Page 2 of 64

RE: RHS File Set 4.41

Posted: Thu Sep 07, 2006 8:21 pm
by el cid again
ORIGINAL: Bliztk

One person questioned if the Japanese supply sinks or new units were set to appear in different places (ie Singapore) and the base were in allied hands, then the units would appear on Tokyo.

This is incorrect, ¡¡¡ the units actually appear on the Allied Base¡¡¡


REPLY: Theoretically a unit will not appear if its point of appearence is in enemy hands. In practice we will have to see. I don't recommend Japan skip taking places of major economic significance in the SRA in RHS! But it is not entirely beyond rationalization if something like this ever happens: we do nothing whatever to simulate the formidable things done by Gen Nasution (an Indonesian nationalist who eventually created a country who got his start with Japanese arms and lots of native volunteers) in this system.


Device units 28, 31, 33, 32, 36, and 38 (Plus several others Koku Kantai) have 3.9in/50 TP88 DP gun as a fixed location, thus there are 6 Koku Kantai units in Tokyo.

REPLY: I tried to make these fixed weapons immobile. This has some unfortunate side effects - including adding 10,000 (minus one) men to the location! They can be moved - although they should not be considered mobile. I need to think about this. It affects other units I am sure.

There are more Kokus Kantais and all of them have as fixed device the 3.9in DP gun, thus making all the units inmobile.

DEvice 1612 (2nd Imperial Guards) have the order of the Japanese Assault Engr and the Type 92 HMG changed on the TOE and unit (They are different)

OK - that is probably a mistake.

All of the Japanese Tank Companies have as designed TOE 36x150 mm Mortar instead of having tanks assigned.

REPLY: I do not see this. But I did find bad pointers - and so it may be realted to what you would see over time.

All of the Indian National Army units have a TOE of nothing. The TOE says "not avaliable". Maybe this is intentional.

REPLY: A pointer issue - they pointed at an Allied unit - and no Allied devices were available to them!

Device 1420,1422,1423,1425,1938 have the same problem.(And I Guess that this is not intentional)

REPLY: No it isn't.

Device 1382 22nd Kks AV unit has a TOE of an Mortar Bn

REPLY: I have corrected all Aviation Unit pointers - they were wrong.

All RTA divisions have a TOE of a Japanese Calvary BDE

REPLY: They did - corrected already for unissued 4.42 - still correcting pointers.


RE: RHS File Set 4.40 Series (Update at end)

Posted: Thu Sep 07, 2006 8:26 pm
by el cid again
There needs to be a 4.42 revision of the location file.

Running AI vs AI tests (at 10+ days per hour) has demonstrated some significant improvements.
However, it also has demonstrated some strange things. Leading the pack is units with wierd
orders of battle. It appears significant pointer issues remain - and I am correcting these.
If a unit points to the wrong formation, it upgrades wrong.

In addition, I found about two supply sinks not converted to the new format, I added one
supply sink in Manchukuo which probably should be there as burdon for that area's resource
production, and revised many supply allocations to units when they appear.

Finally, I wish to update the orders of battle of US Infantry Divisions and Regiments and
US Marine Divisions post June 1942- they remain in CHS format and wrong. Note I added the
5 inch gun coast defense unit to the First Marine Division.

EDIT: I am completing a review of naval and anti-aircraft weapons because many of them have
load costs = 9999 - preventing land units with them from moving. This is reported with respect to Japanese
units - but would apply to any Allied units with similar devices - so I am curing them all in one shot.
I may take this opportunity to do to shells what I did to bombs - differentiate between soft effects between
AP and HE weapons. This may help further reduce complaints of "nuclear bombardment" by heavy ships.
I already adopted a power function system to reduce anti-soft values to the square root of effect. Now it
will be sq root of 2/3 of effect.





Updated Update

Posted: Fri Sep 08, 2006 9:10 pm
by el cid again
I am pretty happy with 4.42 -
but I am running out of hours too.

I need to finish the conversion of the device file so ALL artillery uses the same criteria - which now distinguishes
between AP and HE oriented weapons.

Along the way I finally remembered to fix Surface to Surface rockets - which have never worked - in any
scenario of mod. Bet the work now!

And I have not yet addressed the post June 1942 US land combat units.

It may take another day - but I have high hopes 4.42 is going to be what I hoped 4.40 would be - plus a better model
for artillery.

On a slightly different subject, I like the results of changing the aircraft maneuverability ratings in sample form -
but I am not getting any more comments on aircraft ranges. SHOULD the focus be correct operational range
instead of correct transfer range (as it is now)?

RE: Updated Update

Posted: Fri Sep 08, 2006 9:22 pm
by TulliusDetritus
My personal opinion: I think the Operational Range should matter. Give us -- if possible -- the historical bombing missions (I mean the rule, not the exceptions).

RE: Updated Update

Posted: Fri Sep 08, 2006 9:25 pm
by Iron Duke
Accurate operational ranges are more important than transfer/ferry ranges

RE: Updated Update

Posted: Sat Sep 09, 2006 12:55 am
by witpqs
Operational Range is by far more important to the game than is ferry range. The only exception would be if a formula made ferry ranges so short that a/c could not move around in reasonable fashion. Being able to ferry further than IRL is a very small matter.

RE: Updated Update

Posted: Sat Sep 09, 2006 2:17 am
by drw61
I like having the ferry range correct but having the operational range correct is much more critical for game play.

RE: RHS File Set 4.40 Series (Update at end)

Posted: Sat Sep 09, 2006 9:01 pm
by Herrbear
ORIGINAL: el cid again

There needs to be a 4.42 revision of the location file.

Running AI vs AI tests (at 10+ days per hour) has demonstrated some significant improvements.
However, it also has demonstrated some strange things. Leading the pack is units with wierd
orders of battle. It appears significant pointer issues remain - and I am correcting these.
If a unit points to the wrong formation, it upgrades wrong.

In addition, I found about two supply sinks not converted to the new format, I added one
supply sink in Manchukuo which probably should be there as burdon for that area's resource
production, and revised many supply allocations to units when they appear.

Finally, I wish to update the orders of battle of US Infantry Divisions and Regiments and
US Marine Divisions post June 1942- they remain in CHS format and wrong. Note I added the
5 inch gun coast defense unit to the First Marine Division.

EDIT: I am completing a review of naval and anti-aircraft weapons because many of them have
load costs = 9999 - preventing land units with them from moving. This is reported with respect to Japanese
units - but would apply to any Allied units with similar devices - so I am curing them all in one shot.
I may take this opportunity to do to shells what I did to bombs - differentiate between soft effects between
AP and HE weapons. This may help further reduce complaints of "nuclear bombardment" by heavy ships.
I already adopted a power function system to reduce anti-soft values to the square root of effect. Now it
will be sq root of 2/3 of effect.

Any change in making the LCI(R) and similar ships work?

RE: RHS File Set 4.40 Series (Update at end)

Posted: Sat Sep 09, 2006 10:11 pm
by el cid again
Yes and no. I took the LCI(R) out of RHS - to get slots. Any OTHER ships that uses rockets will now work.
Any ship put in that uses rockets will now work.


Note that the AA rockets on late war Japanese carriers now work.


RE: RHS File Set 4.42 (4.4 series; Update at end)

Posted: Sat Sep 09, 2006 10:19 pm
by el cid again
I am still updating Allied LCUs
and now finding ALLIED pointer issues big time.

I do not expect to release 4.42 until tonight.

Tests are showing the fixes implemented are working well -

Also - I have made all gun weapons ratings more consistent -
between types. Thus a tank armed with a particular AT Gun
is rated the same as the ATG - etc.

Machine guns are somewhat more important in 4.4 than before:

support squads are not rated as significantly more powerful than
MMG or HMG are - but vice versa. A support squad has a firepower
of 1, an MMG of 2 and a HMG of 3 - and the effect values are
1, 3 and 7 respectively (if it scores a hit on a naval unit). The
penetration ratings are 0, 9 mm and 15 mm. This STILL does not mean
a support squad cannot kill an AFV - thanks to WITP die rolls it is
still possible - just not very common. MOST of the time, an AFV with
10mm of armor is proof against an MMG - but not all the time.
And MOST of the time an AFV with 10mm of armor is NOT proof against
an HMG - but sometimes it is.

Some additonal changes: Japanese naval stations had their guns redefined
as land (vice ship) devices - and point at formations using the same
layout line by line. Some Allied units got similar treatment. Japanese air
units upgrades changed so, if you build (say) heavy transports, some units
will accept them. If you (or AI) do not invest in them - you stay with
the original planes. Additional changes of the tweek sort to help AI with
economics - particularly in places it does like to use things.

RE: RHS File Set 4.42 (4.4 series; Update at end)

Posted: Sun Sep 10, 2006 12:11 pm
by el cid again
I am running a 4.42 AI vs AI validation test.

RE: RHS File Set 4.41

Posted: Sun Sep 10, 2006 1:30 pm
by m10bob
ORIGINAL: el cid again
ORIGINAL: Bliztk

I think that 25 replacements per month for the Marines is a bit too low.

REPLY: Tell me about this. It is not my number. What should it be - and why? This is strait up CHS.
When I don't know something is wrong - I leave it alone.


One thing, all of the triangular divisions that start the game continued to maintain their organization or were upgraded to the square organization ?

Because as it`s now coded, they remain triangular

They start, and remain, triangular. This is correct. The Hawaii Division was square - and changed only in
November 1941 - combining with two regiments of the Hawaii National Guard to form two triangular divisions.
[Later the two HNG regiments combined - after being stripped of Japanese Americans - who were sent to
the 100th Battalion - and the two regiments were not at full strength to begin with - which is in RHS - and
in a sense also in CHS - because they "disabled" a % of these divisions. But RHS makes the missing men
be missing - and it takes longer to build up than to "repair" disabled - I think. Anyway, a regiment of the
Washington NG replaced the missing regiment - keeping these units triangular. The most famous was the
25th Division.]

A number of other divisions began the war square (I think) - but reformed before they became operational.
I have a giant book on the US Army Order of Battle - and it gives details for each - including a quite complex
liniage. The problem is not so much data as the time to look it up case by case - and I was told the US units
had been done "more than once" for CHS. And I do see some attempt at accuracy: a US Army RCT was
given 24 mortars - which is right - only they were all 81mm - because no 60mm device was available. IRL
18 were not 81s. The US Army was in transition over to triangular from its historical square form.

Square divisions were a creature of an era when divisions actually walked - I mean onto the battlefield -
and so they were organized into two brigades each with two regiments. This formation permitted going from
road march formation to tactical battlefield formation in one day. It was not germane to WWII era operations
which were either semi-motorized (mainly not PTO) or were amphibious (mainly PTO). Triangular organization
permitted a single staff handle operations - and permitted a very efficient "two operational teams plus one
reserve team" organization for that single staff. The nearest thing to a square division was the USMC division
which was doctrinally and philosophically triangular - and remains so to this day. Nevertheless, there are so
many "extra" battalions it is entirely feasible to organize four regimental combat teams - each stronger than
a US Army RCT - from an all up USMC Division.

If my references are accurate, your references (and understanding) of American army rgts and RCT's are correct.
The units going to the Pacific theatre were less involved in being deployed as "RCT's, than in the European theatre.
Certain armoured divisions never surrendered their "square" formation, (like the 3rd Armoured for instance).

RE: RHS File Set 4.41

Posted: Sun Sep 10, 2006 7:41 pm
by witpqs
Guys, if you could straighten me out, I got a bit lost on one point. Triangle = 3, fine. When you are talking about square are you meaning 2 or 4?

RE: RHS File Set 4.41

Posted: Sun Sep 10, 2006 7:45 pm
by Monter_Trismegistos
binary division = 2 regiments
triangular division = 3 regiments
square division = 4 regiments

RE: RHS File Set 4.41

Posted: Mon Sep 11, 2006 5:38 am
by el cid again
MT is correct. Binary divisions were used in general by Italy - and in PTO by Thailand.

Square also generally was "binary binary" - meaning two brigades of two regiments each.
EACH brigade had a real staff. When divisions become "triangular" ONE brigade staff
was retained (called "infantry group" in IJA) and the other became independent.
In IJA there is a wierd case of an "independent" brigade staff ending up controlling "three" regiments!
In RHS you will see a "brigade" division (meaning it has three regiments and can divide into 3 parts)
and two "division" brigades (meaning they have two regiments and can divide into 2 parts) -
in addition to the normal divisions and brigades that are called by names that do not decieve about
the number of regiments.

RE: RHS File Set 4.41

Posted: Mon Sep 11, 2006 6:50 am
by witpqs
Thank y'all kindly!

RE: RHS File Set 4.42 Uploading

Posted: Mon Sep 11, 2006 12:44 pm
by el cid again
ORIGINAL: el cid again

This revision mainly revises support units in general, and supply sinks
in particular, to have less combat value.

It also involves some eratta and art pointers - including a NEW set of pointers for RHSEOS - which has its OWN plane art from this version.

There are two new squadrons in RNZAF - 40 and 41 - transports.

The formations for US Army and USMC divisions are changed - and all starting units as well. Same for US Army Regiments. Reinforcements are not updated - but will tend to update automatically. This is on my list for later work.

Many supply depots created or expanded to help AI - now that I understand what it wants where - on both sides.

Some minor unit work on Allied side - base forces and special units are more correct.

Vast numbers of pointers repointed.

Sid

RE: RHS File Set 4.42 Uploading Now

Posted: Mon Sep 11, 2006 12:57 pm
by el cid again
This has turned into at least a medium release - but it properly is a subset of 4.40 because it is what 4.4 was
intended to be:

a) Completion of revision of Chinese land units
b) Completion of revision of US divisions and army regiments
c) Modification of the combat power of support units in general and supply sinks in particular
d) Correction of eratta in several senses, including

getting rid of a duplicated ship reinforcement
correcting the guns of an airplane
correcting the effects of engines on F7F
correcting the range of Coronado
increasing the normal bomb load of Coronado, B-17, B-24 and B-29
correcting pointers for a number of units - regretfully a vast number of units
revising the device file so smaller guns can move (even if they are fixed -
something we deal with by adding static devices - so units that are not fixed can move)
revising the device file so all guns use identical standards - and AP is less dangerous to
soft targets than HE of the same size
a fair range of other errors reported or encountered incidentally to the above

There are changes to about 20,000 fields - but most of them are not going to be noticed -
and most of the rest should only make things more consistent - make the AI work logistics better -
or make firepower generally less catastrophic when large numbers are involved of any sort.

Tests of the AI vs AI sort indicate many points of success - and not as much impact as I would like
on large support units. However, I did find the existing units defending points like Wake Island and
Hong Kong were vastly overstated. There is not enough ROOM on Wake for the thousands of troops
present - and there was no base force at all (unless you count the ground crew for a single Pan Am
Clipper - or the detachment of Marine fighters - so poorly equipped they had to refuel from drums).
I reviewed Hong Kong in detail, and reduced the number of Walrus (putting the rest on ships - some were
missing entirely and some were wrongly placed in 700 squadron), and adding 3 Vildebeste. I changed some
of the CW troops to chinese - because of the "Chinese regiment" and also the Hong Kong Volunteer Force.
Basically there is now only one unit at both Wake and Hong Kong to reduce - including such assets of the missing
unit as are appropriate. The extra base force was put in as a reinforcement - and the missing unit from Hong Kong
is not an empty slot.

I was able to create a 1941 US Army Division as well as a 1943 US Army Division. I used the recommended 1943 organization - which is in many references - including the US Army Order of Battle (a book).


I need some testing to see how these changes are working out over a longer time. I will issue a standard turn to my playtesters - and anyone else who wants it - it taking less time to turn out a single starting turn than many. I will issue a simple start turn with a published password if anyone wants to jump start. I have tried to program in many things normally put in a first turn for both sides - to speed up the first turn.


RE: RHS File Set 4.42 (4.4 series; Update at end)

Posted: Tue Sep 12, 2006 4:16 am
by CobraAus
V4.42 all scanarios posted on download link page and avail on RHS web site

Cobra Aus

RE: RHS File Set 4.42 Uploading Now

Posted: Tue Sep 12, 2006 7:45 am
by el cid again
ORIGINAL: el cid again

This has turned into at least a medium release - but it properly is a subset of 4.40 because it is what 4.4 was
intended to be:

a) Completion of revision of Chinese land units
b) Completion of revision of US divisions and army regiments
c) Adding 4.2 inch chemical mortar battalions
d) Modification of the combat power of support units in general and supply sinks in particular
e) Correction of eratta in several senses, including

getting rid of a duplicated ship reinforcement
correcting the guns of an airplane
correcting the effects of engines on F7F
correcting the range of Coronado
increasing the normal bomb load of Coronado, B-17, B-24 and B-29
correcting pointers for a number of units - regretfully a vast number of units
revising the device file so smaller guns can move (even if they are fixed -
something we deal with by adding static devices - so units that are not fixed can move)
revising the device file so all guns use identical standards - and AP is less dangerous to
soft targets than HE of the same size
a fair range of other errors reported or encountered incidentally to the above

There are changes to about 20,000 fields - but most of them are not going to be noticed -
and most of the rest should only make things more consistent - make the AI work logistics better -
or make firepower generally less catastrophic when large numbers are involved of any sort.

Tests of the AI vs AI sort indicate many points of success - and not as much impact as I would like
on large support units. However, I did find the existing units defending points like Wake Island and
Hong Kong were vastly overstated. There is not enough ROOM on Wake for the thousands of troops
present - and there was no base force at all (unless you count the ground crew for a single Pan Am
Clipper - or the detachment of Marine fighters - so poorly equipped they had to refuel from drums).
I reviewed Hong Kong in detail, and reduced the number of Walrus (putting the rest on ships - some were
missing entirely and some were wrongly placed in 700 squadron), and adding 3 Vildebeste. I changed some
of the CW troops to chinese - because of the "Chinese regiment" and also the Hong Kong Volunteer Force.
Basically there is now only one unit at both Wake and Hong Kong to reduce - including such assets of the missing
unit as are appropriate. The extra base force was put in as a reinforcement - and the missing unit from Hong Kong
is now an empty slot.

I was able to create a 1941 US Army Division as well as a 1943 US Army Division. I used the recommended 1943 organization - which is in many references - including the US Army Order of Battle (a book).


I need some testing to see how these changes are working out over a longer time. I will issue a standard turn to my playtesters - and anyone else who wants it - it taking less time to turn out a single starting turn than many. I will issue a simple start turn with a published password if anyone wants to jump start. I have tried to program in many things normally put in a first turn for both sides - to speed up the first turn.