RHS Thread: Planned Update 8.20

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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el cid again
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RE: RHS Level II Tracker News

Post by el cid again »

First, as reported above, Tracker now works with a current version of Java.

Second, private email just in (which I replied to saying I will provide the list)
indicates we may have a working form soon. Although the email is about Scenario
125, there isn't much difference between RHS scenarios (in the same level).

quote

Gentlemen,



If I can get a list of all the bases with their location (hex numbers) for RHS 125 that I can print out, I’ll come up with an RHS region file in a few weeks. Now that I got Tracker running with Java version 1.8.0_77 for BTS Lite mod, I’m pretty sure I’ll get it going for RHS in short order. For now, I’ll want Tracker to help with aircraft engine, and shipbuilding while I complete the regions.



Michael

end quote
el cid again
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RE: RHS Level II Major Update 2.10 (and release of working Scenario 129)

Post by el cid again »

RHS Level II Update Link 2.20
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This update is significant for ALL Level II Scenarios. Its real focus was on creating class, ship and air group files for Scenario 129. But that process caused discovery of significant eratta - or at least improvements - for all scenarios. Of these, 125, which had just been rebuilt after file corruption, contained the most errors - and so is the most improved. There is also a new Axis Aircraft Side panel. And ALL scenarios need to use the new pwhexe.dat and pwzlink.dat files. Note all five annual pwzlink.dat files are updated.

Lets start there - with pwzlink.dat. Two more pairs of links were added - because they could be added and because they cause a SLIGHT improvement in transit time. It is now possible to sail directly from Eastern Canada (Halafax) or Eastern USA (Norfolk) to Capetown - or vice versa. It remains possible to move directly from Western Europe (Liverpool) to Capetown and, after Suez opens, from Aden to Capetown via the Med as well. What is NOT possible is to move from ANY of those ports directly to Stanley (or vice versa). Similarly, it is not possible to move from Gulf USA (New Orleans), Colon (Panama) or Balboa (Panama) to either Capetown or Stanley directly (and vice versa). Instead, one must move to Recife (Brazil) - which is in fact on the way. This requirement is imposed by the limit on the number of links in the file. In RHS Level III we may be able to do away with that (six months or more in the future) if we can extend the file. On advice of Dave Bradley, I am walking before I run - we are running the pwzone.dat and pwzlink.dat files out to their limits before we try to double their size. For now we will concentrate on getting all the pwhexe.dat files and art up to date for the newly added ports and links. New ports in RHS Level II include Recife (Brazil) and Vladivostok (USSR). As well, Krasnyoarsk (USSR) and Tiksi (USSR) are both on map AND linked to off map ports. As well, some existing off map ports picked up additional links for Level II. The RHS Level II Extended Map System is an expansion of Andrew Brown's Extended Map System. Creating it caused me to learn how to extend the map still further. Mifune is working on a new Madagascar panel for the SW corner. [We already moved the logo to the Upper Right corner for Level II].
Adding more off map locations and links and Madagascar are all Level III projects.

In addition to the other work, this release continues to add more USN and RN LSTs which are updated in terms of armament, date and location of appearance. Most LSTs built in 1943 are now reworked - although some went to Europe and do not appear in PTO until 1945. This process will continue for a long time - there are many hundreds left to review. There are also a few more US AKs which are 'disarmed' at game start (for 1941 scenarios) - and that review is now complete.

The new Axis Air Art side panel features the Ki-92 Transport (a remarkable aircraft similar in performance to the C-46, but armed with a 13.2 mm tail stinger). This art replaces one of the few photographs of that aircraft which I had used in lieu of art because I cannot draw. This panel was modified from newly discovered art by Mifune, his first product in a long time, now he is feeling better.

A new book (Japanese Experimental Transport Aircraft of the Pacific War) permitted considerable reworking of air transport units, airborne and airmobile units. Although we worked from US intelligence documents, it turns out these were a surprisingly poor source of information. The author of the book had help from three famous researchers, two of whom read Japanese.

Scenario 129 is technically the first AE RHS Scenario. It was created by Mifune FIRST, but was not compatible with Level I because it was written for an extended map system. This scenario is called Total War Option (TWO). It was inspired by the AltWars site. Three major assumptions are made:

1) The IJN gets taken over by the air power advocates (Admiral Ozawa, Admiral Yamamoto, etc). They abort the construction of battleships altogether in favor of carriers.

2) The IJN broadly extends its historical policy about standardized ship designs, and in particular adopts standard engineering plants.

3) Historical plans (e.g. to convert 5 old CL to CLAA for interim use; to convert certain hulls to carrier form, etc) are implemented.

As well, Scenario 129 has changed investment in industry - aircraft engine plants in particular. The IJN also adds more training units and expends them faster - adding 25% more pilots per unit time than in Scenario 125 - which modeled following a recommendation not adopted in 1941 to reduce training time - resulting in more pilots (at less experience) being available than in the strictly historical scenarios (101 to 104 and 106).

The starting OB is substantially similar to other scenarios except:

The Pearl Harbor Striking Force has Kaga, Akagi and four Shokaku class carriers;

The Ni Kiddo Butai (Two Carrier Striking Force) at Palau has Hiryu and three Soryu class carriers.

The three major carrier task groups (KB has two of them) each get a Kuma class CLAA. Tenryu and Tatsuta remain in their original task forces but are now outfitted with 76 mm high performance AA guns. Oi joins Kitakami in the Heavy Covering Force.

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RE: RHS Level II Major Update 2.10 (and release of working Scenario 129)

Post by ny59giants »

I used Yaab's work on the Allied side as the basis for the region files to complete the Japanese side for Tracker. Its for Scen 125 and it should work. There is more to do for the Allies, but I need Japan's side to work for my pending game vs Gen Patton. Drop Sid or me a PM if you want what I have done.
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RE: RHS Level II Major Update 2.10 (and release of working Scenario 129)

Post by Yaab »

Can the Tracker files be added to RHS installer in a separate folder called TRACKER or something?
el cid again
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RE: RHS Level II Micro Update 2.11 (Amphibs)

Post by el cid again »

RHS Level II Update Link 2.20
https://onedrive.live.com/redir?resid=3 ... file%2cmsi



This update is significant for ALL Level II Scenarios. Its real focus was on creating class, ship and air group files for Scenario 129. But that process caused discovery of significant eratta - or at least improvements - for all scenarios. Of these, 125, which had just been rebuilt after file corruption, contained the most errors - and so is the most improved. There is also a new Axis Aircraft Side panel. And ALL scenarios need to use the new pwhexe.dat and pwzlink.dat files. Note all five annual pwzlink.dat files are updated.

Lets start there - with pwzlink.dat. Two more pairs of links were added - because they could be added and because they cause a SLIGHT improvement in transit time. It is now possible to sail directly from Eastern Canada (Halafax) or Eastern USA (Norfolk) to Capetown - or vice versa. It remains possible to move directly from Western Europe (Liverpool) to Capetown and, after Suez opens, from Aden to Capetown via the Med as well. What is NOT possible is to move from ANY of those ports directly to Stanley (or vice versa). Similarly, it is not possible to move from Gulf USA (New Orleans), Colon (Panama) or Balboa (Panama) to either Capetown or Stanley directly (and vice versa). Instead, one must move to Recife (Brazil) - which is in fact on the way. This requirement is imposed by the limit on the number of links in the file. In RHS Level III we may be able to do away with that (six months or more in the future) if we can extend the file. On advice of Dave Bradley, I am walking before I run - we are running the pwzone.dat and pwzlink.dat files out to their limits before we try to double their size. For now we will concentrate on getting all the pwhexe.dat files and art up to date for the newly added ports and links. New ports in RHS Level II include Recife (Brazil) and Vladivostok (USSR). As well, Krasnyoarsk (USSR) and Tiksi (USSR) are both on map AND linked to off map ports. As well, some existing off map ports picked up additional links for Level II. The RHS Level II Extended Map System is an expansion of Andrew Brown's Extended Map System. Creating it caused me to learn how to extend the map still further. Mifune is working on a new Madagascar panel for the SW corner. [We already moved the logo to the Upper Right corner for Level II].
Adding more off map locations and links and Madagascar are all Level III projects.

In addition to the other work, this release continues to add more USN and RN LSTs which are updated in terms of armament, date and location of appearance. Most LSTs built in 1943 are now reworked - although some went to Europe and do not appear in PTO until 1945. This process will continue for a long time - there are many hundreds left to review. There are also a few more US AKs which are 'disarmed' at game start (for 1941 scenarios) - and that review is now complete.

The new Axis Air Art side panel features the Ki-92 Transport (a remarkable aircraft similar in performance to the C-46, but armed with a 13.2 mm tail stinger). This art replaces one of the few photographs of that aircraft which I had used in lieu of art because I cannot draw. This panel was modified from newly discovered art by Mifune, his first product in a long time, now he is feeling better.

A new book (Japanese Experimental Transport Aircraft of the Pacific War) permitted considerable reworking of air transport units, airborne and airmobile units. Although we worked from US intelligence documents, it turns out these were a surprisingly poor source of information. The author of the book had help from three famous researchers, two of whom read Japanese.

Scenario 129 is technically the first AE RHS Scenario. It was created by Mifune FIRST, but was not compatible with Level I because it was written for an extended map system. This scenario is called Total War Option (TWO). It was inspired by the AltWars site. Three major assumptions are made:

1) The IJN gets taken over by the air power advocates (Admiral Ozawa, Admiral Yamamoto, etc). They abort the construction of battleships altogether in favor of carriers.

2) The IJN broadly extends its historical policy about standardized ship designs, and in particular adopts standard engineering plants.

3) Historical plans (e.g. to convert 5 old CL to CLAA for interim use; to convert certain hulls to carrier form, etc) are implemented.

As well, Scenario 129 has changed investment in industry - aircraft engine plants in particular. The IJN also adds more training units and expends them faster - adding 25% more pilots per unit time than in Scenario 125 - which modeled following a recommendation not adopted in 1941 to reduce training time - resulting in more pilots (at less experience) being available than in the strictly historical scenarios (101 to 104 and 106).

The starting OB is substantially similar to other scenarios except:

The Pearl Harbor Striking Force has Kaga, Akagi and four Shokaku class carriers;

The Ni Kiddo Butai (Two Carrier Striking Force) at Palau has Hiryu and three Soryu class carriers.

The three major carrier task groups (KB has two of them) each get a Kuma class CLAA. Tenryu and Tatsuta remain in their original task forces but are now outfitted with 76 mm high performance AA guns. Oi joins Kitakami in the Heavy Covering Force.

el cid again
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RE: RHS Level II Major Update 2.10 (and release of working Scenario 129)

Post by el cid again »

Tracker is complicated. I have not yet worked with the new version - but a form for Scenario
125 was sent to me yesterday so I will be reviewing it. Will advise when we get it figured out.

ORIGINAL: Yaab

Can the Tracker files be added to RHS installer in a separate folder called TRACKER or something?
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RE: RHS Level II Major Update 2.10 (and release of working Scenario 129)

Post by DOCUP »

I am having problems trying to download this group. I have deleted the RHS installer, but it keeps saying that it is still present. Any advise?
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Yaab
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RE: RHS Level II Major Update 2.10 (and release of working Scenario 129)

Post by Yaab »

Try to remove it with the free version of Revo Uninstaller.
http://www.revouninstaller.com/revo_uni ... nload.html
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RE: RHS Level II Major Update 2.10 (and release of working Scenario 129)

Post by m10bob »

Ran a turn last night from Dec 7thon the scenario which sez "For AI"...I think it is the second RHS scenario(version II)..
Like the many inclusions, ships, LCU's and planes...Really lends a lot to the "air" of that era, and while some folks may have issue with the inclusion of planes which only have small numbers IRL, I feel it is more a statement on how those units CAN be included in a game of this huge scale!

2 questions for Sid.......Have not checked yet but I included correct pics for one of those Japanese trainers, (PINE IIRC), did you use them...and every form of WITP failed to include the huge drydock located at Victoria...instead placing it at Vancouver..I provided the correct info in my notes in this thread...Did you put it in RHS?

The drydock was so large the Queen Elizabeth was in it in 2/1942.

This info also gave me the general info which made me look for those drydocks on other sites and ascertain histories and sizes...The Warspite for instance was at Bremerton because the huge drydock at Victoria,(not Vancouver) was already engaged with a large transport.

Here is the site for the Victoria yard where in Feb 1942, the Queen Elizabeth was using her drydock.

https://en.wikipedia.org/wiki/Esquimalt ... y_Dockyard

Largest dry docks:

https://en.wikipedia.org/wiki/List_of_dry_docks

Since many shipyards maintained dry docks or floating dry docks, here are those shipyards with the bility to verify which had either.

http://www.ship2yard.com/area_all.php



Can't wait for the Gulf of Mexico to be added as functional to the map.....

Glad to hear Mifune is back!

I like research and since the forced retirement have time..If I can help, lemme know..I do not have your energy, Sid, but I have the time.

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RE: RHS Level II Major Update 2.10 (and release of working Scenario 129)

Post by btd64 »

ORIGINAL: m10bob

Ran a turn last night from Dec 7thon the scenario which sez "For AI"...I think it is the second RHS scenario(version II)..
Like the many inclusions, ships, LCU's and planes...Really lends a lot to the "air" of that era, and while some folks may have issue with the inclusion of planes which only have small numbers IRL, I feel it is more a statement on how those units CAN be included in a game of this huge scale!

2 questions for Sid.......Have not checked yet but I included correct pics for one of those Japanese trainers, (PINE IIRC), did you use them...and every form of WITP failed to include the huge drydock located at Victoria...instead placing it at Vancouver..I provided the correct info in my notes in this thread...Did you put it in RHS?

The drydock was so large the Queen Elizabeth was in it in 2/1942.

This info also gave me the general info which made me look for those drydocks on other sites and ascertain histories and sizes...The Warspite for instance was at Bremerton because the huge drydock at Victoria,(not Vancouver) was already engaged with a large transport.

Here is the site for the Victoria yard where in Feb 1942, the Queen Elizabeth was using her drydock.

https://en.wikipedia.org/wiki/Esquimalt ... y_Dockyard

Largest dry docks:

https://en.wikipedia.org/wiki/List_of_dry_docks

Since many shipyards maintained dry docks or floating dry docks, here are those shipyards with the bility to verify which had either.

http://www.ship2yard.com/area_all.php



Can't wait for the Gulf of Mexico to be added as functional to the map.....

Glad to hear Mifune is back!

I like research and since the forced retirement have time..If I can help, lemme know..I do not have your energy, Sid, but I have the time.



I believe the drydock was a shipyard of what was call Panamax size. Designed and built the handle ships going thru the panama canal, built to max size allowed. around 80k ton. Focus Pacific has it....GP
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el cid again
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RE: RHS Level II Major Update 2.10 (and release of working Scenario 129)

Post by el cid again »

Be SURE to put the pwhexe.dat file in the top level AE folder - it is NEW a
and IMPORTANT.

Level II Update Link 2.72
https://1drv.ms/u/s!Ap7XOIkiBuUwhYgdhnbHRnhTAFX2OQ
2 questions for Sid.......Have not checked yet but I included correct pics
for one of those Japanese trainers, (PINE IIRC), did you use them

I use art from many sources. We began using WITP era art by Cobra Aus, almost exclusively.
We added art from the common art project used by all major AE scenarios. It was not enough
for all our types, so we continue to add art - just added a proper Ki-92 a few days ago
(was using a photograph before that). I do not remember where the K3M3 art came from,
but it is new and crisp. Much of our art now was made by Mifune, or cleaned up by him.
Other newer stuff came from you - as Mifune was unable to produce for a couple of years.
[He is back, and did the revised Ki-92].

RHS uses the 'best available art' standard and will ALWAYS change what we have for something
better. I have (finally) mastered how to make filmstrips that do not crash, and even to clean
up some things - so it is now easy. If you see anything you think can be better, send me what
you prefer. I have no emotional investment in these pictures - I have made almost none - and
those I did make are really cut and paste of someone else's work. [I am proudest of the Ku-1
glider with a Ki-51 tug - but in fact it is Cobra's side art for the light bomber combined with
a line drawing from the web shrunk and then superimposed on a Ku-7 with tug project Cobra did
many years ago. This art includes my very first proper alpha - possible as I started with a black
and white line drawing - so it was easy to invert colors. I still don't do alphas from color.]
Even so, I would drop my own work in a heartbeat in favor of something better.

Note that RHS also uses the 'nearest available art' standard. This in particular applies to tops
and alphas - there are many more sides than tops out there. And tops are not so detailed. So we
use something close. We also use photographs, and modified photographs turned into what looks like
art, when no one has art I am aware of. We ALWAYS prefer Matrix style art for tops and sides. As
for alphas, when I have a top without one, I take something close and modify it - which is hard -
but easier for me than a proper alpha since I do not grasp the process of combining three different
color alphas into one in sufficient detail to make it happen. Our art set is becoming better over time,
but still can be improved significantly.

On trainers, I think you posted art on them not long ago and I got it all. But we don't use all trainers
in RHS because code was never perfected for trainers in that role. Our trainers exist either when they
were used for some other function (e.g. search, attack, transport) OR, in "Full RHS" (odd numbered scenarios)
for training units. But because training units don't quite work as IRL, there is no point having basic and
intermediate trainers - so we only use intermediate trainers for both roles. Training units DO work in a
sense, but they don't graduate classes UNLESS a player withdraws them from time to time. They will eventually
offer pilots for 'graduation' - but not in proper batches. The new K3M3 is so much better than the old one
I think it probably is yours.
el cid again
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RE: RHS Level II Major Update 2.10 (and release of working Scenario 129)

Post by el cid again »

and every form of WITP failed to include the huge drydock located at Victoria...
instead placing it at Vancouver..I provided the correct info in my notes in this thread...Did you put it in RHS?

Actually, it IS present, but apparently in the wrong location - Vancouver vice Victoria.
At least there is a 'huge' drydock at Vancouver. I was aware of the one at Victoria -
I have often visited both cities and studied local history. [I lived in Seattle or Tacoma
for three different periods up to a decade long and have relatives in Burnaby.] I will
nail down the site and include it in update 2.12.

Thank you
el cid again
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RE: RHS Level II Major Update 2.10 (and release of working Scenario 129)

Post by el cid again »

while some folks may have issue with the inclusion of planes which only have
small numbers IRL, I feel it is more a statement on how those units CAN be included
in a game of this huge scale!

First, for players who do not wish to manage many minor plane types, RHS provides
"Simplified RHS" (even numbered scenarios). Some of these (122 and the future 126)
are simplified to help the AI in addition to reduce player time to make a move.

Second, types are not added unless they had at least a moment where they were, or
might have been, operationally useful. Thus, we follow stock in that Allied trainers
are NOT included UNLESS they have a non-training role. Similarly to stock, there
are no training units at all in simplified scenarios. Only "Full RHS" scenarios
(with odd numbers) have all types.

Third, I find it surprising how much use there is for 'unimportant' types. Particularly
if you are pressed, there is often something you can do with all the planes in the operational
area.

FYI aircraft are the very heart of RHS. It began as a project of a WITP era mod called CHS.
A future Matrix programmer recruited me for research and data entry. A former resident
computer engineer at (not for) Boeing (i.e. a contractor with a desk AT Boeing), I can
calculate unknown data from what is known. When we got done, Andrew liked the work and
'accepted it' - but got into political trouble and had to withdraw that acceptance. So
he said "this should be out there - put it in its own mod" - which we did. The name RHS
was suggested by a programmer, a variation on RSH (Real Sub Hunter). We have continually
added aircraft until now I think everything significant is included. But not every type
is present.
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RE: RHS Level II Major Update 2.10 (and release of working Scenario 129)

Post by m10bob »

ORIGINAL: el cid again
while some folks may have issue with the inclusion of planes which only have
small numbers IRL, I feel it is more a statement on how those units CAN be included
in a game of this huge scale!

First, for players who do not wish to manage many minor plane types, RHS provides
"Simplified RHS" (even numbered scenarios). Some of these (122 and the future 126)
are simplified to help the AI in addition to reduce player time to make a move.

Second, types are not added unless they had at least a moment where they were, or
might have been, operationally useful. Thus, we follow stock in that Allied trainers
are NOT included UNLESS they have a non-training role. Similarly to stock, there
are no training units at all in simplified scenarios. Only "Full RHS" scenarios
(with odd numbers) have all types.

Third, I find it surprising how much use there is for 'unimportant' types. Particularly
if you are pressed, there is often something you can do with all the planes in the operational
area.

FYI aircraft are the very heart of RHS. It began as a project of a WITP era mod called CHS.
A future Matrix programmer recruited me for research and data entry. A former resident
computer engineer at (not for) Boeing (i.e. a contractor with a desk AT Boeing), I can
calculate unknown data from what is known. When we got done, Andrew liked the work and
'accepted it' - but got into political trouble and had to withdraw that acceptance. So
he said "this should be out there - put it in its own mod" - which we did. The name RHS
was suggested by a programmer, a variation on RSH (Real Sub Hunter). We have continually
added aircraft until now I think everything significant is included. But not every type
is present.

Yes...I have always used "trainers" to free up the combat planes, (as in real life).
It does still allow the training units to fulfill their purpose as well of putting trained pilots in the pilot pools.

Peter Hamilton (Cobra Aus) and I worked pretty closely together on your original RHS on the original WITP(stock), so I am very familiar with the concept.
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RE: RHS Level II Micro Update 2.12 (Eratta and 129 enhancements)

Post by el cid again »

RHS Level II Update Link 2.20
https://onedrive.live.com/redir?resid=3 ... file%2cmsi

This is a very comprehensive (if minor) update.

It includes ship art (for RNN Endracht - better known as de Zeven Provenzien - which name she used post war).

It includes a cam file - because of Philippine air force development.

We added the First Transport Squadron and the First Fighter Squadron of the Philippine Commonwealth in 1945 and 1946 - when they really form. We reworked the pilots - better data - for the Philippines.

USN LSTs reviewed up to 480 (all other LSTs done for all nations in 2.11).

Slight reorganization of RNN in Scenario 129 - All modern Dutch ships are in the Far East by the time the war starts (Java and Sumatra are retired in favor of new CLs).
Two big CL, one medium CL, and two tiny CL, plus all "Admiralen" class DD are in two Dutch formations (one has a flotilla leader and 4 DD, the other has all the rest).

Reworked the Philippine forces based on historical plans. It did not work out to much - 3 more PT boats - the Bomber flight upgraded to a squadron - the bombers now are B-18s vice B-10s and can upgrade to B-23s. The fighters are now P-35s and may upgrade to P-36 (with the P-26 and B-10 returned to the pools). The PLAN was for 50 bombers (presumably 4 squadrons) - but it was not possible to work out the training nor even to find the bombers!

Much tiny detail worked into Japan for 129.

These processes detected eratta or improvements for all scenarios. For example, a duplicated RN CL is now replaced by the only possible additional CL not included before. A couple of ships were improperly 9999ed out - they are now present. There will be one more round of this sort of updates before I return to pwhexing - I owe Level II players 25 more files!
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RE: RHS Level II Micro Update 2.12 (Eratta and 129 enhancements)

Post by m10bob »

This morning I added the newest patch and have encountered a new problem.
When I move the mouse across the map, it now repeatedly "drags" a Brit flag and an unknown island across the screen, dropping other repeat Brit flags and islands as it goes.

No effect on the speed of the mouse, but it may also be causing some of the other map art panels to be out of place.
Any idea how this was caused?
I have suffered no electrical outages nor currency fluctuations.
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RE: RHS Level II Micro Update 2.12 (Eratta and 129 enhancements)

Post by btd64 »

ORIGINAL: m10bob

This morning I added the newest patch and have encountered a new problem.
When I move the mouse across the map, it now repeatedly "drags" a Brit flag and an unknown island across the screen, dropping other repeat Brit flags and islands as it goes.

No effect on the speed of the mouse, but it may also be causing some of the other map art panels to be out of place.
Any idea how this was caused?
I have suffered no electrical outages nor currency fluctuations.

You know Bob, I had this issue once and I think it was either a Map panel or pxhexe problem. Don't remember how it got resolved, Sorry. Post in the Tech forum....GP
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RE: RHS Level II Micro Update 2.12 (Eratta and 129 enhancements)

Post by m10bob »

ORIGINAL: General Patton

ORIGINAL: m10bob

This morning I added the newest patch and have encountered a new problem.
When I move the mouse across the map, it now repeatedly "drags" a Brit flag and an unknown island across the screen, dropping other repeat Brit flags and islands as it goes.

No effect on the speed of the mouse, but it may also be causing some of the other map art panels to be out of place.
Any idea how this was caused?
I have suffered no electrical outages nor currency fluctuations.

You know Bob, I had this issue once and I think it was either a Map panel or pxhexe problem. Don't remember how it got resolved, Sorry. Post in the Tech forum....GP
Thank you General...I'm pretty certain I shot myself in the foot when I put an update installer inside the RHS folder and then eliminated the installer while still inside that RHS folder..May have taken attachments with it so re-installing to repair..
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btd64
Posts: 13943
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

RE: RHS Level II Micro Update 2.12 (Eratta and 129 enhancements)

Post by btd64 »

Sounds good....GP
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team

"Do everything you ask of those you command"....Gen. George S. Patton
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m10bob
Posts: 8583
Joined: Sun Nov 03, 2002 9:09 pm
Location: Dismal Seepage Indiana

RE: RHS Level II Micro Update 2.12 (Eratta and 129 enhancements)

Post by m10bob »

Yep...I had done it to myself....I re-installed the latest patch and all problems went away..Sometimes a little knowledge can get you in trouble, LOL...Sure having a lot of fun with RHS in this latest version...Loads of historical surprises, and I am all about flashy chrome.[:D]
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