RHS Thread: Planned Update 8.20
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
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RE: RHS Thread: Micro Update 5.90
https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg
This update only affects scenario files. Mainly class, ship and leader files.
Also possibly device and location files if any eratta was corrected.
The improved ship art failed to pass testing, so we are still working on that.
Mifune is new to ship art. So am I - in fact - the art we are working on is the
first art I ever "made" - I cut down a two masted schooner into a single masted one.
It works - kind of - but the mask needs improving. He also is working on a square
rigged ship image.
In addition to completing small, older Japanese destroyers and variations, I added
Allied ship captains for important ships arriving on the map in 1942. There are many
ships which lack their correct historical captains when they arrive.
This update only affects scenario files. Mainly class, ship and leader files.
Also possibly device and location files if any eratta was corrected.
The improved ship art failed to pass testing, so we are still working on that.
Mifune is new to ship art. So am I - in fact - the art we are working on is the
first art I ever "made" - I cut down a two masted schooner into a single masted one.
It works - kind of - but the mask needs improving. He also is working on a square
rigged ship image.
In addition to completing small, older Japanese destroyers and variations, I added
Allied ship captains for important ships arriving on the map in 1942. There are many
ships which lack their correct historical captains when they arrive.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Micro Update 5.91 Mainoly Map Art
Micro Update 5.91 Mainly Maps
https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg
Several map panels were revised. This began because of a mismatch between map art and
the pwhexe.dat files (which are the map from the computer program's point of view) in
three hexes in Manchuria. However, it also includes some modified or added map notes and
some cosmetic improvements. Related to this is a revised RHS Seasonal Construction MS
Word document. An error was found in the date of the Mergui Road, so it was corrected.
It is not available for operations until Monsoon 1945. [In JES Scenarios, this is modified
to Monsoon 1944 - the most allowed for a change even in a non-strictly historical scenario.]
There are probably a few changes (eratta) to ships, classes and leaders. There may be changes
to location, devices or aircraft (eratta). I found errors in the loadout of the Ki-45, for example.
[An aircraft may not carry both drop tanks and weapons on the same hard point. For a two engine
aircraft without a bomb bay, that means it may have a centerline tank OR a centerline bomb, and
it may have two wing tanks OR two wing mounted bombs. But it may not have the same hard point occupied
by both a tank and a bomb. Also, the Ki-45a had its bombs classified as "forward" - rather than as
"external."
https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg
Several map panels were revised. This began because of a mismatch between map art and
the pwhexe.dat files (which are the map from the computer program's point of view) in
three hexes in Manchuria. However, it also includes some modified or added map notes and
some cosmetic improvements. Related to this is a revised RHS Seasonal Construction MS
Word document. An error was found in the date of the Mergui Road, so it was corrected.
It is not available for operations until Monsoon 1945. [In JES Scenarios, this is modified
to Monsoon 1944 - the most allowed for a change even in a non-strictly historical scenario.]
There are probably a few changes (eratta) to ships, classes and leaders. There may be changes
to location, devices or aircraft (eratta). I found errors in the loadout of the Ki-45, for example.
[An aircraft may not carry both drop tanks and weapons on the same hard point. For a two engine
aircraft without a bomb bay, that means it may have a centerline tank OR a centerline bomb, and
it may have two wing tanks OR two wing mounted bombs. But it may not have the same hard point occupied
by both a tank and a bomb. Also, the Ki-45a had its bombs classified as "forward" - rather than as
"external."
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el cid again
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RE: RHS Thread: Ship Maneuverability
Naval Unit Maneuverability (M)
Surface Ship Maneuverability:
Very Large Ships with full load displacements over 40,000 tons: M = 90% of full speed in knots
Large Ships with full load displacements between 10,001 and 40,000 tons: M = full speed in knots
Ships with full load displacements between 4,001 and 10,000 tons: M = 150% of full speed in knots
Small ships and boats with displacements less than 4,000 tons:
IF speed is 15 knots or above, M = 200% of full speed in knots
IF speed is 14 knots or less, M = full speed in knots
Submarine Maneuverability:
This is a formula where speed is in knots, depth is in hundreds of feet, and displacement is in thousands of tons rounded up. Full speeds (surfaced and submerged) should be to the nearest tenth of a knot if known. Depth should be divided by 100 feet and expressed to the nearest tenth of 100 feet. (Thus 330 feet = 3.3). Displacements should be in thousands of tons, rounded up to the next highest whole number. [Thus 670 tons = 1, 1230 tons = 2, 2425 tons = 3, etc.]
Constant times (Surface Speed + Submerged Speed + Depth) / Displacement
The constant is 2.
Note that the database lists maximum surface speed and cruising surface speed. The modder must look up the maximum submerged speed for use by the formula.
Surface Ship Maneuverability:
Very Large Ships with full load displacements over 40,000 tons: M = 90% of full speed in knots
Large Ships with full load displacements between 10,001 and 40,000 tons: M = full speed in knots
Ships with full load displacements between 4,001 and 10,000 tons: M = 150% of full speed in knots
Small ships and boats with displacements less than 4,000 tons:
IF speed is 15 knots or above, M = 200% of full speed in knots
IF speed is 14 knots or less, M = full speed in knots
Submarine Maneuverability:
This is a formula where speed is in knots, depth is in hundreds of feet, and displacement is in thousands of tons rounded up. Full speeds (surfaced and submerged) should be to the nearest tenth of a knot if known. Depth should be divided by 100 feet and expressed to the nearest tenth of 100 feet. (Thus 330 feet = 3.3). Displacements should be in thousands of tons, rounded up to the next highest whole number. [Thus 670 tons = 1, 1230 tons = 2, 2425 tons = 3, etc.]
Constant times (Surface Speed + Submerged Speed + Depth) / Displacement
The constant is 2.
Note that the database lists maximum surface speed and cruising surface speed. The modder must look up the maximum submerged speed for use by the formula.
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RE: RHS Thread: Comprehensive Update 6.00
Comprehensive Update 6.00
https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg
This update mainly involves scenario files, but also includes ship art, map art and new as well
as revised documentation files. The maneuverability rating for ships (a copy of which is below)
is also formally defined to insure consistency of data.
Apart from correcting eratta, maneuverability ratings for US, UK and NE submarines, and older Japanese
submarines were reviewed. The (not used) RN design for an SSN (named HMS Conqueror in honor of the sub
which sank Belgrano in 1982) is also redefined. Still classified, I was able to reverse engineer one of
the more important elements of the design. She must have been about 4,000 tons submerged displacement,
and she must have used a natural uranium fueled reactor with a heavy water moderator - one of only three
such projects in nuclear history (the others being Q-244 for France, ultimately completed as a smaller
vessel when the reactor could not fit and Japan's first I-500). I-500 was the C-4 design, usually listed with an "unknown"
propulsion system, and the second atomic powered submarine to be designed in Japan. Like Q-244, the first one,
I-400, was completed to a diesel electric system. I-500, on the other hand, was completed, and sailed to Europe,
being detected by US Army intelligence in 1945. As well, a peculiar non-weapon type Kaiten was captured in Panama
in July 1945 - a vessel converted for delivering agents and 600 kg of cargo - in this case raw silk to sell for
money. Her crew escaped, but had to abandon their cargo when a US beach patrol showed up. This vessel spent decades
in the custody of the US Army Aviation Museum on Oahu, before finally being returned to Japan, where she is on
display. I studied Japanese SSN's in a joint project with JSDF in 1995, when we were allowed to unseal the design
plans (preserved in what looks like thick wax paper inside wooden crates found in collapsed tunnels at Yokosuka).
The RN was the only other navy to begin SSN design in 1942 (although USN did initiate atomic fuel research in 1938!).
The Manhattan Project did a paper study of a SSN in 1945, but there was no suitable reactor designed for it.
Other things include many allied (and one IJA) land units starting with more than zero supplies (a problem inherited
from stock), and adding ship captains to early CVE's (which had duplicated captains!). Also, Dutch and some Philippine
Army LCUs were removed from the 1945 Downfall Scenario (126) which isn't usable except as a test bed - needing
a lot more similar work. Two USN 1945 carrier groups were updated to their late war configuration. A few devices
were fixed with respect to upgrade dates and device types. The single mast schooner has new art and may no longer
have a pink "halo" in combat resolution (not yet confirmed). There are other art updates but I don't remember which.
Naval Unit Maneuverability (M)
Surface Ship Maneuverability:
Very Large Ships with full load displacements over 40,000 tons: M = 90% of full speed in knots
Large Ships with full load displacements between 10,001 and 40,000 tons: M = full speed in knots
Ships with full load displacements between 4,001 and 10,000 tons: M = 150% of full speed in knots
Small ships and boats with displacements less than 4,000 tons:
IF speed is 15 knots or above, M = 200% of full speed in knots
IF speed is 14 knots or less, M = full speed in knots
Submarine Maneuverability:
This is a formula where speed is in knots, depth is in hundreds of feet, and displacement is in thousands of tons rounded up. Full speeds (surfaced and submerged) should be to the nearest tenth of a knot if known. Depth should be divided by 100 feet and expressed to the nearest tenth of 100 feet. (Thus 330 feet = 3.3). Displacements should be in thousands of tons, rounded up to the next highest whole number. [Thus 670 tons = 1, 1230 tons = 2, 2425 tons = 3, etc.]
Constant times (Surface Speed + Submerged Speed + Depth) / Displacement
The constant is 2.
Note that the database lists maximum surface speed and cruising surface speed. The modder must look up the maximum submerged speed for use by the formula.
https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg
This update mainly involves scenario files, but also includes ship art, map art and new as well
as revised documentation files. The maneuverability rating for ships (a copy of which is below)
is also formally defined to insure consistency of data.
Apart from correcting eratta, maneuverability ratings for US, UK and NE submarines, and older Japanese
submarines were reviewed. The (not used) RN design for an SSN (named HMS Conqueror in honor of the sub
which sank Belgrano in 1982) is also redefined. Still classified, I was able to reverse engineer one of
the more important elements of the design. She must have been about 4,000 tons submerged displacement,
and she must have used a natural uranium fueled reactor with a heavy water moderator - one of only three
such projects in nuclear history (the others being Q-244 for France, ultimately completed as a smaller
vessel when the reactor could not fit and Japan's first I-500). I-500 was the C-4 design, usually listed with an "unknown"
propulsion system, and the second atomic powered submarine to be designed in Japan. Like Q-244, the first one,
I-400, was completed to a diesel electric system. I-500, on the other hand, was completed, and sailed to Europe,
being detected by US Army intelligence in 1945. As well, a peculiar non-weapon type Kaiten was captured in Panama
in July 1945 - a vessel converted for delivering agents and 600 kg of cargo - in this case raw silk to sell for
money. Her crew escaped, but had to abandon their cargo when a US beach patrol showed up. This vessel spent decades
in the custody of the US Army Aviation Museum on Oahu, before finally being returned to Japan, where she is on
display. I studied Japanese SSN's in a joint project with JSDF in 1995, when we were allowed to unseal the design
plans (preserved in what looks like thick wax paper inside wooden crates found in collapsed tunnels at Yokosuka).
The RN was the only other navy to begin SSN design in 1942 (although USN did initiate atomic fuel research in 1938!).
The Manhattan Project did a paper study of a SSN in 1945, but there was no suitable reactor designed for it.
Other things include many allied (and one IJA) land units starting with more than zero supplies (a problem inherited
from stock), and adding ship captains to early CVE's (which had duplicated captains!). Also, Dutch and some Philippine
Army LCUs were removed from the 1945 Downfall Scenario (126) which isn't usable except as a test bed - needing
a lot more similar work. Two USN 1945 carrier groups were updated to their late war configuration. A few devices
were fixed with respect to upgrade dates and device types. The single mast schooner has new art and may no longer
have a pink "halo" in combat resolution (not yet confirmed). There are other art updates but I don't remember which.
Naval Unit Maneuverability (M)
Surface Ship Maneuverability:
Very Large Ships with full load displacements over 40,000 tons: M = 90% of full speed in knots
Large Ships with full load displacements between 10,001 and 40,000 tons: M = full speed in knots
Ships with full load displacements between 4,001 and 10,000 tons: M = 150% of full speed in knots
Small ships and boats with displacements less than 4,000 tons:
IF speed is 15 knots or above, M = 200% of full speed in knots
IF speed is 14 knots or less, M = full speed in knots
Submarine Maneuverability:
This is a formula where speed is in knots, depth is in hundreds of feet, and displacement is in thousands of tons rounded up. Full speeds (surfaced and submerged) should be to the nearest tenth of a knot if known. Depth should be divided by 100 feet and expressed to the nearest tenth of 100 feet. (Thus 330 feet = 3.3). Displacements should be in thousands of tons, rounded up to the next highest whole number. [Thus 670 tons = 1, 1230 tons = 2, 2425 tons = 3, etc.]
Constant times (Surface Speed + Submerged Speed + Depth) / Displacement
The constant is 2.
Note that the database lists maximum surface speed and cruising surface speed. The modder must look up the maximum submerged speed for use by the formula.
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RE: RHS Thread: Comprehensive Update 6.01
Comprehensive Update 6.01
https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg
This update has several major components. Japanese submarines were re-rated
with respect to maneuverability, weapons and sensors. This turned out to require
adding several types of torpedoes and reassigning most start of war submarines
the Type 89 electric torpedo vice the Type 95 Long Lance Oxygen torpedo - which
stock used almost universally. A still older Type 6 torpedo was added.
Another aspect of the torpedo/submarine work was that Mifune and I finally came up
with an alternative to Kaiten in Japan Enhanced Scenarios (JES) 125 and 129. We
do NOT have suicide aircraft or vessels in these scenarios. But what to do
when the Kaiten was advocated. We opted for an externally mounted Type 93 61 cm
(24 inch) torpedo instead. Since both Kaiten and Type 93 torpedoes require oxygen
generators, older subs fitted with the Type 93 also get Type 95 torpedoes after
a conversion period.
In a test, the Burma Independence Army appeared. I decided to check and learned it
actually formed before the start of hostilities (on Hainan Island) - although as at
cadre strength. It invaded Burma as part of 15th Army from the start. This unusual
organization also defected to the Allies in 1945. And it used captured British weapons.
So I modeled the unit on the Indian National Army (not knowing the detail organization
of the BIA). I also have the force rename on 1 August 1943 to the Burma National Army
(historical). When it disbands, a duplicate Allied Burmese Patriotic Army (historical)
forms in its place. [Different policy in JES scenarios means this switch does not happen.
An unusual advisor to the BNA advocated actual independence for the BIA and his policy is
adopted in JES. It was supported by the Foreign Ministry and even by General Tojo, but
the IJA didn't allow this policy to be executed. Although Tojo eventually took over the
IJA, it was too late to change - practice had soured the Burmese on the Japanese.] This
process changed the names of some devices - former INA or other minor Axis Allied devices
got AA prefixes instead of INA (or some other prefix).
The torpedo work on subs caused me to check the 18 inch torpedoes used by aircraft. These
were often not in date sync with the aircraft models - partly as the latter have changed
as better data became available. Some late war torpedo aircraft were found to have problems.
In particular, the P1Y1 and later P series medium bombers appear at the wrong dates, etc.
Most Japanese torpedo aircraft were reworked. Some of the P series remain to be reworked.
Balikpapan lost some of its oilwells. So did the two oilfields nearest to Palembang (which is
a refinery location without oilwells). There was too much oil production and a risk that long
running games might cause field overflows, so production was reduced to lower the risk of a crash.
A few locations and land combat units had eratta fixed. Some work was done (as usual) to convert
scenario 126 (Downfall in 1945) to 1945 values. Units wiped out before 1945 were 9999ed out. Units
were converted to 1945 order of battle. Locations changed commands and sides. Etc.
https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg
This update has several major components. Japanese submarines were re-rated
with respect to maneuverability, weapons and sensors. This turned out to require
adding several types of torpedoes and reassigning most start of war submarines
the Type 89 electric torpedo vice the Type 95 Long Lance Oxygen torpedo - which
stock used almost universally. A still older Type 6 torpedo was added.
Another aspect of the torpedo/submarine work was that Mifune and I finally came up
with an alternative to Kaiten in Japan Enhanced Scenarios (JES) 125 and 129. We
do NOT have suicide aircraft or vessels in these scenarios. But what to do
when the Kaiten was advocated. We opted for an externally mounted Type 93 61 cm
(24 inch) torpedo instead. Since both Kaiten and Type 93 torpedoes require oxygen
generators, older subs fitted with the Type 93 also get Type 95 torpedoes after
a conversion period.
In a test, the Burma Independence Army appeared. I decided to check and learned it
actually formed before the start of hostilities (on Hainan Island) - although as at
cadre strength. It invaded Burma as part of 15th Army from the start. This unusual
organization also defected to the Allies in 1945. And it used captured British weapons.
So I modeled the unit on the Indian National Army (not knowing the detail organization
of the BIA). I also have the force rename on 1 August 1943 to the Burma National Army
(historical). When it disbands, a duplicate Allied Burmese Patriotic Army (historical)
forms in its place. [Different policy in JES scenarios means this switch does not happen.
An unusual advisor to the BNA advocated actual independence for the BIA and his policy is
adopted in JES. It was supported by the Foreign Ministry and even by General Tojo, but
the IJA didn't allow this policy to be executed. Although Tojo eventually took over the
IJA, it was too late to change - practice had soured the Burmese on the Japanese.] This
process changed the names of some devices - former INA or other minor Axis Allied devices
got AA prefixes instead of INA (or some other prefix).
The torpedo work on subs caused me to check the 18 inch torpedoes used by aircraft. These
were often not in date sync with the aircraft models - partly as the latter have changed
as better data became available. Some late war torpedo aircraft were found to have problems.
In particular, the P1Y1 and later P series medium bombers appear at the wrong dates, etc.
Most Japanese torpedo aircraft were reworked. Some of the P series remain to be reworked.
Balikpapan lost some of its oilwells. So did the two oilfields nearest to Palembang (which is
a refinery location without oilwells). There was too much oil production and a risk that long
running games might cause field overflows, so production was reduced to lower the risk of a crash.
A few locations and land combat units had eratta fixed. Some work was done (as usual) to convert
scenario 126 (Downfall in 1945) to 1945 values. Units wiped out before 1945 were 9999ed out. Units
were converted to 1945 order of battle. Locations changed commands and sides. Etc.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Comprehensive Update 6.02
Comprehensive Update 6.02
https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg
This update unusually includes virtually every SCEN file and a few
documentation files.
Documentation file updates include a revised Sorted Axis Radar sheet, adding
aircraft mounted devices, mainly aircraft radars. Also an early prototype
MAD device, The Mark 3, which has a 33% dud rate. The old Mark 3 slot is
now the Mark 3 Mod 1 slot, the same device with a dud rate of zero. This is
consistent with RHS radar and ECM devices. When prototypes get put onto
ships or aircraft before they become reliable, the early devices have a 33%
dud rate. [In the case of ECM it is even worse - ECM gets a high dud rate because
there is a high chance the enemy radar is not turned on - the prototype ECM
suite has an extremely high dud rate]. Otherwise, a few of the Plane lists
and the sorted aircraft sheets were updated due to deletions or additions or
modifications of records, to facilitate looking up what slot aircraft or art is in?
A major effort was made to insure fidelity to RHS scenario design intent: for this
reason almost every file in Scenario 121 was duplicated in 123, and 122 was duplicated
in 124. The only difference between these scenarios is the single bit defining the
Russians as active or passive. A systematic review of aircraft records was undertaken,
to insure that devices, upgrades, and dates of starting or ending production are correct.
So many issues are being corrected, we will to the same thing for Allied aircraft records
after we finish the Axis ones. Axis records need at least one more update. This work
is particularly important because of major editing of Japanese torpedoes, Japanese
radar and other sensors, and of changes to a few weapons. In particular, it was found
that the Japanese 20 mm aircraft cannons have too high a rate of fire. These devices
are now renamed: the Type 99 is now Type 99-1 (Mark 1); the Type 99-2 is now Type 99-23
(Mark 2 Mod 3). This automatically updates all aircraft using both types. A new Type
99-25 (Mark 2 Mod 5) is added for late war aircraft. If the earlier Type 99's had to
be corrected to an accuracy of 5 (= 500 rounds per minute, a 1/6 reduction), the Mod 5
has an accuracy of 7 (= 700 rounds per minute, because it is at least 720 rpm, often more).
We began reviewing all aircraft records from 600 - 900 to insure proper assignment of devices
and to correct eratta. 3 types in the P1Y1 family were deleted. Significant improvement in
upgrade paths was worked in to facilitate automatic upgrades for Japanese aircraft to appropriate
types when old types are changed on the production lines.
https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg
This update unusually includes virtually every SCEN file and a few
documentation files.
Documentation file updates include a revised Sorted Axis Radar sheet, adding
aircraft mounted devices, mainly aircraft radars. Also an early prototype
MAD device, The Mark 3, which has a 33% dud rate. The old Mark 3 slot is
now the Mark 3 Mod 1 slot, the same device with a dud rate of zero. This is
consistent with RHS radar and ECM devices. When prototypes get put onto
ships or aircraft before they become reliable, the early devices have a 33%
dud rate. [In the case of ECM it is even worse - ECM gets a high dud rate because
there is a high chance the enemy radar is not turned on - the prototype ECM
suite has an extremely high dud rate]. Otherwise, a few of the Plane lists
and the sorted aircraft sheets were updated due to deletions or additions or
modifications of records, to facilitate looking up what slot aircraft or art is in?
A major effort was made to insure fidelity to RHS scenario design intent: for this
reason almost every file in Scenario 121 was duplicated in 123, and 122 was duplicated
in 124. The only difference between these scenarios is the single bit defining the
Russians as active or passive. A systematic review of aircraft records was undertaken,
to insure that devices, upgrades, and dates of starting or ending production are correct.
So many issues are being corrected, we will to the same thing for Allied aircraft records
after we finish the Axis ones. Axis records need at least one more update. This work
is particularly important because of major editing of Japanese torpedoes, Japanese
radar and other sensors, and of changes to a few weapons. In particular, it was found
that the Japanese 20 mm aircraft cannons have too high a rate of fire. These devices
are now renamed: the Type 99 is now Type 99-1 (Mark 1); the Type 99-2 is now Type 99-23
(Mark 2 Mod 3). This automatically updates all aircraft using both types. A new Type
99-25 (Mark 2 Mod 5) is added for late war aircraft. If the earlier Type 99's had to
be corrected to an accuracy of 5 (= 500 rounds per minute, a 1/6 reduction), the Mod 5
has an accuracy of 7 (= 700 rounds per minute, because it is at least 720 rpm, often more).
We began reviewing all aircraft records from 600 - 900 to insure proper assignment of devices
and to correct eratta. 3 types in the P1Y1 family were deleted. Significant improvement in
upgrade paths was worked in to facilitate automatic upgrades for Japanese aircraft to appropriate
types when old types are changed on the production lines.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Comprehensive Update 6.02
Comprehensive Update 6.03
https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg
This update includes air art, documentation files and scenario files.
The Japanese Aircraft Top Alpha was extensively reworked. Every image
was redone at the pixel level by Mifune. The art was then reduced in
pixel density so it does not crash AE (which only accepts 24 bit simple
density). This process results in very clear art. The goal was to
get rid of all flaws in the top images which appear during combat execution.
After several rounds of testing, we finally got a version that is very clean.
The main scenario files to be reworked were Aircraft and Air Groups. The
process of a slot by slot review was extensively executed. Apart from
catching errors, other improvements were worked in. In particular re upgrade
paths. This convinces me we should do it for Allied aircraft as well. I will
take advantage of that to create documentation on Allied sensors (radar, etc)
for use as a reference by modders. I took the time to review historical
production and fold it in, in particular to the strictly historical scenarios.
Numbers of types appear later in the war than had been the case. A late war
version of the Paul (E16A2) was added. So was an ASW version of the Jill (B6N2-Q) -
using slots freed up by the last update.
https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg
This update includes air art, documentation files and scenario files.
The Japanese Aircraft Top Alpha was extensively reworked. Every image
was redone at the pixel level by Mifune. The art was then reduced in
pixel density so it does not crash AE (which only accepts 24 bit simple
density). This process results in very clear art. The goal was to
get rid of all flaws in the top images which appear during combat execution.
After several rounds of testing, we finally got a version that is very clean.
The main scenario files to be reworked were Aircraft and Air Groups. The
process of a slot by slot review was extensively executed. Apart from
catching errors, other improvements were worked in. In particular re upgrade
paths. This convinces me we should do it for Allied aircraft as well. I will
take advantage of that to create documentation on Allied sensors (radar, etc)
for use as a reference by modders. I took the time to review historical
production and fold it in, in particular to the strictly historical scenarios.
Numbers of types appear later in the war than had been the case. A late war
version of the Paul (E16A2) was added. So was an ASW version of the Jill (B6N2-Q) -
using slots freed up by the last update.
RE: RHS Thread: Comprehensive Update 6.02
I am playing a campaign with version 6.02. If I update the mod,I'll have compatibility problems?
PS nice work)
PS nice work)
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Comprehensive Update 6.03 New Link
Since the old link no longer works, use this new one
which DOES work!
https://1drv.ms/f/s!Ap7XOIkiBuUwhacBuCB5xBUMmYvHVA
Comprehensive Update 6.03
https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg
This update includes air art, documentation files and scenario files.
The Japanese Aircraft Top Alpha was extensively reworked. Every image
was redone at the pixel level by Mifune. The art was then reduced in
pixel density so it does not crash AE (which only accepts 24 bit simple
density). This process results in very clear art. The goal was to
get rid of all flaws in the top images which appear during combat execution.
After several rounds of testing, we finally got a version that is very clean.
The main scenario files to be reworked were Aircraft and Air Groups. The
process of a slot by slot review was extensively executed. Apart from
catching errors, other improvements were worked in. In particular re upgrade
paths. This convinces me we should do it for Allied aircraft as well. I will
take advantage of that to create documentation on Allied sensors (radar, etc)
for use as a reference by modders. I took the time to review historical
production and fold it in, in particular to the strictly historical scenarios.
Numbers of types appear later in the war than had been the case. A late war
version of the Paul (E16A2) was added. So was an ASW version of the Jill (B6N2-Q) -
using slots freed up by the last update.
which DOES work!
https://1drv.ms/f/s!Ap7XOIkiBuUwhacBuCB5xBUMmYvHVA
Comprehensive Update 6.03
https://1drv.ms/f/s!Ap7XOIkiBuUwhZAU7bdtWbbscE_oLg
This update includes air art, documentation files and scenario files.
The Japanese Aircraft Top Alpha was extensively reworked. Every image
was redone at the pixel level by Mifune. The art was then reduced in
pixel density so it does not crash AE (which only accepts 24 bit simple
density). This process results in very clear art. The goal was to
get rid of all flaws in the top images which appear during combat execution.
After several rounds of testing, we finally got a version that is very clean.
The main scenario files to be reworked were Aircraft and Air Groups. The
process of a slot by slot review was extensively executed. Apart from
catching errors, other improvements were worked in. In particular re upgrade
paths. This convinces me we should do it for Allied aircraft as well. I will
take advantage of that to create documentation on Allied sensors (radar, etc)
for use as a reference by modders. I took the time to review historical
production and fold it in, in particular to the strictly historical scenarios.
Numbers of types appear later in the war than had been the case. A late war
version of the Paul (E16A2) was added. So was an ASW version of the Jill (B6N2-Q) -
using slots freed up by the last update.
-
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- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Comprehensive Update 6.02
No - you want to install the updates.
Some things will be ignored, but many will be partially or fully implemented.
Some things will update when you upgrade (or convert a ship). But revisions
will in many cases end up in the ongoing game - at least eventually. Devices
instantly update.
Some things will be ignored, but many will be partially or fully implemented.
Some things will update when you upgrade (or convert a ship). But revisions
will in many cases end up in the ongoing game - at least eventually. Devices
instantly update.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Microupdate 6.04
Comprehensive Update 6.04
https://1drv.ms/f/s!Ap7XOIkiBuUwhacBuCB5xBUMmYvHVA
This update contains both Scenario files and Documentation Files.
Mainly it focused on reviewing numbers of Japanese aircraft types, and
integrating these into air groups.
The secondary focus was updating the documentation related to those
aircraft.
Several types were eliminated. For example, four slots were used for
Japanese rocket fighters. This was reduced to two. One is for the original
joint project, which only the Navy decided to put into production. The other
is for the enlarged version (Ki-202) which the Army decided to develop instead
of the original (Ki-200) version. For the first time I was able to find specs
on the Ki-202. Long stated to have more fuel, in fact it also had a much more
powerful engine. The result would take longer to get into production, but would
at the same time be the most practical variant of the German rocket fighter concept.
Aircraft not in production by the end of Monsoon 1945 were eliminated from the
Downfall scenario (which ends at the start of Fall, 1945). Some types changed
their dates of availability - usually to a later time. Some types got different
upgrade paths. Some eratta were detected. Appropriate torpedoes and sensors
were assigned to each model using such: this permitted adding devices not previously
in the database or correcting those whose dates changed.
Other eratta were worked in. For example, Mifune and I noticed an error with the French
base force at Tahiti. I reviewed and updated the base forces at Noumea and Tahiti. Lots
of little things like this get folded in to each update, but I don't usually document
all of them because, by the time I compile the update, I no longer remember all the details.
Some air art was reassigned.
A new README file was added to RHS documentation as an aid to new players wanting to install
RHS. This was a suggestion by a new user. All documentation files are found in the RHS Documentation
folder.
https://1drv.ms/f/s!Ap7XOIkiBuUwhacBuCB5xBUMmYvHVA
This update contains both Scenario files and Documentation Files.
Mainly it focused on reviewing numbers of Japanese aircraft types, and
integrating these into air groups.
The secondary focus was updating the documentation related to those
aircraft.
Several types were eliminated. For example, four slots were used for
Japanese rocket fighters. This was reduced to two. One is for the original
joint project, which only the Navy decided to put into production. The other
is for the enlarged version (Ki-202) which the Army decided to develop instead
of the original (Ki-200) version. For the first time I was able to find specs
on the Ki-202. Long stated to have more fuel, in fact it also had a much more
powerful engine. The result would take longer to get into production, but would
at the same time be the most practical variant of the German rocket fighter concept.
Aircraft not in production by the end of Monsoon 1945 were eliminated from the
Downfall scenario (which ends at the start of Fall, 1945). Some types changed
their dates of availability - usually to a later time. Some types got different
upgrade paths. Some eratta were detected. Appropriate torpedoes and sensors
were assigned to each model using such: this permitted adding devices not previously
in the database or correcting those whose dates changed.
Other eratta were worked in. For example, Mifune and I noticed an error with the French
base force at Tahiti. I reviewed and updated the base forces at Noumea and Tahiti. Lots
of little things like this get folded in to each update, but I don't usually document
all of them because, by the time I compile the update, I no longer remember all the details.
Some air art was reassigned.
A new README file was added to RHS documentation as an aid to new players wanting to install
RHS. This was a suggestion by a new user. All documentation files are found in the RHS Documentation
folder.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Microupdate 6.06
Subject: Re: RHS Comprehensive Update 6.06
Comprehensive Update 6.06
https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHb ... Q?e=7m8AVn
First of all, the good news. Mifune is productive again and here we present a new Axis Aircraft Filmstrip.
I proposed that we take the armed version of the Soviet DC-3 and prune its top turret to use for the Japanese
L2D4 armed transport. This Mifune was able to do, but he slightly shrank the turret for technical reasons.
Next, working on a problem with the Ki-42 (He-111) side (I managed to delete it from the filmstrip between
when we added it and now), we noticed a problem with the Ki-90 (Ju-90). So I took out the windows (it was
apparently transport art). Mifune decided to add a tail gun. He did - with glazing as well. We also restored
the Ki-42. Both Ki-42 and Ki-90 are available only in Japan Enhanced Scenarios 125 & 129.
Working on the review of Axis aircraft, I noticed issues with bomb filters. So I went back over them all.
I changed the weapons we associate with City Bombing (filter code 1, the second to last code added).
The full list of bomb filter codes is:
1 = City Bombing
2 = Naval Attack (normal)
4 = Alternate Naval Attack (torpedo or missile)
8 = Ground Attack
16 = Port Attack
32 = Airfield Attack
64 = ASW Attack
Next, updated versions of aircraft documentation have been added. I just figured out we can make an RHS/AE Manual
(similar to the original WITP RHS Manual) simply by putting a table of contents in front of RHS documents and putting
them in a single document. Possibly with live links from table of contents to the documents. Here the focus is on
properly listing which aircraft type is in which RHS scenario as well as which plane slot and art bitmap it is associated with.
The data work, apart from various eratta detected during testing and plane work, was on insuring we have the best possible
data for weapons and sensors, the best upgrade path, and the correct art bitmap pointer for each type of Axis aircraft. We
need to do the same thing for Allied aircraft after that.
Another thing we did was redefine air to air rockets and air to air missiles in a way that code understand's.
This work mainly involved aircraft, device and air group files. Location files, class files, ship files and leader files were also
included because of various eratta which may have been worked in at the time they were reported or detected.
Comprehensive Update 6.06
https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHb ... Q?e=7m8AVn
First of all, the good news. Mifune is productive again and here we present a new Axis Aircraft Filmstrip.
I proposed that we take the armed version of the Soviet DC-3 and prune its top turret to use for the Japanese
L2D4 armed transport. This Mifune was able to do, but he slightly shrank the turret for technical reasons.
Next, working on a problem with the Ki-42 (He-111) side (I managed to delete it from the filmstrip between
when we added it and now), we noticed a problem with the Ki-90 (Ju-90). So I took out the windows (it was
apparently transport art). Mifune decided to add a tail gun. He did - with glazing as well. We also restored
the Ki-42. Both Ki-42 and Ki-90 are available only in Japan Enhanced Scenarios 125 & 129.
Working on the review of Axis aircraft, I noticed issues with bomb filters. So I went back over them all.
I changed the weapons we associate with City Bombing (filter code 1, the second to last code added).
The full list of bomb filter codes is:
1 = City Bombing
2 = Naval Attack (normal)
4 = Alternate Naval Attack (torpedo or missile)
8 = Ground Attack
16 = Port Attack
32 = Airfield Attack
64 = ASW Attack
Next, updated versions of aircraft documentation have been added. I just figured out we can make an RHS/AE Manual
(similar to the original WITP RHS Manual) simply by putting a table of contents in front of RHS documents and putting
them in a single document. Possibly with live links from table of contents to the documents. Here the focus is on
properly listing which aircraft type is in which RHS scenario as well as which plane slot and art bitmap it is associated with.
The data work, apart from various eratta detected during testing and plane work, was on insuring we have the best possible
data for weapons and sensors, the best upgrade path, and the correct art bitmap pointer for each type of Axis aircraft. We
need to do the same thing for Allied aircraft after that.
Another thing we did was redefine air to air rockets and air to air missiles in a way that code understand's.
This work mainly involved aircraft, device and air group files. Location files, class files, ship files and leader files were also
included because of various eratta which may have been worked in at the time they were reported or detected.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Comprehensive Update 6.11
Subject: Re: RHS Comprehensive Update 6.11
https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHb ... Q?e=ezESmz
This is an unusually comprehensive update. It includes pwhexe.dat files, art files, documentation
files and scenario files.
Because a major test has entered the Monsoon season, we detected numbers of eratta in one of the
Monsoon files. [Except at start when all 1942 scenarios share a single pwhexe.dat file, each year
has two different ones: one for strictly historical scenarios and one for Japan Enhanced Scenarios
- because roads and railroads differ reflecting different policies. JES scenarios reflect planned
alternatives, generally what was planned before or early in the war.] All these files were revised
slightly. The 1942 ones were revised comprehensively.
Most of the rest of the work was related to starting an effort to update Allied aircraft, related air
groups and other files. This was begun at the top of the aircraft file, which has Chinese aircraft,
but also includes ALL Chinese aircraft. There are several goals. Apart from finding eratta as well
as about insuring the correct weapons (e.g. torpedoes) or sensors (e.g. radars) are assigned to any
given model of aircraft. Since in some cases dates of production have changed, or new options have
been added, this is the heart of why this needs to be done. Another consideration is the upgrade path
for aircraft. This matters more for the Allies since they cannot pick what factories will build. Yet
another reason is to add mission types when ever feasible, fully exploiting the new bomb filters, or
rarely by adding a device. [For example, adding a camera permits recon missions for types that otherwise
may not have it].
The review of China revealed that there is an absence of commanding officers for air units. This has two
effects: sometimes the game assigns officers automatically, but not always from the right nation. Otherwise
there is no officer assigned. Deep analysis revealed an entire body of Chinese officers assigned to units
not used in the game. This issue will be addressed in the next update. It requires a complicated process -
a unit C.O. who is also a pilot must have that pilot "pointed" at each other and at the unit commanded.
The China Air Force Order of Battle was surprisingly complete, but some new data was worked in. It was slightly
simplified - the use of two USAAF types (variants of the Beechcraft Model 18 - transport and photo recon) - was
ended. That does not "look good" due to the wrong insignia, and it permits a player to convert a unit to the
US type, and then convert it again to ANY other US type. So a Chinese Beachcraft 18 was added, with new art
using Chinese insignia. [It models all light transports used in China in tiny numbers]. No recon version was
created (to slave slots) because there are enough aircraft with cameras to perform the mission. It did require
I make new filmstrips for the Allies. I also found and fixed a couple of other air art issues. Separately,
I added a liaison unit at Kunming using the Beechcraft Model 18 which is sort of a composite of a number of aircraft
and pilots which provided local air transport services.
Separately, Mifune redid the mask for the "small schooner" art to prevent bleeding (a pink aurora when the ship
appears in a battle).
https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHb ... Q?e=ezESmz
This is an unusually comprehensive update. It includes pwhexe.dat files, art files, documentation
files and scenario files.
Because a major test has entered the Monsoon season, we detected numbers of eratta in one of the
Monsoon files. [Except at start when all 1942 scenarios share a single pwhexe.dat file, each year
has two different ones: one for strictly historical scenarios and one for Japan Enhanced Scenarios
- because roads and railroads differ reflecting different policies. JES scenarios reflect planned
alternatives, generally what was planned before or early in the war.] All these files were revised
slightly. The 1942 ones were revised comprehensively.
Most of the rest of the work was related to starting an effort to update Allied aircraft, related air
groups and other files. This was begun at the top of the aircraft file, which has Chinese aircraft,
but also includes ALL Chinese aircraft. There are several goals. Apart from finding eratta as well
as about insuring the correct weapons (e.g. torpedoes) or sensors (e.g. radars) are assigned to any
given model of aircraft. Since in some cases dates of production have changed, or new options have
been added, this is the heart of why this needs to be done. Another consideration is the upgrade path
for aircraft. This matters more for the Allies since they cannot pick what factories will build. Yet
another reason is to add mission types when ever feasible, fully exploiting the new bomb filters, or
rarely by adding a device. [For example, adding a camera permits recon missions for types that otherwise
may not have it].
The review of China revealed that there is an absence of commanding officers for air units. This has two
effects: sometimes the game assigns officers automatically, but not always from the right nation. Otherwise
there is no officer assigned. Deep analysis revealed an entire body of Chinese officers assigned to units
not used in the game. This issue will be addressed in the next update. It requires a complicated process -
a unit C.O. who is also a pilot must have that pilot "pointed" at each other and at the unit commanded.
The China Air Force Order of Battle was surprisingly complete, but some new data was worked in. It was slightly
simplified - the use of two USAAF types (variants of the Beechcraft Model 18 - transport and photo recon) - was
ended. That does not "look good" due to the wrong insignia, and it permits a player to convert a unit to the
US type, and then convert it again to ANY other US type. So a Chinese Beachcraft 18 was added, with new art
using Chinese insignia. [It models all light transports used in China in tiny numbers]. No recon version was
created (to slave slots) because there are enough aircraft with cameras to perform the mission. It did require
I make new filmstrips for the Allies. I also found and fixed a couple of other air art issues. Separately,
I added a liaison unit at Kunming using the Beechcraft Model 18 which is sort of a composite of a number of aircraft
and pilots which provided local air transport services.
Separately, Mifune redid the mask for the "small schooner" art to prevent bleeding (a pink aurora when the ship
appears in a battle).
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Comprehensive Update 6.12
HS Comprehensive Update 6.12
https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHb ... Q?e=PWxur9
Like Update 6.12, this one contains every sort of file:
art, documentation, scenario and pwhexe.dat files (but not start of game pwhexe.dat files).
Very significant is work on Allied aircraft art - you must update the Allied Air Art
filmstrips in the ART folder. Equally important, was Monsoon and Fall pwhexe.dat updates,
to correct eratta, particularly on the "top" map edge and in the Cambodia/Indochina area.
These files are less used and less corrected than Winter and Spring files have been, because
the current detail test has finally reached Monsoon.
Otherwise, the China Air Force completed its review of both aircraft and air units, and
numbers of leaders and pilots were repointed (not created from scratch) so they will appear
in game (possibly even in ongoing games). Also, CAF became internally self contained -
one can no longer assign US or Soviet Aircraft to CAF. This was done by creating CAF versions
for the few cases where formerly they were shared. Two slots for the Ancient ANT-3 art existed
on the Allied filmstrip - one for transport version (G2) and one for the Bomber version. Although
fully 6 bombers went to CAF, all were converted to and only performed transport missions. Both
transport and bomber versions now point at art in Soviet colors, and a transport version points
at art in Chinese colors. A new CAF P-26 slot points at a P-26 in CAF colors. The 6.11 update
created a Beech Model 18 in CAF colors, so that too is on the filmstrips. Otherwise, numbers
of Allied aircraft tops had missing insignia added to one wing, or fuzzy insignia replaced with
clearer art. A few tops similarly had insignia improved. I am learning how to do filmstrips
faster. Allied air art is significantly inherited rather than reworked by Mifune, and much of it
is not very good. Mifune, back to regular production, is working on ship art and map art projects.
He did help with one air art item, but I forget which.
Numbers of USAAF aircraft and some other types were data reviewed and updated into air groups.
Mainly this included all attack types, and types related to Chinese types also reworked. A few
Fleet Air Arm types were also updated. This mainly involves adding or improving bomb filters,
adding radar or cameras, correcting eratta, and improving upgrade paths (which matter a lot to the
Allies as they impact what will be able to automatically upgrade in the game). Both aircraft types
and factories on map were updated with respect to the number possible to produce - checked against
history (and the amount sent to PTO). A few other eratta were worked in - including dealing with
the German raider Thor (aka Ichi Maru - literally One Ship for non-German readers).
https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHb ... Q?e=PWxur9
Like Update 6.12, this one contains every sort of file:
art, documentation, scenario and pwhexe.dat files (but not start of game pwhexe.dat files).
Very significant is work on Allied aircraft art - you must update the Allied Air Art
filmstrips in the ART folder. Equally important, was Monsoon and Fall pwhexe.dat updates,
to correct eratta, particularly on the "top" map edge and in the Cambodia/Indochina area.
These files are less used and less corrected than Winter and Spring files have been, because
the current detail test has finally reached Monsoon.
Otherwise, the China Air Force completed its review of both aircraft and air units, and
numbers of leaders and pilots were repointed (not created from scratch) so they will appear
in game (possibly even in ongoing games). Also, CAF became internally self contained -
one can no longer assign US or Soviet Aircraft to CAF. This was done by creating CAF versions
for the few cases where formerly they were shared. Two slots for the Ancient ANT-3 art existed
on the Allied filmstrip - one for transport version (G2) and one for the Bomber version. Although
fully 6 bombers went to CAF, all were converted to and only performed transport missions. Both
transport and bomber versions now point at art in Soviet colors, and a transport version points
at art in Chinese colors. A new CAF P-26 slot points at a P-26 in CAF colors. The 6.11 update
created a Beech Model 18 in CAF colors, so that too is on the filmstrips. Otherwise, numbers
of Allied aircraft tops had missing insignia added to one wing, or fuzzy insignia replaced with
clearer art. A few tops similarly had insignia improved. I am learning how to do filmstrips
faster. Allied air art is significantly inherited rather than reworked by Mifune, and much of it
is not very good. Mifune, back to regular production, is working on ship art and map art projects.
He did help with one air art item, but I forget which.
Numbers of USAAF aircraft and some other types were data reviewed and updated into air groups.
Mainly this included all attack types, and types related to Chinese types also reworked. A few
Fleet Air Arm types were also updated. This mainly involves adding or improving bomb filters,
adding radar or cameras, correcting eratta, and improving upgrade paths (which matter a lot to the
Allies as they impact what will be able to automatically upgrade in the game). Both aircraft types
and factories on map were updated with respect to the number possible to produce - checked against
history (and the amount sent to PTO). A few other eratta were worked in - including dealing with
the German raider Thor (aka Ichi Maru - literally One Ship for non-German readers).
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Level II Development Report
https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHb ... Q?e=oor5wM
This update includes every kind of file.
There are out year pwhexe.dat file updates.
There are new Allied Aircraft Filmstrips (all three).
Reworked side and top art gives Dutch (LVA) insignia to the P-400.
New side and top art gives the Dutch (LVA) insignia to the P-47 in JES Scenarios.
There is a new Allied ship shil (0641) for the single masted schooner.
There are significant updates to Allied Aircraft Data and related air groups.
Most US B series Bombers are reworked, as are a few other types.
There are some updates to devices, leaders, pilots, classes and ships.
There are significant updates to Allied Aircraft Documentation, including
a reference tool Sorted Allied Aircraft Types - which is newer than issued
yesterday. A couple of types changed names (e.g. KNIL P-400 is now LVA P-400).
This update includes every kind of file.
There are out year pwhexe.dat file updates.
There are new Allied Aircraft Filmstrips (all three).
Reworked side and top art gives Dutch (LVA) insignia to the P-400.
New side and top art gives the Dutch (LVA) insignia to the P-47 in JES Scenarios.
There is a new Allied ship shil (0641) for the single masted schooner.
There are significant updates to Allied Aircraft Data and related air groups.
Most US B series Bombers are reworked, as are a few other types.
There are some updates to devices, leaders, pilots, classes and ships.
There are significant updates to Allied Aircraft Documentation, including
a reference tool Sorted Allied Aircraft Types - which is newer than issued
yesterday. A couple of types changed names (e.g. KNIL P-400 is now LVA P-400).
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Comprehensive Update 6.14
RHS Comprehensive Update 6.14
https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHb ... Q?e=HGpyfM
This is an unusually significant and comprehensive update. It includes files of every
sort: pwhexe.dat files, art files, scenario files and documentation files.
The most significant inclusion is a comprehensive update of the Allied Aircraft Filmstrips
for tops and the related alpha. Mifune was able to produce both in a major effort, his
most significant in years, after solving a host of technical and other problems which prevented
him from working.
Note in particular RHS aircraft art is generally useful in ALL mods. RHS participated in a universal
project to generate aircraft and ship art. Usually stock bitmaps are used, when they exist. Mifune
worked in Gimp at much higher resolution and much higher color depth than AE permits. [See AMD materials
originally from ATI - which AMD bought - about why rendering at higher resolution than used in the
final display product is the best way to achieve the best product possible]. I recommend players with
stock, RHS or any mod using similar aircraft use these tops and alphas - adding any unique work you may
have added to the common project. Even aircraft types not used in any RHS scenario may be present. You
can identify bitmaps and aircraft scenario slot numbers using the RHS documentation materials on aircraft.
These include tools like look up the plane in alphabetical order to find slot or bitmap ID.
Significant work was done on aircraft data. A report of issues with B-25s and B-26s led to a review, and
some other bombers (including early B-29's) were reworked. A report of mismatched normal load and extended
load guns for Japanese aircraft led to a comprehensive review with greater care.
That led to discovery of a new kind of device - the Type 80 Mark 8 semi-armor piercing skip bomb - available from
mid 1944. It is only assigned to the M6A1 submarine carrier bomber so far. [That may be the only type to carry it.
The bomb weighs 850 kg and is more likely to hit because of how it is delivered: instead of attempting to hit a
target as a point, one attempts to put the bomb on a line headed at the target, in which case the range is no longer
a factor - only the maneuvering of the target can take it off the line of sight.]
A map issue with Monsoon Art got rid of a line of "iceburgs" near the seam of two map panels near Kodiak Island. The
WPEN005 panel under Seasonal Map Art/Monsoon is changed - and is only loaded during Monsoon seasons.
A shil issue with single masted schooners on both sides (the same art is used) means that both Allied and Axis Schil
folders have an update in them.
There is corrected Monsoon and Fall pwhexe.dat files. RHS pwhexe.dat files differ every season, so don't use these
except in the correct season and year.
Air Groups were updated to fold in aircraft data changes.
Documentation files are updated for radar devices and for aircraft. Note the new spreadsheet listing Allied aircraft
in alphabetical order by designation, added in the last update, is slightly improved.
As usual, many kinds of eratta were corrected, in aircraft, classes, devices, leaders (h), scenario, pilot and ship files.
https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHb ... Q?e=HGpyfM
This is an unusually significant and comprehensive update. It includes files of every
sort: pwhexe.dat files, art files, scenario files and documentation files.
The most significant inclusion is a comprehensive update of the Allied Aircraft Filmstrips
for tops and the related alpha. Mifune was able to produce both in a major effort, his
most significant in years, after solving a host of technical and other problems which prevented
him from working.
Note in particular RHS aircraft art is generally useful in ALL mods. RHS participated in a universal
project to generate aircraft and ship art. Usually stock bitmaps are used, when they exist. Mifune
worked in Gimp at much higher resolution and much higher color depth than AE permits. [See AMD materials
originally from ATI - which AMD bought - about why rendering at higher resolution than used in the
final display product is the best way to achieve the best product possible]. I recommend players with
stock, RHS or any mod using similar aircraft use these tops and alphas - adding any unique work you may
have added to the common project. Even aircraft types not used in any RHS scenario may be present. You
can identify bitmaps and aircraft scenario slot numbers using the RHS documentation materials on aircraft.
These include tools like look up the plane in alphabetical order to find slot or bitmap ID.
Significant work was done on aircraft data. A report of issues with B-25s and B-26s led to a review, and
some other bombers (including early B-29's) were reworked. A report of mismatched normal load and extended
load guns for Japanese aircraft led to a comprehensive review with greater care.
That led to discovery of a new kind of device - the Type 80 Mark 8 semi-armor piercing skip bomb - available from
mid 1944. It is only assigned to the M6A1 submarine carrier bomber so far. [That may be the only type to carry it.
The bomb weighs 850 kg and is more likely to hit because of how it is delivered: instead of attempting to hit a
target as a point, one attempts to put the bomb on a line headed at the target, in which case the range is no longer
a factor - only the maneuvering of the target can take it off the line of sight.]
A map issue with Monsoon Art got rid of a line of "iceburgs" near the seam of two map panels near Kodiak Island. The
WPEN005 panel under Seasonal Map Art/Monsoon is changed - and is only loaded during Monsoon seasons.
A shil issue with single masted schooners on both sides (the same art is used) means that both Allied and Axis Schil
folders have an update in them.
There is corrected Monsoon and Fall pwhexe.dat files. RHS pwhexe.dat files differ every season, so don't use these
except in the correct season and year.
Air Groups were updated to fold in aircraft data changes.
Documentation files are updated for radar devices and for aircraft. Note the new spreadsheet listing Allied aircraft
in alphabetical order by designation, added in the last update, is slightly improved.
As usual, many kinds of eratta were corrected, in aircraft, classes, devices, leaders (h), scenario, pilot and ship files.
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RE: RHS Thread: AE & RHS Aircraft Range Formulas
AE & RHS Aircraft Range Formulas (adding km to nm conversion)
General: These formulas are both a function of aviation principles (rules of thumb) and AE code. The latter refers to differences imposed by the type of aircraft in code. A different issue is the limits imposed by code. Code only allows for normal range, extended range, and transfer range. But in reality, almost every aircraft has four ranges: range with maximum load; range with normal load; range with reduced load and range with no load. So the modder must decide which three of these to use? Sometimes the design of the aircraft decides. Thus, many Japanese Navy aircraft have maximum load equal to normal load. Most aircraft in AE do not carry maximum load, only normal load and reduced load. But one may alternatively use maximum load range and normal load range (treated as normal load range and reduced load range). The other thing is units: you may use statute miles or nautical miles, but you MUST be consistent – the same for all types in your database. It matters that all aircraft be defined to a single standard, rendering in game performance relatively accurate.
To convert nautical miles to statute miles, multiply times 1.150779 (or 1.151).
To convert statute miles to nautical miles, multiply times 0.868976 (or 0.869).
To convert nautical miles to kilometers, multiply times 0.5599568 (or 0.560).
To convert kilometers to nautical miles, multiply times 1.852.
Transport Planes (other than flying boats):
Transfer Range = 80% of real life Ferry Range (endurance * cruising speed / 60)
Extended Range = 50% of Transfer Range
Normal Range = 70% of Extended Range
Special cases for transport types for which good bomber statistics are available:
Ceiling: 96% of bomber ceiling for a transport variant of a bomber.
Maximum Speed: 101% of bomber maximum speed for a transport variant of a bomber.
Rate of Clime: 100.5% of bomber ROC for a transport variant of a bomber.
Maximum Load: 114% of bomber maximum speed for a transport variant of a bomber.
Normal Load: 120% of bomber normal load for a transport variant of a bomber.
Empty Equipped Weight: 98% of bomber EEW for a transport variant of a bomber.
Normal Load: 114% of bomber normal load for a transport variant of a bomber OR 220 pounds times the number of passengers. Use 114% if mainly a cargo plane; use 220 x passengers otherwise.
AE & RHS Aircraft Range Formulas, Page 2
Bombers:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 57% of Transfer Range (48% if very heavy load; 61% if very light load)
Normal Range = 48% of Transfer Range (41% if very heavy load)
Special Cases for Bombers with large drag (> 67 pounds) External Weapons:
Extended Range = 36% of Transfer Range
Normal Range = 29% of Transfer Range
Special Cases for Bombers with External Drop Tanks: (not normal with external load weapons)
Drop Tank Transfer Range ((endurance + drop tank endurance) * cruising speed / 60)
Drop Tank Extended Range = Extended Range plus 33% of Drop Tank Added Range
Drop Tank Normal Range = Normal Range plus 26% of Drop Tank Added Range
Special Cases for Bombers with Internal Drop Tanks (aka ferry tanks or auxiliary tanks):
Drop Tank Transfer Range ((endurance + drop tank endurance) * cruising speed / 60)
Drop Tank Extended Range = 57% of Drop Tank Transfer Range
Drop Tank Normal Range = 48% of Drop Tank Transfer Range
Special Case for Bombers with Very Light Load:
Fighters (without bombs, internal bombs or total bombs < 68 pounds):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 40% of Transfer Range
Normal Range = 33% of Transfer Range
Special Cases for Fighters with large drag (> 67 pounds) External Weapons:
Extended Range = 26% of Transfer Range
Normal Range = 20% of Transfer Range
AE & RHS Aircraft Range Formulas, Page 3
Special Cases for Fighters with External Drop Tanks: (not normal with external load weapons)
Drop Tank Transfer Range ((endurance + drop tank endurance) * cruising speed / 60)
Drop Tank Extended Range = Drop Tank Extended Range - 500
Drop Tank Normal Range = 70% of Drop Tank Extended Range
Special Cases for Fighter Bombers with large drag (> 67 pounds) External Weapons:
Extended Range = 33% of Transfer Range
Normal Range = 26% of Transfer Range
Special Cases for Strafe Fighters (e.g. IL-2m3):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 75% of Transfer Range
Normal Range = 55% of Transfer Range
Reconnaissance Aircraft:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 90% of Transfer Range
Normal Range = 80% of Transfer Range
Special Cases for Recon Aircraft with External Drop Tanks:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Drop Tank Extended Range = Extended Range plus 33% of Drop Tank Added Range
Drop Tank Normal Range = Normal Range plus 26% of Drop Tank Added Range
 
AE & RHS Aircraft Range Formulas, Page 3
Special Cases for Kamakaze Aircraft (Only in Downfall Scenarios with Kamakaze = Yes):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = Extended Range plus 67% of Transfer Range
Normal Range = 55% of Transfer Range
 
AE & RHS Aircraft Range Formulas, Page 4
Flying Boats (Patrol):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 75% of Transfer Range
Normal Range = 67% of Transfer Range
Flying Boats (Transport):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 50% of Transfer Range
Normal Range = 70% of Extended Range
Special Cases for Flying Boats with large drag (> 67 pounds) External Weapons:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 66% of Transfer Range
Normal Range = 57% of Transfer Range
Flying Boats (Observation):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Recon (no bomb) Extended Range = 90% of Transfer Range
Patrol (with bombs) Normal Range = 57% of Transfer Range
Blimps:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 90% of Transfer Range
Normal Range = 80% of Transfer Range
Notes: Use wing loading = 0 and Power Loading = lift / power in maneuverability calculation.
General: These formulas are both a function of aviation principles (rules of thumb) and AE code. The latter refers to differences imposed by the type of aircraft in code. A different issue is the limits imposed by code. Code only allows for normal range, extended range, and transfer range. But in reality, almost every aircraft has four ranges: range with maximum load; range with normal load; range with reduced load and range with no load. So the modder must decide which three of these to use? Sometimes the design of the aircraft decides. Thus, many Japanese Navy aircraft have maximum load equal to normal load. Most aircraft in AE do not carry maximum load, only normal load and reduced load. But one may alternatively use maximum load range and normal load range (treated as normal load range and reduced load range). The other thing is units: you may use statute miles or nautical miles, but you MUST be consistent – the same for all types in your database. It matters that all aircraft be defined to a single standard, rendering in game performance relatively accurate.
To convert nautical miles to statute miles, multiply times 1.150779 (or 1.151).
To convert statute miles to nautical miles, multiply times 0.868976 (or 0.869).
To convert nautical miles to kilometers, multiply times 0.5599568 (or 0.560).
To convert kilometers to nautical miles, multiply times 1.852.
Transport Planes (other than flying boats):
Transfer Range = 80% of real life Ferry Range (endurance * cruising speed / 60)
Extended Range = 50% of Transfer Range
Normal Range = 70% of Extended Range
Special cases for transport types for which good bomber statistics are available:
Ceiling: 96% of bomber ceiling for a transport variant of a bomber.
Maximum Speed: 101% of bomber maximum speed for a transport variant of a bomber.
Rate of Clime: 100.5% of bomber ROC for a transport variant of a bomber.
Maximum Load: 114% of bomber maximum speed for a transport variant of a bomber.
Normal Load: 120% of bomber normal load for a transport variant of a bomber.
Empty Equipped Weight: 98% of bomber EEW for a transport variant of a bomber.
Normal Load: 114% of bomber normal load for a transport variant of a bomber OR 220 pounds times the number of passengers. Use 114% if mainly a cargo plane; use 220 x passengers otherwise.
AE & RHS Aircraft Range Formulas, Page 2
Bombers:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 57% of Transfer Range (48% if very heavy load; 61% if very light load)
Normal Range = 48% of Transfer Range (41% if very heavy load)
Special Cases for Bombers with large drag (> 67 pounds) External Weapons:
Extended Range = 36% of Transfer Range
Normal Range = 29% of Transfer Range
Special Cases for Bombers with External Drop Tanks: (not normal with external load weapons)
Drop Tank Transfer Range ((endurance + drop tank endurance) * cruising speed / 60)
Drop Tank Extended Range = Extended Range plus 33% of Drop Tank Added Range
Drop Tank Normal Range = Normal Range plus 26% of Drop Tank Added Range
Special Cases for Bombers with Internal Drop Tanks (aka ferry tanks or auxiliary tanks):
Drop Tank Transfer Range ((endurance + drop tank endurance) * cruising speed / 60)
Drop Tank Extended Range = 57% of Drop Tank Transfer Range
Drop Tank Normal Range = 48% of Drop Tank Transfer Range
Special Case for Bombers with Very Light Load:
Fighters (without bombs, internal bombs or total bombs < 68 pounds):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 40% of Transfer Range
Normal Range = 33% of Transfer Range
Special Cases for Fighters with large drag (> 67 pounds) External Weapons:
Extended Range = 26% of Transfer Range
Normal Range = 20% of Transfer Range
AE & RHS Aircraft Range Formulas, Page 3
Special Cases for Fighters with External Drop Tanks: (not normal with external load weapons)
Drop Tank Transfer Range ((endurance + drop tank endurance) * cruising speed / 60)
Drop Tank Extended Range = Drop Tank Extended Range - 500
Drop Tank Normal Range = 70% of Drop Tank Extended Range
Special Cases for Fighter Bombers with large drag (> 67 pounds) External Weapons:
Extended Range = 33% of Transfer Range
Normal Range = 26% of Transfer Range
Special Cases for Strafe Fighters (e.g. IL-2m3):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 75% of Transfer Range
Normal Range = 55% of Transfer Range
Reconnaissance Aircraft:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 90% of Transfer Range
Normal Range = 80% of Transfer Range
Special Cases for Recon Aircraft with External Drop Tanks:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Drop Tank Extended Range = Extended Range plus 33% of Drop Tank Added Range
Drop Tank Normal Range = Normal Range plus 26% of Drop Tank Added Range
 
AE & RHS Aircraft Range Formulas, Page 3
Special Cases for Kamakaze Aircraft (Only in Downfall Scenarios with Kamakaze = Yes):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = Extended Range plus 67% of Transfer Range
Normal Range = 55% of Transfer Range
 
AE & RHS Aircraft Range Formulas, Page 4
Flying Boats (Patrol):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 75% of Transfer Range
Normal Range = 67% of Transfer Range
Flying Boats (Transport):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 50% of Transfer Range
Normal Range = 70% of Extended Range
Special Cases for Flying Boats with large drag (> 67 pounds) External Weapons:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 66% of Transfer Range
Normal Range = 57% of Transfer Range
Flying Boats (Observation):
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Recon (no bomb) Extended Range = 90% of Transfer Range
Patrol (with bombs) Normal Range = 57% of Transfer Range
Blimps:
Transfer Range = Ferry Range (endurance * cruising speed / 60)
Extended Range = 90% of Transfer Range
Normal Range = 80% of Transfer Range
Notes: Use wing loading = 0 and Power Loading = lift / power in maneuverability calculation.
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RE: RHS Thread: AE & RHS Aircraft Durability & Maneuverability Formulas
AE & RHS Aircraft Durability & Maneuverability Formulas
Aircraft Durability Formula:
General: The factors to use in the Durability were outlined by Joe Wilkerson, a mathematician, in WITP days, when he led a team to standardize Japanese aircraft data for a mod called CHS. I led a forum discussion which defined the formula. [The product of that team was accepted by Andrew Brown, the “CHS Coordinator. A few days later, it was rejected by a CHS “plank holder.” Andrew then suggested a new mod be created using the same data, expanding the standardized formulas to include the Allies. That was the birth of the first generation of RHS.]
Constant: The formula has a constant in front (K). After testing in game, we decided K = 2. The default case (K = 1 which is the standard case, indicated durability was too low.
Formula: K * [(Structure + Armor) + (Engines + Pilots)] * square root of Empty Equipped Weight
Structure Scale: Non-metal = 0.50
Composite = 0.75
All-metal = 1.00
Geodesic = 1.50 [Only used by Vickers Armstrong Bombers]
Armor Scale: None = 0
Normal = 1
Extreme: 2 [Only used by Soviet IL-2 models]
Engine Scale: Number of Engines [0 to 6; 0 for a glider]
Pilot Scale: Number of Pilots (including relief pilots) in normal crew
Weight Definition: Empty Equipped Weight in North American Tons (2,000 pounds), including fractions.
Aircraft Maneuverability Formula:
General: This formula was developed entirely in the original WITP Forum on War in the Pacific. The debate was remarkably prolonged and contentious. This is because there is only one maneuverability field which requires a composite value that includes all the different aspects of maneuvering. The final proposal which worked was proposed by Mifune (Eric Garfein). Instead of adding wing loading and power loading, he suggested subtracting them.
 
AE & RHS Aircraft Durability & Maneuverability Formulas, Page 2
Formula: [(Speed/20) + (ROC/200) – ((EE Weight/Wing Area)/20) – ((Gross Weight/Power)/5) / Engines] + Maneuverability Bonus
Speed Definition: Speed in mph or knots
ROC Definition: Initial Rate of Climb in feet per minute
EE Weight Definition: Empty Equipped Weight in pounds
Gross Weight Definition: Gross Weight in pounds
Wing Area Definition: Wing Area in square feet
Power Definition: Engine Take off Horsepower times the number of engines
Number of Engines: Number of Engines [Glider = 0, otherwise always 1 to 6]
Maneuverability Scale: Normal = 0
Fowler Flaps or equivalent = 2
Special Consideration for Glider “Combinations”:
Gliders are presented as “combinations” of tug and one or more gliders.
Composite Durability: The durability of the combination is the sum of the durability of the tug and the durability of the glider(s), so for two gliders use 2 * glider durability.
Composite Rate of Climb: 63% of Tug Rate of Climb
Composite Range: 76% of Tug Range
Case 1: Tug is Transport: 76% of Tug Range
Case 2: Tug is Bomber: 67% of Tug Range (88% of 76% = 67%)
[See Aircraft Range Formulas: AE Transfer Range for Transports is 88% of Ferry Range, while bomber Transfer Range is 100% of Ferry Range]
Aircraft Durability Formula:
General: The factors to use in the Durability were outlined by Joe Wilkerson, a mathematician, in WITP days, when he led a team to standardize Japanese aircraft data for a mod called CHS. I led a forum discussion which defined the formula. [The product of that team was accepted by Andrew Brown, the “CHS Coordinator. A few days later, it was rejected by a CHS “plank holder.” Andrew then suggested a new mod be created using the same data, expanding the standardized formulas to include the Allies. That was the birth of the first generation of RHS.]
Constant: The formula has a constant in front (K). After testing in game, we decided K = 2. The default case (K = 1 which is the standard case, indicated durability was too low.
Formula: K * [(Structure + Armor) + (Engines + Pilots)] * square root of Empty Equipped Weight
Structure Scale: Non-metal = 0.50
Composite = 0.75
All-metal = 1.00
Geodesic = 1.50 [Only used by Vickers Armstrong Bombers]
Armor Scale: None = 0
Normal = 1
Extreme: 2 [Only used by Soviet IL-2 models]
Engine Scale: Number of Engines [0 to 6; 0 for a glider]
Pilot Scale: Number of Pilots (including relief pilots) in normal crew
Weight Definition: Empty Equipped Weight in North American Tons (2,000 pounds), including fractions.
Aircraft Maneuverability Formula:
General: This formula was developed entirely in the original WITP Forum on War in the Pacific. The debate was remarkably prolonged and contentious. This is because there is only one maneuverability field which requires a composite value that includes all the different aspects of maneuvering. The final proposal which worked was proposed by Mifune (Eric Garfein). Instead of adding wing loading and power loading, he suggested subtracting them.
 
AE & RHS Aircraft Durability & Maneuverability Formulas, Page 2
Formula: [(Speed/20) + (ROC/200) – ((EE Weight/Wing Area)/20) – ((Gross Weight/Power)/5) / Engines] + Maneuverability Bonus
Speed Definition: Speed in mph or knots
ROC Definition: Initial Rate of Climb in feet per minute
EE Weight Definition: Empty Equipped Weight in pounds
Gross Weight Definition: Gross Weight in pounds
Wing Area Definition: Wing Area in square feet
Power Definition: Engine Take off Horsepower times the number of engines
Number of Engines: Number of Engines [Glider = 0, otherwise always 1 to 6]
Maneuverability Scale: Normal = 0
Fowler Flaps or equivalent = 2
Special Consideration for Glider “Combinations”:
Gliders are presented as “combinations” of tug and one or more gliders.
Composite Durability: The durability of the combination is the sum of the durability of the tug and the durability of the glider(s), so for two gliders use 2 * glider durability.
Composite Rate of Climb: 63% of Tug Rate of Climb
Composite Range: 76% of Tug Range
Case 1: Tug is Transport: 76% of Tug Range
Case 2: Tug is Bomber: 67% of Tug Range (88% of 76% = 67%)
[See Aircraft Range Formulas: AE Transfer Range for Transports is 88% of Ferry Range, while bomber Transfer Range is 100% of Ferry Range]
-
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- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Comprehensive Update 6.15
RHS Comprehensive Update 6.15
https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHb ... Q?e=Cg70v4
This update includes most kinds of files, but probably no art files.
There is a significant amount of new RHS Documentation files, including
formulas used for aircraft ranges, aircraft maneuverability and durability,
ship maneuverability and submarine maneuverability. These not so much new
as not easy to find in the forums, and the handwritten versions in use for
upwards of 15 years were becoming unreadable. There were also updates to
some aircraft documentation files, and those related to IJA and IJN and
Axis bitmaps are probably now final. These latter have a sufficient number of
unused slots to permit adding types in future. Unused or no longer used air
art remains in the filmstrips, however, and is documented in case anyone wants
to find it.
A final review of Axis aircraft was completed, partly because of reports that
page 1 (devices 1-10) and page 2 (devices 11-20) were sometimes mismatched with
respect to guns. A more diligent review process did things like revise aircraft
loads. [For example, if the weight of drop tanks exceeded bomb load, the aircraft
load field was increased. This field is used to determine if an aircraft may
attempt a mission from a given size of airfield, for example.] 6.16 will return
to doing a comparable review of Allied aircraft. High on the list is the discovery
that geodesic construction applies to more kinds of Allied bombers than we previously
understood. Geodesic construction yields the highest possible durability for any
given size of aircraft - the structure multiplier being 1.5 (compared to 1.0 for
all metal structure, 0.75 for composite structure and 0.5 for non-metal structure).
An attempt will be made to free up a few slots - as the Allies are now using all but one
of the available 600 slots. It is much more reasonable to have upwards of 10 slots available
for future use. Otherwise, it is vital to insure that years of adding devices, and of modifying
dates for devices and aircraft, have not resulted in imperfect modeling of what devices are
on each type. A different issue is upgrade paths. The Allies are more dependent on defined
upgrade paths than the Axis is, because they do not control what is being built (except insofar
as they can turn factory production off). It is likely possible to somewhat improve these
assignments.
Mifune is working on the problem of the single masted schooner display in game. This is somehow
all my fault - I created that art from the two masted schooner and it has some kind of flaw.
Several attempts to fix it have not worked. I think possibly it can be done at the pixel level -
something Mifune is very good at. It is painfully slow to work at (or below) the pixel level. But
by doing that one ends up with a better image when blown back up.
Newly translated data on Italian ships sent from East Africa to other Indian Ocean or Pacific Ocean
ports has become available. Some of these ships are already in the game. But several others may be
added. This is also tedious work - there is no way to find ship slots except to look for them. The
kind of full featured (unofficial) editor we had for WITP no longer exists. Also, I no longer add a
ship without adding the commanding officer. Too many ships have none assigned. That too is tedious,
lest one duplicate an officer already in the list.
https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHb ... Q?e=Cg70v4
This update includes most kinds of files, but probably no art files.
There is a significant amount of new RHS Documentation files, including
formulas used for aircraft ranges, aircraft maneuverability and durability,
ship maneuverability and submarine maneuverability. These not so much new
as not easy to find in the forums, and the handwritten versions in use for
upwards of 15 years were becoming unreadable. There were also updates to
some aircraft documentation files, and those related to IJA and IJN and
Axis bitmaps are probably now final. These latter have a sufficient number of
unused slots to permit adding types in future. Unused or no longer used air
art remains in the filmstrips, however, and is documented in case anyone wants
to find it.
A final review of Axis aircraft was completed, partly because of reports that
page 1 (devices 1-10) and page 2 (devices 11-20) were sometimes mismatched with
respect to guns. A more diligent review process did things like revise aircraft
loads. [For example, if the weight of drop tanks exceeded bomb load, the aircraft
load field was increased. This field is used to determine if an aircraft may
attempt a mission from a given size of airfield, for example.] 6.16 will return
to doing a comparable review of Allied aircraft. High on the list is the discovery
that geodesic construction applies to more kinds of Allied bombers than we previously
understood. Geodesic construction yields the highest possible durability for any
given size of aircraft - the structure multiplier being 1.5 (compared to 1.0 for
all metal structure, 0.75 for composite structure and 0.5 for non-metal structure).
An attempt will be made to free up a few slots - as the Allies are now using all but one
of the available 600 slots. It is much more reasonable to have upwards of 10 slots available
for future use. Otherwise, it is vital to insure that years of adding devices, and of modifying
dates for devices and aircraft, have not resulted in imperfect modeling of what devices are
on each type. A different issue is upgrade paths. The Allies are more dependent on defined
upgrade paths than the Axis is, because they do not control what is being built (except insofar
as they can turn factory production off). It is likely possible to somewhat improve these
assignments.
Mifune is working on the problem of the single masted schooner display in game. This is somehow
all my fault - I created that art from the two masted schooner and it has some kind of flaw.
Several attempts to fix it have not worked. I think possibly it can be done at the pixel level -
something Mifune is very good at. It is painfully slow to work at (or below) the pixel level. But
by doing that one ends up with a better image when blown back up.
Newly translated data on Italian ships sent from East Africa to other Indian Ocean or Pacific Ocean
ports has become available. Some of these ships are already in the game. But several others may be
added. This is also tedious work - there is no way to find ship slots except to look for them. The
kind of full featured (unofficial) editor we had for WITP no longer exists. Also, I no longer add a
ship without adding the commanding officer. Too many ships have none assigned. That too is tedious,
lest one duplicate an officer already in the list.
-
el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS Thread: Comprehensive Update 6.16
RHS Comprehensive Update 6.16
https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHb ... Q?e=hYdSWQ
This update includes documentation, pwhexe.dat and scenario files.
I reviewed Allied aircraft for Geodesic structures, but the only type in
RHS using it is the many variations of the Wellington, and all of them
had the correct multiplier in their durability ratings.
I reviewed Italian naval units in the Indo-Pacific Region. Five submarines
and two peculiar warships were added. All the submarines were transport conversions
of attack submarines no longer viable for Atlantic combat operations. Turns out
these were used locally (which I didn't know) - not just for Yenagi Operations
(transport to Europe). These appear in 1943. The Eritrea is a strange colonial
sloop - with deck and conning tower armor - long range and a speed of 20 knots. One
of two "banana boats" converted to AMC duty - RAMB II - is also included. [RAMB
is the initials of the company that bought the ships originally]. She makes 18 knots
but is unarmored. Oddly, both have only 12 cm (4.7 inch) guns. So - "run if it
outguns you" I guess is the rule. I added numbers of officers - which there is a
shortage of - and assigned the right one to each ship for 1941 and 1945 scenarios.
Otherwise, I continue to work on pwhexe.dat files to bring them into sync with each
other. Also to get rid of erratta detected or reported. And finally, to address a
problem of places that had tiny amounts of local trade which don't show up in game -
to insure that a remote port gets a minimal amount of fuel. Even if it is on a
secondary road net or a trail, and you set stockpile fuel to yes, no fuel ever
goes to these points. This matters, for example, at the top of the Sea of Othosk,
deep inland river systems in China, one landlocked river system in Australia,
and so on.
Previous 6.15 Update Notes
This update includes most kinds of files, but probably no art files.
There is a significant amount of new RHS Documentation files, including
formulas used for aircraft ranges, aircraft maneuverability and durability,
ship maneuverability and submarine maneuverability. These not so much new
as not easy to find in the forums, and the handwritten versions in use for
upwards of 15 years were becoming unreadable. There were also updates to
some aircraft documentation files, and those related to IJA and IJN and
Axis bitmaps are probably now final. These latter have a sufficient number of
unused slots to permit adding types in future. Unused or no longer used air
art remains in the filmstrips, however, and is documented in case anyone wants
to find it.
A final review of Axis aircraft was completed, partly because of reports that
page 1 (devices 1-10) and page 2 (devices 11-20) were sometimes mismatched with
respect to guns. A more diligent review process did things like revise aircraft
loads. [For example, if the weight of drop tanks exceeded bomb load, the aircraft
load field was increased. This field is used to determine if an aircraft may
attempt a mission from a given size of airfield, for example.] 6.16 will return
to doing a comparable review of Allied aircraft. High on the list is the discovery
that geodesic construction applies to more kinds of Allied bombers than we previously
understood. Geodesic construction yields the highest possible durability for any
given size of aircraft - the structure multiplier being 1.5 (compared to 1.0 for
all metal structure, 0.75 for composite structure and 0.5 for non-metal structure).
An attempt will be made to free up a few slots - as the Allies are now using all but one
of the available 600 slots. It is much more reasonable to have upwards of 10 slots available
for future use. Otherwise, it is vital to insure that years of adding devices, and of modifying
dates for devices and aircraft, have not resulted in imperfect modeling of what devices are
on each type. A different issue is upgrade paths. The Allies are more dependent on defined
upgrade paths than the Axis is, because they do not control what is being built (except insofar
as they can turn factory production off). It is likely possible to somewhat improve these
assignments.
Mifune is working on the problem of the single masted schooner display in game. This is somehow
all my fault - I created that art from the two masted schooner and it has some kind of flaw.
Several attempts to fix it have not worked. I think possibly it can be done at the pixel level -
something Mifune is very good at. It is painfully slow to work at (or below) the pixel level. But
by doing that one ends up with a better image when blown back up.
Newly translated data on Italian ships sent from East Africa to other Indian Ocean or Pacific Ocean
ports has become available. Some of these ships are already in the game. But several others may be
added. This is also tedious work - there is no way to find ship slots except to look for them. The
kind of full featured (unofficial) editor we had for WITP no longer exists. Also, I no longer add a
ship without adding the commanding officer. Too many ships have none assigned. That too is tedious,
lest one duplicate an officer already in the list.
https://1drv.ms/u/s!Ap7XOIkiBuUwha4tGHb ... Q?e=hYdSWQ
This update includes documentation, pwhexe.dat and scenario files.
I reviewed Allied aircraft for Geodesic structures, but the only type in
RHS using it is the many variations of the Wellington, and all of them
had the correct multiplier in their durability ratings.
I reviewed Italian naval units in the Indo-Pacific Region. Five submarines
and two peculiar warships were added. All the submarines were transport conversions
of attack submarines no longer viable for Atlantic combat operations. Turns out
these were used locally (which I didn't know) - not just for Yenagi Operations
(transport to Europe). These appear in 1943. The Eritrea is a strange colonial
sloop - with deck and conning tower armor - long range and a speed of 20 knots. One
of two "banana boats" converted to AMC duty - RAMB II - is also included. [RAMB
is the initials of the company that bought the ships originally]. She makes 18 knots
but is unarmored. Oddly, both have only 12 cm (4.7 inch) guns. So - "run if it
outguns you" I guess is the rule. I added numbers of officers - which there is a
shortage of - and assigned the right one to each ship for 1941 and 1945 scenarios.
Otherwise, I continue to work on pwhexe.dat files to bring them into sync with each
other. Also to get rid of erratta detected or reported. And finally, to address a
problem of places that had tiny amounts of local trade which don't show up in game -
to insure that a remote port gets a minimal amount of fuel. Even if it is on a
secondary road net or a trail, and you set stockpile fuel to yes, no fuel ever
goes to these points. This matters, for example, at the top of the Sea of Othosk,
deep inland river systems in China, one landlocked river system in Australia,
and so on.
Previous 6.15 Update Notes
This update includes most kinds of files, but probably no art files.
There is a significant amount of new RHS Documentation files, including
formulas used for aircraft ranges, aircraft maneuverability and durability,
ship maneuverability and submarine maneuverability. These not so much new
as not easy to find in the forums, and the handwritten versions in use for
upwards of 15 years were becoming unreadable. There were also updates to
some aircraft documentation files, and those related to IJA and IJN and
Axis bitmaps are probably now final. These latter have a sufficient number of
unused slots to permit adding types in future. Unused or no longer used air
art remains in the filmstrips, however, and is documented in case anyone wants
to find it.
A final review of Axis aircraft was completed, partly because of reports that
page 1 (devices 1-10) and page 2 (devices 11-20) were sometimes mismatched with
respect to guns. A more diligent review process did things like revise aircraft
loads. [For example, if the weight of drop tanks exceeded bomb load, the aircraft
load field was increased. This field is used to determine if an aircraft may
attempt a mission from a given size of airfield, for example.] 6.16 will return
to doing a comparable review of Allied aircraft. High on the list is the discovery
that geodesic construction applies to more kinds of Allied bombers than we previously
understood. Geodesic construction yields the highest possible durability for any
given size of aircraft - the structure multiplier being 1.5 (compared to 1.0 for
all metal structure, 0.75 for composite structure and 0.5 for non-metal structure).
An attempt will be made to free up a few slots - as the Allies are now using all but one
of the available 600 slots. It is much more reasonable to have upwards of 10 slots available
for future use. Otherwise, it is vital to insure that years of adding devices, and of modifying
dates for devices and aircraft, have not resulted in imperfect modeling of what devices are
on each type. A different issue is upgrade paths. The Allies are more dependent on defined
upgrade paths than the Axis is, because they do not control what is being built (except insofar
as they can turn factory production off). It is likely possible to somewhat improve these
assignments.
Mifune is working on the problem of the single masted schooner display in game. This is somehow
all my fault - I created that art from the two masted schooner and it has some kind of flaw.
Several attempts to fix it have not worked. I think possibly it can be done at the pixel level -
something Mifune is very good at. It is painfully slow to work at (or below) the pixel level. But
by doing that one ends up with a better image when blown back up.
Newly translated data on Italian ships sent from East Africa to other Indian Ocean or Pacific Ocean
ports has become available. Some of these ships are already in the game. But several others may be
added. This is also tedious work - there is no way to find ship slots except to look for them. The
kind of full featured (unofficial) editor we had for WITP no longer exists. Also, I no longer add a
ship without adding the commanding officer. Too many ships have none assigned. That too is tedious,
lest one duplicate an officer already in the list.