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.

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

RE: RHS Thread: Release 6.30 update link w description

Post by el cid again »

Level I Update Link 2.51
https://1drv.ms/u/s!Ap7XOIkiBuUwg-8ZqLaG9QbsVHAolg



The primary change in this file set is that the Fall seasonal series of pwhexe.dat files is included. ALL strictly historical RHS Fall files (1942 to 1946) are included - meaning we have issued no less than 20 pwhexe.dat files for standard RHS. Strictly historical RHS scenarios (101 to 104 and 106) feature changes to infrastructure as actually build by both Axis and Allied powers.

In addition, the Japan Enhanced Scenario (JES) Fall 1945 pwhexe file is included. The only pwhexe files left to issue are out year Monsoon and Fall ones - and these are built on the 1942 files - so they are not particularly difficult to generate. These will be included in updates in future.

Apart from changes to the pwhexe.dat files, and slight revisions to RHS documentation (e.g. a page number duplication in the Economic Theory document was corrected), this update revises location files in four respects.

One) Perhaps 50 minor locations - virtually all in NEI or the area near New Caledonia - were revised. Many small islands had no actual data - and no one ever looked up their potential for airfields or ports - or what was produced there in 1941? Some of these were very significant: e.g. Lingga Roads was the major IJN late war fleet base. When missing data was found, it was folded in.

Two) Perhaps 150 bases were updated to insure they are consistent with their formations and/or with the actual armament of the organization. The main change was that numbers of Japanese naval bases defense forces replaced 81 mm mortars with WWI era 70 mm mortars.

Three) Rather larger numbers of files were changed in Scenario 106 because the data for them differs in 1945 than in 1941 scenarios. Almost every KNIL unit was 9999ed out - because they no longer exist in 1945. Many locations changed commands - usually to Japanese - sometimes to a different Allied command (because they were conquered by Japan, then conquered again by a different ally). Many units get different sensors in 1945 than in 1945 - mainly sound detectors replaced by radars - or for mid war units - radars replaced by late war radars. A few units got different commanders - when that applies.

Four) Scenario 99 changed locations and/or units when they differed from 105 and when this was a problem. Bases, in particular, should be the same - and should point at the same formations. Scenario 99 is now substantially up to standard except with respect to some unique ship art I need to find.

I now plan to initiate test series ten. Some of these are automated (to learn what happens to the economy over time?). There will also be a manual tag team test game. During the testing phase, I plan to revise some aircraft art, work on some Scenario 99 ship art, and issue the missing out year JES pwhexe files. After than we will investigate changing the files required to change off map movement (now editors have been released permitting that). A number of technical matters may be able to be addressed by this means.

After that I will investigate how to make map panels with a view to changing them seasonally in the North - visually making it easier to see how navigation is affected. Another option is to show railroad and road construction changes over time.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Release 6.2 important update link

Post by el cid again »

ORIGINAL: Vipersp

ORIGINAL: el cid again



Be sure to put the 41WINTERpwhexe.dat file - also called pwhexe.dat in the
RHS pwhexe folder - in the top level AE folder.

Read the documentation in the RHS folder, at least re economics.

You may pm me for questions



ORIGINAL: Vipersp



[&o]It worked!!!
Thanks Sire!
Just a weird thing I noticed by running 2 turns in both 105 and the one intended for AI;
December 7th surprise ON and historical first turn ON and then OFF
KB Kates set to port attack and not a single torp was launched at BB row in Pearl[&:]
Even the Vals just dropped 4x100Kg bombs over the US ships with no bigger effect than some AA guns nocked out..is there a way to return the 250kg ordenance for vals and fire torpedoes from the Kates??

Cheers

It appears you might not be using the beta. RHS uses specified weapons loadouts that only work properly
with the beta releases. From time to time weapons issues do appear - notably in re torpedoes -
but since the latest update from Matrix all seem to be working. The new test series will pay attention to this
matter and, if it is present, we will try to address it.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS: RHS Design Thread: RHS and Stock Economic Theory (Revision)

Post by el cid again »

ORIGINAL: John 3rd

I saw this thread and thought haven't I looked at this years ago? This started over two years previously. Wow.

Because Mifune is a fan of RA, he recommended I look at some of its features - and I did. Apart from
that, there is no relationship between the two mods that I am aware of. All mods and stock are in some
sense related - and borrow ideas and data to a greater or lesser degree. RHS is an old WITP mod that
"pioneered" things we take for granted today - implementing drop tanks for example (which existed in
code but not in stock data) - demonstrating player interest in Russian ships, blimps, midget subs (etc)
which were nominally "impossible" in WITP - and introducing the concept of a map edge movement track
for the Allies. Never mind these and many other ideas now part of stock and all mods, RHS owes MORE to
Matrix and other mods than it was able to introduce. Jim Dunnigan wrote in one of his books that game
designers and modders "shamelessly borrow ideas" - and he is correct. But the final mix in any given mod
is the responsibility of the modder - or in the case of a group effort - of the mod coordinator. The real
thing that sets RHS apart is that it is an OPEN mod - ANYBODY can suggest changes. In fact it is a set of mods -
both historical and modified history - so an idea may be used in some but not all scenarios. But we don't
close the doors to ideas and actually try to use constructive suggestions whenever possible. To such an
extent I estimate half the content is NOT by the team, but merely responses to forum and private suggestions.
Another feature is that RHS believes in testing to an extent impossible for a commercial company. Not only do
we try to put in all the units, we worry about how to feed them when the number increases over time - by
actually measuring how much will be needed? It is testing as well as suggestions which drives RHS changes
to the game system.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Release 6.31 update link w description

Post by el cid again »

Revised below.

This was an unplanned, comprehensive microupdate of some significance.
It was supposed to come out yesterday, and it was supposed to complete
the data files, but it did not. There will be a 9.40 later today or, if things
go badly, tomorrow. THAT will be the "final" data update for the Test Ten
series - and THAT will leave only some art and out year FALL and Monsoon
Japan Enhanced Scenarios (99 & 105) pwhexe files to update.

Our Polish eratta hunter found three cases where Dutch militia units
had a typo - using a Japanese engine for support squads - and of course
that does not work well. These and other eratta found in the process of working
are folded in.

I myself tried to "complete" location work - and came up with a method to detect
locations not worked on for a long time. This worked too well and I found over
a hundred - probably 150-200 - and reworked them. Mainly in NEI, but also
other parts of the SRA, including the Philippines, French Indochina and Burma.
But it is in NEI some important changes were made - now too dim in memory to
detail. I also added several locations because Japan developed those places
and the game should permit airfields where they existed. One location - Brunei -
is too "new" and lost oil production. Others gained some. All were made consistent
with new standards - including a way of determining airfield build and port build levels.

What bogged me down was a suggestion and link to discussion of Aussie armor.
Curiously it is the ONLY thing that two and a half days of hard work did NOT get addressed! I found numbers of issues and reworked Aussie and NZ infantry first,
added two devices (Pattern No 1 Bren Carriers, and Pattern No 2 - for Aus and NZ respectively). And then reworked numbers of units to use them instead of incorrect vehicles. AUS built 5400 carriers - NZ 1400 - DURING the war - and these are at on map locations subject to being damaged or even captured.

I reworked NZ motorized infantry (to become armor) formations as mobile formations. I found technical issues with the upgrade paths and resolved them at device, formation and unit levels. I found 3rd division was present but so were all of its elements- and reworked at formation and unit levels with pointers so they can combine properly.

I reworked AIF infantry divisions and added 9th Division. I plan to add the First Tank Division and the First Army Tank Brigade - but that will take hours because these are built from other units - and they must be reorganized to combine. Many units set to combine in stock were done properly - others were not - and so when combined give false squad counts. I have learned to go through a tedious process to insure that never happens - every unit must be integrated with its parent - and the formation of the parent as well. Sub units no longer can have formations.

Along the way we added a leader (I forget who) and checked several others. We added two and changed devices and pointers for 10-12 devices -- mainly AUS and NZ and CW armored vehicles. The Allies to NOT produce anything - ONLY get squads if replacements - so replacement numbers were revised upward in several cases - because the numbers were not realistic or even playable.

This amounts to an important update and most of it will fold into existing games. What remains is the AUS Tank formations - and their elements - which I have documented but not implemented just yet. The process involved a lot of research and I sympathize with previous OB workers - whatever you do must be a simplification of a complex reality in the context of limited slots and ability to change units. I DID change AIF divisions - they exist in two forms - "early" and "late" - the late one absent the "armor" formation - but they do so by clever means - not an update per se. 6 & 7 are essentially early but evolve to late - 8 & 9 are essentially late - and the Downfall Scenario forces players to use late - with NO daughter units (in part because there are vast numbers of units in 1945 - and 8 does not exist by 1945 - having died in four parts).
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Release 6.40 update (and limiting of development)

Post by el cid again »

7.13 update
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This version is "stable" in several respects. I do not plan to add locations,
aircraft, ships, leaders, or even land units. Except for eratta I also do not
plan to change them.

Development will now focus on "pwhexing" - completing the set - and perfecting
it. Also on air art issues (missing art). After that on Scenario 99 ship art issues (missing art). Also on giving this file set a good test in terms of seeing the economy run, and support units, over an extended period of time.

The main changes from 9.31 are related to Australian and New Zealand land units.
Unfortunately, virtually all the Aussie militia needed to be reworked. As well, I added armored units. These turn out to be a significant simplification: The AUS First Armored Division consumed many other units, and got rid of the need for some formations. I was able to develop this for strictly historical scenarios such that it will REFORM into the First Army Tank Brigade. Something of a misnomer, that formation is almost identical with the division! [Two armored regiments were detached.] The later formation, achieved by renaming combined with upgrading to a different formation, remains able to split into three parts - like a division! So it becomes the first Allied brigade to divide (I think). [IJA has "brigade divisions" permitting brigades with three regiments - imagine that - to split]. Scenario 106, which has vastly more units, is supposed to be simplified anyway, and little need for small armor formations given the larger and more dense opposition - has the Tank Brigade as a standard brigade, and it starts at a weaker size - not needing time to "shed" squads. Actually, this model is a simplification of reality - British, Indian and Aussie organization is extremely complicated and changes over time. Even so, I made real progress toward having game units change.

For example, the 7th Division is renamed the 11th Division at a certain point. This is approximately what happened. I considered adding the 10th and 12th divisions as well. Turns out 12th is merely a name for Northern Command and involves no elements appropriate to a division. And 10th only existed for a brief period in 1942,
and had only two brigades, one of them already part of a different division. So I added its 32nd Brigade instead. This is NOT a normal brigade, and it starts as a mere militia battalion, and then "grows" into a brigade. The unit also picks up a peculiar armored car regiment - which has no actual armored cars at first (just improvised ones).

The tanks had to be reworked at device level because they DID exist before stock says they did. The First Armored Division (official history) had 8 Stuarts and 10 Grants in December 1941 (as well as 30 Bren Carriers Local Pattern #1 which I just added last time). One regiment is retained - because it formed later - but the unit lost its formation and pointer - and had to be delayed in time (it does not appear at start as stock and most mods have it). I also had to modify the leader of the armored division. He WAS in the list, but at the wrong rank.

New Zealand 3rd Division needed to have its formation defined. I considered adding 3 Divisional HQ - but rejected it for now. I have to figure out if it is better to form divisions or to have them be regional HQ (which in fact they were)? I will think about this for a while.

After reworking these two armies, I checked locations in Papua New Guinea (actually two territories then but that is the present name of the area), the Bismarck Archipellego and the Soloman Islands. These have not been reviewed in general for some time and are often important - and there is a lot more information available to me today than there used to be. A number of port and airfield builds were revised, and industry added (or deleted in a couple of cases). Most interesting was Buka, which is a port AND airfield at start AND has an Aussie engineer unit (construction/demolition type) on it. I didn't know that (and neither, apparently did anyone else doing an AE OB). Woodlark Island also is a significant Gold field, and for that reason has a port and airfield - previously represented as level 0s. I also learned WHY the Kokoda Trail (spelled with a d instead of a k) was important? It was also the site of a pre war Gold Rush, and for that reason, had an airfield. Otherwise, locations in the more Northern part of this area tended to pick up industry and infrastructure (ports and airfields) - mainly due to the high value of trade - Gold in particular. The Southern Solomans remain substantially a logistical desert - but several places have development potential. In particular, if the US built airfields and ports, I put in the correct data - and start Scenario 106 (1945 Downfall) with them in place.

Now to install and use tracker for this set of locations. One eratta hunter was able to find eratta using tracker - so perhaps I can as well?

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

RE: RHS Thread: Release 6.40 update (and limiting of development)

Post by el cid again »

I strongly recommend reading this MS Word document BEFORE you attempt to play RHS.
It explains, within the limits of my understanding, how economics works in BOTH
stock and in RHS. Of necessity, and also because many aspects of the stock system
are worthy of respect, they are similar. But there are significant differences it
behooves you to understand.

https://onedrive.live.com/redir?resid=3 ... ile%2cdocx

Fundamentally RHS seeks to force players to move things (except where land lines of
communication or adjacent ports level 3 and above do it automatically) by ship. The
"free resources" in Japan are gone, and the highly developed industrial locations -
Tokyo and Yokohama most of all (partly because they are next to each other) - must
be fed resources or, when starting pools are depleted, they will simply shut down -
not only costing supply points but also vital HI points that are used to make things
of value. Free resources, if they exist, tend to be at the map edge, and tend to
be in "trainloads" (multiples of 2000 tons) - at least if there is a major rail line
at that point. Thus San Diego, being near such an entry point, probably does not
need a lot of ships bringing in resources. But San Francisco - a major consumer not
so close - probably needs some help. Tokyo - near the center of the map - needs
large quantities every day: game mechanics do not permit roads and railroads to move
unlimited amounts. This is a problem in Australia - where even a rail link cannot
entirely replace the need to move resources to SE Australia. This is a deliberate
part of the RHS package.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Release 6.41 microupdate (eratta fixes)

Post by el cid again »

7.13 update
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

The bad news is that the law of information theory remains true:
for any significant sized data set, there WILL be errors.

The good news is that many of them are astonishingly minor.
But some are quite irritating. 5 or 6 locations had the wrong
starting flag - very visible - and not nice in terms of giving stuff
to the enemy for "free." This happens because the recommended
editor procedure is to copy records, and RHS has locations that
start on different sides in different scenarios - depending on date.
So if the wrong record is copied, I need to notice and fix the command.

Two semi-important locations are revised by a combination of
location file and pwhexe file reforms. These issues date from stock
and I have been ignoring them since location research brought them
to my attention. Changing them required some work involving several
hexes. But I decided I don't want to do a long term test without the
map being "right" - and why not have things work in the game the way
they do IRL?

First, Biak is in the "wrong" hex. Well - not exactly - Biak is an island,
and the Biak hex indeed is where most of the island is. But there is only
one port and airfield on the island, only one economically significant point:
the Dutch called it Bosnik. A bit of a pest hole, it is a district capital,
and it was significantly developed during the war, and subject to battles -
so the ranges to and from it should be modeled correctly. Bosnik is on the
SE coast of the island. And you CAN "walk" from there to the main part
of the island - the block was removed. Yes - yes - it does make it appear
the city is on a different island - and you can walk around both islands.
Not very far actually - but it is more or less true - this is a place with a lot
of coastal traffic - and everyone who matters has small boats to get around.

Second, Maumera on the island of Flores is on the NORTH side of the island -
so it should not be blocked to ships entering port from that direction. The
city did not move, but no less than seven hexes had to change to show this.

There was one half a hexside block at Kratie Cambodia cutting a significant road.
Fixed.

There is one new leader: a Laotian who led the Free Laos field unit - and the unit
itself is added - under Free Thai command (because it was) and using Thai
rifles (because it did). I discovered him and his unit researching questionable
infrastructure data for Vientiane. 4 or 5 locations got revised infrastructure.
The sum of changing sides for some locations, and changing what was at for others,
changed the ratio of assets from 1:1.48 to 1:1.47 - that is very little. But now things
look a bit better and are more correct.

I found a number of LCU out of sync with their formation or with their parent unit in
terms of slot order. This messes up things when those units are involved in operations - just what depends on the device change? But I prefer to fix such issues when detected. So if you see something that seems wrong, let me know and it may
get corrected.

There is a new pwhexe standard here - mainly involving hex-side changes for Biak and Maumera described above. But there is one other change - Tulagi is now non-malarial. This is WHY it was the district capital.



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

RE: RHS Thread: Release 6.50 microupdate (eratta fixes)

Post by el cid again »

see link above or below

Having failed to get tracker to run properly (so far), I began to devise my own
tools for analysis of the databases. The first of these was to get Scenario 106
to run in 1945. That because it makes it easier to look up units by name - particularly
since I have added prefixes to names (for nation or service) making all units of each category group together (instead of all the units beginning with the same number for example). To do that, I had to define when the scenario should begin? I settled on 27 January 1945 because at midnight January 6, two major Allied admirals assumed commands. At that moment all significant elements of the Pacific Fleet are in port, and we know what they are (including three new Essex class carriers) and where they are? The scenario will last only 249 days - which makes it the first RHS mini-scenario. It also is simplified - missing a lot of very minor naval vessels (coastal and riverine transports) and features that confuse AI. As well, it is the first RHS scenario with kamakaze's possible - similar to the stock downfall scenario. Unlike stock, however, it does not omit much of the map and ignore major Japanese commands.

Having got this to run, I was able to resolve some "what are the daughters of this parent unit" questions more easily. I found one significant problem - if a division is significant and if appearing in 1942 (affecting most games) is significant. The 94th Division (- recon regiment) is a formation dating from stock. It is composed, unusually, of Occupation Regiments, as well as artillery and engineer formations. But not one of the daughters was in the same device order as the parent. They also had other technical issues. I revised the parent, its formation, and all the daughters. One of the daughters was entirely missing - a three regiment division with only two regiments - so I added that. The regiments were, in fact, RCT so I renamed them.

The daughter regiments above were sandwiched around two other occupation regiments which were themselves daughters of independent infantry brigades (mortar type). These were shown as identical to the independent infantry regiments of the division, but that isn't quite correct: a mortar brigade daughter regiment lacks all forms of field guns, including regimental guns - substituting for them more 70 mm gun howitzers. To form up the brigade, a battalion of 24 90 mm Mortars is combined with the occupation regiment. Curiously, both these "regiments" and the "brigades" they form have four line battalions vice the usual three (and occasional two) of IJA infantry regiments. You get infantry heavy units that are slightly more combined arms than an infantry group would be (it has no heavy weapons above machine guns and the ultra light 50 mm "knee" mortar). Easy as it sounds to describe these issues, there is a lot of work involved in correcting them because every unit and every formation needed to be rebuilt at the device level in all RHS scenarios (multiplying the work times seven if you understand that I am doing two not yet issued scenarios side by side with the issued ones).

This tool led me to another discovery: many units never appear! It seems that if a daughter is 9999ed out in the editor, but still points at the parent, the pointer is still active. The parent then will never appear at all (if all the daughters never do). Or if one of the daughters does appear, it can "combine" with nothing to form the parent!
For this reason I went through all 5,000 (!) land unit slots for both sides! Remarkably only a tiny number were affected - but the time to check was not short.

In the process of working with units in the location files, I found some device issues. Mostly dates and upgrade paths. Defining the 1945 scenario means I check the upgrade devices for that unit, and also change its pointer (saving the computer having to do that some unknown time after the scenario begins). I found several issues,
and corrected them, in particular re radar and AA guns. I also revised how some units upgrade - changing pointers - and in at least one case - adding a new formation. There are not enough slots to put in the mid and late war Japanese AAA units - so stock made a partial attempt to address that by having formations upgrade to better formations. I took that further, although still not as far as history (due to a lack of slots). In general, in RHS, a battalion will become a regiment mid war,
and it will gain radar equipment in many cases late in the war.

This work, and attempts to simplify Scenario 106, led me to eliminate daughter units. There are many units by 1945 - and IF all the daughters are on the map - there is no need to have them appear in different places at different times. A division can still split into three packages if you want, but it is more powerful as a division, and fewer units are easier to manage as a player. This led me to realize that Scenario 102 - designed for AI - and 104, which at least one player uses vs AI in spite of AI not being entirely compatible with it - would benefit from this in some cases: bigger packages are more combat effective and AI is not smart enough to combine units in most circumstances a human player would do. So I made some revisions along these lines - even numbered scenarios have somewhat fewer units than before - having lost their daughters in favor of parent units when it is practical in technical terms (that is, when there is no need for separate daughters for some reason - either to serve historical starting deployment or historical appear on the map dates).

There will be at least a 9.51 update - likely tomorrow - adding some revised pwhexe files. In particular Monsoon files will be revised to come into sync with the slight changes in the current standard, and to deal with a reported blocked hex-side issue.

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

RE: RHS Thread: Release 6.51 microupdate (pwhex files)

Post by el cid again »

7.13 update
https://onedrive.live.com/redir?resid=3 ... file%2cmsi


My intention - to issue an update bringing later season pwhex files up to date -
was delayed by several factors - including a fall on the ice which resulted in significant disability for a while. Here I have updated both monsoon and fall seasons and the pwhex updates probably are the most important component. These updates have corrected a number of map issues dating from the very earliest days: Ternate was not accessible from the Coral Sea side of the island of Flores - never mind it is on the North side of the island - and "Biak" (which is an island vice a town) - was both in the correct place - but misleading in terms of not being where the only port or airfield are - and blocked from marching overland where one really could march. Fusan (Pusan) is now a minor urban hex. Certain hex side eratta have been corrected.

There are a number of eratta folded into the aircraft, device and location files. The most important of these undoubtedly is the correction of Australian I corps in multiple respects. 1) It starts too soon and in the wrong place (it is in North Africa in December 1941 and was not ordered to return to PTO until January 1942, and didn't start embarking before the 27th - meaning it cannot arrive at Aden until early February); 2) It has the wrong commander; 3) It is restricted and apparently cannot be changed - but even if it could be changed - it was actually intended for operations in Malaya and then actually used for operations in the SW Pacific Area - and it was not restricted to operations in Australia by any means, nor at any time.

The aircraft change is only related to JES scenarios 99 & 105: New Zealand picked up some B-24s. These were promised but never sent - and in a Japan enhanced scenario perhaps the priority of reinforcing an ally would have been higher. Documentation files were revised to include this change.

The device updates - apart from date changes to sync properly with other devices - are cosmetic. In particular Cart w Spt Section is now simply Support Section. A couple of Scenario 99 devices were renamed for consistency with other RHS scenarios.

The biggest changes in the location files relate to land combat units. Mainly these are brought into sync with formations, or with parent units and their formations. Some cases were found where the component units used a different device order than the parent unit. While they still will combine, it generates false data - code is stupid and you MUST use the same device order to get the right device counts - it will not change slots for you. Otherwise, some units lacked the devices of the formation - and never mind a unit "updates" to its formation - it will NOT update if the slot was not in the original unit.

I think the database is suitable for starting new games. I am going to have the Japanese test team start Test Ten. This should reveal if there are any more issues that need to be dealt with other than those that appear dynamically during tests.

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

RE: RHS Thread: Release 5.52 microupdate (pwhex files)

Post by el cid again »

see link above or below

This is a comprehensive update affecting numbers of files in mainly minor ways.

Pwhexe files are updated with respect to eratta. Some of them had an "extra"
half hex of RR on Ceylon. Others had "ocean" half hex sides blocking a port's
land access in Indochina.

Location files were updated with respect to integrating land units and formations by changing or adding pointers, or in some cases by changing some devices. As well, locations not reviewed for a couple of years were checked, and some were changed. Stewart Island - which had been determined to have 0 port or airfield potential due to a reef and topography - were changed for the new Chilan Ceylon. This minor fishing port (famous for crabs and prawns) was also the birthplace of Ceylonese nationalism, visited by Ghandi in 1923 because two brothers there wanted to start the Ceylon National Congress. In game terms, it matters because it is the best landing point for an assault on Columbo - and defining it as a location permits the defenders to fortify the beach.

The most significant location change, apart from exchanging Stewart Island for Chilan, is that Singora and the adjacent Patani have been revised. For technical reasons their port values have been increased - in part to permit automatic movement of supplies (etc) between them - in part because of port potential not yet modeled - and in part so Patani can export resources (which it must do without a railroad, and with roads to virtually nowhere). SIngora is now Singora and Hat Yai - an important RR junction and boom town in the same hex - while Patani is now Patani Province - to account for its population and resourses/industry (which merely the town is not sufficient to do).

I found an error in the name of a location on Etorofu Island - Koshibiwara is on Paramushiro - so it and its airfields were defined in the former Paramushiro hex (the island has two locations defined, this is the town - the other is a potential place for
significant airfields not built when the war began but built later). The Northern End of Etorofu reverted to its correct name and infrastructure - Toshiruri.

Other places simply needed definitions of starting inventories under current RHS standards - generally 10 days of production plus stocks of fuel and supplies related to port and/or airfield size.

Location research disclosed that an airfield on Paramushiro operated a kind of Ki-45 I never heard of - an ASW variant with MAD. I was able to define it. But doing so disclosed some technical data issues with some of the existing (6) kinds of Ki-45s - incorrect extended loads, slight range errors, slight date meshing errors, etc (so planes stop production about the same time the replacement model starts). And the Ki-45 and Ki-91 fighter bomber variants were redefined as fighters - for the same reason most fighter bombers are defined as fighters (for code technical reasons and for mission availability). These changes resulted in corresponding updates to aircraft documentation.

Some changes were made to device files. Five ASW devices were found to have improper alternate devices and so lost them. I think there were cosmetic changes (meaning name changes) for clarity and to minimize display clutter as well as replacement device designations. Device changes always update into ongoing games and take effect AFTER the next Japanese turn (unless it is a game vs AI as Japan - in which case AFTER the next Allied turn) IF you say "yes" to update files.
Similarly, aircraft data changes after an update. But existing air units do NOT get changes until they change plane types. No new locations are added, but old ones do update the device name IF it isn't in a slow lower than already defined when the game began (which is generally not an issue because I attempt not to change device order for locations at all - only when compelled by necessity).

I have a new eratta report to check out - but otherwise - plan only to revise more pwhexe files in the near term. I will always fix reported or detected eratta.

hernanyork
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Joined: Sun Jul 10, 2011 10:42 am

RE: RHS Thread: Release 6.52 microupdate (pwhex files)

Post by hernanyork »

The mod is amazing, iam playing the 102 in side japan, and after a few turns i cant modify the airplane production levels, its normal o its an error?
sanderz
Posts: 867
Joined: Thu Jan 08, 2009 2:39 pm
Location: Devon, England

RE: RHS Thread: Release 6.52 microupdate (pwhex files)

Post by sanderz »

ORIGINAL: hernanyork

The mod is amazing, iam playing the 102 in side japan, and after a few turns i cant modify the airplane production levels, its normal o its an error?
assuming you are japan.....
not 100% sure but this may be intentional - i think that R&D of airframes is not allowed at all (so no getting planes early) and you are not supposed to repair any factories until the "available date" - i don't know though if these are house rules or if something has been changed in the game mechanics. it does seem odd though that you can't change production levels, though he has added in extra Japanese airplane replacements so that may be why - again not really sure

sorry i can't be of anymore help but i expect sid will be along tomorrow to clarify things


thinking about it some more - do you have enough supply at the base?
User avatar
Yaab
Posts: 5542
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Location: Poland

RE: RHS Thread: Release 6.52 microupdate (pwhex files)

Post by Yaab »

hernanyork, check if you have installed the RHS mod in the correct way.

1. Create manually C:\RHS\War in the Pacific Admiral's Edition
2. Install WITP:AE into the C:\RHS\War in the Pacific Admiral's Edition
3. Install RHS installer in C:\RHS\War in the Pacific Admiral's Edition
4. Apply the latest beta patch.
hernanyork
Posts: 10
Joined: Sun Jul 10, 2011 10:42 am

RE: RHS Thread: Release 6.52 microupdate (pwhex files)

Post by hernanyork »

thanks for the reply friends, i will do your recomendations yaab!
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Release 6.53 microupdate (chrome)

Post by el cid again »

7.13 update
https://onedrive.live.com/redir?resid=3 ... file%2cmsi


This is a comprehensive update but only scenario files and pwhexe files
have been edited. The pwhexe files for Monsoon were edited to permit
navigation to Dacca - which still was not working for them - and to get
rid of a mismatched hexside on Guadalcanal.

The location files were edited because of three eratta reports - each leading
to several other issues. These are minor matters - an NKVD unit had
device 80 - a naval gun - vice 807 - trucks. But it led me to learn all NKVD
units had too much support - and so I fixed them all. That kind of thing.

Then I decided to do a visual inspection of the package. This led me to play
with the strategic map. That caused me to notice some locations or units
were not blinking when the right command was clicked - leading to corrections.
That led me to the idea of making Portugese units be displayable in the same
sense - never mind there is no way to add a nation to code. That led me
to looking at command units, and their relationships. I edited the British
Home Fleet and the British South Atlantic Command - so the devices "look
better" - as well as to creating a single unit representing French and Portugese
commands. That led me to change "Great Britain" to "Western Europe" - it just
looks better and is more universally true.

In the end this led me to develop Portugal - which was a peculiar "neutral" in active cooperation with the Allies (the British in particular). We already had two Portugese units - garrisons at Macao and Timor - but they looked funny. I created four devices to make them look better. I added two larger units - the Goa garrision and the Timor intervention force. Seems Japan invaded Timor just days before it was to arrive - either 19 or 20 February 1942. It ALSO came back on Sept 26 or 27 of 1945! [The second time it brought a battalion of engineers to back up the infantry] So I created this force - at Goa, capital of the East Asian colonies - just in time to sail to Timor if you want to try - and it will exist later if you want to try the 1945 op. And two ships - an AP named Angola which actually delivered the unit in 1945 - and a first class escort ship (something like Alfonso du Albuquerque) - which actually did escort the Angola in 1945 - and rescued some Allied and Axis sailors in an incident midwar as well. To facilitate these ships and LCU I added four more Portugese officers. Doing that, I added 5 RIN officers - which is chronically short of small vessel commanders.
Integrating all that, several locations were changed to report to Portugese command - they show the French flag which we already had at Macao and Dili anyway. And I learned about how undeveloped East Timor was - and downgraded its locations. Technically Dili is not even a level 1 port - but it needs to be for technical reasons. Also there is no Allied unit in East Timor at the start of the war - ALL Allied units came later and ALL are already duplicated in the Allied OB - so the former detachment at Lautem is now the intervention unit. All these locations and units now display properly on the strategic map as well - the mechanism is the combined French and Portugese Commands (plural) - each with a very small number of things assigned - are treated as one. Goa (technically Pangim) is no longer shown as British. If India is invaded, the presence of a significant garrison might matter - they should not get the good port and industrial center for free - and the British should not be there either. In fact, I moved a base force from Goa to its real Indian Air Force location - which I had to look up.

Along the way I found a few other very minor things. The three ex banana boats turned into blockade runners (too late to save the Philippines - but they were useful later) - modeled as basically unarmed APDs - now can convert back to their form as Wikes destroyers - at least to later versions that were converted in wartime (simply by putting the code used by Wikes and checking "convert from class"). Stuff like that.

I plan at least one more round of minor updates - there are always more pwhexe files to update - and I want to check out other command units and their relationships to locations and units - to insure all are displaying correctly - and none are improperly assigned. And to make them "look better" in terms of devices assigned.
el cid again
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Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Modificatoin of Airplane Factories

Post by el cid again »

ORIGINAL: sanderz
ORIGINAL: hernanyork

The mod is amazing, iam playing the 102 in side japan, and after a few turns i cant modify the airplane production levels, its normal o its an error?
assuming you are japan.....
not 100% sure but this may be intentional - i think that R&D of airframes is not allowed at all (so no getting planes early) and you are not supposed to repair any factories until the "available date" - i don't know though if these are house rules or if something has been changed in the game mechanics. it does seem odd though that you can't change production levels, though he has added in extra Japanese airplane replacements so that may be why - again not really sure

sorry i can't be of anymore help but i expect sid will be along tomorrow to clarify things


thinking about it some more - do you have enough supply at the base?

There are important conditions which apply to updating factories. These are built into the game as well as
existing in terms of house rules and theory. Generally you CAN change what a factory is set to build - within
the limits

1) A plant NOW assigned to produce a CURRENT aircraft (or engine) may be assigned a different aircraft
provided that aircraft is defined as an upgrade of the current one OR at least is defined as assigned
to the same service (called "nation" technically).

2) A plant for FUTURE aircraft NOT available CAN be changed to produce a DIFFERENT kind of plane - but
ONLY ANOTHER FUTURE TYPE - and probably also only if it is assigned to the same service (or is a specifically
designated successor to the currently assigned type).

In RHS (only) theory, you should not REPAIR a factory for a type not currently in production. This is
because RHS intends to have production ramp up - which is poorly modeled by repairing damaged factories -
but at least you don't get max production on day one. [The repair rate is generally too fast, sometimes
too slow, but at least it isn't 100% on day one] To that add that it is hard to afford to repair a lot
of factories in the same place on the same day - and the Allies will run into big supply issues if they
do not honor this rule - it isn't generally practical to repair everything at once.

A completely different issue is EXPANDING factories. This is generally possible on the first day of the game -
because there is a pool of HI points and code requires HI points to expand industry. As a general rule, all forms
of AE give you too many units and aircraft which require HI points - and if you just let things alone you will
NEVER AGAIN be able to expand! I have done a careful inventory of HI production vs requirements and found
the AE design did NOT provide even half of what is needed to duplicate history. So I generated more HI points
(each HI center makes 6 HI points every day) AND I added more places with HI centers - where they really existed.
At the end of years of work I found the number at game start is just about exactly what is needed to make
what is in the pipeline - and for a few days it will work. AFTER that two problems actually reduce HI points -
and you will never produce as much as you theoretically can and should again (as Japan - the Allies are free from
this problem - even if HI points are used for aircraft - which some things indicate is the case - they Allied HI
centers make several times more than are needed for just aircraft).

Problem 1: A major production area - Tokyo and Yokohama are the worst case - will RUN OUT OF RESOURCES.
Then it will wait until it has more than the minimum number - and start up again for just one day -
with a gap of several days in between. This because 1000 HI centers demand a LOT of resources!
And the RR and roads of Japan can't bring enough in - even if they existed to send somewhere else in Japan.
You MUST use SHIPPING to move resources in RHS. Essentially every day for places like Tokyo, Yokohama
and Osaka.

[Note in theory you also can shut down HI centers for lack of fuel. This is rare - but pay attention to fuel
levels - if you let them go to zero you WILL shut down ALL HI production the next day at any location.]

Problem 2: Expanding aircraft plants or other kinds of industry requires HI points IN THE POOL. This NEVER
HAPPENS UNLESS you have insured actual demand (yesterday) was LESS than actual production (yesterday). This
is very tricky - few industry produces 100% for a host of reasons. [A factory able to make 30 aircraft a month
is lucky to get 10-15 in most versions of AE] The best procedure is to SHUT DOWN industry that is not vital
to your plan in the near term. Arms plants, engine plants, aircraft plants, vehicle plants, naval shipyards
and merchant shipyards ALL use HI points (repair shipyards do NOT). And the long list of ships "in the pipeline"
is NOT realistic - it is there because it is true - but many were never built. Take the initiative and shut
off production of ships you don't need (this may NOT be merchant ships in RHS - you NEED them to move HI points
and oil and fuel much more than in stock or other mods).

I have mitigated this issue by giving Japan some things "free." I do not trust players to buy "junk aircraft" -
even if historical or even if vital. So trainers generally are "free" - as are a host of minor transports -
and some other things. You get them without producing them. You also get a minimal number of engines - those
not actually from production lines actually - to insure at least some aircraft can be built every month even
in the absence of properly "fed" undamaged factories. These measures help insure you get at least a handful of
planes to play with - no matter how badly you managed the economy and/or the enemy messed it up. Some aircraft
and engines are actually repaired - and this simulates that - although mainly the Allies get "repair centers"
of great size and significance. [There is one in India for example - the former China Aircraft Corporation moved
from Canton to India just before the Pacific War began and eventually became Hindustan Aircraft Coropration Ltd,
which still builds military aircraft. But DURING the war - after it built kits of Hawk 75s - it mostly
repaired in theater types. Similarly, Karachi had a major remanufacturing center for aircraft - because most
arrived disassembled and sometimes damaged.] But if you want a LOT of aircraft - then manage your HI demand
and production. Insure you feed major industrial areas enough resources and have fuel every day (3 times the
number of HI centers ON TOP OF whatever you use for shipping or load on tankers). Go to the Industry tab
and ADD UP all the needs of industry in terms of HI demand - and compare that to ACTUAL production - and
allow a reasonable margin. SHUT OFF plants UNTIL you have such a balance OR ELSE you WILL run out of HI points
and NOT be able to expand production of anything.




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

RE: RHS Thread: Expanding Production & a new link

Post by el cid again »

I strongly recommend reading this MS Word document BEFORE you attempt to play RHS.
It explains, within the limits of my understanding, how economics works in BOTH
stock and in RHS. Of necessity, and also because many aspects of the stock system
are worthy of respect, they are similar. But there are significant differences it
behooves you to understand.

https://onedrive.live.com/redir?resid=3 ... ile%2cdocx

Fundamentally RHS seeks to force players to move things (except where land lines of
communication or adjacent ports level 3 and above do it automatically) by ship. The
"free resources" in Japan are gone, and the highly developed industrial locations -
Tokyo and Yokohama most of all (partly because they are next to each other) - must
be fed resources or, when starting pools are depleted, they will simply shut down -
not only costing supply points but also vital HI points that are used to make things
of value. Free resources, if they exist, tend to be at the map edge, and tend to
be in "trainloads" (multiples of 2000 tons) - at least if there is a major rail line
at that point. Thus San Diego, being near such an entry point, probably does not
need a lot of ships bringing in resources. But San Francisco - a major consumer not
so close - probably needs some help. Tokyo - near the center of the map - needs
large quantities every day: game mechanics do not permit roads and railroads to move
unlimited amounts. This is a problem in Australia - where even a rail link cannot
entirely replace the need to move resources to SE Australia. This is a deliberate
part of the RHS package.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Fixing an oops 6.531 link

Post by el cid again »

See link above or below


My last link was to just a single pwhexe file - the start of game one. This because
I selected the wrong file to create a link for.

This is a very slightly modified file set. Here I worked on Allied Commands -
US West Coast - US Pacific Fleet - the North Pacific - the South Pacific
and the SW Pacific - the UK Far East Command (ABDA) - and UK SE Asia
Command.

I also identified the Dutch First Fuisiler Company - it was able to join the Merauke Force when it formed in December 1941 for operations on New Guinea.

I also learned the details of an obscure company of the Azhad Hind (Tiger of India)
which actually managed to parachute into India in January 1942. Ashad Hind was
a German brigade formed originally when they planned to invade India (!!). Most of
it served entirely in ETO. But a 100 man unit did participate in an independent operation. I decided to add that unit only to Japan Enhanced Scenarios 99 & 105.
It will arrive with the Raider Thor late in 1942 in the SW corner of the map - note there is an almost invisible dot location there (Amsterdam Island) - a place so volcanic it can't have a port or an airfield - and development (or Allied invasion) is not allowed.
It serves as the entry point for German submarines - and two raiders. And now - in JES scenarios - for a tiny company. This unit is airborne - and it arrives just after the first serious unit of the INA (Indian National Army) does - and reports to the same HQ (INA Command).

Adding these units require adding two officers - so the H (leader) files were revised.

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

RE: RHS Thread: 6.60 line (AA & HQ Reforms)

Post by el cid again »

7.13 update
https://onedrive.live.com/redir?resid=3 ... file%2cmsi


This is a comprehensive update but it is limited to pwhexe files and a few
data files: aei (for technical reasons), devices (major changes), locations
(significant changes) and leaders (adding back in a 9999ed out general,
adding in the missing commander of AIF 6th Division). The pwhexe changes
are mere eratta fixes. It is my intent to see if this file set is relatively
issue free enough to start Test Ten?

Analysis of game results vs ETO and PTO historical data indicated a significant
problem with low level air attacks. One attempt to mitigate this using effect data
re just light guns failed to significantly impact the issue. So I did an analysis of stock
and determined that accuracy would affect the issue. So would changing aircraft
durability, but that would adversely impact air to air combat, which works remarkably
well with the current RHS data, and operational attrition - which is never high enough -
although decreasing durability did help that (and make AAA effects worse). As well,
RHS has added thousands of machine guns as AA devices, also making the problem worse. I concluded that a comprehensive device revision was required involving all
designated AA guns. The peculiar case of the DP gun remains a compromise, and
was not revised at this time. [DP guns are restricted in some respects for surface actions: the horizontal range of the gun is limited to its effective AA ceiling - which is to say - divided by 3 because range is in yards while altitude is in feet. Apart from having less range in a surface action than they really have to a modest degree,
the missing part is extreme range for the gun and would not account for most hits. But to restrict accuracy significantly would affect a DP gun at all ranges, and significantly degrade its surface value. I left them alone.] In RHS ALL AA guns have LESS than the absolute ceiling of the weapon - except in old cases where this is determined by fuse duration - and instead they have effective ceilings. As well, AA guns, when used vs non aircraft targets, are limited in horizontal range to the equal of their effective vertical range - just as DP guns are. This means it is slightly easier to fly too high to be shot at, and that AA guns are slightly restricted to horizontal ranges in which they would be significantly effective - the extreme ranges simply cannot be used. Even this is something of an exaggeration - AAA really has a half sphere of coverage - and does not engage at maximum altitude at maximum range. This is why we somewhat reduce both - we are crudely modeling "effective" range as well as ceiling - and by that means cover the space that most targets would be damaged in. But these restrictions along are not enough: large concentrations of land units and ships more or less are treated the same as point targets rather than spread over 1257 square (nautical) miles - where many are out of range. These can wipe out most or even all of an attacking force - while real world air operations of the period had loss rates on the order of much less than 1%. Degrading the impact of AAA also means that ground combat and naval combat will be more influenced by artillery (and on land, by non-AA units) than it is now - but that is probably a good thing: the impact of AAA was probably too high in respect to them just as it was on aircraft.

This involved a comprehensive review of 1800 devices, changing a couple of hundred in all scenarios. A few eratta were detected and corrected at the same time. For example, stock 1.1 inch data, never revised, was five times too high: effective rate of fire was very low due to small magazines. Similarly, stock data for 25mm AA was three times too high, for similar reasons - using maximum rate of fire rather than practical rate of fire. These reductions will also help reduce AAA effects.

I reviewed Allied land HQ again - in particular in re Australia. Just as with other Allied HQ already folded in, I found major problems. Duplicated units, missing units, misnamed units, missing or incorrect commanders, incorrect dates and/or point of entry. I also found that the capital of the entire North New Guinea and Solomans area - Lae - had no base force - just a New Guinea Rifles garrison. The aircraft added which operated from there had no support either. Nor were there naval support squads at Lae, Rabaul or Tulagi (which, granted, were in tiny numbers). Probably there should be a naval support unit at Salamua as well, but I have not been able to identify it. Many Allied HQ were not fully developed and now have a full range of appropriate devices - and their attendant logistical cost to feed and lift. RHS tries to make players use ships to feed their units as well as their economies, so that players will come to value almost every ship (instead of having "AKs to burn" as the saying used to be). As well, many HQs grow over time (unless you turn "replacements off" -
so they reflect the real changes over time that really occurred.

RHS has revised commands with a view to how they actually work in game terms. You cannot transfer a unit to a command that does not exist yet. Yet you may need to do that before the main command formed up. But there WAS a commander in each area very early. In particular, we get start of game commands at Samoa and Kodiak, and a few days later, one in Australia - all of which grow over time and rename to become major commands. The British Far East Command had its disbanding date changed - in two ways: strictly historical scenarios disband when the commander resigned (420225) - Japan enhanced scenarios have no forced disband date (just as stock's KNIL command has no forced disband date - what is the difference)? UK SE Asia does not come into play until 1943 - so Far East Command (renamed ABDA) is important for players. In fact - it disbanded in 1946! In strictly historical games players have a command problem re British areas for much of 1942 and early 1943 - which more or less is correct. A major change - involving hundreds of locations - is that Australian offshore possessions are now unrestricted. There are pros and cons related to this - the biggest con from my point of view was the time to change them in all the scenarios. As well, several units starting offshore are unrestricted, or restricted temporary so you can buy them out, to make moving them as was possible a game option.

In general, RHS development is working up Scenario 106 - not playable yet - by defining locations, units, commanders and relationships for 1945. It is starting to look very different from 1941 scenarios - and it now actually starts in 1945. This slows down work because there is research to figure out the changes. At the same time, Scenario 99 is being converted to RHS standards so that, when I get a bit of ship art, it will be fully functional (it is present now FYI - but some unique ships are "invisible").

This week I have dreamed up a possible new scenario which involves minimal effort: the quest to "balance" an inherently unbalanced situation might be better served (and we might get more people willing to play Japan) IF we give them a way to win. I would call it "The Short Victorious War" - the name Japanese give to the Russo-Japanese War. In this case, the premise is one actually believed by many Japanese officers at the time - that only a short war could be won. The mechanism would be auto-victory - except translated by a house rule. I am not absolutely sure auto-victory works anyway - but it seems peculiar the only test for it is on one day each year. Instead, I propose that on ANY day the required victory point ratio is achieved, it is presumed to have happened. For this scenario, the ratio would be 4:1 any time up to 1 January, 1943. That is possible now - except that the game has all the economic weight of building ships for later - and that means much - most - of the HI points cannot buy airplanes and devices for LCU in 1942 - the critical year. By merely 9999 ing out these ships - we can make the engine work far better. The situation is so lopsided it is still likely the Japanese will fail - and in that case - they are in deeper trouble - as there will be no 1943 ships! Players can do this on their own - but must turn off all ships and then must spend hours turning some back on. And it appears that the ships not being present at all works much better in terms of releasing HI points into pools so players can invest in things like factories. If created, this would be Scenario 107 - odd because it is "full RHS" - and also because 107 is the next number in sequence.
This would be a variation of Scenario 105 and it assumes things like Yamashita's report on return from the Eastern Front (about organizing larger armored formations from existing units) is implemented immediately (instead of in mid 1942) - and similar things.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: 6.61 line (Adding B-29D, some HQ eratta)

Post by el cid again »


See link above or below

This is a comprehensive update (meaning everything is included), but
only some data files were changed (device, aircraft, leader and location).

The most visible change is the addition of the B-29D (aka B-50A and B-44).
Working with the National Air and Space Museum, I determined that both their
and my previous data was flawed - and ALL B-29 family aircraft were revised
in the data set (B-29, B-29A, B-29B, B-29A with IR guided bombs, B-29A with
Loon ASMs, B-39 (similar to the B-29D it is a re-engined B-29 with better
performance), two kinds of B-29B atomic bombers and the B-29B "Pumpkin"
bomber and adding the B-29D. [B-39 is ONLY found in JES scenarios
because it was not put into production. It might have been better if it had
been, and there was no controversy about that: the problem was the turbo-superchargers were wanted for a different program. I assume with some time
more could have been produced in the JES scenarios, under the "pressure"
of more enemy developments.]

One universal change is that the standard bomb load was redefined. RHS uses
the typical bomb loadout for normal and extended range - and (unless maximum =
normal - which rarely is the case - NEVER uses maximum bombload - because
code does not know how to use it). There is some controversy here: the official
standard load is 10,000 bombs associated with a given range: review of actual
mission data however indicates 12,000 bombs were more typical over similar or slightly greater ranges! So I increased the standard load to 12,000 pounds. This
may reflect a difference between spec and actual field performance.

Another change affecting many of the sub-types is that the B-29B is redefined with
data not previously available. The aircraft was significantly lightened, then overloaded
- it could now lift more over more range!! But this dogged down the laden aircraft
so - never mind it picked up 5 knots top speed - it was 2 knows slower cruising! B-29s (until the D model) were underpowered and could not achieve their potential performance. Anyway - the B-29B models have a standard load no less than
18,000 pounds! Except for the atomic bombers - as atom bombs don't weigh that much. The atom bombers actually lost their "bomb bay tanks" (reported in game terms as "drop tanks" which are actually "internal"). Never mind, they now can carry the atom bomb to extended range, and even the normal range is 9 hexes more than it used to be - because of the redefinition of the B-29B itself. It was almost stripped
of armament, and otherwise significantly lightened, making it more efficient.

The B-29D is more along the same lines but writ large. IT is significantly lighter - and uses only 25% of B-29 components - because they use a different kind of aluminum which is both stronger and lighter! It also has vastly more power - 3500 hp vs 2200 hp engines - which combined with less weight causes a dramatic improvement in performance. Speed and ROC are up. When the empty and loaded weights are factored in with speed and ROC into the RHS maneuverability formula, it comes in 50% greater than early B-29s (6 vs 4 - while the B-39 - itself with somewhat more power - is a 5). Operational ceiling (in the case of turbosupercharged piston engines this is 90% of service ceiling) is also slightly improved. This results in a bomber with all the armament of a B-29A, much greater cruising speed (that matters in game terms - code uses it), and virtually the same range. [It does not have as much range as the B-29B however.] It returns to the loadout of the B-29 and B-29A - rather than the incendiary loads of the B-29B.

Otherwise, review of unreviewed HQ in India and the Soviet Union and China resulted in technical changes. I found the usual problems: appearing at the wrong time and/or place, with no or the wrong commander, etc. Working on that resulted in adding one important Soviet and one important Chinese general.

You might not think so, but looking at the Ceylon HQ I figured out there is a missing de facto brigade - one able to deploy outside India! The Ceylon Light Infantry "regiment" is a peculiar formation, as is the Ceylon HQ itself. Originally militia,
the HQ quickly became regular army, and did not report to India HQ as you might expect. The "regiment" had multiple battalions, although some of these no longer were battalions by WW2. Thus the former Ceylon Mounted Rifles was reduced to a small, motorized recon outfit. And while most of the artillery was assigned to coast defenses (CGA = Ceylon Garrison Artillery - so I renamed units with them adding the prefix CGA) - there was ALSO a field artillery battery attached to the Ceylon Light Infantry "regiment." Similarly engineer and medical battalions - which sent detachments lots of places - also had company slices in the "infantry" unit. A unit with multiple battalions, recon, artillery, engineer and medical detachments should be classified as a brigade. It was stationed at Columbo - and by WW2 was active duty. Elements of it were detached to the Seychelles Islands and Cocos Islands - and this might have continued but for the mutiny (by a platoon of 30) on the latter island group (resulting in the only executions for treason and mutiny for Commownealth Forces in the entire war). This "brigade" is called the Ceylon Light Infantry. The somewhat related (and already in RHS) reserve regiment (battalion) at Kandy is renamed Ceylon Tea Planters Rifle Regiment - losing its ISF prefix and more clearly disclosing
its remarkable name. The Cocos Island, Columbo and Trincomalee CD units now
all have the CGA prefix. We had all the units, but did not know the name of the commander of the Cosos Island garrison before - so he was added.

I will make one more check for eratta and run confirming tests on AAA to insure the revised data works as intended. Then we will start test ten, and I will move over to late war pwhex revisions and to art additions. These latter will permit adding the B-36 to Scenario 106 (Downfall) for example. We HAVE the data - but need art - for about three plane types. 99 needs some ship art.
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