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 Thread: Microupdate 7.265 (air art plus)

Post by el cid again »

Your observation is correct: I have rotated the few cases on both
sides where the air art was reversed (because it was copied from the other
side). The latest updates should not have any such cases.

ORIGINAL: Vipersp

Cid,

Yes I am testing scen 103 and game date is now 12/29/41;
I also noticed from two turns ago that the RTAF Hawk III plane in allied hands show its face rotated 180° during the air to air combat screen when facing my IJAF bombers over Allor Star base
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Microupdate 7.2661 (eratum)

Post by el cid again »

ORIGINAL: ifailmore

when i download this it cbecomes a ppt @,@ do you have an exe file?

No I do not - but there is an installer I can email. PM your address to me.
If that is too big - I will send the files in batches.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Microupdate 7.2661 (eratum)

Post by el cid again »

In an ONGOING GAME any NEW aircraft type will display data, but not
be available. A NEW GAME START should show the starting date and starting pool.
Some of the glider and G7 types have been added because I got art to use
with them - although one glider was probably always present (Ku-8 - using
only the tug art - now replaced by tug and glider combination art - but due
to miscommunication - the art is for the Ku-7 vice the Ku-8. I don't draw -
so I use the same art for both as 'nearest available art'. The G7 art
is a combination of art from the Altwars site and things I have cobbled together -
changing the insignia to Japanese - adding 4 engine versions to the existing
2 engine versions - and also adding missile armed art - with the same Altwars
common AE art project origins but again modified by me. Note that most versions
of the G7 are only available in Japan Enhanced Scenarios 99 (not completed but
issued for review) and 105 (playable). Only two types - G7M1a and c - are in
strictly historical scenarios as an option - because both were developed - then
rejected in favor of the G8M on the basis that range was "inadequate." It was
an error - there was not enough time to get the G8M into production, and it
could not have been produced in the numbers of a two engine aircraft either.
In fact the G7 designs offered outstanding range, better protection, and better
warload. They were licensed variations on the He-177 - which was a very
advanced aircraft for its era - WITHOUT attempting to pretend it was a dive
bomber OR to use the peculiar coupled engines. Japan opted for either four
separate engines (the 1a, which can be built sooner), or two more powerful engines
(the 1c, which took longer to become available) - both of which were reasonable solutions.



ORIGINAL: Vipersp

Cid,

Why the availability of the both Ku glider units and G7 Katana are displayed as 00-00?
The orientation of the RTAF Hawk III was corrected by the last patch
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: AI Play

Post by el cid again »

ORIGINAL: ifailmore

is this mod for pbem only or can i play ai (what side prefered and or what scenarios)


RHS is designed for PBEM or FTF on principle. However, because of the need for long
term, computer vs computer testing (of the economy in particular, and other things)
AND because many players want to play vs AI (which is an idiot) - a few RHS scenarios
are designed for AI play. These OMIT features which AI does not grasp - so you
may NOT play vs AI EXCEPT in them. This led to the concept of "simplified RHS" - but
it isn't quite the same as "AI RHS" - so I will explain.

1) Scenario 102 is named RHSAIO = AI Oriented. It was designed for use vs AI, is the
long term computer test platform, and can be played right now.

2) Scenario 106 is named Downfall Scenario. It is a full map variation of stock's
Downfall, and in common with stock, is the only one designed to work with Kamakaze planes.
However, while it is issued, it is NOT playable. OB and location modifications for 1945
are extensive - and underway - but its ONLY utility is so you can 'play around with'
late war planes, ships, missiles and LCU - it is still part way stuck in 1941 deployments.
It may be a lot of fun for the Allies - and will NOT be fun for the Japanese - so AI
is probably mandatory. The Allies have overwhelming superiority. It also will be the
only RHS mini scenario - starting 27 January 1945 and running 247 days.

3) Scenario 104 is RHSRAO = Russian Active Option. This is for players who like "simplified
RHS" omitting minor naval vessels, Railroad units (which players must keep on railroads,
AI has no clue about why?), inland waterways, and other things making for less player
management. But it is NOT possible to play vs AI because AI has no clue about Active Russians
(who are not at war per se). Active Russians is the default RHS standard - as a way to
give the Allies control over Russia and also so they do not have to watch helplessly as
Japan plans an invasion. It is not possible for an AI game to include this. Note that there
is also a Russian Passive Option for scenario 101 (i.e. 103) - if anyone wants to play Full
RHS without dealing with Active Russians (which requires management of some awkward things -
like shipping trying to supply Kamchatka from the mainland).

So for now your option is the one designed for AI play - 102. Some day 106 will be added to the list.
Being an Allied dominated scenario, it will probably not be played with humans on the Japanese side -
unless someone really wants to play with jets and rockets, SAMs and guppy submarines!
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Microupdate 7.2661 (eratum)

Post by el cid again »

Move them to Hakata on the Korean Strait. I will send you a special file
that will let them strategic move to Fusan, Chosen (Pusan, Korea). IF
you capture enough of South China you can then rail them all the way to
Thailand eventually. PM your address. I do not see why this happened?
Or I would correct the problem. It does not usually happen.
ORIGINAL: Vipersp

Cid,

Scen 103, LCU 4490 and 4500 both RTAF units arrived at Tokyo despite I have their original destination base in japanese hands;
since they are [S][R] there is no way I can send them by ship to Tailand or even chenge their assigned HQ;
current game date 01/15/42;
Vipersp
Posts: 144
Joined: Sat Dec 06, 2014 1:07 am

RE: RHS Thread: Microupdate 7.2661 (eratum)

Post by Vipersp »

Cid,

If you check the Japanese land reinforcements screen you will see 3 more Thai LCUs arriving at Tokyo during early 42;
were not they all suppoused to arrive in Bangkok or at their assigned bases?
In case the base is at allied hands should them be simply skipped and not enter the game later if the japs conquered the bases?
Vipersp
Posts: 144
Joined: Sat Dec 06, 2014 1:07 am

RE: RHS Thread: Microupdate 7.2661 (eratum)

Post by Vipersp »

Scen 103 restarted and did I miss something??
Now KB is reduced to just 3 CVs???[&:]
What happened to Soryu,Shokaku and Zuikaku???
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: RTA Units Appear at Tokyo?

Post by el cid again »

See Follow Up Report two items below.
ORIGINAL: Vipersp

Cid,

If you check the Japanese land reinforcements screen you will see 3 more Thai LCUs arriving at Tokyo during early 42;
were not they all suppoused to arrive in Bangkok or at their assigned bases?
In case the base is at allied hands should them be simply skipped and not enter the game later if the japs conquered the bases?


We do not control code. Also, there is no "Thai" nation as such. [Code provided for an undefined "Axis Nation"
and two more undefined "Allied Nations" - but these are only 'hooks' for programmers - and there is no way to
define a new nation in the editor.] So Thailand is defined as "IJA" - and the default location for units to appear
if the primary one is not possible for IJA (or IJN) is Tokyo. It is the way the game works. Not under modder control.
Japan is rewarded for the rapid unification of Thailand. Deliberately - Thailand was not uniformly Axis and
was only unified under pressure.

Similarly, the Allies are rewarded for holding out longer in various places. Many units in he Philippines appear later -
or NEVER - if the enemy captures them. [There is no alternate place for Philippine units to appear.] So you ca
say Japan is rewarded for rapid conquest there as well.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Missing Carriers at Game Start

Post by el cid again »

ORIGINAL: Vipersp

Scen 103 restarted and did I miss something??
Now KB is reduced to just 3 CVs???[&:]
What happened to Soryu,Shokaku and Zuikaku???

KB is split into two divisions of three carriers.
However, I will check to insure this is actually true.

Follow Up: Nope. Task Force 18 is entirely missing
from Scenarios 101 through 104. The record is gone.
For this reason an update will follow immediately.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: RTA Units Follow Up Report

Post by el cid again »


If you load a new game, you will see all the RTA units appear at the
correct places. A few cases appear in red, indicating they won't appear
there unless the location is Axis at the date they appear (the date
Thailand declared war). However - also note none of the major units
(e.g. divisions) are so affected.

FYI RTA units appear on both sides. "Allied" RTA units appear briefly
at game start (except in the 1945 Scenario 106). The Sixth Division,
broken into its historical parts at historical points it really defended,
reinforced by local Thai Provincial Police units and mobilized "Thai
Military Academies" (high schools organized in a para-military way),
may resist the Japanese or even "attack" locations which are "loyal" to
the "wrong" side - sometimes with significant operational effects if the
Japanese do not invade and stop them: e.g. aircraft sent forward to the
"friendly" location may be wiped out. Late in the war, other RTA units
appear - these also are historical - and they either form on Ceylon or
they try to enter in Thailand and, if the location isn't Allied, default
to Ceylon or Aden. The Thai are the only "nation" which has an air unit
on both sides - in honor of forming an Allied fighter squadron to join
the Allies.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Critical Update 7.271 (eratta)

Post by el cid again »

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


This update is issued because there is a missing record from Scenarios
101, 102, 103 and 104: New Game Starts require this record. It affects
the Kiddo Batai critically.

Otherwise, most of the revised records are involved with Allied Air Art,
including the Allied aircraft filmstrips and all six aircraft records. Apart
from adding art, the New Zealand Vildebeeste art lost its torpedo
(because NZ does not field torpedo weapons for it and I prefer the art
not mislead). The French Walrus got its own art, as did the Aussie Demon
(a biplane fighter) and even the Portugese Osprey (a naval fighter variation
of the Demon) - both of these latter being in fact variations of the Hawker
Hart (in common with the RAF Audax) - the significant difference being
addition of a second forward firing machine gun and a more powerful engine.
Other changes were separating of similar art into national colors - the
New Zealand Loadstar art is no longer shared by USAAF - and the C-60 Loadstar
now appears in US colors for example. Allied air art may now be "complete"
- ready for Mifune to do another "clean up" of technical flaws - but I have
not completed my bottom up review of all art to be sure. There is at least one
Axis art item to add (a light plane used by RTAF and by the "renegade air force"
of Gen Shiro Ichi of Unit 731 fame - JAAF didn't like BW so he had to develop
his own bombs and drop them from his own planes!). Right now I simulate it
with the Ki-36, but I found the art. The art may also be used for some Allied
purpose - I need to check - but so far it isn't planned for Allied use.

There may be a bit of eratta related to devices, groups and locations, but I am unsure if there is any not in the 7.27 update.
Vipersp
Posts: 144
Joined: Sat Dec 06, 2014 1:07 am

RE: RHS Thread: Critical Update 7.271 (eratta)

Post by Vipersp »

Cid,
this latest patch only corrected scen 102 and 104;
101 and 103 still depicts KB with only 3 CVs;
User avatar
LargeSlowTarget
Posts: 4970
Joined: Sat Sep 23, 2000 8:00 am
Location: Hessen, Germany - now living in France

RE: RHS Thread: Microupdate 7.265 (air art plus)

Post by LargeSlowTarget »

ORIGINAL: el cid again
The Ki-50 as such is the JAAF version of the Ju-88. It is only found in JES Scenarios
99 & 105. Note that two OTHER versions are found in ALL scenarios but with a Naval
designation Q1W1. Not often understood as such, this too is a peculiar Ju-88 variation
with very low power engines and specialized ASW sensors (radar and MAD).

Hi Cid, haven't had the time to look at your scenarios yet but I do peek into this thread from time to time when work permits. Looks like you and your team have spent many many man-hours on this mod.

Just wondering about the claim that Q1W1 was a Ju-88 variation - do you have sources to back that up? I have never come across a similar claim, and although the Lorna looks similar, it has much a smaller and lighter airframe than a Ju-88 - wing span Lorna 16m / Ju-88 18-20m (depending on variant), wing area 38 / 52-54 square meters, weight less than 5 tons / over 12 tons etc.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Comprehensive Update 7.28 (Allied Aircraft)

Post by el cid again »

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


This update "completes" the "bottom up review" for Allied aircraft art. Two obscure pre-war French aircraft have not yet been added - one tiny flying boat at Tahiti uses
"nearest" art which looks remarkably close - and the other case has no application yet (The CAMS 55.10 might be used in some contemplated scenarios).

In spite of its focus on air art, several other things happened. Aircraft records were reworked with respect to pointers. Having planned to have most of these types, we had the records already - but adding the art means we have to point at it to see it. Also, I found half a dozen cases where we have correct art but were not yet pointing at it - so those pointers too were changed. I did add one type - a USMC R4D (DC-3) - because the Marines are a separate "nation" and upgrade better to their "own" types of planes. Thinking about that, I tried to help AI and players by entirely reworking the Marines so that every type has the prefix MC = Marine Corps. This means the names of aircraft will sort together. As well, I found one or two types better reclassified as Marines. And I changed some upgrade paths - to help AI "know" what to upgrade to - and to facilitate options "crossing the line" when using a Navy type is appropriate.

Two families of aircraft were extensively reworked. The biggest case was the DC-3 -
which has more than 20 variations (including several Axis ones under the name L2D1 or L2D2). Mostly this resulted in less shared art. But also there were data changes. The most important is that I gave the C-47B its (historical) supercharged engines - a compensation for its loss of range now is it maneuvers better at altitude and is more likely to survive air combat. I corrected durability by a point for all variations. And I standardized on data by production series - Civil DC-3s carry less to a greater range - and the C-47, C-47 A and C-47 B now have unique data - while Navy and foreign equals of these are consistent with them data wise.

The other family extensively reworked was the B-17. Mainly this was in respect to art. I was able to create art with a turret for the B-17C - which in spite of having one has never had one in AE. I also took the turrets off a B-17 which lost them for transport duty. I corrected some eratta in defensive armament. In particular, the B-17 C changed - I was not aware that its "bathtub" was NOT a turret - or that it had .30 caliber weapons (two of them). There were also too many side guns in several cases.

There are probably changes to location files with respect to aircraft production - it is hard to remember what went into this version and what into the last version. There also probably are changes with respect to group files - and certainly some groups were checked to insure they had the correct types.

The Allied aircraft filmstrips now have been turned over to Mifune who will 'clean them up' in a fine detail sense beyond my skill level. Thus there will be a new update of these filmstrips - likely tomorrow. I will meanwhile create a "final" Axis set - there is at least one plane to add art for. When completed, we will be at 7.30 - and I will shift focus to pwhexe.dat files and map work (which involves research and experimentation - not art per se - but must be coordination with the artist). It appears we may offer switchable art - art with hex details for entering the turn - art that looks like the Earth to run the turn on. We may be able to add some long planned "off map" items, and possibly correct suspect transit times between off map points. So my tasks are two: insure all the pwhexe.dat files are up to date and eratta free - and experiment with pwhexe, pwlink and pwzone files to achieve the effects we wish for. And possibly to write a switcher to change both art and pwhexe files over time as the game progresses.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Critical Update 7.271 (eratta)

Post by el cid again »

I was able to load both 101 and 103 and verify all six carriers are present
at the correct location. Presumably there was an error in your download.
In any case, there is now a new update, and this issue is not present at
source. If you get a good copy it should work.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Thread: Microupdate 7.265 (air art plus)

Post by el cid again »

Actually, there are "sources to back that up." The first of these is
just look at the plane! I felt dumb when I read it - because I believed I
should have seen the rather unique shape of the plane as a clue. There is
also the matter both are dive bombers.

But I learned it from William Green's Warplane's of the Third Reich, one of the
rather definitive English language treatments of German military aircraft of the
period. In the Ju-88 article, of course.

There is also more information in a newer book - Japanese Secret Projects - by
Edwin M Dyer. Using information not previously published or available in English,
he usefully describes all cases of Japanese-German cooperation - and also some
things that are purely fictional (including even comic books and similar "publications"
when these had art he could print). It appears there was even more extensive
industrial cooperation than I was aware of. Many factors prevented German designs
from reaching production in Japan - but it was a rich source for design concepts
and particular equipment because (a) the Germans were relatively more advanced
and (b) the Germans were often more willing to share with the Japanese than other
countries were. Sure enough, this and several other Ju-88 concepts are described.

I worked for a number of years (at Boeing, but not for Boeing, as a "resident engineer"
for a major contractor) in the design "software integration laboratories." These permit
"flying a plane or missile before it is built" as well as experimenting with one after it
exists in ways no one can see or track. They are why we do not design planes that do not
fly any more - once a common phenomena. I can still design a plane and "fly it" on a
computer. Anyway, the Lorna was an adaptation, scaled down, for a specialist mission:
as such it was also virtually unique. Few if any other ASW aircraft were dive bombers -
intended to decrease the error inherent in dropping weapons on a datum point (the Navy
term for the location of a submarine target). [Possibly a late war Ki-45 ASW variation
was inspired by the Earlier Lorna. I didn't know about this until last month either.]
Because MAD is a very short range sensor (and "the only effective non-acoustic sensor") -
and because if part of the sub is surfaced the aircraft radar would give a good datum point -
a dive bomber might have been a good concept. Japan also had a problem with high power engines,
and needed them for fighters and bombers: they hoped to make do with low power engines,
necessitating a smaller aircraft - and resulting in low performance so that, when the Lorna
finally did have to operate near enemy fighters, it was not well able to cope with them.
Japanese Navy ideas about air-ASW did not change much over time - a version of the Peggy
intended for production around 1946 also featured lower powered engines than the parent
aircraft it was designed from, and as a result, relatively low performance. But it would
permit distant operations - provided these were not in areas of enemy fighter patrols.
The JNAF Peggy was designated Q2W1.

ORIGINAL: LargeSlowTarget
ORIGINAL: el cid again
The Ki-50 as such is the JAAF version of the Ju-88. It is only found in JES Scenarios
99 & 105. Note that two OTHER versions are found in ALL scenarios but with a Naval
designation Q1W1. Not often understood as such, this too is a peculiar Ju-88 variation
with very low power engines and specialized ASW sensors (radar and MAD).

Hi Cid, haven't had the time to look at your scenarios yet but I do peek into this thread from time to time when work permits. Looks like you and your team have spent many many man-hours on this mod.

Just wondering about the claim that Q1W1 was a Ju-88 variation - do you have sources to back that up? I have never come across a similar claim, and although the Lorna looks similar, it has much a smaller and lighter airframe than a Ju-88 - wing span Lorna 16m / Ju-88 18-20m (depending on variant), wing area 38 / 52-54 square meters, weight less than 5 tons / over 12 tons etc.
User avatar
Yaab
Posts: 5542
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

RE: RHS Thread: Critical Update 7.271 (eratta)

Post by Yaab »

ORIGINAL: Vipersp

Cid,
this latest patch only corrected scen 102 and 104;
101 and 103 still depicts KB with only 3 CVs;


Make sure you have installed RHS 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. Download the latest RHS installer:

RHS 7.28 update

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

4. Install the RHS installer in C:\RHS\War in the Pacific Admiral's Edition
Vipersp
Posts: 144
Joined: Sat Dec 06, 2014 1:07 am

RE: RHS Thread: Critical Update 7.271 (eratta)

Post by Vipersp »

Greetings Yaab,

Yes the the game is in its right path and I have to unistall the previous patch before apply the new download;
All was working fine till two patches ago when I tried to restart my sandbox game scen 103 in order to get the GM7 Katana and the gliders available;
from that time only TF1 was present with KB missing the TF18 as reported to Cid in all scen 101 to 104;
After apply his latest patch, I dont know why, still scen 101 and 103 didnt show TF18 but the other scen 102 and 104 were ok..weird[X(]
Will check now with this new patch

Vipersp
Posts: 144
Joined: Sat Dec 06, 2014 1:07 am

RE: RHS Thread: Critical Update 7.271 (eratta)

Post by Vipersp »

Cid,

Im lost now[:(]
applied the new patch but still scen 101 and 103 just depict KB with half CVs...what shall I do?[&:]
Vipersp
Posts: 144
Joined: Sat Dec 06, 2014 1:07 am

RE: RHS Thread: Critical Update 7.271 (eratta)

Post by Vipersp »

I just uninstall the whole game;
Reinstall, applied latest AE patch, installed latest RHS patch...still half KB at both scen 101 and 103[&:]
Post Reply

Return to “Scenario Design and Modding”