RHS Level I Updates Suspended
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: RHS Update 7.341 (broken link replaced & enhanced)
It is reported that the original link does not work. So I recompiled. However,
Mifune submitted new side art for both sides (apparently one image each). So
that is included here as revised Plane Side filmstrips. I had done some work on
classes and on locations - so that is folded in as well. I made the Japanese sub minelayer able to "reload" mines by a peculiar conversion process. The class technically are SSAVs which can still lay mines - I permit one day conversions between SSAV and SSM form. When you convert, the mines load. If this works, there are some other minelayers we can fix. Only some kinds rearm. The mines produce and work - but don't always like to rearm.
RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This is a remarkably large collection of remarkably tiny modifications. There are
only a few actual development related items. It is a product of an eratta hunt -
substantially done in the location file - with a view to resolving issues such
as starting stocks of resources and supplies, and insuring the local industry
and other data were correct; also to insuring units and the formations they point to are in sync. That process did lead to changes in about three location names - two
because they were not in use in 1941 and one because I learned of a port name
in New Caledonia that should have been used for the hex - which is in fact a port hex. I also experimented with, and rejected, turning that hex, and the tin mine hex
on Banka Island - into "resource" locations. These don't work properly with the new code permitting control of stockpiling in a hex - although otherwise they do work. I also identified enough slots to permit the addition of Madagascar (to Full RHS scenarios only) if/when we get the map working. I replaced a duplicated unit (since stock) with a new Chinese AA unit. I fixed a problem related to Chinese AA "regiments" (battalions) and their formation. Other problems of the sort were also identified and fixed - in particular in New Zealand - and with respect to IJA flak units.
All Chinese "ROC" specialist units were renamed "NRA" - for National Revolutionary Army - permitting proper sorting of unit listings in game - they should all appear together now. Extensive (but useless for players yet) integration of future scenarios 99 and 106 also occurred - mainly related to LCU - with 106 losing units that were destroyed by 1945 - or changing location or other details. Also some locations in 106 get a different command (because by 1945 they were occupied by Japan).
I did modify a couple of devices for technical reasons, including device names,
and I did add two devices: the NRA Stuart Light Tank and the NRA Sherman Medium Tank. The NRA T-26S Light Tank now upgrades to the Stuart and the Stuart upgrades to the Sherman - after research indicated 48 Stuarts and 34 Shermans went to China. These are only used by the Fifth Army HQ (one company) and by the NRA HQ at Chunking itself (one platoon) - although I continue to work on other possible formations. The 200th Motorized Division - the only such formation in China - once was the 200th Tank Division - outfitted with T-26S - but this had reverted to a pure motorized formation before the Pacific War began.
There are entirely new air art filmstrips. These mostly involve cleanup of images. The really significant cases are part of Mifune's fifth update of Allied Air Art Sides. In particular, he changed backgrounds - usually to clouds - but in one case - showing the C.A.M.S. 55-11 with the sea and Tahiti in the background - gaining sea and land colors as well as sky (it is a modified black and white photograph that now is quite vivid and pleasing). Almost all the other changes are extremely minor and by me. The one exception - which took excessive time to generate - is entirely new art for the He-219 (for Japan Enhanced Scenarios 99 and 105 only). This was mainly because of a request - and is a late war option which probably isn't necessary (by late 1944 Japan has numbers of night fighters to choose from). But it is a superb aircraft. I found a fine side, but had to modify a photograph of a nice model to get a top - and I still don't know how to make a proper alpha - so I improvised one - just so the top will appear at all in game. Hopefully it will be cleaned up in due course.
The last above means I added the He-219 data wise - it is more or less an Axis counterpart to the P-61 Black Widow - the only night fighter designed as such in WW2. Never mind it was originally supposed to be a multi-role heavy fighter, the He-219 ended up more or less the equal of the P-61 - and it is a matter of personal preference which is better? Maybe you like the American radar better, or maybe the German armament? They have equal performance measured in terms of the RHS formula, and are both good in other terms - representing remarkably similar solutions - rather too late and too limited in use to have great impact on the outcome of the war.
I have begun to work on the map edge - many locations here are reworked - and test Ten Alpha was reviewed to establish that off map links work in re moving supplies, resources etc (they do). My next step will be to connect some existing map edge locations via the link file to others. Then I will start adding the few off map locations I want to add - these hopefully being "true extended map" changes in some cases - permitting full functionality including combat. This work, if successful, should lead to the ability to add more extensive changes to Full RHS scenarios (e.g. adding Madagascar and movement tracks of various kinds).
Mifune submitted new side art for both sides (apparently one image each). So
that is included here as revised Plane Side filmstrips. I had done some work on
classes and on locations - so that is folded in as well. I made the Japanese sub minelayer able to "reload" mines by a peculiar conversion process. The class technically are SSAVs which can still lay mines - I permit one day conversions between SSAV and SSM form. When you convert, the mines load. If this works, there are some other minelayers we can fix. Only some kinds rearm. The mines produce and work - but don't always like to rearm.
RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This is a remarkably large collection of remarkably tiny modifications. There are
only a few actual development related items. It is a product of an eratta hunt -
substantially done in the location file - with a view to resolving issues such
as starting stocks of resources and supplies, and insuring the local industry
and other data were correct; also to insuring units and the formations they point to are in sync. That process did lead to changes in about three location names - two
because they were not in use in 1941 and one because I learned of a port name
in New Caledonia that should have been used for the hex - which is in fact a port hex. I also experimented with, and rejected, turning that hex, and the tin mine hex
on Banka Island - into "resource" locations. These don't work properly with the new code permitting control of stockpiling in a hex - although otherwise they do work. I also identified enough slots to permit the addition of Madagascar (to Full RHS scenarios only) if/when we get the map working. I replaced a duplicated unit (since stock) with a new Chinese AA unit. I fixed a problem related to Chinese AA "regiments" (battalions) and their formation. Other problems of the sort were also identified and fixed - in particular in New Zealand - and with respect to IJA flak units.
All Chinese "ROC" specialist units were renamed "NRA" - for National Revolutionary Army - permitting proper sorting of unit listings in game - they should all appear together now. Extensive (but useless for players yet) integration of future scenarios 99 and 106 also occurred - mainly related to LCU - with 106 losing units that were destroyed by 1945 - or changing location or other details. Also some locations in 106 get a different command (because by 1945 they were occupied by Japan).
I did modify a couple of devices for technical reasons, including device names,
and I did add two devices: the NRA Stuart Light Tank and the NRA Sherman Medium Tank. The NRA T-26S Light Tank now upgrades to the Stuart and the Stuart upgrades to the Sherman - after research indicated 48 Stuarts and 34 Shermans went to China. These are only used by the Fifth Army HQ (one company) and by the NRA HQ at Chunking itself (one platoon) - although I continue to work on other possible formations. The 200th Motorized Division - the only such formation in China - once was the 200th Tank Division - outfitted with T-26S - but this had reverted to a pure motorized formation before the Pacific War began.
There are entirely new air art filmstrips. These mostly involve cleanup of images. The really significant cases are part of Mifune's fifth update of Allied Air Art Sides. In particular, he changed backgrounds - usually to clouds - but in one case - showing the C.A.M.S. 55-11 with the sea and Tahiti in the background - gaining sea and land colors as well as sky (it is a modified black and white photograph that now is quite vivid and pleasing). Almost all the other changes are extremely minor and by me. The one exception - which took excessive time to generate - is entirely new art for the He-219 (for Japan Enhanced Scenarios 99 and 105 only). This was mainly because of a request - and is a late war option which probably isn't necessary (by late 1944 Japan has numbers of night fighters to choose from). But it is a superb aircraft. I found a fine side, but had to modify a photograph of a nice model to get a top - and I still don't know how to make a proper alpha - so I improvised one - just so the top will appear at all in game. Hopefully it will be cleaned up in due course.
The last above means I added the He-219 data wise - it is more or less an Axis counterpart to the P-61 Black Widow - the only night fighter designed as such in WW2. Never mind it was originally supposed to be a multi-role heavy fighter, the He-219 ended up more or less the equal of the P-61 - and it is a matter of personal preference which is better? Maybe you like the American radar better, or maybe the German armament? They have equal performance measured in terms of the RHS formula, and are both good in other terms - representing remarkably similar solutions - rather too late and too limited in use to have great impact on the outcome of the war.
I have begun to work on the map edge - many locations here are reworked - and test Ten Alpha was reviewed to establish that off map links work in re moving supplies, resources etc (they do). My next step will be to connect some existing map edge locations via the link file to others. Then I will start adding the few off map locations I want to add - these hopefully being "true extended map" changes in some cases - permitting full functionality including combat. This work, if successful, should lead to the ability to add more extensive changes to Full RHS scenarios (e.g. adding Madagascar and movement tracks of various kinds).
RE: RHS Thread: RHS Update 7.341 (broken link replaced & enhanced)
[quote]ORIGINAL: el cid again
It is reported that the original link does not work. So I recompiled. However,
Mifune submitted new side art for both sides (apparently one image each). So
that is included here as revised Plane Side filmstrips. I had done some work on
classes and on locations - so that is folded in as well. I made the Japanese sub minelayer able to "reload" mines by a peculiar conversion process. The class technically are SSAVs which can still lay mines - I permit one day conversions between SSAV and SSM form. When you convert, the mines load. If this works, there are some other minelayers we can fix. Only some kinds rearm. The mines produce and work - but don't always like to rearm.
Sid
7.341 link
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
Cid,
The problem remains with this new file ..disk1.cab corrupted
Downloaded 3 times already
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: RHS Update 7.341 (broken link replaced & enhanced)
Apparently the issue is in your system.
Delete the AE folder and reinstall from scratch.
Delete the AE folder and reinstall from scratch.
RE: RHS Thread: RHS Update 7.341 (broken link replaced & enhanced)
Ok Cid,
Just sounds strange because even I trying to extract to any folder at my C drive the installer gives me the same error..if I do the same with old installer it works fine..if it was a problem with my game instance I believe no previous versions would work too..dont you agree??
Just sounds strange because even I trying to extract to any folder at my C drive the installer gives me the same error..if I do the same with old installer it works fine..if it was a problem with my game instance I believe no previous versions would work too..dont you agree??
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Comprehensive Update 7.40 (Aircraft guns and much more)
RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This is a comprehensive update insofar as it involves numbers of files (if not quite everything). There are no new art files nor pwhexe.dat files. But there are many new scenario files and one or two revised documentation file. Most of the update concerns very minor eratta or improvements on a rather vast scale: thousands of fields entered seven times (once for each scenario).
The only major change, which turns out to be remarkably minor in detail, is the conversion of device data related to aircraft guns. We were provided with material by Big Bob which was donated to him without charge by an armaments company. He did a preliminary analysis and presented his findings on a spreadsheet. I took that data and applied it to every device record involved (seven times, once per scenario).
The data itself was remarkably similar to my own quick and dirty scale created for RHS years ago (based on weight of shell). This new data considers six different elements to generate hits in a 30 inch target at a standard range. Interestingly enough, the values using all those factors turn out to be generally identical to what we had before. The difference is that my simplified system assumed all guns of identical caliber are identical. The new data permits the exceptional cases where a gun performs very well (or very poorly) to show up based on real data. Thus, most 50 caliber (13.2 mm) guns have a value of 2, but the US Browning M2 has a value of 3.
A probably more major change is that I have used these values twice, rather than once as previously. Because so many factors are considered, I wanted this data to dominate the firepower algorithm, so it is now present twice (via being used in two fields) instead of only once. Test Nine Alpha, secretly using this data, did not indicate any major impact of this data. The intent is mainly to render more correct the modeling of each type of aircraft - and the special cases now included should help do that better.
The majority of the work was done on locations - actual geographic locations. Hundreds of them. These are mainly minor locations at the higher end of the file. That is, they are mainly locations added in the near to medium past, and not reviewed many times as stock locations have been. The objective was to rework game start inventories of supplies and resources to reflect (generally) 10 days of production. But it also provided a chance to find eratta and to make technical improvements. For example, over time we have added some "rules" to how we calculate stocks - and those locations done before all the rules were defined sometimes needed their application. A few locations changed names. Mostly to show Wade Giles spellings instead of other systems in China. But rarely for other reasons. A few locations got different infrastructure. Originally I did maximum airfield size (dropping 3 for the basic build level) by a study of satellite imagery. This time I used an airfield database (which does not work for abandoned airfields, but covers everything else).
The next largest amount of work done was cosmetic. The bulk of the ROC Army now has the prefix NRA (National Revolutionary Army) - so it will sort out together. [This process is complete for Scenario 105 to facilitate starting Test Ten Alpha] Note that ROCN and ROCAF retain the ROC letters (they are not the NRAN and NRAAF). The Chinese army in RHS is gigantic - about 100% greater than in stock - so that is a good deal of work. This process is almost complete.
Otherwise changes were generally eratta. In Scenario 105 (and 99) the Navy P-38 variant (named LO-1) was misclassified as US Army (because I copied the USAAF record). In the same scenarios, the P-65 drop tank date was set to the same value used for other planes (it isn't available when the plane enters production). The Hitachi location, with respect to Simplified RHS Scenarios (102, 104 & 106) changed the production rates because a different mechanism is used for ramp up in Simplified scenarios. [Simplified scenarios start production a month later but without a ramp up in the normal case.] Some devices - mainly Chinese - changed (usually increased) their replacement rates (due to technical analysis of tests). And Scenario 106 for some reason was not starting in 1945. So now it will start on 3 February 1945 - just before Iwo Jima - but a few days early so the start of an offensive in South Luzon can also be properly synchronized at the start of the game. 106 (which is NOT complete but is issued for testing of 1945 devices, aircraft, ships, etc) will last only 210 days - the first mini-RHS scenario in duration (but not in scope - it is full map and does not leave out Malaya, Burma, China or Russia in the way the stock Downfall scenario does). This sort of thing - correcting eratta or slightly modifying it for technical reasons. Eratta is never completely done. But I always do a period of hunting for it just before beginning a major test.
The final category of changes were to ship class files. I began to address problems with reloading mines, but got bogged down in eratta corrections. Things like radar on an upgrade not yet available - or the wrong depth charge - again because it isn't available - or because a newer one should have been applied. I did not complete this process.
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This is a comprehensive update insofar as it involves numbers of files (if not quite everything). There are no new art files nor pwhexe.dat files. But there are many new scenario files and one or two revised documentation file. Most of the update concerns very minor eratta or improvements on a rather vast scale: thousands of fields entered seven times (once for each scenario).
The only major change, which turns out to be remarkably minor in detail, is the conversion of device data related to aircraft guns. We were provided with material by Big Bob which was donated to him without charge by an armaments company. He did a preliminary analysis and presented his findings on a spreadsheet. I took that data and applied it to every device record involved (seven times, once per scenario).
The data itself was remarkably similar to my own quick and dirty scale created for RHS years ago (based on weight of shell). This new data considers six different elements to generate hits in a 30 inch target at a standard range. Interestingly enough, the values using all those factors turn out to be generally identical to what we had before. The difference is that my simplified system assumed all guns of identical caliber are identical. The new data permits the exceptional cases where a gun performs very well (or very poorly) to show up based on real data. Thus, most 50 caliber (13.2 mm) guns have a value of 2, but the US Browning M2 has a value of 3.
A probably more major change is that I have used these values twice, rather than once as previously. Because so many factors are considered, I wanted this data to dominate the firepower algorithm, so it is now present twice (via being used in two fields) instead of only once. Test Nine Alpha, secretly using this data, did not indicate any major impact of this data. The intent is mainly to render more correct the modeling of each type of aircraft - and the special cases now included should help do that better.
The majority of the work was done on locations - actual geographic locations. Hundreds of them. These are mainly minor locations at the higher end of the file. That is, they are mainly locations added in the near to medium past, and not reviewed many times as stock locations have been. The objective was to rework game start inventories of supplies and resources to reflect (generally) 10 days of production. But it also provided a chance to find eratta and to make technical improvements. For example, over time we have added some "rules" to how we calculate stocks - and those locations done before all the rules were defined sometimes needed their application. A few locations changed names. Mostly to show Wade Giles spellings instead of other systems in China. But rarely for other reasons. A few locations got different infrastructure. Originally I did maximum airfield size (dropping 3 for the basic build level) by a study of satellite imagery. This time I used an airfield database (which does not work for abandoned airfields, but covers everything else).
The next largest amount of work done was cosmetic. The bulk of the ROC Army now has the prefix NRA (National Revolutionary Army) - so it will sort out together. [This process is complete for Scenario 105 to facilitate starting Test Ten Alpha] Note that ROCN and ROCAF retain the ROC letters (they are not the NRAN and NRAAF). The Chinese army in RHS is gigantic - about 100% greater than in stock - so that is a good deal of work. This process is almost complete.
Otherwise changes were generally eratta. In Scenario 105 (and 99) the Navy P-38 variant (named LO-1) was misclassified as US Army (because I copied the USAAF record). In the same scenarios, the P-65 drop tank date was set to the same value used for other planes (it isn't available when the plane enters production). The Hitachi location, with respect to Simplified RHS Scenarios (102, 104 & 106) changed the production rates because a different mechanism is used for ramp up in Simplified scenarios. [Simplified scenarios start production a month later but without a ramp up in the normal case.] Some devices - mainly Chinese - changed (usually increased) their replacement rates (due to technical analysis of tests). And Scenario 106 for some reason was not starting in 1945. So now it will start on 3 February 1945 - just before Iwo Jima - but a few days early so the start of an offensive in South Luzon can also be properly synchronized at the start of the game. 106 (which is NOT complete but is issued for testing of 1945 devices, aircraft, ships, etc) will last only 210 days - the first mini-RHS scenario in duration (but not in scope - it is full map and does not leave out Malaya, Burma, China or Russia in the way the stock Downfall scenario does). This sort of thing - correcting eratta or slightly modifying it for technical reasons. Eratta is never completely done. But I always do a period of hunting for it just before beginning a major test.
The final category of changes were to ship class files. I began to address problems with reloading mines, but got bogged down in eratta corrections. Things like radar on an upgrade not yet available - or the wrong depth charge - again because it isn't available - or because a newer one should have been applied. I did not complete this process.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: The Longest Runway in India
Warangal India, slot 1427 (since stock), hex 40/33. had "the longest runway
in pre-independence India" - at 6000 feet. This was not a military airfield, but
built by a local prince.
I interpret this to mean no other airfield in India should be as big or bigger.
Stock rates it as a level 1 runway with a build potential of 6. I think it should be rated
as a 6 with a build potential of 3 - so it may not exceed the value it has to this day.
in pre-independence India" - at 6000 feet. This was not a military airfield, but
built by a local prince.
I interpret this to mean no other airfield in India should be as big or bigger.
Stock rates it as a level 1 runway with a build potential of 6. I think it should be rated
as a 6 with a build potential of 3 - so it may not exceed the value it has to this day.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Comprehensive Update 7.41
RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This is a comprehensive update because it unusually involves every kind of file.
It is also somewhat delayed for technical reasons and involves numbers of fairly minor but important development matters, some tracing back to stock, and some requiring a comprehensive review to fully address.
This begins a long series of map related updates. In particular, a new standard for pwhexe.dat files is defined. There are two dimensions of this:
A) I learned of a Japanese railroad project I never heard of. Completed on the same day as the Burma-Siam RR, it was important even if we don't know about it. It crosses the Kra Isthmus at its narrowest point, and at the only point with a pre-war road connection (logically enough). At the same time, I learned of a slightly later project, building of a military road, farther North across the same Isthmus. This became important somewhat later in the war - from the end of 1944. It follows a traditional trade and smuggling route which proceeds NW from Chumphon - which is a railhead for the trail. The part of the Burma Area Army that was able to withdraw from Burma used this road. Both are documented in the River Kwai Railroad, which I have, but failed to notice mention of previoiusly.
B) We are engaged in experiments of two sorts. This is somewhat coordinated with our map specialist, who has already created art for Shortlands and now is working on art for Luzon. Essentially RHS will use the same hex scheme as the Extended Map Scheme - which apparently is more widely used than the stock map art scheme - so it will be familiar. We probably will not change the West Coast of Malaya. And our changes to the Northern map edge area are still in development. While we will add similar things, our changes will be (hopefully) fully functional - permitting air operations and ground combat - and will at last permit a (logistical only) connection from Abadan to what stock calls "USSR" - which was a major mechanism for getting aid to the Russians - and just about the only possible way to send supplies to them if needs be in game terms (because of the problem of crossing the North Pacific to Vladivostok without combat, which must be done in more abstract ways by modders - and which players may not influence no matter what). These changes will involve pwhexe, pwzone and pwlink files. At the same time, I hope to understand excessive transit times on some links, in stock (and therefore RHS which uses stock link files) - and to correct them.
Other developments stem from the discovery that airfield development at the start of the war is excessive. Location research revealed that Warangal in India not only has the longest runway before the war - it was still the longest in 1948 (at independence). So that meant airfields defined as larger had to be redefined as 5 or less. I did a review of major airfields generally and found a number of cases that required changing. This mostly affects new game starts (you don't lose an airfield you already have) - but probably affects potential build levels for existing games in some cases.
This is part of extensive location development in this update. All of the location changes are relatively minor and technical in nature - but there are thousands of them.
Possibly less important is I found the RAF Lysander has - and has always had - the wrong art! The Army Co-Operation version in the game does not look like the art that has been used since stock! That art is, instead, the relatively rare (but popular post war) modified Lysander III (S.D) TRANSPORT. This version has two recognition features: (1) the windows in place of the open top rear gun position; (2) a gigantic centerline 150 gallon drop tank. As well, that version IN WARTIME was black - and virtually unmarked! What stock and all mods use is a variation of the transport - no drop tank but the gun position replaced by windows. I elected to leave the Co-Operation version in the same slot with the same pointer (for the sake of existing games) - and instead replace the art panel for that "art slot." I did intend to move the existing art to slot 100 for use by a transport version - and in fact did that for tops and sides. [I found a better top but it needs to be aligned with the alpha or have a new alpha created - both beyond my skill; hopefully one day Mifune will be able to do that for a more pleasing top.] But I found better side art (a photograph actually) for the transport version side. All in black with a gigantic drop tank! Because this version was not used in PTO, it is only added to Japan Enhanced Scenarios (due to the pressure of a stronger Japan). These planes were conversions - so could be done in theater. And these planes have useful range (if almost no capacity) and the ability to land almost anywhere. I found a way to do that. [In fact, the enemy already has such a micro-transport - able to land on anything - including a carrier - so it is a complimentary capability in Japan Enhanced Scenarios). I also learned WHY there is no correct Lysander side art: it almost does not exist! I found one good example, but it has a white background - and I lack the skill to correct the background. So, until Mifune puts that on a cloud background, I elected to use a photograph - edited from a flight of three of one of the units in India - with lovely clouds (even if in black and white). So this update includes new Allied air art filmstrips, and revised aircraft files. Note as well that I learned when production ended for the Lysander - and how it was upgraded - so both these changes are included. Units with the Lysander CO OP may upgrade to fighters. Units with the Lysander XPT may upgrade to the CO OP version OR to other transports available to the RAF. This provides some additional options for the Allies in JES scenarios.
Much of the work involved economics, as usual. Again the focus was on minor locations UNLESS they have major airfields are high on the location list in terms of slot numbers (I am working down from the top). This means the last added locations (and least reviewed) are being reviewed. It also generally means that most of the small locations added by RHS are being reviewed. Generally this means that start of game stocks of supplies and resources are reduced by 33%. But it also leads to discovery of the use of the wrong name (ahistorical for the war years) for a location, or other changes. Some locations in India and China also gained HI - which helps consume local resources - which are cut in half if captured (unlike other industries) - and which help address issues related to stockpiles of resources. [One problem is code which does not permit turning off resource generation: in the war this was done by both sides, mainly for economic reasons - and IMHO should either be under player control or even automatic if a location generates large resource stocks. Because we can't turn this off, some areas which also cannot export - even if only for operational reasons - generate when they "lose their markets" and would IRL suspend production. Because HI is generally understated in India and China, it was possible to change somewhat as a mechanism to consume resources (which is done generally on the basis of the Oxford Economic Atlas for 1939 - the last pre-war comprehensive data available). The result, particularly in new games from now on, will be a somewhat more correct economic foundation.
Other location changes, and also air group changes, and a couple of aircraft data changes, involved eratta. In particular, insuring land units are in sync with their parent formations, aircraft and/or group upgrades. Also, air HQ squadrons were eliminated for Simplified RHS Scenarios (102, 104 and 106). This follows getting rid of tiny civil air transport units in these scenarios not long ago. The difference between Full RHS (odd numbered scenarios) and Simplified RHS (even numbered scenarios) continues to increase. Working on locations per se produces a list of all LCU which will appear in them (at any time) - that led to discovery of LCU which were appearing the wrong place (and to corrections of that). Scenario requires units be 9999ed out in 106 - or that the units change their location - or if air groups - that they change their type of aircraft. Location that produce aircraft often produce different aircraft in 106 (1945) - so they also are getting that information worked into 106.
Still other work was related to making Senarios 99 and 106 playable. The location files and group files need extensive work - and some aircraft types that do not apply to 106 had to be changed in air groups for 1945.
Ship files were slightly modified for eratta and to eliminate some very minor vessels from Simplified RHS Scenarios.
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This is a comprehensive update because it unusually involves every kind of file.
It is also somewhat delayed for technical reasons and involves numbers of fairly minor but important development matters, some tracing back to stock, and some requiring a comprehensive review to fully address.
This begins a long series of map related updates. In particular, a new standard for pwhexe.dat files is defined. There are two dimensions of this:
A) I learned of a Japanese railroad project I never heard of. Completed on the same day as the Burma-Siam RR, it was important even if we don't know about it. It crosses the Kra Isthmus at its narrowest point, and at the only point with a pre-war road connection (logically enough). At the same time, I learned of a slightly later project, building of a military road, farther North across the same Isthmus. This became important somewhat later in the war - from the end of 1944. It follows a traditional trade and smuggling route which proceeds NW from Chumphon - which is a railhead for the trail. The part of the Burma Area Army that was able to withdraw from Burma used this road. Both are documented in the River Kwai Railroad, which I have, but failed to notice mention of previoiusly.
B) We are engaged in experiments of two sorts. This is somewhat coordinated with our map specialist, who has already created art for Shortlands and now is working on art for Luzon. Essentially RHS will use the same hex scheme as the Extended Map Scheme - which apparently is more widely used than the stock map art scheme - so it will be familiar. We probably will not change the West Coast of Malaya. And our changes to the Northern map edge area are still in development. While we will add similar things, our changes will be (hopefully) fully functional - permitting air operations and ground combat - and will at last permit a (logistical only) connection from Abadan to what stock calls "USSR" - which was a major mechanism for getting aid to the Russians - and just about the only possible way to send supplies to them if needs be in game terms (because of the problem of crossing the North Pacific to Vladivostok without combat, which must be done in more abstract ways by modders - and which players may not influence no matter what). These changes will involve pwhexe, pwzone and pwlink files. At the same time, I hope to understand excessive transit times on some links, in stock (and therefore RHS which uses stock link files) - and to correct them.
Other developments stem from the discovery that airfield development at the start of the war is excessive. Location research revealed that Warangal in India not only has the longest runway before the war - it was still the longest in 1948 (at independence). So that meant airfields defined as larger had to be redefined as 5 or less. I did a review of major airfields generally and found a number of cases that required changing. This mostly affects new game starts (you don't lose an airfield you already have) - but probably affects potential build levels for existing games in some cases.
This is part of extensive location development in this update. All of the location changes are relatively minor and technical in nature - but there are thousands of them.
Possibly less important is I found the RAF Lysander has - and has always had - the wrong art! The Army Co-Operation version in the game does not look like the art that has been used since stock! That art is, instead, the relatively rare (but popular post war) modified Lysander III (S.D) TRANSPORT. This version has two recognition features: (1) the windows in place of the open top rear gun position; (2) a gigantic centerline 150 gallon drop tank. As well, that version IN WARTIME was black - and virtually unmarked! What stock and all mods use is a variation of the transport - no drop tank but the gun position replaced by windows. I elected to leave the Co-Operation version in the same slot with the same pointer (for the sake of existing games) - and instead replace the art panel for that "art slot." I did intend to move the existing art to slot 100 for use by a transport version - and in fact did that for tops and sides. [I found a better top but it needs to be aligned with the alpha or have a new alpha created - both beyond my skill; hopefully one day Mifune will be able to do that for a more pleasing top.] But I found better side art (a photograph actually) for the transport version side. All in black with a gigantic drop tank! Because this version was not used in PTO, it is only added to Japan Enhanced Scenarios (due to the pressure of a stronger Japan). These planes were conversions - so could be done in theater. And these planes have useful range (if almost no capacity) and the ability to land almost anywhere. I found a way to do that. [In fact, the enemy already has such a micro-transport - able to land on anything - including a carrier - so it is a complimentary capability in Japan Enhanced Scenarios). I also learned WHY there is no correct Lysander side art: it almost does not exist! I found one good example, but it has a white background - and I lack the skill to correct the background. So, until Mifune puts that on a cloud background, I elected to use a photograph - edited from a flight of three of one of the units in India - with lovely clouds (even if in black and white). So this update includes new Allied air art filmstrips, and revised aircraft files. Note as well that I learned when production ended for the Lysander - and how it was upgraded - so both these changes are included. Units with the Lysander CO OP may upgrade to fighters. Units with the Lysander XPT may upgrade to the CO OP version OR to other transports available to the RAF. This provides some additional options for the Allies in JES scenarios.
Much of the work involved economics, as usual. Again the focus was on minor locations UNLESS they have major airfields are high on the location list in terms of slot numbers (I am working down from the top). This means the last added locations (and least reviewed) are being reviewed. It also generally means that most of the small locations added by RHS are being reviewed. Generally this means that start of game stocks of supplies and resources are reduced by 33%. But it also leads to discovery of the use of the wrong name (ahistorical for the war years) for a location, or other changes. Some locations in India and China also gained HI - which helps consume local resources - which are cut in half if captured (unlike other industries) - and which help address issues related to stockpiles of resources. [One problem is code which does not permit turning off resource generation: in the war this was done by both sides, mainly for economic reasons - and IMHO should either be under player control or even automatic if a location generates large resource stocks. Because we can't turn this off, some areas which also cannot export - even if only for operational reasons - generate when they "lose their markets" and would IRL suspend production. Because HI is generally understated in India and China, it was possible to change somewhat as a mechanism to consume resources (which is done generally on the basis of the Oxford Economic Atlas for 1939 - the last pre-war comprehensive data available). The result, particularly in new games from now on, will be a somewhat more correct economic foundation.
Other location changes, and also air group changes, and a couple of aircraft data changes, involved eratta. In particular, insuring land units are in sync with their parent formations, aircraft and/or group upgrades. Also, air HQ squadrons were eliminated for Simplified RHS Scenarios (102, 104 and 106). This follows getting rid of tiny civil air transport units in these scenarios not long ago. The difference between Full RHS (odd numbered scenarios) and Simplified RHS (even numbered scenarios) continues to increase. Working on locations per se produces a list of all LCU which will appear in them (at any time) - that led to discovery of LCU which were appearing the wrong place (and to corrections of that). Scenario requires units be 9999ed out in 106 - or that the units change their location - or if air groups - that they change their type of aircraft. Location that produce aircraft often produce different aircraft in 106 (1945) - so they also are getting that information worked into 106.
Still other work was related to making Senarios 99 and 106 playable. The location files and group files need extensive work - and some aircraft types that do not apply to 106 had to be changed in air groups for 1945.
Ship files were slightly modified for eratta and to eliminate some very minor vessels from Simplified RHS Scenarios.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Comprehensive Update 7.411 (105 Rebuild)
.RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This is ALMOST a reissue of the previous update EXCEPT for scenario 105 -
which was corrupted. AFTER I backed everything up 10 places! But the fail strategy has ONE old backup not updated - just incase: so 105 was rebuilt from its form a few days ago.
However, a FEW items were done. The most important are pwhexe.dat files -
which now are starting to include the trail (which becomes a road) across the Kra Isthmus (a traditional trading and smuggling route which should always have been present). A FEW additional locations were reworked and a few eratta included in other scenarios. The most important of these was reworking the cam file for Scenario data - in particular related to pilots (which differ because there are smaller pools in Simplified and also different training rates for IJN in JES scenarios).
Previous Report
This is a comprehensive update because it unusually involves every kind of file.
It is also somewhat delayed for technical reasons and involves numbers of fairly minor but important development matters, some tracing back to stock, and some requiring a comprehensive review to fully address.
This begins a long series of map related updates. In particular, a new standard for pwhexe.dat files is defined. There are two dimensions of this:
A) I learned of a Japanese railroad project I never heard of. Completed on the same day as the Burma-Siam RR, it was important even if we don't know about it. It crosses the Kra Isthmus at its narrowest point, and at the only point with a pre-war road connection (logically enough). At the same time, I learned of a slightly later project, building of a military road, farther North across the same Isthmus. This became important somewhat later in the war - from the end of 1944. It follows a traditional trade and smuggling route which proceeds NW from Chumphon - which is a railhead for the trail. The part of the Burma Area Army that was able to withdraw from Burma used this road. Both are documented in the River Kwai Railroad, which I have, but failed to notice mention of previoiusly.
B) We are engaged in experiments of two sorts. This is somewhat coordinated with our map specialist, who has already created art for Shortlands and now is working on art for Luzon. Essentially RHS will use the same hex scheme as the Extended Map Scheme - which apparently is more widely used than the stock map art scheme - so it will be familiar. We probably will not change the West Coast of Malaya. And our changes to the Northern map edge area are still in development. While we will add similar things, our changes will be (hopefully) fully functional - permitting air operations and ground combat - and will at last permit a (logistical only) connection from Abadan to what stock calls "USSR" - which was a major mechanism for getting aid to the Russians - and just about the only possible way to send supplies to them if needs be in game terms (because of the problem of crossing the North Pacific to Vladivostok without combat, which must be done in more abstract ways by modders - and which players may not influence no matter what). These changes will involve pwhexe, pwzone and pwlink files. At the same time, I hope to understand excessive transit times on some links, in stock (and therefore RHS which uses stock link files) - and to correct them.
Other developments stem from the discovery that airfield development at the start of the war is excessive. Location research revealed that Warangal in India not only has the longest runway before the war - it was still the longest in 1948 (at independence). So that meant airfields defined as larger had to be redefined as 5 or less. I did a review of major airfields generally and found a number of cases that required changing. This mostly affects new game starts (you don't lose an airfield you already have) - but probably affects potential build levels for existing games in some cases.
This is part of extensive location development in this update. All of the location changes are relatively minor and technical in nature - but there are thousands of them.
Possibly less important is I found the RAF Lysander has - and has always had - the wrong art! The Army Co-Operation version in the game does not look like the art that has been used since stock! That art is, instead, the relatively rare (but popular post war) modified Lysander III (S.D) TRANSPORT. This version has two recognition features: (1) the windows in place of the open top rear gun position; (2) a gigantic centerline 150 gallon drop tank. As well, that version IN WARTIME was black - and virtually unmarked! What stock and all mods use is a variation of the transport - no drop tank but the gun position replaced by windows. I elected to leave the Co-Operation version in the same slot with the same pointer (for the sake of existing games) - and instead replace the art panel for that "art slot." I did intend to move the existing art to slot 100 for use by a transport version - and in fact did that for tops and sides. [I found a better top but it needs to be aligned with the alpha or have a new alpha created - both beyond my skill; hopefully one day Mifune will be able to do that for a more pleasing top.] But I found better side art (a photograph actually) for the transport version side. All in black with a gigantic drop tank! Because this version was not used in PTO, it is only added to Japan Enhanced Scenarios (due to the pressure of a stronger Japan). These planes were conversions - so could be done in theater. And these planes have useful range (if almost no capacity) and the ability to land almost anywhere. I found a way to do that. [In fact, the enemy already has such a micro-transport - able to land on anything - including a carrier - so it is a complimentary capability in Japan Enhanced Scenarios). I also learned WHY there is no correct Lysander side art: it almost does not exist! I found one good example, but it has a white background - and I lack the skill to correct the background. So, until Mifune puts that on a cloud background, I elected to use a photograph - edited from a flight of three of one of the units in India - with lovely clouds (even if in black and white). So this update includes new Allied air art filmstrips, and revised aircraft files. Note as well that I learned when production ended for the Lysander - and how it was upgraded - so both these changes are included. Units with the Lysander CO OP may upgrade to fighters. Units with the Lysander XPT may upgrade to the CO OP version OR to other transports available to the RAF. This provides some additional options for the Allies in JES scenarios.
Much of the work involved economics, as usual. Again the focus was on minor locations UNLESS they have major airfields are high on the location list in terms of slot numbers (I am working down from the top). This means the last added locations (and least reviewed) are being reviewed. It also generally means that most of the small locations added by RHS are being reviewed. Generally this means that start of game stocks of supplies and resources are reduced by 33%. But it also leads to discovery of the use of the wrong name (ahistorical for the war years) for a location, or other changes. Some locations in India and China also gained HI - which helps consume local resources - which are cut in half if captured (unlike other industries) - and which help address issues related to stockpiles of resources. [One problem is code which does not permit turning off resource generation: in the war this was done by both sides, mainly for economic reasons - and IMHO should either be under player control or even automatic if a location generates large resource stocks. Because we can't turn this off, some areas which also cannot export - even if only for operational reasons - generate when they "lose their markets" and would IRL suspend production. Because HI is generally understated in India and China, it was possible to change somewhat as a mechanism to consume resources (which is done generally on the basis of the Oxford Economic Atlas for 1939 - the last pre-war comprehensive data available). The result, particularly in new games from now on, will be a somewhat more correct economic foundation.
Other location changes, and also air group changes, and a couple of aircraft data changes, involved eratta. In particular, insuring land units are in sync with their parent formations, aircraft and/or group upgrades. Also, air HQ squadrons were eliminated for Simplified RHS Scenarios (102, 104 and 106). This follows getting rid of tiny civil air transport units in these scenarios not long ago. The difference between Full RHS (odd numbered scenarios) and Simplified RHS (even numbered scenarios) continues to increase. Working on locations per se produces a list of all LCU which will appear in them (at any time) - that led to discovery of LCU which were appearing the wrong place (and to corrections of that). Scenario requires units be 9999ed out in 106 - or that the units change their location - or if air groups - that they change their type of aircraft. Location that produce aircraft often produce different aircraft in 106 (1945) - so they also are getting that information worked into 106.
Still other work was related to making Senarios 99 and 106 playable. The location files and group files need extensive work - and some aircraft types that do not apply to 106 had to be changed in air groups for 1945.
Ship files were slightly modified for eratta and to eliminate some very minor vessels from Simplified RHS Scenarios.
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This is ALMOST a reissue of the previous update EXCEPT for scenario 105 -
which was corrupted. AFTER I backed everything up 10 places! But the fail strategy has ONE old backup not updated - just incase: so 105 was rebuilt from its form a few days ago.
However, a FEW items were done. The most important are pwhexe.dat files -
which now are starting to include the trail (which becomes a road) across the Kra Isthmus (a traditional trading and smuggling route which should always have been present). A FEW additional locations were reworked and a few eratta included in other scenarios. The most important of these was reworking the cam file for Scenario data - in particular related to pilots (which differ because there are smaller pools in Simplified and also different training rates for IJN in JES scenarios).
Previous Report
This is a comprehensive update because it unusually involves every kind of file.
It is also somewhat delayed for technical reasons and involves numbers of fairly minor but important development matters, some tracing back to stock, and some requiring a comprehensive review to fully address.
This begins a long series of map related updates. In particular, a new standard for pwhexe.dat files is defined. There are two dimensions of this:
A) I learned of a Japanese railroad project I never heard of. Completed on the same day as the Burma-Siam RR, it was important even if we don't know about it. It crosses the Kra Isthmus at its narrowest point, and at the only point with a pre-war road connection (logically enough). At the same time, I learned of a slightly later project, building of a military road, farther North across the same Isthmus. This became important somewhat later in the war - from the end of 1944. It follows a traditional trade and smuggling route which proceeds NW from Chumphon - which is a railhead for the trail. The part of the Burma Area Army that was able to withdraw from Burma used this road. Both are documented in the River Kwai Railroad, which I have, but failed to notice mention of previoiusly.
B) We are engaged in experiments of two sorts. This is somewhat coordinated with our map specialist, who has already created art for Shortlands and now is working on art for Luzon. Essentially RHS will use the same hex scheme as the Extended Map Scheme - which apparently is more widely used than the stock map art scheme - so it will be familiar. We probably will not change the West Coast of Malaya. And our changes to the Northern map edge area are still in development. While we will add similar things, our changes will be (hopefully) fully functional - permitting air operations and ground combat - and will at last permit a (logistical only) connection from Abadan to what stock calls "USSR" - which was a major mechanism for getting aid to the Russians - and just about the only possible way to send supplies to them if needs be in game terms (because of the problem of crossing the North Pacific to Vladivostok without combat, which must be done in more abstract ways by modders - and which players may not influence no matter what). These changes will involve pwhexe, pwzone and pwlink files. At the same time, I hope to understand excessive transit times on some links, in stock (and therefore RHS which uses stock link files) - and to correct them.
Other developments stem from the discovery that airfield development at the start of the war is excessive. Location research revealed that Warangal in India not only has the longest runway before the war - it was still the longest in 1948 (at independence). So that meant airfields defined as larger had to be redefined as 5 or less. I did a review of major airfields generally and found a number of cases that required changing. This mostly affects new game starts (you don't lose an airfield you already have) - but probably affects potential build levels for existing games in some cases.
This is part of extensive location development in this update. All of the location changes are relatively minor and technical in nature - but there are thousands of them.
Possibly less important is I found the RAF Lysander has - and has always had - the wrong art! The Army Co-Operation version in the game does not look like the art that has been used since stock! That art is, instead, the relatively rare (but popular post war) modified Lysander III (S.D) TRANSPORT. This version has two recognition features: (1) the windows in place of the open top rear gun position; (2) a gigantic centerline 150 gallon drop tank. As well, that version IN WARTIME was black - and virtually unmarked! What stock and all mods use is a variation of the transport - no drop tank but the gun position replaced by windows. I elected to leave the Co-Operation version in the same slot with the same pointer (for the sake of existing games) - and instead replace the art panel for that "art slot." I did intend to move the existing art to slot 100 for use by a transport version - and in fact did that for tops and sides. [I found a better top but it needs to be aligned with the alpha or have a new alpha created - both beyond my skill; hopefully one day Mifune will be able to do that for a more pleasing top.] But I found better side art (a photograph actually) for the transport version side. All in black with a gigantic drop tank! Because this version was not used in PTO, it is only added to Japan Enhanced Scenarios (due to the pressure of a stronger Japan). These planes were conversions - so could be done in theater. And these planes have useful range (if almost no capacity) and the ability to land almost anywhere. I found a way to do that. [In fact, the enemy already has such a micro-transport - able to land on anything - including a carrier - so it is a complimentary capability in Japan Enhanced Scenarios). I also learned WHY there is no correct Lysander side art: it almost does not exist! I found one good example, but it has a white background - and I lack the skill to correct the background. So, until Mifune puts that on a cloud background, I elected to use a photograph - edited from a flight of three of one of the units in India - with lovely clouds (even if in black and white). So this update includes new Allied air art filmstrips, and revised aircraft files. Note as well that I learned when production ended for the Lysander - and how it was upgraded - so both these changes are included. Units with the Lysander CO OP may upgrade to fighters. Units with the Lysander XPT may upgrade to the CO OP version OR to other transports available to the RAF. This provides some additional options for the Allies in JES scenarios.
Much of the work involved economics, as usual. Again the focus was on minor locations UNLESS they have major airfields are high on the location list in terms of slot numbers (I am working down from the top). This means the last added locations (and least reviewed) are being reviewed. It also generally means that most of the small locations added by RHS are being reviewed. Generally this means that start of game stocks of supplies and resources are reduced by 33%. But it also leads to discovery of the use of the wrong name (ahistorical for the war years) for a location, or other changes. Some locations in India and China also gained HI - which helps consume local resources - which are cut in half if captured (unlike other industries) - and which help address issues related to stockpiles of resources. [One problem is code which does not permit turning off resource generation: in the war this was done by both sides, mainly for economic reasons - and IMHO should either be under player control or even automatic if a location generates large resource stocks. Because we can't turn this off, some areas which also cannot export - even if only for operational reasons - generate when they "lose their markets" and would IRL suspend production. Because HI is generally understated in India and China, it was possible to change somewhat as a mechanism to consume resources (which is done generally on the basis of the Oxford Economic Atlas for 1939 - the last pre-war comprehensive data available). The result, particularly in new games from now on, will be a somewhat more correct economic foundation.
Other location changes, and also air group changes, and a couple of aircraft data changes, involved eratta. In particular, insuring land units are in sync with their parent formations, aircraft and/or group upgrades. Also, air HQ squadrons were eliminated for Simplified RHS Scenarios (102, 104 and 106). This follows getting rid of tiny civil air transport units in these scenarios not long ago. The difference between Full RHS (odd numbered scenarios) and Simplified RHS (even numbered scenarios) continues to increase. Working on locations per se produces a list of all LCU which will appear in them (at any time) - that led to discovery of LCU which were appearing the wrong place (and to corrections of that). Scenario requires units be 9999ed out in 106 - or that the units change their location - or if air groups - that they change their type of aircraft. Location that produce aircraft often produce different aircraft in 106 (1945) - so they also are getting that information worked into 106.
Still other work was related to making Senarios 99 and 106 playable. The location files and group files need extensive work - and some aircraft types that do not apply to 106 had to be changed in air groups for 1945.
Ship files were slightly modified for eratta and to eliminate some very minor vessels from Simplified RHS Scenarios.
RE: RHS Thread: Comprehensive Update 7.411 (105 Rebuild)
Hi Cid;
I'm again facing the same DISK1.cab error message when try to update..if I reinstall using the release back to these last two updates all works well;
I cannot see how it can be an issue at my system;
I'm again facing the same DISK1.cab error message when try to update..if I reinstall using the release back to these last two updates all works well;
I cannot see how it can be an issue at my system;
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Ghost Subs (for clarification FYI)
Thanks for the reports. We value them and evaluate every one. It is the best path to a clean data set.
Item 1 concerns the torpedo device 1808 of the KD6C submarine.
You have discovered one of two types of Japanese "ghost submarines" -
there also are several Allied classes.
Ghost subs have several features:
1) Extremely long range
2) No guns
3) Small salvos
4) High reload counts. In this case, note 72 forward and 36 aft shots!
5) The torpedoes used do NOT cause damage, even if they hit and detonate. In this case, the "dud rate" is 99 - so almost none detonate. The zero effect and zero penetration values are insurance for the rare case of a detonation.
Ghost submarines are meant to be false targets. They LOOK like real submarines to the ENEMY.
The OWNING player can spot them as ghosts by the long range and the high reload count (and also no guns).
The INTENT is that the owning player put them under computer control EXCEPT when they need to rearm/refuel -
and even then - when they are out of ammo or fuel they will automatically return to port. A new one -
or a repaired one - may be sent to any area on the map the owner wants - but then should be put under "computer
control." They are NOT units - they are false targets.
The function of ghost subs is to simulate misidentified things which caused ships/task groups to waste ops points/fuel and DC on false targets.
There are not very many of them. In fact, play testing revealed only a handful perform the function well. We scaled back the numbers.
Item 1 concerns the torpedo device 1808 of the KD6C submarine.
You have discovered one of two types of Japanese "ghost submarines" -
there also are several Allied classes.
Ghost subs have several features:
1) Extremely long range
2) No guns
3) Small salvos
4) High reload counts. In this case, note 72 forward and 36 aft shots!
5) The torpedoes used do NOT cause damage, even if they hit and detonate. In this case, the "dud rate" is 99 - so almost none detonate. The zero effect and zero penetration values are insurance for the rare case of a detonation.
Ghost submarines are meant to be false targets. They LOOK like real submarines to the ENEMY.
The OWNING player can spot them as ghosts by the long range and the high reload count (and also no guns).
The INTENT is that the owning player put them under computer control EXCEPT when they need to rearm/refuel -
and even then - when they are out of ammo or fuel they will automatically return to port. A new one -
or a repaired one - may be sent to any area on the map the owner wants - but then should be put under "computer
control." They are NOT units - they are false targets.
The function of ghost subs is to simulate misidentified things which caused ships/task groups to waste ops points/fuel and DC on false targets.
There are not very many of them. In fact, play testing revealed only a handful perform the function well. We scaled back the numbers.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Micro Update 7.42 (eratta, aircraft)
.RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This update is being issued because of somewhat important eratta - mainly related
to late war Japanese heavy bombers. Also a device problem affecting four of the
ground support packages. This latter is more cosmetic than real - but no reason to report we are dropping "1x60 Kg bomb" when we are in fact dropping "4x60 kg Ground Support package" (they are identical in effect - or would be IF code used effect - which apparently it does not at this time).
There is also some class and ship eratta. That is mainly due to work on the minelayer problem - they mostly do not reload mines. Since code isn't being changed to fix it, I have decided to do it in data. It is hard research however - and very slow. But I live in the ideal place to do this - often resorting to photographs or wartime ONI reports.
This process revealed the oldest Japanese minelayer isn't a minelayer at all - it was until 1920 and lost ALL minelaying ability in 1926 - but never mind - stock and all mods using its data still had this problem. But more generally, Japanese minelayers lay two sizes of mines - and can easily be told to "reload" by "upgrading" or "converting" to a ship with the other kind - in one day - which is needed anyway IRL.
Others have alternate escort forms - so you can load the depth charges OR the mines - and convert back and forth - which rearms the mines OR the DC - whichever you want - provided the port permits the upgrade. There are still other instances where they have alternate minesweeper/minelayer forms - and need a day to change over - again something we can simulate in data. Finally, I decided to not lump similar vessels together - but broke out the experimental diesel ship - and another pair used in series development - into their own classes - each with their own correct speed, range and arms. This process is not yet complete. This process also needs to be done for the Allies - although it is not yet clear what the solutions will be? For IJN I have determined that EVERY case can be addressed with historically valid data. I hope we can do that for the Allies as well.
There are a few more locations reworked in this set as well.
And by request we have the JAAF variant of the G10N1 added - as the Ki-177.
It has army rather than navy type 20 mm guns. It exists in both transport and bomber forms, which was historically contemplated. The argument was that the Army has more aircraft production capacity and can more easily build a six engine aircraft. As well, it is my policy to "lay traps" for players - providing options that generally are BAD if implemented. Except in a rare case, wasting 7 HI points on a single plane is probably not good strategy. Note the Hi-177 depends for survival on its speed and altitude - not its defensive armament. In 1946 that is not going to be very viable against the planes the Allies will be fielding by then.
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This update is being issued because of somewhat important eratta - mainly related
to late war Japanese heavy bombers. Also a device problem affecting four of the
ground support packages. This latter is more cosmetic than real - but no reason to report we are dropping "1x60 Kg bomb" when we are in fact dropping "4x60 kg Ground Support package" (they are identical in effect - or would be IF code used effect - which apparently it does not at this time).
There is also some class and ship eratta. That is mainly due to work on the minelayer problem - they mostly do not reload mines. Since code isn't being changed to fix it, I have decided to do it in data. It is hard research however - and very slow. But I live in the ideal place to do this - often resorting to photographs or wartime ONI reports.
This process revealed the oldest Japanese minelayer isn't a minelayer at all - it was until 1920 and lost ALL minelaying ability in 1926 - but never mind - stock and all mods using its data still had this problem. But more generally, Japanese minelayers lay two sizes of mines - and can easily be told to "reload" by "upgrading" or "converting" to a ship with the other kind - in one day - which is needed anyway IRL.
Others have alternate escort forms - so you can load the depth charges OR the mines - and convert back and forth - which rearms the mines OR the DC - whichever you want - provided the port permits the upgrade. There are still other instances where they have alternate minesweeper/minelayer forms - and need a day to change over - again something we can simulate in data. Finally, I decided to not lump similar vessels together - but broke out the experimental diesel ship - and another pair used in series development - into their own classes - each with their own correct speed, range and arms. This process is not yet complete. This process also needs to be done for the Allies - although it is not yet clear what the solutions will be? For IJN I have determined that EVERY case can be addressed with historically valid data. I hope we can do that for the Allies as well.
There are a few more locations reworked in this set as well.
And by request we have the JAAF variant of the G10N1 added - as the Ki-177.
It has army rather than navy type 20 mm guns. It exists in both transport and bomber forms, which was historically contemplated. The argument was that the Army has more aircraft production capacity and can more easily build a six engine aircraft. As well, it is my policy to "lay traps" for players - providing options that generally are BAD if implemented. Except in a rare case, wasting 7 HI points on a single plane is probably not good strategy. Note the Hi-177 depends for survival on its speed and altitude - not its defensive armament. In 1946 that is not going to be very viable against the planes the Allies will be fielding by then.
RE: RHS Thread: Micro Update 7.42 (eratta, aircraft)
Cid,
I give up with this installer, tried a new HDD with a fresh install of everything..still the same damn cab1 error file...this is very frustrating..
Could you please send me a zip file asap with the updates at my email??
I give up with this installer, tried a new HDD with a fresh install of everything..still the same damn cab1 error file...this is very frustrating..
Could you please send me a zip file asap with the updates at my email??
- Admiral DadMan
- Posts: 3424
- Joined: Fri Feb 22, 2002 10:00 am
- Location: A Lion uses all its might to catch a Rabbit
RE: RHS Thread: Micro Update 7.42 (eratta, aircraft)
Ship class Bind error: It looks like a conversion from Centurian class 298 to Centurian BBAA 299 is intended. If that is the case, then both should have the same bind #. Appears in all Scenarios
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Map Developments
I sent this email to our mapmaker. The changes involved will be part of an update today.
Text:
I came across a remarkable new map of "Eastern China" and another
of "Northern India" - which are on a larger scale than previously available.
Combining these with other maps of Burma, India and China, and also
integrating information in a scholarly book on documents about the "Silk
Roads" - I have figured out a slightly better model for the game map.
Part of the problem is scale distortion; another part is stock map art itself
being somewhat misleading. I have attempted a minimalist solution which
also models fairly well. There actually is a bit of slop because in some
places alternate more or less parallel routes were used (depending on
weather and political conditions).
The biggest nominal change does not involve map art at all - unless we put
in names like "The North Silk Road" - because although it is very different than
we had - everything was on the map already and/or I could change the text
name to say "N Silk Road." The change is that before I used the stock main
road as the "N Silk Road" - but that isn't quite true as one approaches the map
edge. The Silk Road enters the map to the "West" (North) of Kashgar (location 1097 hex 71/6) - goes to Kashgar - and then splits into two branches to go above or below what we think of as the Gobi Desert (correctly named Tarim Basin by Andrew in stock map art). These branches - both on the map - meet and join again at Ansi (location 1535 hex 80/23 - from which point there is but one North Silk Road - until it ends at Baoji (location 1728 hex 82/39). From Baoji all the way to Shanghai I give most locations the suffix "Mother Road" - but technically the "Mother Road INCLUDES the North Silk Road all the way to Samarkand (West of our map area). Because this is all on the existing map as road or secondary road art - I have divided the North Silk Road into NE Silk Road and NW Silk Road branches between Kashgar and Ansi (where NE is the Northern Route and NW is the longer Southern Route). Mainly as chrome - but it does "explain" why Andrew put these roads in the map art. In RHS the oasis town along the route DO produce a lot of supplies - and are the only points where a military force might be supported (if modest in size). The Northern route also moves a few resources and oil - but the Southern route only moves supplies - all resources are consumed at each oasis to make supplies. This is theory and does not affect map work at all - nor pwhexe work either - just location file names. UNLESS you want to put in road names - in which case now you have them.
FYI it is the "Silk Road" NOT because silk is the main product moving on it. Rather because bolts of plain silk are the main money. There was not enough gold to cover the trade - so the Han made three things legal tender - gold, silk and wheat. But wheat rots. Gold was scarce. So Silk was the main money. Troops sent to garrison the route paid for things with bolts of silk - making merchants along the route have lots of that to use for trade - as money!
There is also a "South Silk Road" - but that is a good deal more sloppy. I found a reference yesterday saying the term was used for the "Tea and Horse Caravan Road" - and most sources say it applies to a route that is more or less the route from Kunming to Lashio Burma - and these to the sea down the river system - from which point the trade went over sea routes to the Mideast. I only have a single point marking the South Silk Road - Lao Wing right on the Burma border (location 1710 hex 63/45).
This has not changed.
The changes affect the Tea and Horse Caravan Road. This itself is very difficult to model - and hard to trace. There are two major and two minor variations on its routing in documentation. Yet, paradoxically, this route is much more defined than the North Silk Road is. Up in the desert one can take lots of routes and many points are not rigidly defined. In the Himalayas - mountains and river valleys define things - and capital investment in bridges also forces the route. [The world's oldest Suspension Bridge is on the South Silk Road near my Lio Wing location. From there
Northwest - all the way to Lhasa - ancient suspension bridges were used unless the crossing permitted a traditional stone bridge. The road was also paved in stone at many points - but variable in width from 4 feet to 8 feet to 16 feet! Yet other points it is a true pack trail - more or less 4 feet wide. It fell into disuse in 1945 (when 30,000 merchants went bankrupt because of the sudden end of the war - and they had goods on consignment no longer salable) - but today is getting a trickle of traffic by people interested in seeing it (and trading tea for tradition sake).
I have left the road as is for most of its length - the changes are where the Western
branch meets the Eastern and Southeastern branches - near where the borders of India, China, Tibet and Burma meet. These changes may be seen in the base pwhexe.dat file (also called 41WINTERpwhexe.dat) - attached. Several villages have also moved or been added in this junction area - see the attached location file. I will issue an update later today with all location files and several pwhexe files reflecting these changes.
Changes that should affect map art are
1) changing of where the roads and trails are (run with this pwhexe file)
2) changing the border of Burma to include hexes: 67/38 and 66/37.
3) I moved Fort Hertz location 995 to hex 86/39. It was one hex to the SW. This because stock map art make it appear the valley ends. In fact, 86/39 IS a high
mountain hex - but it should appear there is a portion of it (facing SW) which is a continuation of the valley to the South. This is unique location - still isolated today - and it was entirely air supplied for 25 months during WW2 (once it was found still to be in Allied hands in August 1942). The town is called Pudong. I am unsure how map art will work - never mind with both different schemes you are contemplating? But it occurs to me that pointing out this matter might help it be clear why the location is where the airfield is? Actually - there is a seasonal trail to Myitkynia (however that is spelled) - but it is not practical in game terms and misleading due to map projection distortions in the area - so I am ignoring it. There also appears to be a road over the mountains to India on maps - never mind writers say there isn't. I assume it is a minor route not present in WW2.
4) I changed the location of where the three "arms" of the road meet - the village of Mankang (location 814 hex 66/35). This is NE of where it was before - in China - and it forced the Western branch to move over one diagonal hex column as well as the Eastern branch to be extended farther to the NW - killing its "Westward" turn altogether. The SE branch has a more complicated routing through the mountains.
5) I added the village of Dong in India just at the Burma Frontier. This is in a river valley and the ROAD connections are apparently open all year - but the TRAIL connection to India is lost in Winter. Since this file is a Winter file, the trail is missing from hex 66/37 (where in other seasons it goes to the West and to the NE - connecting India to the Tea and Horse Caravan Road - but only by a steep mountain trail - as it crosses a mountain range).
6) I moved the town of Tezu (location 783) to hex 65/37 - which is more correct re river and road art - and simplified its trail - which now goes directly to Dong in the very NE corner of India - instead of a complicated winding route to the NW and then to the East. However, Tezu is now defined as a port - which in fact it is - but I just confirmed that yesterday.
7) I renamed the town at 66/38 to Changpu (because I had misread the map in the first place, location 1852) - but in fact it is otherwise not changed - accounting for why there is a road East from Ledo? Chengpu is NOT a port and it isn't possible to move a ship there in game terms - but it IS in real life on a river that is SOMETIMES navigable. It isn't used as a port - so we are ignoring the minor river as something of game significance.
The biggest "problem" with map art is the border in 67/38. This hex looks like part of China but in fact it is in Burma. And in fact the road in Burma needs to be longer than it is - so moving the border helps make it appear to be longer. The actual road from Dong India goes to Burma - and then after a brief period - goes to China - it does not go to China immediately. The shape of the border is not quite right whatever we do - because our border follows hexsides but the real one does not. This new model permits a closer fit - but is by no means ideal.
Text:
I came across a remarkable new map of "Eastern China" and another
of "Northern India" - which are on a larger scale than previously available.
Combining these with other maps of Burma, India and China, and also
integrating information in a scholarly book on documents about the "Silk
Roads" - I have figured out a slightly better model for the game map.
Part of the problem is scale distortion; another part is stock map art itself
being somewhat misleading. I have attempted a minimalist solution which
also models fairly well. There actually is a bit of slop because in some
places alternate more or less parallel routes were used (depending on
weather and political conditions).
The biggest nominal change does not involve map art at all - unless we put
in names like "The North Silk Road" - because although it is very different than
we had - everything was on the map already and/or I could change the text
name to say "N Silk Road." The change is that before I used the stock main
road as the "N Silk Road" - but that isn't quite true as one approaches the map
edge. The Silk Road enters the map to the "West" (North) of Kashgar (location 1097 hex 71/6) - goes to Kashgar - and then splits into two branches to go above or below what we think of as the Gobi Desert (correctly named Tarim Basin by Andrew in stock map art). These branches - both on the map - meet and join again at Ansi (location 1535 hex 80/23 - from which point there is but one North Silk Road - until it ends at Baoji (location 1728 hex 82/39). From Baoji all the way to Shanghai I give most locations the suffix "Mother Road" - but technically the "Mother Road INCLUDES the North Silk Road all the way to Samarkand (West of our map area). Because this is all on the existing map as road or secondary road art - I have divided the North Silk Road into NE Silk Road and NW Silk Road branches between Kashgar and Ansi (where NE is the Northern Route and NW is the longer Southern Route). Mainly as chrome - but it does "explain" why Andrew put these roads in the map art. In RHS the oasis town along the route DO produce a lot of supplies - and are the only points where a military force might be supported (if modest in size). The Northern route also moves a few resources and oil - but the Southern route only moves supplies - all resources are consumed at each oasis to make supplies. This is theory and does not affect map work at all - nor pwhexe work either - just location file names. UNLESS you want to put in road names - in which case now you have them.
FYI it is the "Silk Road" NOT because silk is the main product moving on it. Rather because bolts of plain silk are the main money. There was not enough gold to cover the trade - so the Han made three things legal tender - gold, silk and wheat. But wheat rots. Gold was scarce. So Silk was the main money. Troops sent to garrison the route paid for things with bolts of silk - making merchants along the route have lots of that to use for trade - as money!
There is also a "South Silk Road" - but that is a good deal more sloppy. I found a reference yesterday saying the term was used for the "Tea and Horse Caravan Road" - and most sources say it applies to a route that is more or less the route from Kunming to Lashio Burma - and these to the sea down the river system - from which point the trade went over sea routes to the Mideast. I only have a single point marking the South Silk Road - Lao Wing right on the Burma border (location 1710 hex 63/45).
This has not changed.
The changes affect the Tea and Horse Caravan Road. This itself is very difficult to model - and hard to trace. There are two major and two minor variations on its routing in documentation. Yet, paradoxically, this route is much more defined than the North Silk Road is. Up in the desert one can take lots of routes and many points are not rigidly defined. In the Himalayas - mountains and river valleys define things - and capital investment in bridges also forces the route. [The world's oldest Suspension Bridge is on the South Silk Road near my Lio Wing location. From there
Northwest - all the way to Lhasa - ancient suspension bridges were used unless the crossing permitted a traditional stone bridge. The road was also paved in stone at many points - but variable in width from 4 feet to 8 feet to 16 feet! Yet other points it is a true pack trail - more or less 4 feet wide. It fell into disuse in 1945 (when 30,000 merchants went bankrupt because of the sudden end of the war - and they had goods on consignment no longer salable) - but today is getting a trickle of traffic by people interested in seeing it (and trading tea for tradition sake).
I have left the road as is for most of its length - the changes are where the Western
branch meets the Eastern and Southeastern branches - near where the borders of India, China, Tibet and Burma meet. These changes may be seen in the base pwhexe.dat file (also called 41WINTERpwhexe.dat) - attached. Several villages have also moved or been added in this junction area - see the attached location file. I will issue an update later today with all location files and several pwhexe files reflecting these changes.
Changes that should affect map art are
1) changing of where the roads and trails are (run with this pwhexe file)
2) changing the border of Burma to include hexes: 67/38 and 66/37.
3) I moved Fort Hertz location 995 to hex 86/39. It was one hex to the SW. This because stock map art make it appear the valley ends. In fact, 86/39 IS a high
mountain hex - but it should appear there is a portion of it (facing SW) which is a continuation of the valley to the South. This is unique location - still isolated today - and it was entirely air supplied for 25 months during WW2 (once it was found still to be in Allied hands in August 1942). The town is called Pudong. I am unsure how map art will work - never mind with both different schemes you are contemplating? But it occurs to me that pointing out this matter might help it be clear why the location is where the airfield is? Actually - there is a seasonal trail to Myitkynia (however that is spelled) - but it is not practical in game terms and misleading due to map projection distortions in the area - so I am ignoring it. There also appears to be a road over the mountains to India on maps - never mind writers say there isn't. I assume it is a minor route not present in WW2.
4) I changed the location of where the three "arms" of the road meet - the village of Mankang (location 814 hex 66/35). This is NE of where it was before - in China - and it forced the Western branch to move over one diagonal hex column as well as the Eastern branch to be extended farther to the NW - killing its "Westward" turn altogether. The SE branch has a more complicated routing through the mountains.
5) I added the village of Dong in India just at the Burma Frontier. This is in a river valley and the ROAD connections are apparently open all year - but the TRAIL connection to India is lost in Winter. Since this file is a Winter file, the trail is missing from hex 66/37 (where in other seasons it goes to the West and to the NE - connecting India to the Tea and Horse Caravan Road - but only by a steep mountain trail - as it crosses a mountain range).
6) I moved the town of Tezu (location 783) to hex 65/37 - which is more correct re river and road art - and simplified its trail - which now goes directly to Dong in the very NE corner of India - instead of a complicated winding route to the NW and then to the East. However, Tezu is now defined as a port - which in fact it is - but I just confirmed that yesterday.
7) I renamed the town at 66/38 to Changpu (because I had misread the map in the first place, location 1852) - but in fact it is otherwise not changed - accounting for why there is a road East from Ledo? Chengpu is NOT a port and it isn't possible to move a ship there in game terms - but it IS in real life on a river that is SOMETIMES navigable. It isn't used as a port - so we are ignoring the minor river as something of game significance.
The biggest "problem" with map art is the border in 67/38. This hex looks like part of China but in fact it is in Burma. And in fact the road in Burma needs to be longer than it is - so moving the border helps make it appear to be longer. The actual road from Dong India goes to Burma - and then after a brief period - goes to China - it does not go to China immediately. The shape of the border is not quite right whatever we do - because our border follows hexsides but the real one does not. This new model permits a closer fit - but is by no means ideal.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Micro Update 7.42 (eratta, aircraft)
ORIGINAL: Admiral DadMan
Ship class Bind error: It looks like a conversion from Centurian class 298 to Centurian BBAA 299 is intended. If that is the case, then both should have the same bind #. Appears in all Scenarios
thanks - will investigate
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Comprehensive Update 7.50
RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This update includes at least a few of every kind of file except art files. And I found a configuration problem with the compiler which casts doubt on if players actually got the right files - this because many of the sub folders were duplicated and probably only some of them were current. This update has rebuilt the art folder entirely with current files - for insurance.
There are numbers of very minor eratta worked in - some due to diligent reporting by players and eratta hunters.
Ship classes were reworked in particular with respect to minelayers on both sides - although not all have been done. I found three different mechanism to permit minelayers to reload - oddly all of them strictly historical - although not all apply to each class. Some minelayers may convert to minesweepers rapidly. Others may convert to escorts rapidly. Still others may convert to lay a different kind of mine. When reworked, these "conversions" require one day AND may be reversed - putting you back with the original class with the original mines if you wish. They DO require being in a port with a specified size of repair shipyard available - but they DO NOT use code rules for reloading mines. Those ships and subs that routinely DO rearm with mines are generally not going to be reviewed as part of this process.
Many more locations were reviewed and revised either as part of the general rework process (starting at the top, moving down, skipping no slots) or because they were related to map development. Unexpected new material permitted revision of the Northern Silk Road (now partly split into two branches between Kashgar and Ansi) - and the Tea and Horse Caravan Road - which now has a more correct routing near where the borders of Tibet, China, India and Burma meet. We will also revise the border line by two hexes to permit the road to be in the "right" country. And Fort Hertz was moved one hex to the NE. Eventually perhaps our map art will show it as a mountain hex with a valley facing SW - which is the case. A few locations were renamed and a new one added. I am reviewing problems on Timor with a view to recreating its unique seasonal problems (trails will disappear in Monsoon if they do not already). Related to this work is a revision of pwhexe files - mainly to deal with the Tea and Horse Road.
Numbers of issues in Scenarios 99 and 106 - still in development - were resolved. As each location or unit is reviewed or added, I modify it (or have it blanked out) for the 1945 scenario - because things change their location and/or details between 1941 and 1945.
There is a tiny bit of aircraft eratta worked in.
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This update includes at least a few of every kind of file except art files. And I found a configuration problem with the compiler which casts doubt on if players actually got the right files - this because many of the sub folders were duplicated and probably only some of them were current. This update has rebuilt the art folder entirely with current files - for insurance.
There are numbers of very minor eratta worked in - some due to diligent reporting by players and eratta hunters.
Ship classes were reworked in particular with respect to minelayers on both sides - although not all have been done. I found three different mechanism to permit minelayers to reload - oddly all of them strictly historical - although not all apply to each class. Some minelayers may convert to minesweepers rapidly. Others may convert to escorts rapidly. Still others may convert to lay a different kind of mine. When reworked, these "conversions" require one day AND may be reversed - putting you back with the original class with the original mines if you wish. They DO require being in a port with a specified size of repair shipyard available - but they DO NOT use code rules for reloading mines. Those ships and subs that routinely DO rearm with mines are generally not going to be reviewed as part of this process.
Many more locations were reviewed and revised either as part of the general rework process (starting at the top, moving down, skipping no slots) or because they were related to map development. Unexpected new material permitted revision of the Northern Silk Road (now partly split into two branches between Kashgar and Ansi) - and the Tea and Horse Caravan Road - which now has a more correct routing near where the borders of Tibet, China, India and Burma meet. We will also revise the border line by two hexes to permit the road to be in the "right" country. And Fort Hertz was moved one hex to the NE. Eventually perhaps our map art will show it as a mountain hex with a valley facing SW - which is the case. A few locations were renamed and a new one added. I am reviewing problems on Timor with a view to recreating its unique seasonal problems (trails will disappear in Monsoon if they do not already). Related to this work is a revision of pwhexe files - mainly to deal with the Tea and Horse Road.
Numbers of issues in Scenarios 99 and 106 - still in development - were resolved. As each location or unit is reviewed or added, I modify it (or have it blanked out) for the 1945 scenario - because things change their location and/or details between 1941 and 1945.
There is a tiny bit of aircraft eratta worked in.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Development Planning (Levels I & II)
A question came in from a user about the impact of updates on ongoing games which are started now?
This caused me to review development planning from the point of view of its impact on existing (rather than new start) games. Further, I considered the way the new map system is being developed as part of the review.
History will repeat itself, slightly. In WITP days, RHS/WITP ultimately had three "levels" - I, II and III. Level I was the stock system. Level II was a demonstration but primitive map edge movement track system. Level III was a developed map edge movement system with mini-maps for Madagascar and Panama added. In RHS/AE will have only two levels: Level I will use the stock maps. Level II will use the revised maps.
The new map system is similar to Andrew Brown's Extended Map System in some ways: in particular its treatment of Luzon and Shortlands (to separate adjacent locations better modeled separately). A somewhat similar extension to the "Northern" map edge will happen, but involve fewer hexes and location. At the same time, more development of off map movement tracks will be attempted. Also, we will attempt to incorporate a rescaled version of the Madagascar map Andrew did for RHS/WITP (attached). The new map art is being developed for this use - not for direct replacement of stock map panels - at the suggestion of the artist.
The addition of 11 locations for Madagascar, plus at least Recife Brazil off map,
means we must lose about eight locations. This is NOT going to be possible with ongoing games. For safety, we need to delete about 20 minor locations to permit future developments planned for what is now RHS/AE Level II.
Another issue is that we cannot add more scenarios and still upload the compiler - it is at maximum size now (with 7 scenarios - of which only 5 are playable).
The two Levels will mostly have similar scenarios. Scenarios 101-105 in Level I will be duplicated in Level II using numbers 121-125. Unissued Scenario 99 may be dropped - it needs extensive work. Otherwise it will become Scenario 129 in RHS/SE Level II. Unissued Scenario 106 will continue to serve as a 1945 test bed and, if/when completed, will NOT be duplicated in Level II. It is the only RHS mini scenario and extensive development of map edge areas or the Madagascar area is not warranted for it. It is mini-in time - lasting 575 days (from the Battle for Iwo Jima to the end of Monsoon 1946). It is developed for play vs AI as Japan, and permitting the use of kamakaze aircraft (similar to stock's Downfall Scenario). It is also Simplified RHS - similar to 102 and 104 - lacking some of the smallest units and with a simplified aircraft production system for both sides (with cruder production ramp ups) - for ease of play.
I will issue an update today with a "frozen" set of locations for RHS/AE Level I. That means any game started after today will never have a location changing names (to something inconvenient - a South Pacific island becoming a town on Madagascar for example). Otherwise, location industry order and unit device order and similar orders for ships will be respected - to permit folding in all later updates without major impacts on ongoing games. The changes today are minor - in Bhutan and on Timor - and wiping out some locations likely never to be used in any game (as "free space" for development of Level II) - mainly in the far SE Pacific area.
This caused me to review development planning from the point of view of its impact on existing (rather than new start) games. Further, I considered the way the new map system is being developed as part of the review.
History will repeat itself, slightly. In WITP days, RHS/WITP ultimately had three "levels" - I, II and III. Level I was the stock system. Level II was a demonstration but primitive map edge movement track system. Level III was a developed map edge movement system with mini-maps for Madagascar and Panama added. In RHS/AE will have only two levels: Level I will use the stock maps. Level II will use the revised maps.
The new map system is similar to Andrew Brown's Extended Map System in some ways: in particular its treatment of Luzon and Shortlands (to separate adjacent locations better modeled separately). A somewhat similar extension to the "Northern" map edge will happen, but involve fewer hexes and location. At the same time, more development of off map movement tracks will be attempted. Also, we will attempt to incorporate a rescaled version of the Madagascar map Andrew did for RHS/WITP (attached). The new map art is being developed for this use - not for direct replacement of stock map panels - at the suggestion of the artist.
The addition of 11 locations for Madagascar, plus at least Recife Brazil off map,
means we must lose about eight locations. This is NOT going to be possible with ongoing games. For safety, we need to delete about 20 minor locations to permit future developments planned for what is now RHS/AE Level II.
Another issue is that we cannot add more scenarios and still upload the compiler - it is at maximum size now (with 7 scenarios - of which only 5 are playable).
The two Levels will mostly have similar scenarios. Scenarios 101-105 in Level I will be duplicated in Level II using numbers 121-125. Unissued Scenario 99 may be dropped - it needs extensive work. Otherwise it will become Scenario 129 in RHS/SE Level II. Unissued Scenario 106 will continue to serve as a 1945 test bed and, if/when completed, will NOT be duplicated in Level II. It is the only RHS mini scenario and extensive development of map edge areas or the Madagascar area is not warranted for it. It is mini-in time - lasting 575 days (from the Battle for Iwo Jima to the end of Monsoon 1946). It is developed for play vs AI as Japan, and permitting the use of kamakaze aircraft (similar to stock's Downfall Scenario). It is also Simplified RHS - similar to 102 and 104 - lacking some of the smallest units and with a simplified aircraft production system for both sides (with cruder production ramp ups) - for ease of play.
I will issue an update today with a "frozen" set of locations for RHS/AE Level I. That means any game started after today will never have a location changing names (to something inconvenient - a South Pacific island becoming a town on Madagascar for example). Otherwise, location industry order and unit device order and similar orders for ships will be respected - to permit folding in all later updates without major impacts on ongoing games. The changes today are minor - in Bhutan and on Timor - and wiping out some locations likely never to be used in any game (as "free space" for development of Level II) - mainly in the far SE Pacific area.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Level I Installer 1.02 (link)
.RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This is a comprehensive update, although many files are not updated at all.
It is a reorganization of RHS files. THIS link is to RHS Level I. It uses stock like map panels and stock pwzone.dat and pwlink.dat files. Its location files and pwhexe.dat files WILL differ from scenarios in RHS Level II when it is released. It WILL NOT get updated map art. This version corresponds to what would have previously been 7.52.
Version numbers for Levels I and II will be in sync - because more than 99% of the records are identical it is best to update all together. I have actually created the Level II files - but there is no art for them yet - nor the supporting files for the map art.
This set was carefully reviewed so that new games which start now in particular can be stable regardless of developments.
RHS Level I includes scenarios 101 to 106 (of which only 106 remains in development). These scenarios will ALWAYS use stock map and map support files and so WILL NOT use the RHS map panels or map support files in development. Note there is NO LONGER a scenario 99 in Level I. RHS Level I IS compatible with stock and DOES use stock maps (etc) - so it can co exist.
RHS Level II will have nearly identical scenarios 121 to 125 - but it will use different map art, pwhexe.dat, pwzone.dat, and pwlink.dat files. As well, location files, ship files and group files will have additional records activated (many exist already) for use in areas now off map. Note there will NOT be a 126 file - the Downfall Scenario will be a Level I only scenario as its focus is near the map center. Scenario 99 may be included as a Level II scenario using the number 129. It is recommended that RHS Level II will have its own installation folder. It does NOT use stock maps and its map support files are different - so it will be a management chore to try to share the AE folder (since you must swap files to change from Level I or stock to Level II).
There were eratta in two cam files (102 and 103) - corrected here (so the Russians are active or not as they should be. There were also too many pilots in 102 (which, lacking training units, does not need them and should not have them).
There were extra art and scen files - mostly related to scenario 99 - no longer present. There were a few other files as well also deleted. And there historically were pwhexe.dat files no longer issued. Because of this you may want to consider a clean install or deleting the content of RHS sub folders before installing.
I took the time to work in some minor changes to the location file and to the entire pwhexe.dat file set (not all of these latter are yet done).
A) Some changes affect Bhutan - which lost its only town and communications in favor of Phuntsholing and a trail to it from Siliguri, India. This peculiar country has no cities, and had no towns or roads until 1962! All trade used to go via this single village (now a town) - and even today virtually all foreigners must enter in groups at this one place. Now there is a road from it to the capital (which is a new town) and then East to Mongar (which used to be on our map - but which had no LOC in WW2).
B) Some changes affect Dutch and Portugese Timor. The original map art was essentially perfect - except that the enclave of Acossi (Oecesse, Acoussi) does not have a border nor a town. [In fact, it was the original Portugese colonly, and long was the capital of Portugese Timor]. This town is added at 68,115.
C) East of Koepang at the end of the secondary road in the stock map art is the town of Soe - much bombed by the Allies in WW2. It has been added at 69,116. Trails go from it to Acossi and to another North coast port named Atapupu which is at 69,115. [You say it like it looks - At ah pu pu]. I had to get rid of trails I had added between Acoussi and Koepang as well as between Acoussi and Atapupu. Atapupu was once an important Dutch fort and the base for attacks on Acoussi when they were contesting the Portugese for the island.
D) There is also a trail from Atapupu East to the border, where it meets the Portugese secondary road on the island at Malaina (at 70,115). Malaina is a very important non-port because it is a rice growing area, and it was where the Australians and East Timorese had to retreat when the Japanese invaded.
E) Dili is redefined and renamed Dili Cicade (Dili City), a big deal locally - it is the only city in the territory. The next hex East is Lautern (72,115) - location of the new airfield the Portugese hoped to attract major airlines to use (en route from points North and Australia). I had to remove a secondary road to nowhere (well - to the sea) from that hex.
F) The original map art correctly shows a great loop secondary road in East Timor. The most important town on that road is Lore - a "port" with no docks to this day. But it can be developed into a seaport - and meanwhile uses the road to ship goods. The Great Depression caused Portugal to stop ignoring Timor and begin infrastructure development so more could be exported. Relatively speaking (very relative for such backwaters), East Timor was more developed and exploited than West Timor was by 1941.
G) Other changes affect "Celebes" (Sulawese) Island. The Dutch on this island were more realistic than on Java (or than the British in Malaya) were. Many locations had normal peacetime stocks removed and even some industry damaged.
H) Similar changes affect Borneo. Its largest city today (Samarinda) was reduced to a small town - which it was in 1941. The interior town of Amoentai was turned into the rubber plantation center it was. And many locations had stockpiles reduced so as not to turn over things to the invaders. [When workers at Tarakan and Balikpapan destroyed oil wells and other industry it so outraged the Japanese that everyone who surrendered was executed - generally by drowning!]
There is also a new Allied alpha (air art) - correcting a very poor mismatch between the top art and the alpha so there isn't such a problem at the tail of the B-18B when it appears in combat.
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This is a comprehensive update, although many files are not updated at all.
It is a reorganization of RHS files. THIS link is to RHS Level I. It uses stock like map panels and stock pwzone.dat and pwlink.dat files. Its location files and pwhexe.dat files WILL differ from scenarios in RHS Level II when it is released. It WILL NOT get updated map art. This version corresponds to what would have previously been 7.52.
Version numbers for Levels I and II will be in sync - because more than 99% of the records are identical it is best to update all together. I have actually created the Level II files - but there is no art for them yet - nor the supporting files for the map art.
This set was carefully reviewed so that new games which start now in particular can be stable regardless of developments.
RHS Level I includes scenarios 101 to 106 (of which only 106 remains in development). These scenarios will ALWAYS use stock map and map support files and so WILL NOT use the RHS map panels or map support files in development. Note there is NO LONGER a scenario 99 in Level I. RHS Level I IS compatible with stock and DOES use stock maps (etc) - so it can co exist.
RHS Level II will have nearly identical scenarios 121 to 125 - but it will use different map art, pwhexe.dat, pwzone.dat, and pwlink.dat files. As well, location files, ship files and group files will have additional records activated (many exist already) for use in areas now off map. Note there will NOT be a 126 file - the Downfall Scenario will be a Level I only scenario as its focus is near the map center. Scenario 99 may be included as a Level II scenario using the number 129. It is recommended that RHS Level II will have its own installation folder. It does NOT use stock maps and its map support files are different - so it will be a management chore to try to share the AE folder (since you must swap files to change from Level I or stock to Level II).
There were eratta in two cam files (102 and 103) - corrected here (so the Russians are active or not as they should be. There were also too many pilots in 102 (which, lacking training units, does not need them and should not have them).
There were extra art and scen files - mostly related to scenario 99 - no longer present. There were a few other files as well also deleted. And there historically were pwhexe.dat files no longer issued. Because of this you may want to consider a clean install or deleting the content of RHS sub folders before installing.
I took the time to work in some minor changes to the location file and to the entire pwhexe.dat file set (not all of these latter are yet done).
A) Some changes affect Bhutan - which lost its only town and communications in favor of Phuntsholing and a trail to it from Siliguri, India. This peculiar country has no cities, and had no towns or roads until 1962! All trade used to go via this single village (now a town) - and even today virtually all foreigners must enter in groups at this one place. Now there is a road from it to the capital (which is a new town) and then East to Mongar (which used to be on our map - but which had no LOC in WW2).
B) Some changes affect Dutch and Portugese Timor. The original map art was essentially perfect - except that the enclave of Acossi (Oecesse, Acoussi) does not have a border nor a town. [In fact, it was the original Portugese colonly, and long was the capital of Portugese Timor]. This town is added at 68,115.
C) East of Koepang at the end of the secondary road in the stock map art is the town of Soe - much bombed by the Allies in WW2. It has been added at 69,116. Trails go from it to Acossi and to another North coast port named Atapupu which is at 69,115. [You say it like it looks - At ah pu pu]. I had to get rid of trails I had added between Acoussi and Koepang as well as between Acoussi and Atapupu. Atapupu was once an important Dutch fort and the base for attacks on Acoussi when they were contesting the Portugese for the island.
D) There is also a trail from Atapupu East to the border, where it meets the Portugese secondary road on the island at Malaina (at 70,115). Malaina is a very important non-port because it is a rice growing area, and it was where the Australians and East Timorese had to retreat when the Japanese invaded.
E) Dili is redefined and renamed Dili Cicade (Dili City), a big deal locally - it is the only city in the territory. The next hex East is Lautern (72,115) - location of the new airfield the Portugese hoped to attract major airlines to use (en route from points North and Australia). I had to remove a secondary road to nowhere (well - to the sea) from that hex.
F) The original map art correctly shows a great loop secondary road in East Timor. The most important town on that road is Lore - a "port" with no docks to this day. But it can be developed into a seaport - and meanwhile uses the road to ship goods. The Great Depression caused Portugal to stop ignoring Timor and begin infrastructure development so more could be exported. Relatively speaking (very relative for such backwaters), East Timor was more developed and exploited than West Timor was by 1941.
G) Other changes affect "Celebes" (Sulawese) Island. The Dutch on this island were more realistic than on Java (or than the British in Malaya) were. Many locations had normal peacetime stocks removed and even some industry damaged.
H) Similar changes affect Borneo. Its largest city today (Samarinda) was reduced to a small town - which it was in 1941. The interior town of Amoentai was turned into the rubber plantation center it was. And many locations had stockpiles reduced so as not to turn over things to the invaders. [When workers at Tarakan and Balikpapan destroyed oil wells and other industry it so outraged the Japanese that everyone who surrendered was executed - generally by drowning!]
There is also a new Allied alpha (air art) - correcting a very poor mismatch between the top art and the alpha so there isn't such a problem at the tail of the B-18B when it appears in combat.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Level I Microupdate 1.03 (link)
RHS Level I Microupdate 1.04 (aircraft data)
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This is a technical update with respect to reported eratta in pwhexe.dat files -
so ALL of the revised one are redone here - and the rest will update to THIS standard.
The important one is that Batavia is now Urban Light vice Urban Heavy - because new population data was found.
There is a hex SE of Chunking that was wrongly coded as land vice coastal - preventing ships passing to it or up a smaller river from the Yangtze to ports South of it.
There is a hex in the Yellow River Plain that was wrongly Urban Heavy vice Swamp in some seasons.
There also are a few location file changes - mainly on Java. The important one is on Celebes - Lowoek is now a "port" but UNINHABITED with ALL infrastructure destroyed! Because the Dutch did that. Japan resank the oil wells and put it back into production anyway.
Several cities on Java got revised population, industry and stockpiles - our industry is limited by population to man it.
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This is a technical update with respect to reported eratta in pwhexe.dat files -
so ALL of the revised one are redone here - and the rest will update to THIS standard.
The important one is that Batavia is now Urban Light vice Urban Heavy - because new population data was found.
There is a hex SE of Chunking that was wrongly coded as land vice coastal - preventing ships passing to it or up a smaller river from the Yangtze to ports South of it.
There is a hex in the Yellow River Plain that was wrongly Urban Heavy vice Swamp in some seasons.
There also are a few location file changes - mainly on Java. The important one is on Celebes - Lowoek is now a "port" but UNINHABITED with ALL infrastructure destroyed! Because the Dutch did that. Japan resank the oil wells and put it back into production anyway.
Several cities on Java got revised population, industry and stockpiles - our industry is limited by population to man it.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: Why RHS Aircraft are Different? & update 1.04 Level I
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
This commentary is by player request. A new Japanese player, trying to understand aircraft production planning (critical at game start for Japan), on realizing how different planes behave in RHS, said I should underline this for those who do not know RHS history, which explains how and why RHS aircraft are so different (accounting for their relative performance in air combat in particular)?
In spite of the fact such a review might be regarded as a form of 'advertising' for our 'product' - I must confess at the outset that there is something we never did, something I forgot about entirely. The very same player noted a peculiar problem with repair of an aircraft type. And, indeed, it was far too long. This is because RHS never, ever (even historically when it was WITP/RHS) reviewed the "Service Rating" field. In the beginning, because of the way new records are created in the editor (by copy of a similar record), I assumed that if stock values were reasonable, then similar aircraft would be indeed correct. In time it became clear that stock data is the product of numbers of researchers, and that it has little or no review - so it is generally inconsistent. But I never went back and did the work. Until yesterday and today. Because RHS has more airplanes than other mods - as well as because we have five issued working scenarios and five more under construction - each of which needs every aircraft record - it was a time consuming process. But now service ratings will join other fields in being consistent - instead of sometimes wildly incorrect. There is a pattern to the service time ratings: they are generally shorter now, particularly for the Allies. In particular, the service times for four engine aircraft are reduced.
The update itself is almost purely confined to aircraft files, but there are also changes in group files and in location files. Mainly because I had to change production of late war heavy bombers in Australia and Canada. Any review uncovers eratta, and this time I learned that the Lincoln (originally a higher numbered Lancaster) did NOT replace the Lancaster - and in fact the Lancaster FE enters service LATER in time than the Lincoln did. This changed a few things in terms of British, Australian and Canadian aircraft descriptions and related production. A few more locations were reworked - mainly on Java. Java has lost some population and industry because better data has become available (Indonesian official) for the era. Another change is that I learned that the Wellington used geodesic construction: the system we use to define durability (proposed by my 'boss' programmer long ago) included structure - so we had a way to account for it - and it is now folded in. At the same time, I determined that maneuverability for the Wellingtons is higher than it was.
Aircraft are the very heart of RHS in the sense that, before there was an RHS, there was an aircraft development project for a WITP era mod. This was quite formally organized to rework Japanese aircraft to address some problems in the data set. Formally because the supervisor is both a programmer and a mathmatician, and an amateur historian. He insisted on using common data sources (for consistency in data) and on formal criteria for calculated values. I was the junior partner, the research and data entry guy, who did the work to his standard. After he approved it, it then had to be reviewed and approved again by the "coordinator" for the mod - which it was. It was then things went a bit wrong: that mod had several originators who were called "plank holders" who could reject any changes - and one of them did that. The coordinator, feeling the new aircraft were an improvement, suggested direct negotiation. The objector wrote one email, complaining he was upset by the loss of the "long range Pete" - and I replied with my data (from Francillon) - which was the end of the "discussion." So the coordinator then suggested, rather than lose the work, we issue a new mod using it. The programmer suggested the name RHS - a variation on RSH (Real Sub Hunter) - and that is how WITP era RHS began.
Over the course of the next two years we evolved, largely in open debate on the Forums, a way to calculate maneuverability (which is only one field for several different aspects of how aircraft move). The original formula we devised for durability was close - adding a constant of two in front of it got it even closer. What we got was a consistent set of relative performance measures standing on a foundation of definitions and standardized data sources (because sources differ). This in turn revealed the remarkably good air combat model - first in the WITP engine - and later in the AE engine. Most combat outcomes are realistic for air to air combat. [Problems remain in AA combat and operational attrition - neither is nearly high enough; and in air attacks on ground units - which are far too effective. RHS/AE - using the new bomb codes - has mitigated this latter issue substantially. Also - possibly because of our request - and ASW bomb code was added, permitting the same plane to use ASW or non-ASW weapons based on the assigned mission. Fully exploiting the bomb codes means many planes become multi-purpose.
The particular point that led to the request we outline the history of RHS and aircraft data was that the player in question assumed the George was not worth buying because it had little effect on bombers in stock games. But with the combined effects of consistent weapons ratings, consistent durability ratings and consistent maneuverability ratings, that isn't the case in RHS. I advised him not to assume his experience with stock or other mods was germane to the rather developed data we are using (after many years of work).
Another difference is that we have more types of aircraft. Mifune - familiar with most mods - estimates about 1/3 more than the second largest set in another mod. This was possible in large measure because of a standardized set of air art done by a number of artists for all mods. RHS (almost) uses all of it (except for art that cannot see service in WW2). Note - however - that some of the aircraft types do not appear in "strictly historical mods" - because they were not built for the PTO. They only appear in Japan Enhanced Scenarios (on both sides - to such an extent the net advantage lies with the Allies - almost certainly - but only OVER TIME: the game starts with Japanese advantage and fairly rapidly changes to Allied advantage). RHS aircraft are not really restricted to RHS, however. There is no problem using either our data or our art - even in the cases where we have original art. We use other art we didn't create - and it seems only fair to share what we did - so anyone who likes any bit of it may use it - of course. To make it easier, we generally follow the "slot order" of stock and other mods. As well - we document the air art slots - so how they relate to aircraft record numbers is cross indexed - you can look up planes in slot order or in bitmap order - in large lists or in smaller country lists if you prefer.
This commentary is by player request. A new Japanese player, trying to understand aircraft production planning (critical at game start for Japan), on realizing how different planes behave in RHS, said I should underline this for those who do not know RHS history, which explains how and why RHS aircraft are so different (accounting for their relative performance in air combat in particular)?
In spite of the fact such a review might be regarded as a form of 'advertising' for our 'product' - I must confess at the outset that there is something we never did, something I forgot about entirely. The very same player noted a peculiar problem with repair of an aircraft type. And, indeed, it was far too long. This is because RHS never, ever (even historically when it was WITP/RHS) reviewed the "Service Rating" field. In the beginning, because of the way new records are created in the editor (by copy of a similar record), I assumed that if stock values were reasonable, then similar aircraft would be indeed correct. In time it became clear that stock data is the product of numbers of researchers, and that it has little or no review - so it is generally inconsistent. But I never went back and did the work. Until yesterday and today. Because RHS has more airplanes than other mods - as well as because we have five issued working scenarios and five more under construction - each of which needs every aircraft record - it was a time consuming process. But now service ratings will join other fields in being consistent - instead of sometimes wildly incorrect. There is a pattern to the service time ratings: they are generally shorter now, particularly for the Allies. In particular, the service times for four engine aircraft are reduced.
The update itself is almost purely confined to aircraft files, but there are also changes in group files and in location files. Mainly because I had to change production of late war heavy bombers in Australia and Canada. Any review uncovers eratta, and this time I learned that the Lincoln (originally a higher numbered Lancaster) did NOT replace the Lancaster - and in fact the Lancaster FE enters service LATER in time than the Lincoln did. This changed a few things in terms of British, Australian and Canadian aircraft descriptions and related production. A few more locations were reworked - mainly on Java. Java has lost some population and industry because better data has become available (Indonesian official) for the era. Another change is that I learned that the Wellington used geodesic construction: the system we use to define durability (proposed by my 'boss' programmer long ago) included structure - so we had a way to account for it - and it is now folded in. At the same time, I determined that maneuverability for the Wellingtons is higher than it was.
Aircraft are the very heart of RHS in the sense that, before there was an RHS, there was an aircraft development project for a WITP era mod. This was quite formally organized to rework Japanese aircraft to address some problems in the data set. Formally because the supervisor is both a programmer and a mathmatician, and an amateur historian. He insisted on using common data sources (for consistency in data) and on formal criteria for calculated values. I was the junior partner, the research and data entry guy, who did the work to his standard. After he approved it, it then had to be reviewed and approved again by the "coordinator" for the mod - which it was. It was then things went a bit wrong: that mod had several originators who were called "plank holders" who could reject any changes - and one of them did that. The coordinator, feeling the new aircraft were an improvement, suggested direct negotiation. The objector wrote one email, complaining he was upset by the loss of the "long range Pete" - and I replied with my data (from Francillon) - which was the end of the "discussion." So the coordinator then suggested, rather than lose the work, we issue a new mod using it. The programmer suggested the name RHS - a variation on RSH (Real Sub Hunter) - and that is how WITP era RHS began.
Over the course of the next two years we evolved, largely in open debate on the Forums, a way to calculate maneuverability (which is only one field for several different aspects of how aircraft move). The original formula we devised for durability was close - adding a constant of two in front of it got it even closer. What we got was a consistent set of relative performance measures standing on a foundation of definitions and standardized data sources (because sources differ). This in turn revealed the remarkably good air combat model - first in the WITP engine - and later in the AE engine. Most combat outcomes are realistic for air to air combat. [Problems remain in AA combat and operational attrition - neither is nearly high enough; and in air attacks on ground units - which are far too effective. RHS/AE - using the new bomb codes - has mitigated this latter issue substantially. Also - possibly because of our request - and ASW bomb code was added, permitting the same plane to use ASW or non-ASW weapons based on the assigned mission. Fully exploiting the bomb codes means many planes become multi-purpose.
The particular point that led to the request we outline the history of RHS and aircraft data was that the player in question assumed the George was not worth buying because it had little effect on bombers in stock games. But with the combined effects of consistent weapons ratings, consistent durability ratings and consistent maneuverability ratings, that isn't the case in RHS. I advised him not to assume his experience with stock or other mods was germane to the rather developed data we are using (after many years of work).
Another difference is that we have more types of aircraft. Mifune - familiar with most mods - estimates about 1/3 more than the second largest set in another mod. This was possible in large measure because of a standardized set of air art done by a number of artists for all mods. RHS (almost) uses all of it (except for art that cannot see service in WW2). Note - however - that some of the aircraft types do not appear in "strictly historical mods" - because they were not built for the PTO. They only appear in Japan Enhanced Scenarios (on both sides - to such an extent the net advantage lies with the Allies - almost certainly - but only OVER TIME: the game starts with Japanese advantage and fairly rapidly changes to Allied advantage). RHS aircraft are not really restricted to RHS, however. There is no problem using either our data or our art - even in the cases where we have original art. We use other art we didn't create - and it seems only fair to share what we did - so anyone who likes any bit of it may use it - of course. To make it easier, we generally follow the "slot order" of stock and other mods. As well - we document the air art slots - so how they relate to aircraft record numbers is cross indexed - you can look up planes in slot order or in bitmap order - in large lists or in smaller country lists if you prefer.