Editor questions
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Editor questions
Hi all..
It has been a very long time since I played a wargame or posted on this forum. I am pleased with UV and am pretty excited about the upcoming WITP...definitly an epic in the making.
Anyways, I know the editor isn't supported but thought maybe someone out there might know these answers.
1. Any idea what the purpose of the "capacity" field is used for when editing ground units. I notice that HQ's have varying capacity, assuming this may be the subordinate unit limitation, if so, what is that limit and does it vary from one HQ echelon to another?
2. The capacity and size limitations for bases seems a bit confusing. The size seems to be for airfields while the capacity is used for ports. Do these relate to the number of air units or task forces that may be assigned to the location? I thought the upper limit was 9, but it appears larger values can be placed there although engineers will not build past 9.
3. Selecting weapon sysyems for ships, planes, and units is pretty tough unless you know all the systems by heart and who they belonged to. Many systems I know, but there are many more I dont and it would have been nice to indicate on the editing list who they belonged to. I know in the game there is a ship and plane library and I wish I could access it from the editor:)
4. Is there a place to find info on the radar systems used, the game library doesn't seem to have any info on these. I would like to know who used which radar system and on what platform it can be installed. Speaking of which, how does radar help out in UV, I can't find any write up in the rules on it.
5. Is there anyplace that the limitations of the editor are can be found? Like what numbers can be assigned to what allied or Japanese ships...I found this out the hard way whan as the Jap I had 4 American carriers showing up in my OOB. I now know that below 1000 is for Jap and 1000+ are for allied. I would like to know the other limitations?
6. I also noted that there is room for additional ship classes in the editor but no way (that I have figured) to create a new ship class.
One last comment and I'll go back to playing this game:):D
It would sure be nice if the ship class and plane type was listed on the editor....
Cya all later
Andy J.
PS: Erik Rutkins, it has been a long, long time since I have seen your name, not since the days when the TAOW forums were active. I'm the same guy that posted all the nato/Warsaw pact OOB's way back when. I'm still getting comments from people on that..hehe. Glad to see ya still kicking. By the way...how old is Gary Grigsby now...around 80;) I have been playing his games for 20 years now...this one reminds me of "Guadacanal" that I played on my old Apple IIE. Take care.
It has been a very long time since I played a wargame or posted on this forum. I am pleased with UV and am pretty excited about the upcoming WITP...definitly an epic in the making.
Anyways, I know the editor isn't supported but thought maybe someone out there might know these answers.
1. Any idea what the purpose of the "capacity" field is used for when editing ground units. I notice that HQ's have varying capacity, assuming this may be the subordinate unit limitation, if so, what is that limit and does it vary from one HQ echelon to another?
2. The capacity and size limitations for bases seems a bit confusing. The size seems to be for airfields while the capacity is used for ports. Do these relate to the number of air units or task forces that may be assigned to the location? I thought the upper limit was 9, but it appears larger values can be placed there although engineers will not build past 9.
3. Selecting weapon sysyems for ships, planes, and units is pretty tough unless you know all the systems by heart and who they belonged to. Many systems I know, but there are many more I dont and it would have been nice to indicate on the editing list who they belonged to. I know in the game there is a ship and plane library and I wish I could access it from the editor:)
4. Is there a place to find info on the radar systems used, the game library doesn't seem to have any info on these. I would like to know who used which radar system and on what platform it can be installed. Speaking of which, how does radar help out in UV, I can't find any write up in the rules on it.
5. Is there anyplace that the limitations of the editor are can be found? Like what numbers can be assigned to what allied or Japanese ships...I found this out the hard way whan as the Jap I had 4 American carriers showing up in my OOB. I now know that below 1000 is for Jap and 1000+ are for allied. I would like to know the other limitations?
6. I also noted that there is room for additional ship classes in the editor but no way (that I have figured) to create a new ship class.
One last comment and I'll go back to playing this game:):D
It would sure be nice if the ship class and plane type was listed on the editor....
Cya all later
Andy J.
PS: Erik Rutkins, it has been a long, long time since I have seen your name, not since the days when the TAOW forums were active. I'm the same guy that posted all the nato/Warsaw pact OOB's way back when. I'm still getting comments from people on that..hehe. Glad to see ya still kicking. By the way...how old is Gary Grigsby now...around 80;) I have been playing his games for 20 years now...this one reminds me of "Guadacanal" that I played on my old Apple IIE. Take care.

- Erik Rutins
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Re: Editor questions
Andy,
I remember you quite well - still have your spreadsheets too!
Excellent work on those, wish I still had time for TOAW and Red Thunder, but Matrix gets my full attention these days. Currently working with Ludovic on developing Battleline and also on supporting and testing UV, as well as a few other behind the scenes things. Glad to hear you're enjoying UV, it's grabbed me as strongly as TOAW and CM ever did.
Rich Dionne is writing up a bit of a doc for the editor. He knows it far better than I do, but I'll answer what I can and hope he gets the rest.
I hear he jogs every day, so I at least will raise my beer to his continued excellent health and excellent wargame design. 
Regards,
- Erik
I remember you quite well - still have your spreadsheets too!

Rich Dionne is writing up a bit of a doc for the editor. He knows it far better than I do, but I'll answer what I can and hope he gets the rest.
True, it would be nice to see this in the editor and perhaps that will be possible in the future. The next best thing, for now, is to print screenshots of the database pages on the weapons/systems.3. Selecting weapon sysyems for ships, planes, and units is pretty tough unless you know all the systems by heart and who they belonged to. Many systems I know, but there are many more I dont and it would have been nice to indicate on the editing list who they belonged to. I know in the game there is a ship and plane library and I wish I could access it from the editor:)
Hm, there was a thread a ways down with historical info. I'll see if I can post the game stats as well. Radar increases detection level, thus improving accuracy and fire rate for surface combats and reaction time/interception for air combat.4. Is there a place to find info on the radar systems used, the game library doesn't seem to have any info on these. I would like to know who used which radar system and on what platform it can be installed. Speaking of which, how does radar help out in UV, I can't find any write up in the rules on it.
Rich's docs should help on this, take a look for the thread he posted on the editor below as well, you just missed it by a day or two.5. Is there anyplace that the limitations of the editor are can be found? Like what numbers can be assigned to what allied or Japanese ships...I found this out the hard way whan as the Jap I had 4 American carriers showing up in my OOB. I now know that below 1000 is for Jap and 1000+ are for allied. I would like to know the other limitations?
For now, it's not possible because we had to put priority on keeping PBEM and other play "secure". Having some of these features in the distributed editor would have allowed folks to change data that was very close to the core and would have altered games without opponents being able to easily find out.6. I also noted that there is room for additional ship classes in the editor but no way (that I have figured) to create a new ship class.
Nah, Gary's still a young guy and has many wargames left in him. He wrote Guadalcanal Campaign when he was 3.By the way...how old is Gary Grigsby now...around 80;) I have been playing his games for 20 years now...this one reminds me of "Guadacanal" that I played on my old Apple IIE. Take care.


Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
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- von Murrin
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Right here.Originally posted by Dirtweasle
I cannot seems to find the message with the editor notes. Can someone pont me to it please?

I give approximately two fifths of a !#$% at any given time!
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Re: Editor questions
Andy,Originally posted by Sabre21
1. Any idea what the purpose of the "capacity" field is used for when editing ground units. I notice that HQ's have varying capacity, assuming this may be the subordinate unit limitation, if so, what is that limit and does it vary from one HQ echelon to another?
2. The capacity and size limitations for bases seems a bit confusing. The size seems to be for airfields while the capacity is used for ports. Do these relate to the number of air units or task forces that may be assigned to the location? I thought the upper limit was 9, but it appears larger values can be placed there although engineers will not build past 9.
The capacity value has different meanings depending whether the location item is a base or a land combat unit.
If the item is a base, then capacity refers to the “Standard Potential Size” of the port (Refer to the game manual for more details on this feature).
If the item is a land combat unit, then capacity refers to the HQ type and the command radius. The capacity 10’s digit refers to the HQ type, and the 1’s digit refers to the command radius of the HQ, i.e. units subordinate to the HQ perform better the closer they are to the HQ. If the land unit is not a HQ, then the capacity value refers to the number of units subordinate to the land unit.
Please note that for non-base units, this value is not meant to be modified. Adjusting this value for HQ's / land combat units will have unpredictable results. The maximum value used for bases should not exceed a value of 9; values above 9 will lead to unpredictable results.
Regards,
Rich
Thanks for the info Rich
Believe it or not I did read thru the manual from one end to the other and only nodded off once:) I didn't see how many fleets or ships may be in a port at once or if the size mattered in that regard...that might have been when I nodded. I did see though how many planes can fit on an airfield and the affects of having too many.
As for the capacity...I will look at the examples in game to try and understand the relationship of the value assigned to the size of the unit so I make sure that remains the same, as for the second number...referring to the range..I assume that is in hexes? Is that second value then restricted to a single digit or could you have a range of say...999? (unrealistic I know..just trying to establish the range limit)
Another few issue on radars though... after comparing the available radars with associated units in the game...I see that the SG, SC, CXAM, and CPS-1 radars are found on US ships with the best being the CPS-1 with a 400k range (again I'm assuming range is in feet).
I also see that the SCR 270 is a ground based radar for US units.
I find it odd that it's with the Base engineers and not an air defense unit though...plus I can't find any range on it?
I recently found that the Type 279 (range 250k) is a Danish...errr...Dutch radar...so I guess so is the Type 270.
I am probably assuming too much...but in typical Japanese fashion...I figure the 13, 21, and 22 belong to them with the 22 being the best. I couldn't find any range data or what platforms they are used on.
As for the H2S, H2X, Mk IV, VII, and X...that looks typically Commenwealth..not positive..plus no range data...I might not of looked hard enough on that one.
Hmmm...the Oboe...didn't know the fleet band was part of this section:) No clue as you can see.
Ooops...almost forgot...did you know that you can add up to 60000 fuel and supplies to each ground unit without changing it's loading requirements. Them guys can sure carry a lot of K rations:)
Andy
PS: See what you get for answering...more questions:D
Believe it or not I did read thru the manual from one end to the other and only nodded off once:) I didn't see how many fleets or ships may be in a port at once or if the size mattered in that regard...that might have been when I nodded. I did see though how many planes can fit on an airfield and the affects of having too many.
As for the capacity...I will look at the examples in game to try and understand the relationship of the value assigned to the size of the unit so I make sure that remains the same, as for the second number...referring to the range..I assume that is in hexes? Is that second value then restricted to a single digit or could you have a range of say...999? (unrealistic I know..just trying to establish the range limit)
Another few issue on radars though... after comparing the available radars with associated units in the game...I see that the SG, SC, CXAM, and CPS-1 radars are found on US ships with the best being the CPS-1 with a 400k range (again I'm assuming range is in feet).
I also see that the SCR 270 is a ground based radar for US units.
I find it odd that it's with the Base engineers and not an air defense unit though...plus I can't find any range on it?
I recently found that the Type 279 (range 250k) is a Danish...errr...Dutch radar...so I guess so is the Type 270.
I am probably assuming too much...but in typical Japanese fashion...I figure the 13, 21, and 22 belong to them with the 22 being the best. I couldn't find any range data or what platforms they are used on.
As for the H2S, H2X, Mk IV, VII, and X...that looks typically Commenwealth..not positive..plus no range data...I might not of looked hard enough on that one.
Hmmm...the Oboe...didn't know the fleet band was part of this section:) No clue as you can see.
Ooops...almost forgot...did you know that you can add up to 60000 fuel and supplies to each ground unit without changing it's loading requirements. Them guys can sure carry a lot of K rations:)
Andy
PS: See what you get for answering...more questions:D

Radar
Ok, I have some information on Japanese Radar systems. The type 22 radar is a surface radar for surface action, while type 13 and 21 is a air radar. The type 21 was installed on several ships by 1942 Shokaku, Kongo, etc.... The type 13 radar was a better air-search radar, which came out some time around late 1943. Mostly, the type 21 was installed on most important ships, Battleships, carriers, and several heavy cruisers, and the installation period was anywhere between 1942~1943. The type 22 also appeared around the same time. If you have any questions, let me know.
- Erik Rutins
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Some info...
From deeper within the database... I'm not sure what Penetration represents in this case. I think Effect is related to the chance of it detecting a target.
Type 271, Range 28, Effect 75
Type 279, Range 250, Effect 70, Penetration 500
SC, Range 24, Effect 50
SG, Range 28, Effect 75
SJ, Range 25, Effect 70
CXAM, Range 150, Effect 50, Penetration 500
SCR-270, Range 250, Effect 70, Penetration 500
CPS-1, Range 400, Effect 80, Penetration 500
Type 13, Range 100, Effect 45, Penetration 500
Type 21, Range 20, Effect 55
Type 22, Range 34, Effect 60
Regards,
- Erik
Type 271, Range 28, Effect 75
Type 279, Range 250, Effect 70, Penetration 500
SC, Range 24, Effect 50
SG, Range 28, Effect 75
SJ, Range 25, Effect 70
CXAM, Range 150, Effect 50, Penetration 500
SCR-270, Range 250, Effect 70, Penetration 500
CPS-1, Range 400, Effect 80, Penetration 500
Type 13, Range 100, Effect 45, Penetration 500
Type 21, Range 20, Effect 55
Type 22, Range 34, Effect 60
Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
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Re: Some info...
[QUOTE]Originally posted by Erik Rutins
From deeper within the database... I'm not sure what Penetration represents in this case. I think Effect is related to the chance of it detecting a target.
Type 271, Range 28, Effect 75
Type 279, Range 250, Effect 70, Penetration 500
SC, Range 24, Effect 50
SG, Range 28, Effect 75
SJ, Range 25, Effect 70
CXAM, Range 150, Effect 50, Penetration 500
SCR-270, Range 250, Effect 70, Penetration 500
CPS-1, Range 400, Effect 80, Penetration 500
Type 13, Range 100, Effect 45, Penetration 500
Type 21, Range 20, Effect 55
Type 22, Range 34, Effect 60
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Here's the list I put together, which may or may not be accurate, and which may or may not reflect what the game does.
Type 271- Brit surface search (ships)
Type 279 - Brit Air/gunlaying (ships)
SCR 270 - US air (ground)
CXAM - US surface (ship)
CPS-1 - US Not sure, but think it was an air/gunlaying radar (ship/sub/ground)
Type 13 - Japanese Air (ship/sub/ground use/exp. 41/operational Mar43 )
Type 21 - Japanese Air/Surface (ship/Aug43)
Type 22 - Japanese Air/Surface/Gunlaying (ships/subs/ Sept 44)
SC - US surface (ships/subs)
SJ- US surface (sub)
SG - US surface/nav (ships/subs)
Aircraft Radar
H2S - Allied ground mapping Nav/Bombing
H2X - improved H2S
OBOE - Bombing Nav syste,
AI Mk IV - Brit air/air radar
AI Mk VII - Brit air/air radar
AI MK X - Brit air/air radar
In game, I'd say that all the radars with a "penetration" value are air search going by the range values. Effect must be something along the lines of "odds of seeing something", and you'll notice the effect value rises with each new generation radar.
Can't be using those radars in game as a "gunlaying" radar, as the Type 22 doesn't have a penetration value. Range values are all right on, but none of the radars that were air/surface/gunlaying have a penetration value...which really makes it odd. Plus, the range value listed for those is for surface search contacts.
I'd say one thing at a glance regardless, later "fully radar equipped" ships will always need both types of radar.
No AA or AC guns have a "penetration" value, so they must be using it to reflect something "airplane-ish", and it's standard across the board.
From deeper within the database... I'm not sure what Penetration represents in this case. I think Effect is related to the chance of it detecting a target.
Type 271, Range 28, Effect 75
Type 279, Range 250, Effect 70, Penetration 500
SC, Range 24, Effect 50
SG, Range 28, Effect 75
SJ, Range 25, Effect 70
CXAM, Range 150, Effect 50, Penetration 500
SCR-270, Range 250, Effect 70, Penetration 500
CPS-1, Range 400, Effect 80, Penetration 500
Type 13, Range 100, Effect 45, Penetration 500
Type 21, Range 20, Effect 55
Type 22, Range 34, Effect 60
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Here's the list I put together, which may or may not be accurate, and which may or may not reflect what the game does.
Type 271- Brit surface search (ships)
Type 279 - Brit Air/gunlaying (ships)
SCR 270 - US air (ground)
CXAM - US surface (ship)
CPS-1 - US Not sure, but think it was an air/gunlaying radar (ship/sub/ground)
Type 13 - Japanese Air (ship/sub/ground use/exp. 41/operational Mar43 )
Type 21 - Japanese Air/Surface (ship/Aug43)
Type 22 - Japanese Air/Surface/Gunlaying (ships/subs/ Sept 44)
SC - US surface (ships/subs)
SJ- US surface (sub)
SG - US surface/nav (ships/subs)
Aircraft Radar
H2S - Allied ground mapping Nav/Bombing
H2X - improved H2S
OBOE - Bombing Nav syste,
AI Mk IV - Brit air/air radar
AI Mk VII - Brit air/air radar
AI MK X - Brit air/air radar
In game, I'd say that all the radars with a "penetration" value are air search going by the range values. Effect must be something along the lines of "odds of seeing something", and you'll notice the effect value rises with each new generation radar.
Can't be using those radars in game as a "gunlaying" radar, as the Type 22 doesn't have a penetration value. Range values are all right on, but none of the radars that were air/surface/gunlaying have a penetration value...which really makes it odd. Plus, the range value listed for those is for surface search contacts.
I'd say one thing at a glance regardless, later "fully radar equipped" ships will always need both types of radar.
No AA or AC guns have a "penetration" value, so they must be using it to reflect something "airplane-ish", and it's standard across the board.