RHS file posting thread: coutesy update for AI scenario air groups issued

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el cid again
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RE: Ki-43

Post by el cid again »

ORIGINAL: m10bob

ORIGINAL: el cid again

The Ki-43 was not popular with JAAF test pilots. Their experience with the Ki-10 - and the Ki-27 (and its Ki-33/Claude competator) - led them to demand more maneuverability. They "believed that future air combats would look like WWI dog fights." To answer this call, the Ki-43 - still in development - introduced butterfly flaps - which "could increase lift" and "greatly reduce the turning circle" - leading to extreme maneuverability. In response to a flap system adding maneuverability to P-38 - we need to consider it for this case - where it seems to have been effective. The Ki-43 lacked the punch of the Zero - but it was "almost as great a technial surprise" - and "no Allied fighter (at the time this statement was made) could stay with it in a turn." For this reason we will add a boost to this fighters maneuverability rating.

10-43(Info Only)..The flaps were originally put on the P 38 to counter compressability problems due to the planes inability to recover from sustained dives, (suffered on the earlier models, sometimes fatally).
The pilots killed were usually the newer ones who did not realize if they stopped pulling back on the stick, and actually pushed forward, it would allow the plane to recover itself and make the compressability factor on the wing decrease sufficient to allow the stick to then be brought back, (at a lower altitude.)
Any flap would assist in maneuverability in some way, and none as effective as the Ki 43 "butterfly flap" which was shaped like 2 pancakes under the pilot and extending to both wings approx 6-7 feet out on each wing.
The thing was supposedly the inspiration for the floating tailplane on the F86......

I read a technical test pilot paper on this - a P-38 pilot. He said that F8F and Corsair had a similar problem. In a dive some parts of the wing had air exceeding the speed of sound - and this caused a loss of lift - which led to a stall. The flaps were indeed installed to permit a solution to this problem - but turned out to have other beneficial effects. P-38 was NOT designed to be what it became. It was NOT intended to be a long range fighter, it was NOT intended to be a fighter bomber, it was NOT intended to be mass produced - it was instead designed to be a short range air superiority fighter vs high altitude enemy aircraft. The two engine configuration was NOT specified - but was required due to lack of powerplants of sufficient power at the time (pre war) it was concieved. The plane evolved very differently from what was originally planned - and the flaps are no exception - rather are typical of how this aircraft ended up different from what was originally planned. All in all, a remarkable story - a story of long technical development continually leading to better and more versitile combat aircraft. Although NOT intended for long over water flights, it became more suitable for than than any other US fighter was.
el cid again
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RE: RHS 7,7897 development thread

Post by el cid again »

ORIGINAL: Historiker

what means 9999ed out?

Sorry. This is WITP jargon known only to users of Matrix editors.


9999 is Matrix code for "skip this record" - and I have the impression that when a save game file is
built for a specific game - such records are not even present - just blank lines. Anyway - whatever
the mechanism used - if we put 9999 in a date field that record becomes unavailable in that scenario.
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m10bob
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RE: RHS 7,7897 development thread

Post by m10bob »

ORIGINAL: el cid again

ORIGINAL: Historiker

what means 9999ed out?

Sorry. This is WITP jargon known only to users of Matrix editors.


9999 is Matrix code for "skip this record" - and I have the impression that when a save game file is
built for a specific game - such records are not even present - just blank lines. Anyway - whatever
the mechanism used - if we put 9999 in a date field that record becomes unavailable in that scenario.

So, if a ship has its' date of entry 9999'd, it will never enter the game??
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RE: RHS 7,7897 development thread

Post by witpqs »

True - for any type of unit (ship, air, land).
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m10bob
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RE: RHS 7,7897 development thread

Post by m10bob »

Thank you![:)]
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el cid again
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RE: RHS 7,7897 development thread

Post by el cid again »

I confirm WITPQS (what does that mean anyway?)

RHS tries to list ALL units - even if not used in a scenario - and in many cases even if they are not used by RHS at all - but by CHS or even stock. Andrew says leave the record - it might help a modder - so when we can - we do.
el cid again
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RE: RHS 7,7897 development thread

Post by el cid again »

German raiders - and the tanker Ukermack which was designed (but not used) as a raider - have ammo increased to 48 shots -
and have some guns redistributed in facing.
el cid again
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RE: RHS 7,7897 packaging for upload (also 5 & 6.78963)

Post by el cid again »

packaging for upload - all RHS scenarios frozen as such until some unspecified future date - or forever in the case of levels 5 and 6

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RE: RHS 7,7897 packaging for upload (also 5 & 6.78963)

Post by goodboyladdie »

Will that mean you can kick your shoes off and enjoy playing Cid? Thanks very much for all your hard work. I am not sure if you are the sort of guy that rests, but you definitely deserve one. [&o]
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el cid again
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RE: RHS 7,7897 uploaded (also 5 & 6.78963)

Post by el cid again »

All Level 7 scenarios uploaded to primary distribution list.

Levels 5 and 6 will follow ONLY for Mifune.

He will post ALL to the RHS site in due course.

Anyone who wants a direct copy of 5 or 6 needs to say so. [My only very active 6 player is on two weeks vacation at the moment]

el cid again
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RE: RHS 7,7897 packaging for upload (also 5 & 6.78963)

Post by el cid again »

ORIGINAL: goodboyladdie

Will that mean you can kick your shoes off and enjoy playing Cid? Thanks very much for all your hard work. I am not sure if you are the sort of guy that rests, but you definitely deserve one. [&o]


Well - it means I am willing to play. I was frustrated by the number of problems with WITP. Indeed - I bought 1.0 - looked at it - and went away for a long time - until I heard about CHS. I felt Andrew's maps made a tolerable gaming environment, but I had problems with things that matter to me - unglamorous things like ship fuel/range/speed matters, logistics, etc. I set out to change them - and these matters are now substantially addressed. So I can play at last.

So much was done I expect some issues to arise in long term games. So I am seeking to play some test games.
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RE: RHS 7,7897 packaging for upload (also 5 & 6.78963)

Post by m10bob »

For we RHS users, I was having some issues with the Vickers Vildebeest/Vincent which starts the war in several squadrons. The Vincent was a bomber, but the Vildebeest was a torpedo bomber and in the last couple of "patches", I had reported the torpedo-carrying version had no arms (other than the machine guns).
Well, this morning I got into the editor and discovered the torpedo version all had an editor anomolie which caused the main payload to jump from slot 093(18 in torpedo) to slot 092(a land mortar).
To correct this issue, just go into the editor, go to "air groups", scroll down to RAF units, and find the Vildebeest/Vincent units.
If they show 250 lb bombs, they are O.K., keep going till you find others with the slot 092 mortars.These you need to manually change to the next slot,#93, which is the torpedo.


Now, if you feel adventurous, you can also go to "aircraft" in the editor, find the Japanese "Peggy", and remove its' bombs and replace them with the same torpedo carried by the Betty.
(This is historically accurate and the plane was originally deployed with the torpedo.)
If you do remove the bombs, and give it the torpedo, go to the next slot and change the number to "1"(one torp), and on the last slot, make it #12EXT.....
The game itself is robust enough that it will give the plane bombs for certain missions anyway.
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RE: RHS 7,7897 packaging for upload (also 5 & 6.78963)

Post by 1EyedJacks »

ORIGINAL: m10bob

For we RHS users, I was having some issues with the Vickers Vildebeest/Vincent which starts the war in several squadrons. The Vincent was a bomber, but the Vildebeest was a torpedo bomber and in the last couple of "patches", I had reported the torpedo-carrying version had no arms (other than the machine guns).
Well, this morning I got into the editor and discovered the torpedo version all had an editor anomolie which caused the main payload to jump from slot 093(18 in torpedo) to slot 092(a land mortar).
To correct this issue, just go into the editor, go to "air groups", scroll down to RAF units, and find the Vildebeest/Vincent units.
If they show 250 lb bombs, they are O.K., keep going till you find others with the slot 092 mortars.These you need to manually change to the next slot,#93, which is the torpedo.


Now, if you feel adventurous, you can also go to "aircraft" in the editor, find the Japanese "Peggy", and remove its' bombs and replace them with the same torpedo carried by the Betty.
(This is historically accurate and the plane was originally deployed with the torpedo.)
If you do remove the bombs, and give it the torpedo, go to the next slot and change the number to "1"(one torp), and on the last slot, make it #12EXT.....
The game itself is robust enough that it will give the plane bombs for certain missions anyway.

Just curious - If I'm in a current game and I have a squadron with mortars instead of torpedoes, what happens if I upgrade to a different plane on T1 and then upgrade back to the Vildebeest on T2? Will it correct the problem?
TTFN,

Mike
el cid again
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RE: RHS 7,7897 packaging for upload (also 5 & 6.78963)

Post by el cid again »

ORIGINAL: m10bob

For we RHS users, I was having some issues with the Vickers Vildebeest/Vincent which starts the war in several squadrons. The Vincent was a bomber, but the Vildebeest was a torpedo bomber and in the last couple of "patches", I had reported the torpedo-carrying version had no arms (other than the machine guns).
Well, this morning I got into the editor and discovered the torpedo version all had an editor anomolie which caused the main payload to jump from slot 093(18 in torpedo) to slot 092(a land mortar).
To correct this issue, just go into the editor, go to "air groups", scroll down to RAF units, and find the Vildebeest/Vincent units.
If they show 250 lb bombs, they are O.K., keep going till you find others with the slot 092 mortars.These you need to manually change to the next slot,#93, which is the torpedo.

REPLY: This USED TO BE true - but it is NOT true with the new upload - and if you see it - you don't have the right aircraft files. I will now re upload aircraft files for safety - if you don't think you have them. It also did NOT matter - it is the air group record that matters - and here you will find that this aircraft indeed comes in two variations - torpedo and bomb loadouts - and it was never wrong. Since no one would ever upgrade to this plane, I don't think it was an upgrade issue - but it IS ALREADY fixed in 7.7897 - and I just looked to make sure. OOPS - while it is right in the primary folder, it did NOT get copied to the upload folder - so the revised aircraft file is needed - for other things than just this. Uploading now - and I am sure it will post correctly to the site when Mifune gets to it.

Now, if you feel adventurous, you can also go to "aircraft" in the editor, find the Japanese "Peggy", and remove its' bombs and replace them with the same torpedo carried by the Betty.
(This is historically accurate and the plane was originally deployed with the torpedo.)
If you do remove the bombs, and give it the torpedo, go to the next slot and change the number to "1"(one torp), and on the last slot, make it #12EXT.....
The game itself is robust enough that it will give the plane bombs for certain missions anyway.

REPLY: The problem with this latter is that only two army and one navy units used torpedoes. RHS gives ALL these units the torpedo - in the form of the torpedo loadout in the air group record. Changing the aircraft record means that all bomber units which upgrade to Ki-67 will carry torpedoes - which is not only historically incorrect - but logistically not possible given the expense and production rates for torpedoes - even in EEO it isn't realistic. RHS went to some trouble to do this sort of thing with many aircraft - and it is in the air group file you see the loadouts that matter (except for drop tanks - for reasons unclear only the aircraft record matters for them).
el cid again
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RE: RHS 7,7897 packaging for upload (also 5 & 6.78963)

Post by el cid again »

ORIGINAL: 1EyedJacks

ORIGINAL: m10bob

For we RHS users, I was having some issues with the Vickers Vildebeest/Vincent which starts the war in several squadrons. The Vincent was a bomber, but the Vildebeest was a torpedo bomber and in the last couple of "patches", I had reported the torpedo-carrying version had no arms (other than the machine guns).
Well, this morning I got into the editor and discovered the torpedo version all had an editor anomolie which caused the main payload to jump from slot 093(18 in torpedo) to slot 092(a land mortar).
To correct this issue, just go into the editor, go to "air groups", scroll down to RAF units, and find the Vildebeest/Vincent units.
If they show 250 lb bombs, they are O.K., keep going till you find others with the slot 092 mortars.These you need to manually change to the next slot,#93, which is the torpedo.


Now, if you feel adventurous, you can also go to "aircraft" in the editor, find the Japanese "Peggy", and remove its' bombs and replace them with the same torpedo carried by the Betty.
(This is historically accurate and the plane was originally deployed with the torpedo.)
If you do remove the bombs, and give it the torpedo, go to the next slot and change the number to "1"(one torp), and on the last slot, make it #12EXT.....
The game itself is robust enough that it will give the plane bombs for certain missions anyway.

Just curious - If I'm in a current game and I have a squadron with mortars instead of torpedoes, what happens if I upgrade to a different plane on T1 and then upgrade back to the Vildebeest on T2? Will it correct the problem?

Not an issue - unless you ever upgrade to a Vildebeeste. The squadrons (air group record actually) was not affected by this editor error - which slips a device downward one slot. In fact, your strategy would CAUSE the problem. Your units either have torpedoes or bombs - depending on which they represent - but upgrading to Vildebeeste will give them mortars!
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Mifune
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RE: RHS 7,7897 packaging for upload (also 5 & 6.78963)

Post by Mifune »

I was able to upload RHS level 7 scenarios to the RHS web site before I needed to run off to work. I will continue the rest of the upload afterwards.
Perennial Remedial Student of the Mike Solli School of Economics. One day I might graduate.
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RE: RHS 7,7897 packaging for upload (also 5 & 6.78963)

Post by Buck Beach »

ORIGINAL: el cid again

ORIGINAL: 1EyedJacks

ORIGINAL: m10bob

For we RHS users, I was having some issues with the Vickers Vildebeest/Vincent which starts the war in several squadrons. The Vincent was a bomber, but the Vildebeest was a torpedo bomber and in the last couple of "patches", I had reported the torpedo-carrying version had no arms (other than the machine guns).
Well, this morning I got into the editor and discovered the torpedo version all had an editor anomolie which caused the main payload to jump from slot 093(18 in torpedo) to slot 092(a land mortar).
To correct this issue, just go into the editor, go to "air groups", scroll down to RAF units, and find the Vildebeest/Vincent units.
If they show 250 lb bombs, they are O.K., keep going till you find others with the slot 092 mortars.These you need to manually change to the next slot,#93, which is the torpedo.


Now, if you feel adventurous, you can also go to "aircraft" in the editor, find the Japanese "Peggy", and remove its' bombs and replace them with the same torpedo carried by the Betty.
(This is historically accurate and the plane was originally deployed with the torpedo.)
If you do remove the bombs, and give it the torpedo, go to the next slot and change the number to "1"(one torp), and on the last slot, make it #12EXT.....
The game itself is robust enough that it will give the plane bombs for certain missions anyway.

Just curious - If I'm in a current game and I have a squadron with mortars instead of torpedoes, what happens if I upgrade to a different plane on T1 and then upgrade back to the Vildebeest on T2? Will it correct the problem?

Not an issue - unless you ever upgrade to a Vildebeeste. The squadrons (air group record actually) was not affected by this editor error - which slips a device downward one slot. In fact, your strategy would CAUSE the problem. Your units either have torpedoes or bombs - depending on which they represent - but upgrading to Vildebeeste will give them mortars!

I have a question. How are you able to update a current games data? Everything I read here (WITP board) is that the data files only effect new games.

Also, Sid are you saying M10bob's adjustments would cause a problem. I am chomping at the bit to start the new CAIO game but want to make all the needed adjustments first.
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RE: RHS 7,7897 packaging for upload (also 5 & 6.78963)

Post by Buck Beach »

ORIGINAL: m10bob

For we RHS users, I was having some issues with the Vickers Vildebeest/Vincent which starts the war in several squadrons. The Vincent was a bomber, but the Vildebeest was a torpedo bomber and in the last couple of "patches", I had reported the torpedo-carrying version had no arms (other than the machine guns).
Well, this morning I got into the editor and discovered the torpedo version all had an editor anomolie which caused the main payload to jump from slot 093(18 in torpedo) to slot 092(a land mortar).
To correct this issue, just go into the editor, go to "air groups", scroll down to RAF units, and find the Vildebeest/Vincent units.
If they show 250 lb bombs, they are O.K., keep going till you find others with the slot 092 mortars.These you need to manually change to the next slot,#93, which is the torpedo.


Now, if you feel adventurous, you can also go to "aircraft" in the editor, find the Japanese "Peggy", and remove its' bombs and replace them with the same torpedo carried by the Betty.
(This is historically accurate and the plane was originally deployed with the torpedo.)
If you do remove the bombs, and give it the torpedo, go to the next slot and change the number to "1"(one torp), and on the last slot, make it #12EXT.....
The game itself is robust enough that it will give the plane bombs for certain missions anyway.


Thanks for your input M10bob, as I have said before I have confidence in your adjustments. Now a question, those RAF Vildebeest/Vincent units in CAIO do show it's ordinance as slot 092 but it is described as an 18" MK-XII Torpedo and not a mortar. [&:]

BTW feel free to suggest any of your other observations and changes here relating to the a/c[8D]
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m10bob
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RE: RHS 7,7897 packaging for upload (also 5 & 6.78963)

Post by m10bob »

ORIGINAL: Buck Beach
ORIGINAL: m10bob

For we RHS users, I was having some issues with the Vickers Vildebeest/Vincent which starts the war in several squadrons. The Vincent was a bomber, but the Vildebeest was a torpedo bomber and in the last couple of "patches", I had reported the torpedo-carrying version had no arms (other than the machine guns).
Well, this morning I got into the editor and discovered the torpedo version all had an editor anomolie which caused the main payload to jump from slot 093(18 in torpedo) to slot 092(a land mortar).
To correct this issue, just go into the editor, go to "air groups", scroll down to RAF units, and find the Vildebeest/Vincent units.
If they show 250 lb bombs, they are O.K., keep going till you find others with the slot 092 mortars.These you need to manually change to the next slot,#93, which is the torpedo.


Now, if you feel adventurous, you can also go to "aircraft" in the editor, find the Japanese "Peggy", and remove its' bombs and replace them with the same torpedo carried by the Betty.
(This is historically accurate and the plane was originally deployed with the torpedo.)
If you do remove the bombs, and give it the torpedo, go to the next slot and change the number to "1"(one torp), and on the last slot, make it #12EXT.....
The game itself is robust enough that it will give the plane bombs for certain missions anyway.


Thanks for your input M10bob, as I have said before I have confidence in your adjustments. Now a question, those RAF Vildebeest/Vincent units in CAIO do show it's ordinance as slot 092 but it is described as an 18" MK-XII Torpedo and not a mortar. [&:]

BTW feel free to suggest any of your other observations and changes here relating to the a/c[8D]


Partner, my comments are ONLY relevant to RHSCVO...Sorry..
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RE: RHS 7,7897 packaging for upload (also 5 & 6.78963)

Post by Buck Beach »

ORIGINAL: m10bob

Thanks for your input M10bob, as I have said before I have confidence in your adjustments. Now a question, those RAF Vildebeest/Vincent units in CAIO do show it's ordinance as slot 092 but it is described as an 18" MK-XII Torpedo and not a mortar. [&:]

BTW feel free to suggest any of your other observations and changes here relating to the a/c[8D]


Partner, my comments are ONLY relevant to RHSCVO...Sorry..
[/quote]

That is troubling. Initially, I had thought that Sid had created CAIO using CVO as the parent model and the OOB. In fact at one point I was in the process of modifying CVO to get rid of the riverports and ships in order to play the more true to life scenario as opposed to his AIO that I found too radical for my taste. When he made the CAIO it eliminated most the problems I was previously having with Japanese TF going on a road to nowhere up no access rivers, that completely screwed up my games. That's when I started using it. Now I am finding that the data for CAIO is not true to the CVO parent. Not only is it not what I wanted but I feel that could easily be the cause of many of the errors myself and others have found the data overall. I may have to revert to the CVO and manually adjust it to achieve what I want.
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