RHS 4.14 [Eratta; Chinese Army planning]
Moderators: wdolson, Don Bowen, mogami
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RE: RHS 4.05 to release (really - doing landing craft)
Since I intend this to be a difinitve release for RHS
I have addressed some minor issues
including the landing craft problem caused when CHS moved their slots
from stock positions
Along the way I came up with a new naming convention -
and relocating and renaming ALL landing craft for ALL scenarios
takes a few minutes (understatement)
These landing craft come in two series - one that will respawn and one
- like CHS - up in high slots that will not respawn. They are of three types (in my view) - although CODE thinks they are of four types -
it classifies the Sea Truck as a landing craft!!! [Boy are they confused - Sea Trucks are small but proper seagoing ships - they have no ability to beach - and they are not big enough, nor configured for handling vehicles]
I am toying with the idea of adding a few 19 meter landing craft as well - but I have not figured out how to represent them? [They are very strange craft - fast unlike other landing craft - and able to cross swamp and other forms of low laying land - the origin of what are called "swamp boats" in the present era]
I have addressed some minor issues
including the landing craft problem caused when CHS moved their slots
from stock positions
Along the way I came up with a new naming convention -
and relocating and renaming ALL landing craft for ALL scenarios
takes a few minutes (understatement)
These landing craft come in two series - one that will respawn and one
- like CHS - up in high slots that will not respawn. They are of three types (in my view) - although CODE thinks they are of four types -
it classifies the Sea Truck as a landing craft!!! [Boy are they confused - Sea Trucks are small but proper seagoing ships - they have no ability to beach - and they are not big enough, nor configured for handling vehicles]
I am toying with the idea of adding a few 19 meter landing craft as well - but I have not figured out how to represent them? [They are very strange craft - fast unlike other landing craft - and able to cross swamp and other forms of low laying land - the origin of what are called "swamp boats" in the present era]
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RE: RHS 4.05 to released (after enhansements and final tests)
I am uploading all RHS scenarios in set 4.05.
This set has addressed some old technical issues:
Landing craft will appear as in stock - on command -
Landing craft may respawn
18 Division will invade Singora automatically
Kure 1st SNLF will invade Legaspi automatically
16 Army 17 meter LC, 3 Navy 13 meter LC, 4 Type SD Sea Trucks,
and 1 missing Army 14 meter LC added
EOS and PPO have an experimental system for day and night combat ratings of ships - to help the code understand how this evolved over time by nation.
EOS has four more Army and one more Navy light tank companies. All (non-reserve) EOS independent tank companies have a platoon (3 squads) of mechanized troops. The three reserve tank companies should get them eventually if they are in supply.
EOS has some units in different starting positions, another raider task group at sea, and raiders ready for sea at Truk and Kwajalein. [Note - the raiders now WILL carry troops and supplies - I missed that when I redefined them]. Raiders will convert to proper APs after certain dates (historical dates in all but EOS) too. EOS raiders have enhansed AAA in many cases.
There was a misdefined supply sink, a class of six small AKs with a missing machine gun, and other eratta, all fixed.
This set has addressed some old technical issues:
Landing craft will appear as in stock - on command -
Landing craft may respawn
18 Division will invade Singora automatically
Kure 1st SNLF will invade Legaspi automatically
16 Army 17 meter LC, 3 Navy 13 meter LC, 4 Type SD Sea Trucks,
and 1 missing Army 14 meter LC added
EOS and PPO have an experimental system for day and night combat ratings of ships - to help the code understand how this evolved over time by nation.
EOS has four more Army and one more Navy light tank companies. All (non-reserve) EOS independent tank companies have a platoon (3 squads) of mechanized troops. The three reserve tank companies should get them eventually if they are in supply.
EOS has some units in different starting positions, another raider task group at sea, and raiders ready for sea at Truk and Kwajalein. [Note - the raiders now WILL carry troops and supplies - I missed that when I redefined them]. Raiders will convert to proper APs after certain dates (historical dates in all but EOS) too. EOS raiders have enhansed AAA in many cases.
There was a misdefined supply sink, a class of six small AKs with a missing machine gun, and other eratta, all fixed.
RE: Aircraft Guns in RHSCVO
RHS v4.05 posted for download on download link page
Cobra Aus
Cobra Aus
Coral Sea Battle = My Birthday
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RE: RHS 4.051 (micro update - chrome and armament factories
I will release a mini-update in a few hours (to insure any reported eratta are fixed) for the purpose of
making more names in Japanese (e.g. Hikodan instead of Air Division,
Chosen Command instead of Korean Command);
adding munitions factories.
Mogami reported "the largest armament factory in Japan" was in the Osaka hex. Yet CHS (and therefore RHS) gives it only 1 point! I looked into this - I have even got US Army targeting maps of ammunition plants -
and decided to make it 200 points. I myself added Muroran - almost purely a munitions town - with zero points - so I changed it to 100. And I upgraded Hiroshima to 75 points and Nagasaki to 50 points.
For RHSEOS - I added some planning to units at Palau - so they will be more effective if used to attack logical points (Davao, Jolo, Tacloban, Cagayan). Nice for players, it really helps the AI, which uses planning as an indication of what to make a unit do.
making more names in Japanese (e.g. Hikodan instead of Air Division,
Chosen Command instead of Korean Command);
adding munitions factories.
Mogami reported "the largest armament factory in Japan" was in the Osaka hex. Yet CHS (and therefore RHS) gives it only 1 point! I looked into this - I have even got US Army targeting maps of ammunition plants -
and decided to make it 200 points. I myself added Muroran - almost purely a munitions town - with zero points - so I changed it to 100. And I upgraded Hiroshima to 75 points and Nagasaki to 50 points.
For RHSEOS - I added some planning to units at Palau - so they will be more effective if used to attack logical points (Davao, Jolo, Tacloban, Cagayan). Nice for players, it really helps the AI, which uses planning as an indication of what to make a unit do.
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RE: RHS 4.06 medium update (for Soviet Air issues) Posted
This didn't turn out to be totally chrome and AI programming for EOS -
I found problems with "secret code" in air slots
IL-4s that never were right since stock (and were not even present in CHS 155 or RHS - except in China!)
and problems with Soviet air unit plane counts, upgrades, dates of arrival, etc.
The reported LaGG problem was (aside from performance - which was too high) simply a failure to put in the date.
I found problems with "secret code" in air slots
IL-4s that never were right since stock (and were not even present in CHS 155 or RHS - except in China!)
and problems with Soviet air unit plane counts, upgrades, dates of arrival, etc.
The reported LaGG problem was (aside from performance - which was too high) simply a failure to put in the date.
RE: Aircraft Guns in RHSCVO
RHS v4.06 for all scenarios posted on download link page
Cobra Aus
Cobra Aus
Coral Sea Battle = My Birthday
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RE: RHS 4.051 (micro update - chrome and armament factories
ORIGINAL: el cid again
adding munitions factories.
Mogami reported "the largest armament factory in Japan" was in the Osaka hex. Yet CHS (and therefore RHS) gives it only 1 point! I looked into this - I have even got US Army targeting maps of ammunition plants -
and decided to make it 200 points. I myself added Muroran - almost purely a munitions town - with zero points - so I changed it to 100. And I upgraded Hiroshima to 75 points and Nagasaki to 50 points.
The Osaka Arsenal was the main producer of Japanese artillery pieces (maybe the only producer?).
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RE: RHS 4.051 (micro update - chrome and armament factories
No. Up at Muroran the really big guns were cast - and also tested. There is even a 20 inch tube made for "ships that never were" cancelled by the Washington Treaty - and an earlier generation 18.1 inch - and some 12 inch for new (never built) battlecruisers. Nevertheless, yes, Osaka did most of them - including the Yamato guns - for which a special ship had to be built just to move them! Yet until now Osaka had a single point of armaments industry!
RE: Aircraft Guns in RHSCVO
RHSEOS v4.07 update posted on download link page
Cobra Aus
Cobra Aus
Coral Sea Battle = My Birthday
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RE: RHS 4.07 Series (tested case by case)
A few hours ago I re-released
RHSEOS as version 4.07 - although it never had a problem as 4.06 -
so it would have the same version number as other working RHS scenarios.
I have since modified the air group file of RHSCVO and RHSRAO - it is the same file - and then run a separate test on each - releasing each one as it completed the test.
I have also modified the air group file for RHSBBO and RHSRPO - and the first of these just completed a long series of tests (because I needed sleep). I will release BBO now - but not RPO - because I am going to run a test - in spite of being confident the fix will apply to it equally well.
I need to modify this air group file slightly for PPO - it is the same except many units are assigned to home commands. And then run a PPO test.
ALL 4.07 files contain a slight revision unrelated to this air group file issue: dozens of Allied units - almost entirely base forces - have larger supply depots inside them to start. These were mostly slightly too small (about 15%) - but in a couple of cases grossly too small - and while the AI fixes it automatically in a day or two after the appearance of the unit - I decided to make the transition smoother. Previously I had said "too much work" - but I finally got around to it.
There is one eratta: there was a duplicated supply sink at Tsinan China.
It is eliminated in 4.07 series files - but was present in 4.06 - and briefly in the original issue of EOS 4.07 - but no more.
There are two art issues:
a) The IL-4 in the game has Chinese markings - but I have given it to the Soviet Air Force (not realizing it is NOT regarded as a Russian plane!)
We may get revised art making it look Russian - or we may duplicate the record and give you both - it is an option - but I have no decision from Cobra yet.
b) RHSEOS uses the nearest art for a number of Japnese planes. Cobra says some day there may be a separate art set for RHSEOS players. Right now your ME-109E looks like a Ki-61 - which actually is not that bad - and the Ki-91 looks like a G8N1 - also which isn't too far off either - because there is no correct art in the set. We have an unarmed recon Kate using regular Kate art, an unarmed recon Judy using regular Judy art, and twin engined Ki-74s and Ki-77s using similar looking twin engine art. The ASW versions of the Ki-49 and G4M use regular Ki-49 and G4M art as well. Same for the ASW version of Kate. All three really should have a MAD boom - and maybe they will some day.
RHSEOS as version 4.07 - although it never had a problem as 4.06 -
so it would have the same version number as other working RHS scenarios.
I have since modified the air group file of RHSCVO and RHSRAO - it is the same file - and then run a separate test on each - releasing each one as it completed the test.
I have also modified the air group file for RHSBBO and RHSRPO - and the first of these just completed a long series of tests (because I needed sleep). I will release BBO now - but not RPO - because I am going to run a test - in spite of being confident the fix will apply to it equally well.
I need to modify this air group file slightly for PPO - it is the same except many units are assigned to home commands. And then run a PPO test.
ALL 4.07 files contain a slight revision unrelated to this air group file issue: dozens of Allied units - almost entirely base forces - have larger supply depots inside them to start. These were mostly slightly too small (about 15%) - but in a couple of cases grossly too small - and while the AI fixes it automatically in a day or two after the appearance of the unit - I decided to make the transition smoother. Previously I had said "too much work" - but I finally got around to it.
There is one eratta: there was a duplicated supply sink at Tsinan China.
It is eliminated in 4.07 series files - but was present in 4.06 - and briefly in the original issue of EOS 4.07 - but no more.
There are two art issues:
a) The IL-4 in the game has Chinese markings - but I have given it to the Soviet Air Force (not realizing it is NOT regarded as a Russian plane!)
We may get revised art making it look Russian - or we may duplicate the record and give you both - it is an option - but I have no decision from Cobra yet.
b) RHSEOS uses the nearest art for a number of Japnese planes. Cobra says some day there may be a separate art set for RHSEOS players. Right now your ME-109E looks like a Ki-61 - which actually is not that bad - and the Ki-91 looks like a G8N1 - also which isn't too far off either - because there is no correct art in the set. We have an unarmed recon Kate using regular Kate art, an unarmed recon Judy using regular Judy art, and twin engined Ki-74s and Ki-77s using similar looking twin engine art. The ASW versions of the Ki-49 and G4M use regular Ki-49 and G4M art as well. Same for the ASW version of Kate. All three really should have a MAD boom - and maybe they will some day.
RE: RHS 4.07 Series (tested case by case)
RHS CVO BBO RAO RPO v4.07 posted + micro update EOS 4.071 posted on download link page
Cobra Aus
Cobra Aus
Coral Sea Battle = My Birthday
RE: RHS 4.07 Series (tested case by case)
RHS 4.072 all scenarios posted on download link page
Cobra Aus
Cobra Aus
Coral Sea Battle = My Birthday
RE: The Main RHS thread at this time (renamed)
EOS Scenario 65 findings:
1. Ki-74 has a load of 2205 but no listing for actual bomb loadouts. From what I've read it looks like it should probably have arried 4 x 250Kg bombs.
2. Upgrade path from the Tabby, Tina and Thoras includethe C54A. While I'm sure that'd be quite handy it'd probably be better to change this to the G5N ( which would make more sense).
3. I also had no explicatory text in the scenario briefing etc. Such an explanation would be very useful.
More to come as I check out the scenario more.
1. Ki-74 has a load of 2205 but no listing for actual bomb loadouts. From what I've read it looks like it should probably have arried 4 x 250Kg bombs.
2. Upgrade path from the Tabby, Tina and Thoras includethe C54A. While I'm sure that'd be quite handy it'd probably be better to change this to the G5N ( which would make more sense).
3. I also had no explicatory text in the scenario briefing etc. Such an explanation would be very useful.
More to come as I check out the scenario more.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
Well, that's that settled then.
RE: The Main RHS thread at this time (renamed)
RHS PWHEX v4.07 posted on download link page
Cobra Aus
Cobra Aus
Coral Sea Battle = My Birthday
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RE: RHS 4.08 (eratta update)
There is enough eratta to warrant a minor update. Nothing totally game killing, but a new game should not have these issues:
VBF-74 (for USS Midway) is on land at game start at San Diego (I send it to Salt Lake City/United States and keep it there). It should be assigned to USS Midway - of course.
Persuit Squadron 49 should start with P-43s instead of P-38Gs - and should upgrade to the P-38s.
Locations in Canada should not be assigned to the Canada Command (a code issue). All but one are listed as US Western Command. Whitehorse is listed as Alaska Command.
Some USAAF base forces have the wrong 37 mm gun. Most will automatically correct this in a day or two. But some have no formation pointer - so they won't correct. All should have pointers and all should use the US (not the Russian) 37mm gun. It has no functional effect - it is just cosmetics - the guns are identical in performance.
Some units begin with zero (or otherwise radically too few) supplies. This is rarely correct. Some of these have been corrected - notably the Yobi Ichi regiments and certain base forces.
Long Beach gains a Naval Base Force.
Tacoma gains a USAAF Base Force (named McChord).
All this is version 4.08
VBF-74 (for USS Midway) is on land at game start at San Diego (I send it to Salt Lake City/United States and keep it there). It should be assigned to USS Midway - of course.
Persuit Squadron 49 should start with P-43s instead of P-38Gs - and should upgrade to the P-38s.
Locations in Canada should not be assigned to the Canada Command (a code issue). All but one are listed as US Western Command. Whitehorse is listed as Alaska Command.
Some USAAF base forces have the wrong 37 mm gun. Most will automatically correct this in a day or two. But some have no formation pointer - so they won't correct. All should have pointers and all should use the US (not the Russian) 37mm gun. It has no functional effect - it is just cosmetics - the guns are identical in performance.
Some units begin with zero (or otherwise radically too few) supplies. This is rarely correct. Some of these have been corrected - notably the Yobi Ichi regiments and certain base forces.
Long Beach gains a Naval Base Force.
Tacoma gains a USAAF Base Force (named McChord).
All this is version 4.08
RE: RHS 4.08 (eratta update)
More errata (present in EOS v4.072):
- Pontianak base force begins the game in the ocean (without a ship) in hex 24,57 (next to Pontianak). [Note: In the Pwhex just released there is also a road/trail in this ocean hex.]
- Soviets are not active (IIRC they are supposed to be active in EOS, otherwise ignore this entry).
- KGV class battleships again point to the wrong art (was fixed a few releases ago in CVO).
- RAF 114 Base Force starts the game in hex 2,2 - 'in the field' next to Aden. I assume it should begin in Aden.
- Slots 1487 (RAAF Number 13/2 Flight) and 1476 (RAAF Number 2/2 Flight) report to 'USSR Pacific O Fleet'.
Also a question - are 'Field Hands' supposed to perform engineer functions?
- Pontianak base force begins the game in the ocean (without a ship) in hex 24,57 (next to Pontianak). [Note: In the Pwhex just released there is also a road/trail in this ocean hex.]
- Soviets are not active (IIRC they are supposed to be active in EOS, otherwise ignore this entry).
- KGV class battleships again point to the wrong art (was fixed a few releases ago in CVO).
- RAF 114 Base Force starts the game in hex 2,2 - 'in the field' next to Aden. I assume it should begin in Aden.
- Slots 1487 (RAAF Number 13/2 Flight) and 1476 (RAAF Number 2/2 Flight) report to 'USSR Pacific O Fleet'.
Also a question - are 'Field Hands' supposed to perform engineer functions?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: RHS 4.08 (eratta update)
RHS v4.08 posted on download link page
Cobra Aus
Cobra Aus
Coral Sea Battle = My Birthday
RE: RHS 4.07 Series (tested case by case)
RHS CAM0xx data files posted on download link page
Cobra Aus
Cobra Aus
Coral Sea Battle = My Birthday
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RE: RHS 4.1 [For anyone wanting USN/USMC air groups right]
Trying to actually play the Allies caused me to notice USN/USMC air groups at the start. Something wrong here I thought. Wow. Very wrong.
It will take a day or two - but I am going to review them all.
My worst case may be VMF-211. This unit sent a detachment to Wake, and we all know about it - because it is in countless accounts of how the war began. Well - it came from Ewa Field - Hawaii. So why do ALL WITP scenrios place it in California????? And - if it has a detachment - why is its strength not affected by that? There is a similar Japanese unit - sent 12 planes to Truk just in time for the war (all 12 start as disabled because they are still CRATED when the game begins). What Joe and I did was come up with a rule: no duplication. Detachment planes subtract from the parent unit maximum total field.
There are other apparently fictional USMC units. And I found one missing unit too - so there will now be a VMF-115. VMF-212 began life with just three observation planes (and specialized in fighter pilot rescue). It became famous when it upgraded to use the F4U-1 - but only had ten of them - not the 24 shown. [RHS F4U-1s are NOT carrier planes. They upgrade to F4U-2s which are carrier planes.]
I have not yet got to the USN carrier groups - but if memory is not faulty - they are well below strength when the war begins.
It will take a day or two - but I am going to review them all.
My worst case may be VMF-211. This unit sent a detachment to Wake, and we all know about it - because it is in countless accounts of how the war began. Well - it came from Ewa Field - Hawaii. So why do ALL WITP scenrios place it in California????? And - if it has a detachment - why is its strength not affected by that? There is a similar Japanese unit - sent 12 planes to Truk just in time for the war (all 12 start as disabled because they are still CRATED when the game begins). What Joe and I did was come up with a rule: no duplication. Detachment planes subtract from the parent unit maximum total field.
There are other apparently fictional USMC units. And I found one missing unit too - so there will now be a VMF-115. VMF-212 began life with just three observation planes (and specialized in fighter pilot rescue). It became famous when it upgraded to use the F4U-1 - but only had ten of them - not the 24 shown. [RHS F4U-1s are NOT carrier planes. They upgrade to F4U-2s which are carrier planes.]
I have not yet got to the USN carrier groups - but if memory is not faulty - they are well below strength when the war begins.
RE: RHS 4.1 [For anyone wanting USN/USMC air groups right]
Hi, I have been looking at the RHS scenarios and I have found some oddities.
First, there are several models (like 50 B29) avaliable at start
Second, the PP for some units are totally wrong. For example the US BF at United States Base (SLC) is prepping for a city on Siberia, Kuching BF is prepping for Yenen, and units in China are generally prepping for wrong places
First, there are several models (like 50 B29) avaliable at start
Second, the PP for some units are totally wrong. For example the US BF at United States Base (SLC) is prepping for a city on Siberia, Kuching BF is prepping for Yenen, and units in China are generally prepping for wrong places
