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RE: RJW on WPO/WITP engine

Posted: Thu Sep 21, 2006 2:22 pm
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 ...


RE: RJW on WPO/WITP engine

Posted: Thu Sep 21, 2006 2:32 pm
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...

RE: RJW on WPO/WITP engine

Posted: Sat Sep 23, 2006 12:15 am
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

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RJW: landing guns

Posted: Fri Sep 29, 2006 10:29 am
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)?

RE: RJW: landing guns

Posted: Fri Sep 29, 2006 1:21 pm
by Terminus
Were they mounted and combat ready on ship while underway?

RE: RJW: landing guns

Posted: Fri Sep 29, 2006 2:12 pm
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

RE: RJW on WPO/WITP engine

Posted: Sat Sep 30, 2006 3:29 am
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?

RE: RJW - Korean bases

Posted: Sat Sep 30, 2006 12:13 pm
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.. [:)]



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RE: RJW - Naval gun's ammo

Posted: Sat Sep 30, 2006 12:25 pm
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)..



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RE: RJW - Naval gun's ammo

Posted: Sat Sep 30, 2006 12:38 pm
by Terminus
Damn! You sure the 305mm is defined as a Naval Gun, and in the proper slot for one?

RE: RJW - Naval gun's ammo

Posted: Sat Sep 30, 2006 12:38 pm
by Terminus
Come to think of it, ALL those guns have way too much ammunition. What have you set them to in the editor?

RE: RJW - Naval gun's ammo

Posted: Sat Sep 30, 2006 12:45 pm
by Helpless
Yes, the only thing I added was 381mm torpedo. What did you make so suspicious?



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RE: RJW - Naval gun's ammo

Posted: Sat Sep 30, 2006 12:59 pm
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..

RE: RJW - Naval gun's ammo

Posted: Sun Oct 01, 2006 4:44 am
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.

RE: RJW - Naval gun's ammo

Posted: Sun Oct 01, 2006 7:37 am
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.

RE: RJW - Sides of Russian pre-dreadnoughts

Posted: Sun Oct 01, 2006 5:08 pm
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]


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RE: RJW - Sides of Russian pre-dreadnoughts

Posted: Mon Oct 02, 2006 2:07 am
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.

RE: RJW - Sides of Russian pre-dreadnoughts

Posted: Mon Oct 02, 2006 6:16 am
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.


RE: RJW on WPO/WITP engine

Posted: Mon Oct 02, 2006 7:20 am
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 .

RE: RJW on WPO/WITP engine

Posted: Mon Oct 02, 2006 12:19 pm
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?