RJW on WPO/WITP engine

Post suggestions and discuss the scenario and database editors here.
User avatar
jwilkerson
Posts: 8105
Joined: Sun Sep 15, 2002 4:02 am
Location: Kansas
Contact:

RE: RJW on WPO/WITP engine

Post by jwilkerson »

ORIGINAL: Helpless

Then the current gap is very narrow... 468-499=21.. [:-]

.. huh... another install


Yes, don't consider that there is a gap. Consider that you have all the slots below 500 to use !

Yes, this means another install ...

ORIGINAL: Terminus

Is the time problem solved, though? Look at the class for the Petropavlovsk (1/190); that's a pre-pre-pre-pre-pre-pre-pre-pre-pre-dreadnought...[:D]

As I mentioned, the leading "0" for the oughts decade is not displayed ... but that didn't seem like a show stopper for moi ...

AE Project Lead
SCW Project Lead
User avatar
Terminus
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: RJW on WPO/WITP engine

Post by Terminus »

I seem to remember experimenting with that my own self, waaaaaay back in the dark ages... Think I stopped when I saw that, and just figured it wouldn't work...
We are all dreams of the Giant Space Butterfly.
User avatar
Helpless
Posts: 15786
Joined: Fri Aug 27, 2004 3:12 pm

RE: RJW on WPO/WITP engine

Post by Helpless »

Petropavlosk will sink ... was that a luck?

Naval War Games

War Games played at the Nicholas Naval academy, St. Petersburg, the idea being a War between Russia and Japan.

The first game was played in 1896, the forces of both sides being as on December 13th, 1895. The result was the complete defeat of the Russian Fleet. The conclusions arrived at are of no importance



http://www.russojapanesewar.com/russ-game.html

Image
Attachments
RJW.jpg
RJW.jpg (158.22 KiB) Viewed 194 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
User avatar
Helpless
Posts: 15786
Joined: Fri Aug 27, 2004 3:12 pm

RJW: landing guns

Post by Helpless »

Almost all russian ships had 2x 2.5in(63.5mm)/19 landing guns. As it could be understood, their primary usage was to support landing operations. Would it be historically correct if they will be included as naval guns (in this case they can fire during the naval egagement)?
Pavel Zagzin
WITE/WITW/WITE-2 Development
User avatar
Terminus
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: RJW: landing guns

Post by Terminus »

Were they mounted and combat ready on ship while underway?
We are all dreams of the Giant Space Butterfly.
User avatar
Helpless
Posts: 15786
Joined: Fri Aug 27, 2004 3:12 pm

RE: RJW: landing guns

Post by Helpless »

On big ships they had mounts. On smaller ships (gun boats) they were on wheel base.

2.5in Baranavsky landing gun (64mm/19L) is in russian battleship specs :
ex.
http://www.battleships.ru/warships/Borodino.html
Pavel Zagzin
WITE/WITW/WITE-2 Development
User avatar
Rysyonok
Posts: 2102
Joined: Sat Dec 17, 2005 12:11 am

RE: RJW on WPO/WITP engine

Post by Rysyonok »

ORIGINAL: Helpless

Time problem is solved! [&o] [:)]

Then question regarding max bitmap index can be used. When I set everything more than 500 game is crashing.. [:(]

Hm. Weird. On my PC it doesn't crash - those bitmaps are simply ignored by the game.

If you really need bitmaps, there are quite a few slots you can make up. E.g., Kasuga and Nisshin - they use 2 bitmaps just because smokestacks were slightly different.

Are you seriously starting to work on this mod?
Image
User avatar
Helpless
Posts: 15786
Joined: Fri Aug 27, 2004 3:12 pm

RE: RJW - Korean bases

Post by Helpless »

Bitmaps are not the big problem. "Allied" forces will be 100% Russian - not many slots required.

It must be a standalone mod with separate install. Beside modified ART, I modified exe file to introduce Russia instead of Soviet and Korea instead of Dutch. Not sure about Allied Korea with no millitary forces, but this would add aditional favour.

RJW is not a "what if" scenario, which means plenty of sources is available. And so far more problems come due to undocumented features of WITP/WPO database and game itself. Also my WPO modding experience is low.

I'm still haven't answered a question in my first post to myself - does it worth the efforts? But at least I keep myself busy while waiting the PBEM turns.. [:)]



Image
Attachments
RJW.jpg
RJW.jpg (73.52 KiB) Viewed 194 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
User avatar
Helpless
Posts: 15786
Joined: Fri Aug 27, 2004 3:12 pm

RE: RJW - Naval gun's ammo

Post by Helpless »

Suprisingly, almost all naval weaps of RJW are already in WPO database. So far had to add a 381mm torpedo.

Question regarding naval gun's ammo. Remember somewhere it was posted that ALL ammo is mutliplied in combat? According to manual all AA and DP are multiplied by 1.4. But it seems that it is also valid for main caliber guns as well, since their ammo quantity is always less the specs (ussually 9 fo all main BB guns)..



Image
Attachments
RJW.jpg
RJW.jpg (104.42 KiB) Viewed 194 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
User avatar
Terminus
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: RJW - Naval gun's ammo

Post by Terminus »

Damn! You sure the 305mm is defined as a Naval Gun, and in the proper slot for one?
We are all dreams of the Giant Space Butterfly.
User avatar
Terminus
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: RJW - Naval gun's ammo

Post by Terminus »

Come to think of it, ALL those guns have way too much ammunition. What have you set them to in the editor?
We are all dreams of the Giant Space Butterfly.
User avatar
Helpless
Posts: 15786
Joined: Fri Aug 27, 2004 3:12 pm

RE: RJW - Naval gun's ammo

Post by Helpless »

Yes, the only thing I added was 381mm torpedo. What did you make so suspicious?



Image
Attachments
RJW.jpg
RJW.jpg (102.41 KiB) Viewed 195 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
User avatar
Helpless
Posts: 15786
Joined: Fri Aug 27, 2004 3:12 pm

RE: RJW - Naval gun's ammo

Post by Helpless »

ORIGINAL: Terminus

Come to think of it, ALL those guns have way too much ammunition. What have you set them to in the editor?

I set them according to the specs. They definatly too high for WPO standarts. In WPO/WITP they need to be divided. The question what is the formula to be used between specs and WPO?

For example Mikasa had 240 ammo of main 30.5cm gun - http://www.battleships.ru/warships/Mikasa.html

In WPO she has - 2x9 + 2x9 = 36..
Pavel Zagzin
WITE/WITW/WITE-2 Development
User avatar
Rysyonok
Posts: 2102
Joined: Sat Dec 17, 2005 12:11 am

RE: RJW - Naval gun's ammo

Post by Rysyonok »

ORIGINAL: Helpless
For example Mikasa had 240 ammo of main 30.5cm gun - http://www.battleships.ru/warships/Mikasa.html
In WPO she has - 2x9 + 2x9 = 36..

This is to counteract unusually high gun accuracy in WPO.

Can you imagine the kill ratios with real-life ammo quantities? All four-year campaigns will be over in a year.
Image
User avatar
Helpless
Posts: 15786
Joined: Fri Aug 27, 2004 3:12 pm

RE: RJW - Naval gun's ammo

Post by Helpless »

Hmm... i see the point. Is there any fromula? Is that true for all calibers? In manual only multiplier (1.4) for DP and AA guns is mentioned.
Pavel Zagzin
WITE/WITW/WITE-2 Development
User avatar
Helpless
Posts: 15786
Joined: Fri Aug 27, 2004 3:12 pm

RE: RJW - Sides of Russian pre-dreadnoughts

Post by Helpless »

Sky background is provided by Gary Childress [&o]

By some classification Admiral Ushakov wasn't a BB, but an armored cruiser (CR). Left them to be coastal defence BB [8D]


Image
Attachments
RussianBBclasses.jpg
RussianBBclasses.jpg (97.11 KiB) Viewed 202 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
User avatar
Rysyonok
Posts: 2102
Joined: Sat Dec 17, 2005 12:11 am

RE: RJW - Sides of Russian pre-dreadnoughts

Post by Rysyonok »

Awesome pics :) Can't wait to see the mod.
WPO bitmaps were made to accomodate huge ships like USN United States - how about adjusting the scale so that Peresvet, for example, fill up the whole picture? Many ships of that time were real beauties.
I don't know if there is a set of ammo quantities for guns. When doing Cautionaries I tried to stick to something like 9 for large guns, 30 for medium, 50 for AA... Something to remember: a ship will try to withdraw when 50% of its main ammo is depleted, unless it can't.
Image
User avatar
Helpless
Posts: 15786
Joined: Fri Aug 27, 2004 3:12 pm

RE: RJW - Sides of Russian pre-dreadnoughts

Post by Helpless »

ART is an easy part. [:)]

That's right, I been scaling ships to existing Japanese ART (the intention was to keep current Japanese graphics). But actually it is possible to increase the scale to keep more details. I'll test this on long-shaped Russian cruisers...

I think naval part of RJW could be done without any big problems. Still have no clear vision on land compain. I'm thinking of map modification to get rid of developed rail network in Korea and Manchuria.

Pavel Zagzin
WITE/WITW/WITE-2 Development
User avatar
String
Posts: 2661
Joined: Tue Oct 07, 2003 7:56 pm
Location: Estonia

RE: RJW on WPO/WITP engine

Post by String »

ORIGINAL: Helpless
ORIGINAL: Terminus

There's a very good naval OOB in the Distant Guns manual, and I think I have an OOB for the battle of Mukden somewhere...

Ussually OOB is not the problem. The problem is to fit it to WPO - I never been doing any serious modding..

BTW, How is the DG? Does it worth buying?


DG is very enjoyable imho. It would be a waste to do RJW for WPO engine, it wouldn't just live up to the standards .
Surface combat TF fanboy
User avatar
Helpless
Posts: 15786
Joined: Fri Aug 27, 2004 3:12 pm

RE: RJW on WPO/WITP engine

Post by Helpless »

ORIGINAL: String

It would be a waste to do RJW for WPO engine, it wouldn't just live up to the standards .

Not sure if I fully understood what do you mean by "standards", but for sure WPO/WITP is not the best engine to model RJW. And such mod hardly could be considered for very serious game-play. However I found that modding itself brings not less (if not more) fun than game-playing itself. For some individuals around (wife, kids, etc) both (playing and modding) look as a complete waste as well.. [:D]

As for DG, how does demo represent the game itself?
Pavel Zagzin
WITE/WITW/WITE-2 Development
Post Reply

Return to “Scenario Design”