots. One
of two "banana boats" converted to AMC duty - RAMB II - is also included. [RAMB
is the initials of the company that bought the ships originally]. She makes 18 knots
but is unarmored. Oddly, both have only 12 cm (4.7 inch) guns. So - "run if it
outguns you" I guess is the rule. I added numbers of officers - which there is a
shortage of - and assigned the right one to each ship for 1941 and 1945 scenarios.
Otherwise, I continue to work on pwhexe.dat files to bring them into sync with each
other. Also to get rid of erratta detected or reported. And finally, to address a
problem of places that had tiny amounts of local trade which don't show up in game -
to insure that a remote port gets a minimal amount of fuel. Even if it is on a
secondary road net or a trail, and you set stockpile fuel to yes, no fuel ever
goes to these points. This matters, for example, at the top of the Sea of Othosk,
deep inland river systems in China, one landlocked river system in Australia,
and so on.
Previous 6.15 Update Notes
This update includes most kinds of files, but probably no art files.
There is a significant amount of new RHS Documentation files, including
formulas used for aircraft ranges, aircraft maneuverability and durability,
ship maneuverability and submarine maneuverability. These not so much new
as not easy to find in the forums, and the handwritten versions in use for
upwards of 15 years were becoming unreadable. There were also updates to
some aircraft documentation files, and those related to IJA and IJN and
Axis bitmaps are probably now final. These latter have a sufficient number of
unused slots to permit adding types in future. Unused or no longer used air
art remains in the filmstrips, however, and is documented in case anyone wants
to find it.
A final review of Axis aircraft was completed, partly because of reports that
page 1 (devices 1-10) and page 2 (devices 11-20) were sometimes mismatched with
respect to guns. A more diligent review process did things like revise aircraft
loads. [For example, if the weight of drop tanks exceeded bomb load, the aircraft
load field was increased. This field is used to determine if an aircraft may
attempt a mission from a given size of airfield, for example.] 6.16 will return
to doing a comparable review of Allied aircraft. High on the list is the discovery
that geodesic construction applies to more kinds of Allied bombers than we previously
understood. Geodesic construction yields the highest possible durability for any
given size of aircraft - the structure multiplier being 1.5 (compared to 1.0 for
all metal structure, 0.75 for composite structure and 0.5 for non-metal structure).
An attempt will be made to free up a few slots - as the Allies are now using all but one
of the available 600 slots. It is much more reasonable to have upwards of 10 slots available
for future use. Otherwise, it is vital to insure that years of adding devices, and of modifying
dates for devices and aircraft, have not resulted in imperfect modeling of what devices are
on each type. A different issue is upgrade paths. The Allies are more dependent on defined
upgrade paths than the Axis is, because they do not control what is being built (except insofar
as they can turn factory production off). It is likely possible to somewhat improve these
Mifune is working on the problem of the single masted schooner display in game. This is somehow
all my fault - I created that art from the two masted schooner and it has some kind of flaw.
Several attempts to fix it have not worked. I think possibly it can be done at the pixel level -
something Mifune is very good at. It is painfully slow to work at (or below) the pixel level. But
by doing that one ends up with a better image when blown back up.
Newly translated data on Italian ships sent from East Africa to other Indian Ocean or Pacific Ocean
ports has become available. Some of these ships are already in the game. But several others may be
added. This is also tedious work - there is no way to find ship slots except to look for them. The
kind of full featured (unofficial) editor we had for WITP no longer exists. Also, I no longer add a
ship without adding the commanding officer. Too many ships have none assigned. That too is tedious,
lest one duplicate an officer already in the list.