RHS Level I Updates Suspended

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS: Dutch Aircraft List

Post by el cid again »

RHS Plane List 1 Slot Order [KNIL/MLD Section]

Slot # Game Name Notes Bitmap Scenarios

141 ML-KNIL/MLD NEI Air Forces Header
142 KNIL 139WH-3 GP Medium Bomber w GP Bombs 142 All
143 KNIL B-339D Buffalo Fighter 143 All
144 KNIL Loadstar XPT Light Transport 144 All
145 KNIL CW-21B Demon Fighter Interceptor 145 99-105
146 KNIL CW-22 Falcon Observation Bomber 146 All
147 MLD C.XIV FR Float Recon Aircraft 147 99-105
148 MLD Do-24K AS Flying Boat w DC & Bombs 148 All
149 KNIL FK-51 RC Recon Acft [Modified Trainer] 149 All
150 KNIL 75A-7 Hawk Fighter 150 99-105
151 KNIL Hur'cn IIB Tr Fighter (Tropicalized) 151 99-105
152 KNIL L-212 XPT Light Transport/Crew Trainer 152 99-105
153 MLD Catalina AS Flying Boat w DC & Bombs 153 All
154 MLD T.IVa TB Float Torpedo Bomber 154 99-105
155 KNIL P-40E Warhawk Fighter 155 All
156 KNIL DB-7B Boston Light Bomber w GP Bombs 156 All
157 KNIL B-25C Mitchell Medium Bomber w GP Bombs 157 All Wrong colors
158 KNIL P-51D Mustang Fighter 260 All 175 When Art
230 KNIL OS2U-3 Float Recon 225 All Needs Top
531 KNIL P40N1 Fighter 258 All 164 When Art
541 MLD PBY-5A Catalina Flying Boat with DC & Bombs 153 All
546 KNILM DC-2 Transport KLM Light Transport in NEI 74 All Wrong colors
547 KNILM DC-3 Transport KLM Medium Transport in NEI 75 All Wrong colors

Slot # Game Name Notes Bitmap Scenarios

569 KNIL P-400 Airacobra Fighter Ground Attack 340 99&105 Colors?
570 MLD DO 15 Val AS Flying Boat with DC 373 Not 106 Wrong colors
571 KNIL P-47D2 Fighter 350 99 Wrong colors

Note: When KNIL or MLD or KNILM art is available, it will need to be assigned a new bitmap.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS: Chinese Aircraft List

Post by el cid again »

RHS Plane List 1 Slot Order [CAF Section]

Slot # Game Name Notes Bitmap Scen Notes

1 CAF Chinese Air Force Header 0 All CAF Header
2 CAF A-28 Hudson Medium Bomber 1 All
3 CAF B-24M Liberator Heavy Bomber 2 All
4 CAF B-25D Mitchell Medium Bomber 3 All
5 CAF IL-4 [DB-3B] Medium Bomber 4 All
6 CNAC DC-2 XPT Civil Light Transport 5 All
7 CNAC DC-3 XPT Civil Medium Transport 6 All
8 CAF C-46A XPT Medium Transport 7 All
9 CAF F-5E RC Unarmed Recon Fighter 8 All MB
10 CAF I-16 Type 24 Fighter 9 All
11 CAF I-153 Chaika Biplane Fighter 10 Not 106 "Seagull"
12 CAF P-40A3 Tomahawk Fighter 11 Not 106 Flying Tigers
13 CAF Hawk 75 Fighter 12 All
14 CAF P-40E Kittyhawk Fighter 13 All
15 CAF P-40N Warhawk Fighter 14 All
16 CAF P-43A-1 Lancer Fighter 15 All
17 CAF P-66 Vanguard Fighter 16 All
18 CAF P-51D Mustang Fighter 17 All
19 CAF SB-2 Medium Bomber 18 All
57 Audax I COOP Observation Bomber 57 All Also in CAF Svc
97 Lysander II COP Observation Bomber 97 All Also in CAF Svc
131 Wapati IIa COOP Observation Bomber 131 All Also in CAF Svc
283 F-2 Beech 18 RC Recon Aircraft w Camera 284 All Also in CAF Svc

Slot # Game Name Notes Bitmap Scen Notes

326 P-26A Fighter 327 Not 106 PAF also CAF Service
499 CAF Chu X-PO Fighter Bomber 12 All New map?
500 CAF CW-21 Demon Fighter Interceptor 145 All 20 When Top Art
501 CAF Henschel HS-123 Dive Bomber 482 All Needs new bitmap
502 CAF V-93S (O3U) Light Bomber 149 All Needs new bitmap
503 CAF Hawk II Fighter 482 Not 106 394 When Art
504 CAF Hawk III Fighter 482 Not 106 394 When Art
505 CNAC Lockheed Mod18 Light Transport 314 All
529 Eurasia Ju-52 Medium Transport 19 All Needs Alpha,side
530 CAF RA-29 Hudson RC Recon Aircraft w Camera 0 All
564 Curtis Condor Light Transport 247 All Needs new art

Possible New Art Projects: CAF Audax; CAF Beech 18; CAF Chu X-PO; CAF Curtis Condor; CAF HS-123; CAF Lysander; CAF P-26; CAF V-93S; CAF Wapati.

el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS: Canadian Aircraft List

Post by el cid again »

RHS Plane List 1 Slot Order [RCAF Section]

Slot # Game Name Notes Bitmap Scenarios

88 RAF/RCAF Lancstr B.1 Heavy Bomber w 2t Bombs 88 All
223 RCAF Canadian Air Force Header
224 RCAF Beaufort I GP Light Bomber w GP Bombs 226 All
225 RCAF Lincoln B.1 Heavy Bomber 88 All 178 When Art
226 RCAF Bowlingbroke IV Light Bomber with GP Bombs 228 All
227 RCAF Canso AS Flying Boat w DC & Bombs 229 All
228 RCAF Dakota XPT Medium Transport 230 All
229 RCAF Hurricane IIc Fighter 231 All
231 RCAF Kittyhawk I Fighter 233 All
232 RCAF Kittyhawk II Fighter 234 All
233 RCAF Kittyhawk III Fighter 235 All
235 RCAF Liberator V AS Heavy Bomber w DC & Bombs 237 All
236 RCAF Mitchell PR.II Recon Aircraft 99 All Canadian colors?
237 RCAF Mosquito FB.26 Fighter Bomber 239 All
238 RCAF Empire S.23 Armed Flying Boat (Pressed) 187 All Canadian Colors?
239 RCAF Shark III FRTB Float Recon Torpedo Bomber 241 All
240 RCAF Stranraer AS Flying Boat w DC 242 99-105
241 RCAF Ventura V AS Medium Bomber w DC 243 All

el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS: AUS Aircraft List

Post by el cid again »

RHS Plane List 1 Slot Order [RAAF Section]

Slot # Game Name Notes Bitmap Scenarios

159 RAAF RAAF Section Header
160 RAAF Anson I AS Light Bomber w DC 162 All
161 RAAF Liberator IV GP Heavy Bomber w GP Bombs 163 All
162 RAAF Anson I XPT Light Transport 162 All
163 RAAF Beaufighter Ic Fighter Bomber 165 All
164 RAAF Beaufighter VI Fighter Bomber 166 All
165 RAAF Beaufighter X Fighter Bomber 167 All
166 RAAF Beaufighter 21 Fighter Bomber 168 All
168 RAAF Beaufort V RTB Torpedo Bomber w Camera 170 All
169 RAAF Beaufort VIII Light Bomber w GP Bombs 171 All
170 RAAF Beaufort IX XPT Light Transport 171 All
171 RAAF Boomerang I Fighter Bomber 173 All
172 RAAF Boomerang II Fighter Bomber 174 All
173 RAAF Boomerang RCN Recon Aircraft w 2 Cameras 174 All
174 RAAF Boston III Light Bomber 176 All
175 RAAF Boston V Light Bomber 177 All
176 QANTAS Catalina XPT Flying Boat Transport 182 All
177 RAAF B-339 Buffalo Fighter 179 All Ex KNIL
178 RAAF Buffalo RC Recon Aircraft with Camera 180 99-105 Ex KNIL
179 RAAF Dakota II XPT Medium Transport (C-53) 184 All
180 RAAF Catalina I AS Flying Boat w DC & Bombs 182 All
181 RAAF Dragon Mk2 XPT Light Transport 183 All
182 RAAF Dakota III XPT Medium Transport (C-47A) 184 All Cargo Variant

Slot # Game Name Notes Bitmap Scenarios

183 ANA DC-2 XPT Light Transport 185 All Top/side mismatch
184 RAAF Do-34K-1 AS Flying Boat w DC & Bombs 186 All Ex NEI MLD
185 QANTAS Empire S.23 Armed Transport Flying Boat 187 All Improvised armament
186 RAAF Dakota IV XPT Medium Transport (C-47B) 184 All High altitude variant
187 RAAF Hudson I GP Medium Bomber w GP Bombs 189 All
188 RAAF Hudson III(LR) Long Range Medium Bomber 190 All
189 RAAF Hudson XPT Light Transport 191 All
190 RAAF Ventura V AS Medium Bomber w DC&Bombs 192 All
191 RAAF Ventura II AS Medium Bomber w DC&Bombs 192 99-105
192 RAAF Kittyhawk IA Fighter 194 All
193 RAAF Kittyhawk III Fighter 195 All
194 RAAF Kittyhawk IV Fighter 196 All
195 RAAF Lancaster FE Heavy Bomber 88 All
196 RAAF Lightning RC Recon Aircraft with Camera 198 All MB
197 RAAF Loadstar XPT Light Transport 199 All
198 RAAF Liberatr GR.IV Heavy Bomber 163 All
199 RAAF Mitchell II Medium Bomber w GP Bombs 201 All
200 RAAF Mitchell III Medium Bomber 202 All
201 RAAF Lincoln B.I Heavy Bomber 88 All 178 When Art
202 RAAF Mosquito FR.40 Fighter Bomber 204 All
203 RAAF Mosquito PR.40 Recon Aircraft 205 All
204 RAAF Mosquito PR.41 Recon Aircraft 205 All
205 RAAF Mustang IV Fighter 207 All
207 RAAF Airacobra P-39 Fighter 209 All

Slot # Game Name Notes Bitmap Scenario

208 RAAF Lancer P-43 RF Fighter/Recon with Camera 210 All
209 RAAF Mariner XPT Transport Flying Boat 211 All
211 RAAF Spitfire VcTrp Fighter (Tropicalized) 213 All
212 RAAF Spitfire VIII Fighter 214 All
213 RAAF Sndrlnd V AS Flying Boat w AS Torp & DC 216 All
214 RAAF Sndrlnd III AS Flying Boat with DC 216 All
215 RAAF Kingfisher FR Float Reconnaissance 221 All
216 RAAF Vengeance I Dive Bomber 218 All
217 RAAF Vengeance IV Dive Bomber 218 All
218 RAAF Wirraway CA-1 Fighter Bomber 220 All
219 Not Used
220 RAAF Seagull V AS Flying Boat w DC 222 All Wrong Colors
221 RAAF Catalina IIIAS Flying Boat w DC & Bombs 223 All
222 RAAF Catalina IVAS Flying Boat w DC & Bombs 224 All
564 Curtiss Condor Light Transport 247 All Needs new art


el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS: NZ Aircraft List

Post by el cid again »

RHS Plane List 1 Slot Order [RNZAF Section]

Slot # Game Name Notes Bitmap Scenarios

243 NZ Catalina I AS Flying Boat w DC & Bombs 245 All
244 NZ Dakota III XPT Medium Transport 246 All Cargo variant
245 NZ Dominie Mk2 XPT Light Transport 247 All
246 NZ Dragon Mk2 XPT Light Transport 183 All Needs New Bitmap
247 NZ Corsair II Fighter 249 All
248 NZ Corsair IV Fighter 249 All
249 NZ Hudson III(LR) Long Range Medium Bomber 251 All
250 NZ Hudson XPT Light Transport 252 All
251 NZ Ventura V AS Medium Bomber with DC 253 All
252 NZ Loadstar XPT Light Transport 254 All
254 NZ Kittyhawk IA Fighter 256 All
255 NZ Kittyhawk III Fighter 257 All
256 NZ Kittyhawk IV Fighter 258 All
258 NZ Mustang IV Fighter 260 All
260 NZ Dauntless I GPDB Dive Bomber 262 All
261 NZ Dauntless II DB Dive Bomber 263 All
263 NZ Avenger TB Torpedo Bomber 265 All
264 NZ Singapore AS Flying Boat w DC & Bombs 267 99-105
265 NZ Vildebeeste IV AS Level Bomber with DC 268 All Map w/o Torpedo
266 NZ Vincent I Light Bomber 269 All
267 NZ Walrus II Float Recon Aircraft 222 All

el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS: Soviet Aircraft List

Post by el cid again »

RHS Plane List 1 Slot Order [Soviet Air Forces Section]

Slot # Game Name Notes Bitmap Scenarios

367 Soviet Air Forces Soviet Air Forces Header
368 SOV A-20G Havoc Light Bomber 369 All
369 SOV A-20C Havoc Light Bomber 369 All
370 SOV B-25J Mitchell Medium Bomber 371 All
372 SOV Do J Wal XPT Light Flying Boat Transport 373 All
373 SOV I-15bis "Chato" Fighter 374 Not 106 "snub nose"
374 SOV I-153 Chaika Fighter 375 All "seagull"
375 SOV I-16 Type 24 Fighter 376 All Moska = Fly
377 SOV IL-2 Shturmovik Fighter Bomber 378 All
378 SOV IL-2m3 STRF FTR Fighter 379 All No bombs, just cannon
379 SOV IL-10 Sturmovik Fighter Bomber 380 All
381 SOV IL-4 DB-3M Medium Bomber 384 All
382 SOV IL-4 DB-3T TB Medium Bomber with Torpedo 385 All
383 SOV IL-4 [Late] Medium Bomber 386 All
384 SOV TB-3/G-2 XPT Heavy Transport 387 All Former Heavy Bomber
386 SOV La-5FN Lavochka Fighter 388 All
387 SOV La-7 INT Fighter 389 All
388 SOV LaGG-3 Coffin Fighter 390 All
389 SOV Li-2VP/DC-3 XPT Medium Transport 406 All armed
390 SOV Li-2P/DC-3 XPT Medium Transport 392 All unarmed
391 SOV MBR-2 AS Light Patrol Flying Boat 393 All
392 SOV Li-2R/DC-3 RC Recon Aircraft with Camera 392 All unarmed
393 SOV MiG-3 Fighter 395 All

Slot # Game Name Notes Bitmap Scen Notes

394 SOV P-39Q Airacobra Fighter Ground Attack 396 All
395 SOV P-63A KingCobra Fighter Ground Attack 397 All
396 SOV MP-1bis XPT Light Transport Flying Boat 393 All Nds art w/o guns
397 SOV GST/PBN-1 AS Flying Boat w DC & Bombs 399 All
398 SOV Pe-3 Night Fighter 401 All
399 SOV Pe-2B "Peshka" Heavy Fighter 401 All Peshka = Pawn
400 SOV Pe-2R RC Recon Aircraft with Camera 402 All Peshka = Pawn
401 SOV Pe-2I "Peshka" Heavy Fighter 401 All Peshka = Pawn
402 SOV R-10 RC BMR Recon Bomber with Camera 404 All
403 SOV Yak-2 RC BMR Recon Bomber 2 3x Cameras 406 All
404 Li-2VV DC-3 BMR Light Bomber 406 All DC-3 w turret
405 SOV Yak-4 RC BMR Recon Bomber 2 3x Cameras 406 All
406 SOV SB-2 Light Bomber 408 All
407 SOV TB-3 Heavy Bomber 409 99-105
408 SOV Tu-2S ANT-58 Light Bomber 410 All
409 SOV Yak-3 INT Fighter Interceptor 412 All new bitmap?
410 SOV Yak-7B Fighter 412 All
411 SOV Yak-9 Fighter 413 All
412 SOV Yak-9D Fighter 414 All
413 SOV Yak-9R RC Recon Aircraft with Camera 415 All
414 SOV Yak-9T FB Fighter Bomber 416 All
415 SOV Yak-9U Fighter 417 All


el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Japanese Navy Aircraft

Post by el cid again »

RHS Plane List 1 Slot Order [JNAF Section]

600 A5M3a Claude CV Fighter 3 Odd 20 mm gun
601 A5M4 Claude CV Fighter 2 All
602 A5M4-K Claude TRG CV Fighter Trainer 2 All Limited in 102 & 104
603 A6M2m21 Zero CV Fighter 4 All
604 A6M2 Sen Baku FB CV Fighter Bomber 5 All
605 A6M2-N Rufe FF Float Fighter 6 All
606 A5M4a Claude CV Fighter 3 Odd 20mm guns
607 A6M2&5-K Claude TRG CV Fighter Trainer 8 All Limited in 102 & 104
608 A6M2-K TRG FB CV Fighter Bomber Trainer 5 All Limited in 102 & 104
609 A6M3m33 Zero CV Fighter 10 All
610 A6M3m32 Zero CV Fighter 11 All
611 A6M4m42 Zero CV Fighter 10 All Needs TS Ha-5 engine
612 A6M5m52a Zero CV Fighter 13 All
613 A7M1 Sam CV Fighter 22 All MB
614 A6M5m52b Zero CV Fighter 15 All
615 A6M5d-S Zero NF CV Night Fighter 16 All
616 A6M5m52c Zero CV Fighter 17 All
617 A6M7 Zero FB CV Fighter 18 All
618 A6M4m43 High Altitude CV Fighter 10 All
619 A6M8 Zero CV Fighter 20 All
620 B5M1-Q Mabel AS CV Bomber w AS & Bombs 26 99&105
621 A7M2 Sam CV Fighter 22 All MB
622 A6M3KAI Zero CV Fighter w 30mm Guns 10 All

Slot # Game Name Notes Bitmap Scen Comments

623 B4Y1 Jean TB CV Torpedo Bomber 24 All
624 B4Y1-Q Jean AS CV Bomber w Air AS Bombs 24 99&105
625 B5M1 Mable CV Bomber 26 All
626 B5N1-Q Kate AS CV Bomber w AS & Bombs 30 99&105 Needs top bitmap
627 B5N1/B5N1-K Kate TB CV Torpedo Bomber 28 All
628 B5N2 Kate TB CV Torpedo Bomber 29 All
629 B5N2-Q Kate AS CV Bmr w AS & Bombs 30 All
630 B6N1 Jill TB CV Torpedo Bomber 31 All Needs top bitmap
631 B6N2 Jill TB CV Torpedo Bomber 32 All
632 B6N2a Jill TB CV Torpedo Bomber 33 All
633 F1M2 Pete ASDB Float Recon w Air DC 69 All Note 3
634 E13A1 Jake AS Float Recon w Air DC 62 All
635 B7A1 Grace TB CV Dive Torpedo Bomber 36 All Counterpart to 955
636 C3N1 Kate RC CV Recon Plane with Camera 37 99-105 Needs top bitmap
637 C5M2 Babs RC Recon Aircraft with Camera 38 All
638 C5M1 Babs RC Recon Aircraft with Camera 38 All
639 C6N1 Myrt RC CV Recon Aircraft with Camera 40 All
640 C6N1-S Myrt NF CV Night Fighter 41 All
641 C6N2 Myrt RC CV Recon Aircraft with Camera 40 All
642 D1A2 Susie TRG CV Dive Bomber Trainer 43 All Limited in 102 & 104
643 C6N3-S Myrt NF CV Night Fighter 41 All
644 D3A1 Val DB CV Dive Bomber 45 All Also 60 kg GP bombs
645 D3A2 Val DB CV Dive Bomber 46 All Also 60 kg GP bombs
646 C7M2 Dinah RC Recon Aircraft with Camera 183 All

Slot # Game Name Notes Bitmap Scen Comments

647 D3Y1-K Mojo TRG Dive Bomber Trainer 48 All
648 C6N1-B Myrt TB CV Torpedo Bomber 40 All Needs torpedo
649 D4Y1 Judy DB CV Dive Bomber 50 All Also 60 kg GP bombs
650 D4Y2 Judy DB CV Dive Bomber 51 All Also 60 kg GP bombs
651 D4Y3 Judy DB CV Dive Bomber 52 All Also 60 kg GP bombs
652 D4Y5 Judy DB CV Dive Bomber 53 All Also 60 kg GP bombs
653 D3A1-Q Val AS CV Bomber w AS & Bombs 45 105
654 H6K4-L Emily XPT Heavy Transport Flying Boat 89 Odd
655 D4Y1-C Judy RC CV Recon Aircraft with Camera 56 All
656 D4Y2-C Judy RC CV Recon Aircraft with Camera 57 All
657 D4Y2-S+ Judy NF CV Night Fighter with Radar 59 All
658 D4Y2-S Judy NF CV Night Fighter 59 All
659 E11A1 Laura FR Float Recon 68 99-105 Needs new bitmap
660 E13A1 Jake FR Float Recon 61 All
661 E13A1 Jake AS Float Recon with Air AS Bombs 62 All Also has MAD
662 H8K3 Emily AS Flying Boat w AS & Bombs 88 All Also has radar
663 E14Y1 Glen FR Sub-borne Float Recon 64 All Submarine recon
664 E15K1 Norm FR Float Recon 65 All
665 E16A1 Paul FDB Float Dive Bomber 66 All
666 E7K1 Alf AS Float Recon with Air AS Bombs 67 All
667 E8N2 Dave FDB Float Dive Bomber 68 All
668 F1M1 Pete FDB Float Dive Bomber 69 All Note 3
669 G3M2-KAI Nell RC Recon Aircraft with Camera 71 All New map no markings
670 G4M2/G3M2-K Nell TB Torpedo Bomber/Trainer 71 All

Slot # Game Name Notes Bitmap Scen Comments

671 G3M3 Nell TB Torpedo Bomber 72 All Long range
672 G3M3-Q Nell TB Med Bomber w Air AS Bombs 77 All Needs top bitmap
673 G4M1 Betty TB Torpedo Bomber 74 All
674 G4M2m22 Betty TB Torpedo Bomber 75 All
675 G4M2m22a Betty TB Torpedo Bomber 76 All
676 G4M3m34-Q Betty AS Med Bomber w Air AS Bombs 81 All Needs top bitmap
677 G4M3m34+MXY7 ASM Med Bomber w MXY7 ASM 78 All
678 G4M3m34 TB Torpedo Bomber 79 All
679 G6M-L2 XPT Medium Transport 80 All Long range
680 G5N2-L Liz XPT Heavy Transport 129 All Needs new bitmap
681 H6K2-L Mavis XPT Heavy Transport Flying Boat 82 All Long range
682 H6K4-L Mavis XPT Heavy Transport Flying Boat 83 All Long range
683 H6K4 Mavis AS Flying Boat w AS & Bombs 84 All
684 H6K5 Mavis AS Flying Boat w AS & Bombs 85 All
685 H5Y1 Ruby AS Flying Boat w AS & Bombs 90 All Needs top bitmap
686 H8K1 Emily AS Flying Boat w AS & Bombs 87 All
687 H8K2 Emily AS Flying Boat w AS & Bombs 88 All
688 H8K2-L Emily XPT Heavy Transport Flying Boat 89 All
689 H9A1 Apple TRG Flying Boat Trainer 86 All Needs top
690 J1N1-C Irving RC Recon Aircraft with Camera 91 All
691 J1N1-S Irving NF Night Fighter 92 All
692 J1N1-Sa Irving NF Night Fighter with Radar 93 All
693 C7M3 Dinah RC Recon Plane with Camera 182 105 Needs IJN bitmap

Slot # Game Name Notes Bitmap Scen Comments

694 J2M2 Jack Fighter 95 All
695 J2M3 Jack Fighter 96 All
696 H8K1 Emily TP Flying Boat with Torpedoes 87 All Needs new bitmap
697 J2M5 Jack Fighter 98 All
698 K3M3-L Pine XPT CV Light Transport 108 Odd Some Civil Assigned
699 J7W1 Shinden Fighter 100 All Bitmaps reversed
700 J2W2 Shinden [Jet] Fighter 99 All Needs top bitmap
701 J8M1 Shusei [RKT] Fighter 102 All Ultra Short Range
701 J8M1 Shusei [RKT] Fighter 102 All Ultra Short Range
702 D5N1-C Kitsuka RC Recon Aircraft with Camera 104 All Needs new bitmap
704 K3M3 Pine TRG Crew Trainer 108 Limited in 102,104&106
705 K5Y1 Willow TRG Intermediate Trainer 106 Odd
706 K5Y2 Willow TRG Float Intermediate Trainer 68 Odd Needs new bitmap
707 K11W2 Birch TRG Crew Trainer 108 Limited in 102,104&106
708 K11W2 Birch AS Bomber with Air AS Bombs 108 All Needs MAD bitmap
709 L2D2 Tabby XPT Medium Transport 110 All DC-3 variant
710 L3Y2 Tina XPT Light Transport 111 All Some Civil Assigned
711 L1N1 Thora XPT Light Transport 203 All Civil = Army Assigned
712 M6A1 Seiran FTB Float Torpedo Bomber 113 All Submarine bomber
713 L3Y1 Tina XPT Light Transport 111 101-105 Civil = Army Assigned
714 N1K1a Rex FF Float Fighter 115 All
715 N1K1-J George Fighter 116 All
716 N1K2-Ja George Fighter 117 All
717 N1K3-J George Fighter 117 All

Slot # Game Name Notes Bitmap Scen Comments

718 N1K5-J George Fighter 119 All
719 N1K1-Jb George Fighter 116 All
720 N1K3-A George Fighter 117 All
721 P1Y1 Francis TB Torpedo Bomber 122 All
722 P1Y1+MXY7 ASM Med Bomber w MXY7 ASM 123 All More wing/payload
723 P1Y3 Francis Medium Bomber 125 All More wing/payload
724 P1Y2 Francis TB Torpedo Bomber 125 All
725 P1Y2-S Francis NF Night Fighter with Radar 126 All
726 P2M1 Peggy TB Torpedo Bomber 218 All Needs new map
727 Q1W1 Lorna AS Light Bomber w Air AS Bombs 128 All Also has MAD
728 Q1W2 Lorna AS Light Bomber w Air AS Bombs 128 All Also has MAD
729 Q3W1 Nankai AS Light Bomber w Air AS Bombs 108 All Needs MAD map
730 G4M2-KAI Betty RC Recon Aircraft with 2 Cameras 74 101-105 New map no markings
731 G3M2-Q Nell AS Med Bomber w Air AS Bombs 71 All
732 S1A1 Denko NF Night Fighter 133 All
733 G8N1 Rita+2xMXY7 Med Bomber + 2xMXY7m33 131 All No top, new map
734 G4M2m22b Betty TB Torpedo Bomber 76 All
735 G5N3 Liz Heavy Bomber 70 Odd Needs top
736 G8N1 Rita Heavy Bomber 131 All Needs Top
737 G7M1a Katana Med Bomber 79 Odd Note 5
738 G7M1a Katana TB Torpedo Bomber 21 inch 79 Odd Note 5
745 L5N2/MC-23 XPT Medium Transport [Ki-49II KAI] 196 105 Needs JNAF map
749 MC-20 I Topsy XPT Medium Transport 206 101-105 Needs JNAF map
750 MC-21 Sally XPT Medium Transport 151 All Needs JNAF Map

Slot # Game Name Notes Bitmap Scen Comments

751 MC-20 II Topsy XPT Medium Transport 206 All Needs JNAF Map
851 L2D1/DC-3 XPT Medium Transport 110 All DC-3 variants
852 G7M1b KAI Katana RC See Naval Aircraft 79 Odd Note 6
876 G4H2 Trudy Heavy Bomber 130 Odd Needs new bitmap
877 G5N2 Liz Heavy Bomber 70 Not 106 Needs JNAF bitmap
880 Nakajima DC-2 See Army Section
881 FW-200 Trudy XPT Heavy Transport 129 All Needs top bitmap
882 G4H1 Trudy RB Medium Bomber w 2xCameras 130 Not 106 Same bitmap as 880
883 G8N1 Rita UB Hvy Bomber w Uranium Bomb 131 All Same bitmap as 736
885 Ar-196A3 FR Float Recon 140 Not 106 Needs top
886 A6N1 Mike [Me-109T] Fighter 209 99&105 Needs IJN colors
887 B7A3 Grace TB CV Torpedo Bomber 37 All Counterpart to 957
888 C6N1-B Myrt TB CV Torpedo Bomber 33 105 Needs top bitmap
889 J9M1 Stan Fighter 224 Odd
894 A8V1 [P-35] Fighter 250 99 Needs top
895 A7He1 Jerry Fighter 251 Odd Needs Top
896 F1M2 Pete FF Float Fighter 69 All Note 3
898 C3N2 Kate RC CV Recon Plane with Camera 37 99-105 Needs top bitmap
899 A9He1 Ben Interceptor Fighter 237 99-105 Needs top bitmap
900 A6M4-S Zero NF Carrier Night Fighter 10 99&105
901 G6He1 Grief HB Heavy Bomber w bombs 130 99&105 Needs JNAF bitmap
902 G6He1 Grief TB Heavy Bomber w torpedoes 130 99&105 Needs JNAF bitmap
903 G6He2 Grief + 2xIGo1 Heavy Bomber w I-Go 1a ASM 130 99&105 Needs JNAF bitmap
904 L2D3-1a Tabby XPT Medium Transport 110 All

Slot # Game Name Notes Bitmap Scen Comments

906 G7M2 Katana Heavy Bomber w Radar 131 Odd Note 6
907 G7M2 Katana TB Heavy Torpedo Bmr w Radar 131 99&105 Note 6
908 K9W1 Cypress Primary Trainer 106 Odd Needs new bitmap
910 K2Y2 Poplar Primary Trainer 106 Odd Needs new bitmap
911 A6M3m23 Sam CV Fighter 22 All MB
912 B7A2 Grace TB CV Torpedo Bomber 32 All Counterpart to 956
913 G8N1-L Rita XPT Heavy Transport 73 99 & 105
914 Ki-115a Cassy Light Bomber 243 99 Suicide IRL
915 Ki-115b Cassy Light Bomber 244 99 Suicide IRL
916 Ki-119 Isaac Fighter Bomber 246 All
917 G10N1 Mt Fuji Very Heavy Bomber 132 99&105 Needs top
918 G10N1-L Mt Fiji XPT Very Heavy Transport 132 99&105 Needs top
921 D6N1 Toka Dive Bomber 244 99,105&106
922 D6N2 Toka Dive Bomber 244 99,105&106
926 Q2W1 Peggy (Taiyo) ASW Patrol Bomber 216 All JNAF Ki-67 variant
937 A7M3m23 Sam Carrier Fighter 22 All
938 P1Y1b Francis TB Torpedo Bomber 122 All
939 P1Y4 Francis Medium Bomber 125 Odd More wing, payload
940 P1Y5 Francis Medium Bomber 125 Odd More wing, payload
941 P1Y1-S Francis NF Night Fighter 126 All
942 P3Y1 Tenga w MXY7 Jet Bomber w MXY7 ASM 123 Odd Needs new art
943 P1Y6 Francis Medium Bomber 125 Odd More wing, payload
944 P3Y3 Francis Heavy Bomber 130 Odd Needs new art
945 H8K4 Emily AS Flying Boat with AS & Bombs 88 Odd

Slot # Game Name Notes Bitmap Scen Comments

946 D5N1-K Kitsuka TRG Jet Trainer 104 All
947 D5N2-J Kitsuka FB Jet Fighter Bomber 104 All
948 D5N-J Kitsuka FB Jet Fighter Bomber 104 All
950 J8M2 Syusui RKT Rocket Fighter 102 All
955 B7A1 Grace DB CV Dive Bomber 36 All Counterpart to 635*
956 B7A2 Grace DB CV Dive Bomber 36 All Counterpart to 912*
957 B7A3 Grace DB CV Dive Bomber 36 All Counterpart to 887*
958 A8N3a Tojo CV Interceptor Fighter 171 All
959 A8N3b Tojo CV Interceptor Fighter 171 All
960 L2D4-1 Tabby XPT Armed Medium Transport 110 All Needs top turret
961 G4H1-L Trudy XPT Armed Heavy Transport 130 99&105 Needs new bitmap

* For these planes art should show bomb vice torpedo.

Note 1: Slot 699 Bitmap 100 - side faces one direction - top faces opposite direction.

Note 2: The float fighter carries a smaller bomb load to a greater normal range, and no bomb load to extended range. The float dive bomber and float ASW dive bomber versions carry the full bomb load to the standard normal range, and no bomb load on recon or search missions. All these are historical roles for the Pete.

Note 3: Strictly historical scenarios feature the third Mitsubishi design designated G7M1c to indicate third iteration. It is a twin engine, He-177 like aircraft with a small internal bomb bay (so the torpedo version appears identical with the pure bomber version). Scenario 105 (and probably future scenario 99) feature the first design, designated G7M1a. This is a four engine bomber similar to the G8N1 with no bottom turret (just a bottom firing position).

Note 4: Strictly historical scenarios feature a twin engine G7M1c recon variant identical to the G7M1c except there is only a top turret and a tail stinger. Japan enhanced scenario 105 (and probably 99) feature a recon variant identical to the G7M1a four engine bomber similarly armed with only a top turret and a tail stinger.
More below. 

Note 5: Scenarios 101-104 and 106 present the final Mitsubishi design, designated G7M1c to indicate third variation of the type. It is a twin engine He-177 style aircraft, with different engines, different defensive weapons and a very small loadout (identical with G4M series). There are two twin top turrets with 13 mm MG as well as a bottom rear twin 13 mm firing position (not a turret). There is a 20 mm bow and tail stinger. Scenario 105 presents the original Mitsubishi design, designated G7M1a to indicate first variation of the type. It uses four smaller engines, also looks like a He-177, but has only one top turret with a single 7.7 mm MG, a single bottom rear 7.7 mm MG position, and both nose and tail 20 mm guns. It carries a larger payload to a much greater range, more or less an intermediate design between G5N and G8M, with the range of a G8 but far less payload. Unusually, it carries a 21 inch torpedo to normal range or an 18 inch torpedo to extended range and is more of a naval attack bomber than a true heavy bomber.

Note 6: This is the recon variant of the G7M described above. So it needs a similar 2 engine bitmap for Scenarios 101-104 & 106, and a 4 engine one for Scenario 105. However, in both cases, there is only one top turret, no bottom rear firing position and now bow stinger.
 
Note 7: The use of a, b, c and d in the designation of a Japanese aircraft follows a practice of post war Western historians. The actual official listings are ko, otsu, hei, tei, and so on (there are 42 total). This is the traditional order in which the Hiragana and Katagana are memorized. Scholars think this corresponds to the traditional order of letters in English. Hiragana and Katakana are the symbols for syllables in Japanese for native and foreign words respectively: the syllable is the same regardless of how it is written? Writing the full Romanji is too long for our purposes given field length.


el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Japanese Army Aircraft

Post by el cid again »

RHS Plane List 1 Slot Order [JAAF & RTAF Section]

Slot # Game Name Notes Bitmap Scen Comments

711 L1N1 Thora XPT Light Transport 203 All Civil = Army Assigned
713 L3Y1 Tina XPT Light Transport 111 101-105 Civil = Army Assigned
740 Ka-1 (RW) RC/AS Observation & AS Autogyro 141 All Land, float or CV
741 Ki-10 Perry Fighter 143 All Needs new map
742 Ki-9 Spruce TRG Basic Trainer 143 Odd
743 Ki-17 Cedar TRG Intermediate Trainer 143 Odd
744 Ki-15 II Babs RC Recon Aircraft with Camera 145 All
745 MC-22 Helen XPT Medium Transport 196 105
746 Ki-21 Ic Sally Medium Bomber 147 All
747 Ki-21 IIb Sally Medium Bomber 148 All
748 Ki-21 IIb Sally Medium Bomber 149 All
752 Ki-27a/b Nate Fighter 153 All
753 Ki-30 Ann BW Light Bomber with BW Bombs 242 101-105 Needs top bitmap
754 Ki-30 Ann DB Dive Bomber 155 All
755 Ki-32 Mary Light Bomber 156 All
756 Ki-36 Ida BW Light Bomber with BW Bombs 158 All 6xUji BW Bombs
757 Ki-36 Ida COOP Observation Bomber 158 All
758 Ki-34 Thora XPT Light Transport 203 All Needs top bitmap
759 Ki-43 Ia Oscar Fighter 160 All MB
760 Ki-43 Ib Oscar Fighter 161 All MB
761 Ki-43 Ic Oscar Fighter 162 All MB
761 Ki-43 Ic Oscar Fighter 162 All MB
762 Ki-43 II Oscar Fighter 163 All MB

Slot # Game Name Notes Bitmap Scen Comments

763 Ki-36 Ida AS Light Bomber w AS Bombs 158 99&105
764 Ki-43 IIIa Oscar Fighter 165 All MB
765 Ki-43 IIIb Oscar Fighter Interceptor 166 All MB
766 Ki-43 IIb Oscar Fighter 164 All MB
767 Ki-44 IIIb Fighter Interceptor 172 All MB
768 Ki-44 I Tojo Fighter Interceptor 168 All MB
769 Ki-44 IIa Tojo Fighter Interceptor 169 All MB
770 Ki-44 IIb Tojo Fighter Interceptor 170 All MB
771 Ki-44 IIc Tojo Fighter Interceptor 170 All MB
772 Ki-44 IIIb Tojo CV Fighter Interceptor 170 All MB
773 Ki-50 III Lorna AS ASW Dive Bomber 128 105 Needs JAAF colors
774 Ki-50 II Lorna AS ASW Dive Bomber 128 105 Needs JAAF colors
775 Ki-45 KAIa Nick FB Fighter Bomber 175 All
776 Ki-45 KAIb Nick FB Fighter Bomber 176 All
777 Ki-45 KAIc Nick FB Night Fighter 177 All
778 Ki-45 KAId Nick FB Fighter Bomber 178 All
779 Ki-45 II Nick FB Fighter Bomber 230 105 Needs new bitmap?
780 Ki-45 KAIc+ Nick FB Night Fighter with Radar 177 All
781 Ki-46 I Dinah RC Recon Aircraft with Camera 181 101-105
782 Ki-46 II Dinah RC Recon Aircraft with Camera 182 All
783 Ki-46 III Dinah RC Recon Aircraft with Camera 182 All
784 Ki-46 IV Dinah RC Recon Aircraft with Camera 182 All
785 Ki-46 IIIKAI Dnh NF Night Fighter with Radar 185 All
786 Ki-46 IIIKAI Dinah Long Range Fighter 184 All

Slot # Game Name Notes Bitmap Scen Comments

787 Ki-48 IIb Lily DB Dive Bomber 189 All
788 Ki-48 Ib Lily Light Bomber 188 All
789 Ki-48 IIa Lily Dive Bomber 189 All
790 Ki-48 IIc Lily+Igo1 Med Bomber w Igo I ASM 190 All Needs ASM bitmap
791 Ki-48 IIc Lily GPDB Dive Bomber 191 All
792 Ki-49 IQ Helen AS Med Bomber w DC & Bombs 193 All Needs MAD bitmap
793 Ki-49 Ia Helen Medium Bomber 193 All
794 Ki-49 IIa Helen Medium Bomber 194 All
795 Ki-49 IIb Helen Medium Bomber 195 All
796 Ki-49 Helen XPT Medium Transport 196 All
797 Ki-51b Sonia DB Dive Bomber 197 All
798 Ki-51c Sonia DB Dive Bomber 198 All
799 Ki-49 III Helen GP Medium Bomber 195 All
800 Ki-54b Hickory TRG Crew Trainer 200 Limited in 102,104&106
801 Ki-54c Hickory XPT Light Transport 201 All
802 Ki-55 Ida TRG Advanced Trainer 158 All
803 Ki-54d Hickory AS Light Bomber with DC 200 All Needs MAD bitmap
804 Ki-56 Thalia XPT Light Transport 204 All Very good load
805 Ki-57 I Topsy XPT Medium Transport 205 All
806 Ki-57 II Topsy XPT Medium Transport 205 All
807 Ki-59 Theresa XPT Light Transport 207 All
808 2xKu-8 Gandor & Tug Tug & Gliders Combination 205 Not105 Needs WITP bitmap
809 Ki-61 Ia Tony Fighter 209 All
810 Ki-61 Ib Tony Fighter 210 All

Slot # Game Name Notes Bitmap Scen Comments

811 Ki-61 Ic Tony Fighter 211 All
812 Ki-61 Id Tony Fighter 212 All
813 Ki-61 II KAIa Tony Fighter 213 All
814 Ki-65 Mike [Me-109] Fighter Interceptor 208 All
815 Ki-67 Ia Peggy Medium Bomber 215 All
816 Ki-67 Ib Peggy Med Bomber 215 All
817 Ki-109 I Peggy NF Very Heavy Night Fighter 217 All
818 Ki-67 I Peggy TP Torpedo Bomber 218 All
819 Ki-74 I a Patsy Long Range Light Bomber 219 All w 3D Camera
820 Ki-76 Stella AS Observation/AS Aircraft 220 All All Platforms STOL
821 Ki-71 Edna DB Dive Bomber 198 101-105
822 Ki-79a Nate FB TRG Fighter Bomber Trainer 222 All
823 Ki-80 I Helen Formation leader w ICB 127 101-105
824 Ki-83 Stan Fighter 224 All
825 Ki-84 Ia Frank Fighter 225 All
826 Ki-84 Ib Frank Fighter 226 All
827 Ki-84 Ic Frank Fighter 226 All
828 Ki-84 II a Frank Fighter 228 All
829 Ki-91 Sandy Heavy Bomber 131 All Needs new map
830 Ki-93 Ia Pat Fighter 230 All
831 Ki-93 Ib Pat FB Fighter Bomber 231 All
832 Ki-94 II Eric Fighter 232 All
833 Ki-97 Peggy XPT Medium Transport 215 All
834 Ki-95 Lee RC Recon Aircraft with Camera 234 All

Slot # Game Name Notes Bitmap Scen Comments

835 KI-96 Toryu Long Range Fighter 230 105
836 Ki-100 I Tony Fighter 235 All
837 Ki-100 II Tony Fighter 236 All
838 Ki-102a Randy High Altitude Heavy Fighter 238 All
839 Ki-102b Randy FB Fighter Bomber 239 All
840 Ki-102c Randy NF High Alt Night Fighter w Radar 241 All
841 Ki-203b Randy+Igo1 Fighter Bomber + Igo1b ASM 239 All Needs ASM bitmap
842 Ki-67 I Peggy+Igo1 Med Bomber + Igo1a ASM 216 All Needs ASM bitmap
843 Ki-72 Ida COOP Observation Bomber 158 99-105 Needs map w/o wheels
844 L4M1 Topsy See JNAF Section
845 AT-2 Thora XPT Light Transport [Civil Ki-34] 203 99-105 Needs top civil bm
846 Type LO (Model 14) Light Transport [Lockheed 14] 203 All Needs civil bitmap
847 Y-59 Hickory XPT Light Transport [Civil Ki-54c] 201 All Needs civil bitmap
848 Ki-201 Karyu (Jet) Fighter 247 All Top/side colors?
849 Ki-202 Shusei (RKT) Fighter 248 All Top/side colors?
850 Ki-85 I Liz Heavy Bomber 70 101-105 Same as 843 above
851 DC-3 Place Holder See Naval Aircraft 110 All DC-3 variants
852 G7M1 KAI Katana RC See Naval Aircraft 79 All Needs new bitmap
853 RTAF BKh11/Hawk 75 Fighter 146 Not 106 Needs top bitmap
854 RTAF BJ1/V-93S Observation Bomber 144 Not 106 Needs top bitmap
855 RTAF WS-103 FR Float Recon 60 Not 106 Needs top bitmap
856 RTAF BKh13/Ki-43Ic Fighter 260 Not 106 Needs RTAF bitmap
857 RTAF BTh3/B-10 GP Med Bomber with GP Bombs 152 Not 106 Needs top bitmap
858 RTAF BKh12/Ki-27 Fighter 154 Not 106 Needs top bitmap

Slot # Game Name Notes Bitmap Scen Comments

859 RTAF BKh13/Ki-43II Fighter 260 Not 106 Needs top bitmap
860 RTAF BTh4/Ki-21 I Medium Bomber 150 Not 106 Needs top bitmap
861 RTN E8N1 FR Float Recon 63 Not 106 Needs top bitmap
862 RTAF Ki-79a TRG Fighter Trainer 221 99&105 Needs top
863 RTAF BJ2/Ki-30 Light Bomber 155 Not 106
864 RTAF BA1/F-35/etc Observation Bomber 159 Not 106 Needs top bitmap
865 RTAF BF6/Ki-36 Observation Bomber 158 Not 106 Needs RTAF bitmap
866 RTAF BTh6/Ki-49 Medium Bomber 192 Not 106 Needs top bitmap
867 RTN E13A1 FR Float Recon 259 Not 106 Needs top bitmap
868 RTAF BKh10/Hawk III Fighter 142 Not 106 Needs top bitmap
869 RTAF BKh9/Hawk II Fighter 142 Not 106 Needs top bitmap
870 RTAF BTh5/Ki-21 II Medium Bomber 150 Not 106 Needs top bitmap
871 Ki-50 Ib Janice NF Night Fighter [Ju-88 C6] 128 99&105 Needs new bitmap
872 Ki-50 Id Janice RC Recon Aircraft [Ju-88D2 w cam] 128 99&105 Same map as 870
873 Ki-50 IIb Janice NF Night Fighter [Ju-88G7 w radar] 128 99&105 Same map as 870
874 Ki-50 I Janice DB Dive Bomber [Ju-88A5] 128 99&105 Bitmap w ext bombs
875 Ki-50 Ic Janice TB Torpedo Bomber [Ju-88A17] 128 99&105 Bitmap w 2 torpedos
878 Ki-68 Liz Heavy Bomber 130 Not 106 Needs JAAF bitmap
879 CoCAF BR.20 Ruth Medium Bomber 249 Not 106 Needs Top
880 DC-2 Tess XPT Medium Transport 110 All Axis = Allied bitmap 5
884 Ki-91 Sandy UB Hvy Bomber w Uranium Bomb 131 All Same bitmap as 829
885 Ar-196A3 FR Float Recon 140 All Needs top
890 Ki-50 IId Janice RC Recon Acft [Ju-88H1 w 3xcam] 128 105 Same map as 870
891 Ki-50 III Janice TB Torpedo Bomber ]Ju-188 A2] 128 105 Bitmap w 2 torpedos

Slot # Game Name Notes Bitmap Scen Comments

892 Ki-50 IIb + AAM NF Night Fighter w Hs-298 AAM 128 99&105 Bitmap w 2 AAM
893 Ki-92 Celia Xpt Medium Transport 205 99&105 Needs JAAF bitmap
894 Ki-90 Trudy Heavy Bomber 73 99&105 Needs bitmap
897 Ki-52 Irene [Ju-87A] Not Used 252 99&105 Needs top bitmap
905 NCPC I-16 Type 24 Fighter 240 All Needs top bitmap
909 Ki-86a Cypress Primary Trainer 106 Odd Needs new bitmap
914 Ki-115a Tsurugi Light Bomber 243 99,105&106
915 Ki-115b Tsurugi Light Bomber 243 99,105&106
916 Ki-119 Isaac Fighter Bomber 246 All
917 G10N1 Mt Fuji Very Heavy Bomber 132 99&105 Needs Top Bitmap
918 G10N1-L Mt Fiji XPT Very Heavy Transport 132 99&105 Needs Top Bitmap
919 Ki-108KAI High Altitude Fighter 241 All
920 Ki-47 Faye DB Dive Bomber 155 Odd Needs New Bitmap
923 Ki-80 II Helen Formation leader w ICB 127 99 & 105
924 Ki-80 III Helen Formation leader w ICB 127 99,105&106
925 Ki-110 Hickory XPT Light Transport 201 All Wood Construction
927 Ki-67 II Peggy Medium Bomber 215 All
928 Ki-67 II Peggy TP Torpedo Bomber 218 All
929 Ki-109 II Peggy NF Very Heavy Night Fighter 217 All
930 Ki-109 III Peggy NF Very Heavy Night Fighter 217 99 & 105 Ha-214 Engines IRL
931 Ki-67 Ic Medium Bomber 215 All
932 Ki-74 II Long Range Medium Bomber 219 All Ha-214 engines IRL
933 Ki-74 I b Long Range Medium Transport 219 All
934 Ki-116 Frank Fighter 225 All Lightweight Variant

Slot # Game Name Notes Bitmap Scen Comments

935 Ki-117 Frank High Altitude Fighter 228 ALL Ki-84N
936 Ki-84 II b Frank High Altitude Fighter 226 All Ki-84R
951 Ki-103 Stan High Altitude Heavy F ighter 224 Odd
952 Ki-83 III Frank High Altitude Fighter 226 All
953 Ki-66 Ia Angie Dive Bomber 178 Odd
954 Ki-66 Ib Angie Dive Bomber 178 Odd
962 Ki-129 Q Kate AS Light Bomber w AS Bombs/MAD 108 99s & 105
963 Ki-67 IIIQ Peggy AS Medium Bomber w AS Bombs 215 All

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

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

Note 3: The use of a, b, c and d in the designation of a Japanese aircraft follows a practice of post war Western historians. The actual official listings are ko, otsu, hei, tei, and so on (there are 42 total). This is the traditional order in which the Hiragana and Katagana are memorized. Scholars think this corresponds to the traditional order of letters in English. Hiragana and Katakana are the symbols for syllables in Japanese for native and foreign words respectively: the syllable is the same regardless of how it is written? Writing the full Romanji is too long for our purposes given field length.

el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS: RHS Design Thread: Making China Stronger (Report)

Post by el cid again »

One of the problems testing showed with AE was that it was entirely
too easy for Japan - with forces stationed in China - even if forces
that withdrew for operations in the SRA indeed left the country -
to conquer China (excluding the Kunming and Chunking areas,
and excluding the vast North, which isn't even China in that period).

We set out to review and revise file data with a view to making the
situation in China more historically correct: one in which, failing
commitment of major resources, Japan would either face a stalemate
or at least a very long and hard fight to gain control - even of the areas
of Eastern, Central and Southern China that were nominally of interest.
[One strategic goal, only realized in the special case of Operation Ichi
Go, was the linking of Indochina and North China by rail.]

We found that Chinese units were generally penalized with high rates
of disruption and fatigue, and generally not planned for the defense of
the locations they defended, and had huge numbers of missing or
disabled squads. We found huge numbers of specialist troops, generally
controlled by HQ units, were entirely missing - neither at HQ nor attached
to the line units. We found many types of specialists - e.g. artillery -
were missing - and we had to add devices to include them. We found that
base forces were not large enough to permit historical operations - so
an entire group (like AVG could fly in, and operate effectively). We found
the limited amount of AAA was almost entirely absent. And we found
a dirth of engineers - one of China's "secret weapons" - the ability to
build and repair things. We also found that RHS guerilla units DO work -
better than expected - but that it is impossible to have anything like the
numbers present (150,000 ROC, perhaps 65,000 Red). Even so, players
who fail to use these seemingly weak units - which CAN operate WITHOUT
a LOC - are missing a trick. We found the ROC Marine Corps utterly missing
and its significant (if not major) naval assets in the interior were also missing:
Japan was able to control the upper Yangtze with coastal defenses, mines
and minor vessels, backed by air power. This control is not absolute - but
it will cost something to overcome now. Because rivers in RHS are navigable
(sometimes seasonally) - it matters if they can be exploited by the enemy.
We also found Chinese "armor" was missing - and the one surviving light
tank - and the one significant motorized formation - are now modeled.
The 200th Motorized Division is now the only fast Allied unit in China.
The ROC 5th Army ++ (indicating heavily reinforced) has an organic T-26
tank unit as well as many other useful assets. [There also is a platoon
of T-26s at Chiang's HQ - for show] ROC "heavy" artillery, which won the
first and second battles of Changsha - is also
entirely present.

In addition, we found that China utterly lacked the economic foundation to
make its forces effective. Adding more units only made this worse. We
found that locations were often wholly lacking in industry - and that those
with historical or new fortifications were generally rated at none at all. We
found vast numbers of major population centers either missing - or not
modeled as having any significant population. Those over a million were
redefined as major urban hexes. Those over 1/3 of a million were redefined as
minor urban hexes. [Both of these in the pwhexe file] We also made garrison
requirements related to population as well as to other things making a location
important (major bases, major industries - both of which can increase garrison
requirements by 50%). And we made political points related mainly to population,
otherwise to industry, base development, potential base development and sometimes
to being important related to lines of communication.

Then there is the greater political situation in China. RHS has changed its
character to reflect the situation in 1941. Tibet is more or less independent,
it has its "army" at Lhasa - and it is more or less a British ally. It also
has no lines of communications worthy of the term - more or less Tibet is merely
Lhasa - with a garrison unit - unable to export local production to any meaningful
degree. It IS an air base capable of helping planes with transit range issues.
Sinkiang is more or less independent as well. It does have an "army" at three
locations - brigade size units - and it is formally a Soviet ally. All locations
in Sinkiang (and the province SE of it) are defined as Soviet. There is also one
Soviet unit in country - an NKVD regiment (historically guarding an oilfield).
There is also one civilian ROC aviation base force - and an element of Eurasia
Airline starts there (operating German Ju-52 trimotor transports). The rest of
China is divided into Chinese and Japanese controlled areas. China has both ROC
(NRA = National Revolutionary Army) and RED units - which should not be under the
same command but are. [In a tag team game, give the RED units to the Soviet player
- he needs something to do anyway and is the closest thing to an ally of theirs]
There also should be Warlord players - but these are classified as ROC - as that
is their nearest thing to an ally.

Now, however, I have further divided China politically. Having discovered that
the North China Command of the IJA was a creation of the Kwangtung Army
- and still under its influence, preventing full cooperation with the nominal
China Command at Nanking - I have assigned the locations in the North to the North
China Area Army. This army, in turn, is now subordinate to the Kwangtung Army.
Kwangtung Army, in turn, is an independent command - more true than it should have
been IRL. The rest of occupied China is assigned to the China Expeditionary Army
- which is also an independent command - also more than it should have been IRL.
Manchu, Chinese, Japanese, Korean and even a few Russians were in Kwangtung Army
and in the North China Area Army. China Expeditionary Army was very different
- with Japanese and much more developed Chinese troop formations than existed in
the North China area.

Just as there are not enough slots to model all the Chinese guerilla formations,
so there are not enough to model the Japanese occupation formations, never mind
their MILLIONS of allies. A typical Class C China Brigade of IJA has four
- and many had 5 or even 6 - independent battalions (each with a slice of artillery
and engineers - with no brigade assets except HQ and communications)
- so the brigade could be at 4 to 6 different locations at the same time with
a combined arms force. We also lack the slots to define every hex in China
- and almost every one should be a location. So we must simplify - both for
playability - and out of necessity. Reducing the number of guerillas, locations and occupation formations is a balanced way to achieve this. We get the flavor by having a large subset of minor locations, guerillas and occupation troops. Chinese and foreign forces in China also traded extensively - and also had all sorts of rivalries. We make garrison rules apply to both sides, and small locations do not require a garrison and will "feed" resources and supplies - and sometimes fuel and oil - to other locations they are connected to by LOC. This is closer to reality than every location must be garrisoned or only one side must garrison. There was in many areas no proper "front line" - trading was extensive even across the lines -
and "fronts" were a response to a major enemy presence rather than universal.
The game makes things look more like a conventional war than it should. The game
system also rewards both classical guerilla operations as well as classical counter
insurgency operations: doing things by the book tends to work. We cannot get much
better than that.

The presence of many locations which generate supplies and resources is a two
edged sword. They will feed either side. Some industry is lost and/or damaged
when it changes hands - but the reason places of economic significance are worth
capturing is well modeled by this property. Since China cannot feed its large
forces without them, and since Japan would not want any part of China unless it
could export resources from it, it is better to model as many of these locations
and industries as possible.

China now appears to be messy - as it should. It tends to become a stalemate
unless the Japanese commit significantly more units to the area - which means
they cannot be somewhere else. China is inherently difficult to conquer
- because of many units, many more urban areas, many fortifications and potential
fortifications - and because its ground and air units have enough supplies and
replacements to conduct operations and rebuild (if properly located).

One remarkable surprise is the movement of the Chinese aviation industry to
Lao Wing just before the war with the US begins. I feared this location would
never be able to develop for supply reasons. I started its factories as damaged
- because they were generally not functional - so they need repair to produce.
But it turns out the location is astonishingly able to feed industry and
- if not captured early - it becomes what it was hoped to be IRL - a source of
replacement (repaired) and new aircraft. The mountains make it possible to
defend even against a major attack by 15th Army - but if not defended strongly
the Japanese can take this asset from China. If it starts producing virtually
nothing, it will be significant over time - if held and the factories are repaired up.

We also allow the local X-PO (a P-35 fighter bomber variant) to be produced at
Kunming - eventually - if you repair the factory (which in RHS is not allowed
before the date the aircraft becomes available - as with all aircraft factories.
Since the Allies cannot change what is produced at factories, we start their
aircraft as damaged factories - and expand them after the date they enter
production - to model "ramp up" of production).

We have carefully modeled the Chinese Air Force - although in several cases
a "model" of aircraft represents two or even more different similar types.
It is a mixture of different types from different nations - but used carefully
- provides an important dimension to Chinese military operations. Recon and
search permit a 'picture' of enemy locations. Fighter and bombers may make
selective offensive raids which are effective if they wage a hit and run campaign,
moving to a different base out of range after the offensive operation to recover.

China should never be wholly occupied in RHS. If it is, it should be a dramatic
and expensive campaign, requiring major additional assets be sent into the theater
by Japan. Since Sinkiang (and its neighbor to the Southeast) are Soviet territory
- that either prevents Japanese penetration into the area or it brings the Russians
actively into the war. [That, by itself, probably guarantees early Allied victory.]
The most difficult area to conquer is probably Kunming - which was the location
Chiang selected as the national fall back position if Chunking fell. Even heavy
industry will produce to some extent (unless captured or damaged by bombers
- there is local "power" for it to a limited degree - modeling the oldest hydro
project in China).
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS: RHS Design Thread: NE Anti-Japanese Army

Post by el cid again »

We already had included an element of this army - and one of its leaders -
Maj Kim Il Sung. We now will add a couple more elements (there are almost
no slots and very few survived the 1930). These units will take the form
of CCP guerilla battalions - which already use Russian weapons. There is
a technical problem or two: Soviet units may not enter Manchuria or Korea
UNLESS under the Soviet Far East Command or the Trans-Baikal Front; Soviet
units would be frozen in Russian Passive Scenarios 102, 104 & 106; Chinese
units may have problems getting supplies from Russia or retreating into
Russia, particularly in Russian Passive Scenarios. The historical problem
of separation from the rest of the Chinese communists also obtains in game
terms. This latter problem can be solved by "living off the land 100%" -
which Communist guerilla formations already do (they generate enough supplies
to survive or rebuild, but not attack a lot). If classified as RED Chinese,
they also will return 30 days after being lost - reappearing at Chunking.
The biggest problem is delayed appearance (in particular of Kim's unit in 1942)
- a Chinese unit in Russia may not enter Manchuria - even if Russia is at war!
Still working on this latter issue.

Northeast Anti-Japanese United Army

From Wikipedia, the free encyclopedia

The Northeast Anti-Japanese United Army (Chinese: 東北抗日聯軍 Korean: 동북항일연군/동북항일련군) was the main anti-Japanese guerrilla army in the northeast part (Manchuria) of China after the occupation of Manchuria by Japan in 1931. It was organized by the Manchuria branches of the Chinese Communist Party (CCP). However, it lost direct contact with the CCP headquarters in Yan’an, and was supported by the Comintern. Several Korean communists and anti-Japanese activists defected to Manchuria to join the NAJUA.




History[edit]

After Japanese occupation of Manchuria in 1931, the Chinese Communist Party organized anti-Japanese guerrilla units, and formed the Northeastern People's Revolutionary Army. Despite party disapproval, some party members joined or rendered assistance to various Anti-Japanese Volunteer Armies fighting the Japanese and the forces of Manchukuo.

In 1934, after the defeat of the Volunteer Armies, all these Communist Party units were reorganized into the single Northeast Anti-Japanese United Army, with Zhao Shangzhi as its Commander-in-Chief. This force continued the struggle against the Japanese pacification of Manchukuo. In 1935, the party officially changed policy, and began creating a united front, absorbing most of the remaining anti-Japanese forces in Manchuria and Korean resistance fighters including Kim Il-sung. The army was organized into Yang Jingyu's 1st Route Army, Zhou Baozhong's 2nd Route Army, and Li Zhaolin's 3rd Route Army. They claimed to have 45,000 members.

Despite years of fighting, the army was gradually worn down by the pacification campaign of the Japanese. Yang Jingyu died on February 23, 1940, and Zhao Shangzhi was killed in 1942, during a Japanese encirclement campaign. Remnants of the Army retreated into the USSR and were incorporated into the Soviet Red Army. In 1945, they returned to Manchuria as part of the Red Army's invasion of Manchuria, with Zhou Baozhong as commander. Some army units of Manchukuo declared uprising to join the army.

After World War II, most of its army was combined into the People's Liberation Army of China for the subsequent civil war.

Affiliation[edit]

Officially, this army was led by the Chinese Communist Party. In reality, they did not directly to report to the CCP center in Yan'an due to geographical separation. Their only contacts with the CCP in Yan’an were through the CCP representatives in the Communist International, Kang Sheng and Wang Ming.

Japanese created a strip of “No Man Land” to prevent the CCP-led Eighth Route Army from infiltrating Manchuria.

They were supported and instructed by the USSR, which supported this army to tie up the forces of its potential Japanese enemy. Their uniforms were copies of the uniform of the Soviet Red Cross.

Components[edit]

The army was a mixture of various sources, with the same objective – expelling Japanese out of Manchuria. They were communists, students and peasants, former troops of the warlord Zhang Xueliang, and even bandits. The former bandits played an important role in the guerrilla war by using their skills in the mountains. Most of the high and middle rank officers had Communist Party membership, including former bandit leaders.

Koreans in the Northeast Anti-Japanese United Army[edit]

The army contained a large number of ethnic Koreans, both the Koreans from Manchuria, and Koreans from the Korean Peninsula. By 1918, there were virtually no organized armed revolts against Japanese colonisation on the Korean Peninsula and many Koreans chose Manchuria as a place to resist Japanese Imperialism. Two of the legendary “Eight Girls Jumping Into the River” were Korean Chinese. This was a squad of girl guerrillas, aged from 13 to 23; after a long firefight with overwhelming Japanese forces who mistook them for a much larger unit, finally they all jumped into the river, drowning themselves.

Kim Il-Sung, later to become leader of North Korea, was a high-rank officer in this army, and attained a distinction that he invaded China-Korea border and attacked Japanese police station in Bochonbo 1939. It was widely reported by Korean presses such as Donga Ilbo and he became famous in Korea as the most prominent leader of the anti-Japanese movement. After the war, some of the Korean nationals in this army became the first generation of the leaders of North Korea. Besides Kim Il-Sung, An Gil, Kim Chaek, Choi Yong-Geon and Kang Geon were also Korean high-rank officers of NAJUA, later assumed high positions in North Korea.

Retreat to USSR[edit]

At the peak of NAJUA activity, NAJUA had a force of 10,000 troops. They launched the guerrilla warfare in the rear of Japanese army, who was invading the main land China. Japanese army realized that NAJUA was the main threat to their operation in the mainland China. So Japanese army, together with Manchukuo army, began the operations to sweep NAJUA in mid-1930. Like NAJUA, Manchkuo army included many Korean officers who pledged their loyalty to Japan. Such Korean officers were Park Chung-Hee, Baek Seon Yeop, and Jeong Il-Gwon, who later became the full generals in South Korean Army and (after 5.16 coup) high rank officials in South Korean government. And Manchkuo army had a special troop, Jiandao Teshedui ((Chinese)間島特設隊, (Korean) 간도특설대), which consisted mainly of Koreans. They assumed the most difficult tasks to attack NAJUA.

As the offensive of Japanese army got fierce, NAJUA suffered heavy casualty. Many of their soldiers were dead or taken prisoner. Moreover, Japanese military intelligence allured or tortured NAJUA prisoners to convert to Japanese side. The converted one assisted Japanese to attack their ex-comrades. In his autobiography, Segiwa Deobuleo (세기와 더불어), Kim Il-Sung recalled that such conversions of ex-comrades were more painful than Japanese fierce offensive or tough climate in Manchuria. By these reasons, NAJUA could not make activities in Manchuria any more. By the order of CPC, NAJUA escaped to the USSR. There, they were formally incorporated to the Red Army, as the 88th International Brigade. But they kept the organization of NAJUA. The troops remaining in Manchuria were totally annihilated by Japanese. The escaped troops stayed in USSR until the war ended. After Japan surrendered, Koreans and Chinese went back to their own countries and began the revolutionary activities there.

Contemporary Attitudes in the PRC and ROC[edit]

The Northeast Anti-Japanese United Army remains highly regarded in mainland China. In mainland China, this army is generally viewed as a CCP-led anti-Japanese outfit.

A Chinese Communist leader, Peng Zhen, compared the extreme hardship suffered by the army with the Long March.

Besides legendary commanders Yang Jingyu and Zhao Shangzhi, a female officer called Zhao Yiman (1905–1936) was also revered by many Chinese as a symbol of the national salvation.

el cid again
Posts: 16983
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RE: RHS: RHS Design Thread: Map developments

Post by el cid again »

After years of developing the rest of the
map I have now reworked Japan and the
Manchuria/Korea/North China area
(the latter all under Kwangtung Army
Command - the North China HQ is
a creature of Kwangtung Army vice
China Expeditionary Army).

All locations were reworked with a view
to better economic/infrastructure
modeling. Many more were added.
Some changed names in favor of those
used during WWII and/or changed hex
coordinates. The result turns out
to work better with AI - exploiting
roads, railroads and ports better.
An example follows:

Matsuyama stock slot 239 now
RHS slot 262 - Yawatahams is now
RHS slot 239.

This location may be in the wrong hex -
that is - the city is one hex East of
its coordinates at 106/59. In my
view the port value is understated.
However, even at a moderate value
(3 plus) it will better help
the flow of supplies, resources
etc in the Inland Sea IF it is
in its real hex - in the middle
of Shikoku vice at the end of it.

The city in 105/59 is Yawatahama.
Regardless of which city you put in
105/59 - there is a road tunnel
from it to Kyushu - opened in 1939 -
before the Pacific War began. It
is called the Yoruhiru Tunnel and
is easily found on a list of tunnels
over 2000 m long.

Mifune is working on a revised map
for game start. We may be able
to add other maps to show seasonal
and also infrastructure changes
(because in RHS we have both seasons
and road/railroad construction -
both of which are "visible" only
using hexside details, R key
and Y key at this time).
el cid again
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RE: RHS: RHS Design Thread: Hachijo airfield and base force

Post by el cid again »

Location 266
Hex location 113,63
is Hachijo Jima

It appears to start undeveloped and without garrison.
In fact, it is an inhabited island with about four
towns, and several thousand inhabitants - and at least
one port of moderate capacity. The IJN considered it
vital to the defense of the approaches to Yokosuka
and Tokyo - being located just South of there -
and built an airfield in 1926. The airfield has been
in continuous use ever since and ultimately exceeded 6500
feet in runway length. It probably should have a Special
Base Force in the 1941 order of battle.
el cid again
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RE: RHS: RHS Design Thread: Map Related Stuff

Post by el cid again »

I have been studying the map support file system

pwhexe.dat
pwzone.dat
pwzlink.dat

It is clear enough that two map systems exist where
art and these three files are all in sync.

I can, alone and unaided, create a form of AE/RHS
which uses the extended map system - what we
might call RHS Level II in the AE world. The
existing RHS using stock maps is Level I.

I won't attempt that until we finish Level I.
But I no longer need technical support to do it.

What I can't do is alter the two map systems.
Mifune wished to do that - to add a Madagascar
mini map - which in fact he re-scaled from
WITP/RHS - but which we cannot use lacking
complimentary art panels and lacking the
revised three files listed above which must
differ from the to developed map systems.
This was the original RHS Level II concept for
AE - and unless Mifune actually generates
the map panels and modified pwzone related
files - I won't do the modified pwhexe files.
IF SOMEDAY Mifune does that - I might
consider an RHS Level III.

Reflecting this understanding, I have
reverted to using Port Stanley vice Recife.
Both were present in the original WITP era
version of RHS. I believe that map edge
movement track was imitated by AE -
but they left out Recife. I intended to
modify the zone files - to turn Port Stanley
into Recife with correct movement
values. I have abandoned that idea -
at least for now.

So we will revert to using Port Stanley
instead of Recife in RHS. Both are
present in the completely defined
map systems. We will use it as such
in Level I and any future Level II
extended map. Only if we get full control
of the zone tables - and have the maps
to do a Level III version - might we
try to put Recife back in.

Also lost to us is the idea of
a RR connection between Moscow
and Abadan. Never mind it is
the most important way aid reached
Russia - and never mind it might
matter if Russia is in an active
war with Japan - it appears
that Allied land units will not
be allowed to go to Russia
(ever, anywhere). So Abadan
becomes merely a port on the
Arabian Sea where one can
get oil and fuel - it isn't
a strategic way to send things
to the USSR.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS: RHS Design Thread: Air Art Update and First Official Release Plan

Post by el cid again »

Mifune has produced a set of almost perfectly matched Allied
Air Art filmstrips (we are missing two tops and alphas - and
both can be addressed by overlays even before we get another set
of filmstrips). I have integrated these with the aircraft files.
I am going to update the air art cross references in preceding pages
to correctly reflect the current state of each (Allied) type.

I have also done a comprehensive review of aircraft upgrade and
production dates and integrated these with the location file with
a view to making aircraft production (or arrival if replacements)
more graceful both for players and for AI.

I have also nearly completed a rework of locations with a view to
making "local area" economies work more automatically in a logistical
sense. Each location was built to simulate the micro-economy in that
one hex. Now we have nearby hexes able to interact by road, railroad,
or automatic port interaction carefully integrated. Some isolated
places (I call them "oasis economies") virtually cannot export anything -
so it does not matter if they theoretically could produce resources
(or anything else) for export. If no ship can go there to load them,
and no suitable land LOC exists, the stuff will stay there. All that
matters is what should be the local production surplus which could be
"taxed" by visiting land or air units? This is sort of the opposite
of integration with other locations - but it does help prevent excessive
accumulation of resources in places they can never be consumed. Instead,
resources are balanced with LI so they produce local supply - and nothing
else matters (you are not going to export any resources over that - even
if they could be produced in theory - and we know from later history that
hex will do so).

I am going to be tied up for a medical procedure (with portable computer)
for a couple of days. I hope to issue the first official release of RHS
Level I by the end of the week.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS: RHS Design Thread: Tianmen (Pinyin) or T'ien Men (Wade Giles)

Post by el cid again »

Otherwise known as hex 84,49 NW of Wuhan
is ancient and famous as a "mountain city"

Yet it is shown as clear terrain in map art.

It's mountains are significant military
barriers and they limit the amount of
farm land. So the hex should be coded as
mountain in pwhexe as well as shown as
such in art. The terrain delayed the
construction of a railroad into the area.
It was not completed (to the Ichang area)
until after the war was over. Note
this area is entirely Japanese in 1941 -
that Ichang fell in 1940 and should not
be shown as Allied (as it is in stock).
el cid again
Posts: 16983
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RE: RHS: RHS Design Thread: Wrapping up locations, leaders and aircraft pointers

Post by el cid again »

After completing the comprehensive review
of location, leader, aircraft, group, ship,
class and device files (locations and
aircraft are in the final stages)and
slightly improved Japanese air art,
I will issue comprehensive update 4.90


Then we will review the pwhexe files
and attempt to generate a switcher program
for them. That will bring us to 5.00 -
the first official release of RHS.

I hope to have scenarios 99 and 101-105
in playable form (99 is slightly in doubt).
106 (i.e. a full map Downfall Scenario -
like stock - Downfall is the only scenario
with kamakazes) - needs another year or so
because of massive OB and map changes.
However, if you load it you can see how
some units and locations have in fact already
changed to that end. You also may use it
to play around with late war aircraft, ships
and guided missiles - they just don't start
in the right places and not all the places
have yet "converted" to their 1945 ownership.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS: RHS Design Thread: Adam's Bridge

Post by el cid again »

Test Nine is about to have an invasion of Ceylon (I think).
Involved with advising the Axis team on the logistical
aspects of the intended operation, I have concluded that
Ceylon is not properly developed. While I did add a
couple of locations to stock's list, I believed an all out
fight for the island was unlikely, and have never before
seen one. I decided to fully develop the island for
inclusion with version 5.0 - nominally the first "official"
release of RHS - meaning we consider it developed
and playable (except for the Downfall Scenario - which
is a year or two out).

This process caused me to discover what I regard as
a fundamental map error. The Palk Strait - so called
because it IS a strait - is entirely blocked by pwhex
to any form of land or sea movement. This is wholly
incorrect and misleading. There was a rail and
road/ferry connection until a great typhoon in 1964
(in which a train, with more than 100 people on board,
was lost with all hands, and in which the bridge was
badly damaged).

This affects three hexes in game terms.

This chain of hexes is called either Adam's Bridge
or Rama's Bridge (depending on language) and
is the subject of two different mythologies. One
is that Adam crossed this bridge to reach Adam's
Peak (on Ceylon) - where he is alleged to have stood
on one foot for 100 years - and there is a natural
feature that looks like a footprint there. The other
is that a mythological army led by Rama built the
bridge to rescue his wife from the King of Ceylon -
and destroyed it later. In fact, the bridge was
entirely above sea level until a great typhoon in
A.D.1480. Its geological origins are not fully studied
and so subject to differing speculations - but it
appears to be coral growth on shallows dating
back 125,000 years.

30,45 probably should be called Manar (although
today it is spelled Mannar). It is already correctly
coded with a trail and major RR to the SE. But
the NW probably should be coded Both Shallow
Draft. In RHS, with simulated "low capacity
ferries" - it also should have a trail to the NW.
This is a port hex.

30,44 probably should be called Rameswaram
(although other choices along the island
chain exist, this location is an island connected
by bridge to the Indian mainland and, until
1964, a town of significance). This hex
should actually have a minor RR to the NE
and the NE hexside should be land vice blocked.
It probably should have the block to the East
replaced by a navigable river hexside -
representing the one part of the Palk Strait
which is navigable - but not to large ships.
In that case, 31,33 should also have its
West side coded navigable river vice blocked.
The hex should also have a Primary Road
coded to the NE across the former blocked
hexside. This is a port hex. It needs to
be recoded from sea to coastal.
To the SE it should be coded Both Shallow Draft
and, in RHS, have a trail (a "low capacity ferry").

30,43 probably should be called Ramanthapuram.
This hex already has correctly coded roads in
four directions and RR in two. It needs to
add a minor RR and a primary Road to the
SW, replacing the blocked hexside with
a land hexside to be correct. This is NOT
a port hex - Ramanthapuram is inland.

This discovery involves considerable work to
correct. More so for RHS as we have 26 pwhexe
files. It will be filed for the next pwhexe update
cycle. The CURRENT cycle will only complete
the 1945 and 1946 files to current standard.


el cid again
Posts: 16983
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RE: RHS: RHS Design Thread: PWHEXE report and Update/Release Plan

Post by el cid again »

I had a report that there was a problem with Abadan teleporting ships.
I was not able to duplicate the problem so I could not fix it directly.
The notes in the game with the problems indicated the hex was not valid.
So I sent a fresh copy of the pwhexe file and that worked for the user
who is also one of two RHS eratta hunters. He replied

That PW hex file you sent me did the trick. I can now disband ships in the port of Abadan.

At the same time, I have determined there are upwards of ten hexes that
should be designated as Urban Heavy, Urban Light or Clear - because of new
data on 1941 populations of cities - and because RHS has a definition of
when to use these designations based on population. If there are less than
400,000 people in an urban area, it is neither UH nor UL. If there are between
400,000 and 900,000 people in an urban area, it is UL. If there are a million
or more people, it is UH. Further, we define a Manpower Center as 100,000
people. This is reasonable because all sorts of economic and political statistics
are done on a per 100,000 basis. I also permits a player to know, at a glance,
if a hex is UH or UL (without consulting RHS documentation - there is an
Excel Spreadsheet in the RHS Documentation Folder called RHS Urban Areas
Defined. On it you have location file slot number, hex location, population,
victory points for ownership for each side, and garrison requirements for each
side for each hex classified as UH or UL in RHS. Note that RHS differs from
stock significantly in this regard. Not only do we have formal published
definitions of why a location is UH or UL, based on population, we have many
more hexes so classified. Stock has many major cities, both on its map and
entirely missing, not so classified. We also formally define a scale of victory
points and garrison requirements based on population. The garrison scale
is also defined at the bottom of the RHS Urban Areas Defined spreadsheet.

Because a significant number of hexes needs to be redefined,
because we now know I don't have to fix the Abadan hex, and
because of the need to make Adam's Bridge (between India and Ceylon)
passable (to a limited degree) for both land units/supplies/resources
and (shallow draft) naval vessels - I will now take the time to revise
all 26 seasonal (and variant) RHS pwhexe files. This is also possible
because we are virtually done with the comprehensive review of
database slots - the very first ever. The last parts of that - related to
locations and their infrastructures - is wrapping up now. There will
be ongoing updates to aircraft art and pointers - as I expect to get
better art - and to be able to at least overlay it - on the existing filmstrips
or to create (or get from Mifune) new filmstrips) - in a process that
probably never will end. RHS demands a lot of art to support its
huge number of aircraft types defined in data terms. Some use a
"nearest available art" standard and will be improved with better images
when possible.

I anticipate the process of completing the databases will complete
next week. I anticipate the process of updating RHS pwhexe files
will take two or three weeks more. Test Ten will start, and RHS Release
5.00, will occur when all the databases are completed and reviewed,
and the FIRST (1942 Winter) pwhexe.dat file is ready - that is in about
a week. 5.00 is the first formal release of RHS. It also is the first one
to have Scenario 99 fully integrated with problems because of its older
and different development path resolved. [Scenario 99 began years
before it was decided to make an AE/RHS - and so before many RHS
standards were defined. It also was designed for the Extended Map
System of Andrew Brown and needed modifications to work on the
Stock Map System - which apparently is also a creation of Andrew Brown.
I probably should have made all RHS scenarios use the extended map
system, but because I thought it was simpler to adopt the stock standard,
I did that instead. We may convert ALL RHS scenarios to the extended
map system eventually - if Matrix does not issue a successor to AE -
and if I live long enough.]
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RE: RHS: RHS Design Thread: PWHEXE report and Update/Release Plan

Post by btd64 »

el cid again, I have been following your threads for some time now and have to say, I'm impressed. Can't wait for the release....GP

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el cid again
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RE: RHS: RHS Design Thread: PWHEXE report and update 4.93 link

Post by el cid again »

See next item
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