RHS Thread: Planned Update 8.20
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
Re: RHS Thread: Major Update 7.21
Can build-Yes" in the Editor. Can build-Yes" in the Editor. Can build-Yes" in the Editor. Can build-Yes" in the Editor. Can build-Yes" in the Editor. Can build-Yes" in the Editor.Can build-Yes" in the Editor...THEWORLDWONDERS
Re: RHS Thread: Major Update 7.21
Yaab wrote: Thu Jun 29, 2023 4:28 pm Can build-Yes" in the Editor. Can build-Yes" in the Editor. Can build-Yes" in the Editor. Can build-Yes" in the Editor. Can build-Yes" in the Editor. Can build-Yes" in the Editor.Can build-Yes" in the Editor...THEWORLDWONDERS

Re: RHS Thread: Major Update 7.21
Sid, there seems to be a problem with level bombers in the RHS scenarios.
On strategic missions (City Attack missions) level bombers use the Ground Attack bomb profile. They bomb with bomb sticks instead of individual bombs.
A B-29 bomber in RHS will drop nine 4x500GP bomb sticks, while the same B-29 bomber in stock scenarios will drop 36 x 500GP bombs. This severely gimps the Allies and their late war bombing camapign of the Home Islands. The devs programmed the game to use indvidual bombs on City Attack mission, and the arrival of B-29 bomber in game boosts Allied capabality of target saturation, since B-29 can take between 20 to 36 individual bombs on those missions.
Seems level bombers in RHS should use either Airfield attack bomb profile or a completely new bomb profile should be developed in the Editor for City Attack missions
EDIT: BTW, smaller bombers (TB,DB) do not have any bomb profile for City Attack missions --- their loadout is empty (can be observed in the Vildebeest squadron in HK at game start in scen 122)
On strategic missions (City Attack missions) level bombers use the Ground Attack bomb profile. They bomb with bomb sticks instead of individual bombs.
A B-29 bomber in RHS will drop nine 4x500GP bomb sticks, while the same B-29 bomber in stock scenarios will drop 36 x 500GP bombs. This severely gimps the Allies and their late war bombing camapign of the Home Islands. The devs programmed the game to use indvidual bombs on City Attack mission, and the arrival of B-29 bomber in game boosts Allied capabality of target saturation, since B-29 can take between 20 to 36 individual bombs on those missions.
Seems level bombers in RHS should use either Airfield attack bomb profile or a completely new bomb profile should be developed in the Editor for City Attack missions
EDIT: BTW, smaller bombers (TB,DB) do not have any bomb profile for City Attack missions --- their loadout is empty (can be observed in the Vildebeest squadron in HK at game start in scen 122)
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Minor Update PUBLIC Link 7.23
https://drive.google.com/drive/folders/ ... sp=sharing
This update is re-released as a public link because the default for Google Drive is restricted and not accessable.
This update is re-released as a public link because the default for Google Drive is restricted and not accessable.
Re: Minor Update PUBLIC Link 7.23
Thank you!el cid again wrote: Sun Jul 02, 2023 9:28 pm https://drive.google.com/drive/folders/ ... sp=sharing
This update is re-released as a public link because the default for Google Drive is restricted and not accessable.
"As god is my witness, I thought turkeys could fly."
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Re: RHS Minor Update 7.23
Yaab posted "can build = yes" multiple times. It is unclear why? Can build in AE should be limited to Axis things able to be produced. The Allies never "build" anything using the production engine. Anything related to the Allies will ignore this field altogether. Allies only get replacements or things appearing on a reinforcement schedule - including a task force (which can be used to deliver lots of things). "Production" in AE is only an Axis concept.
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Re: RHS Thread: Major Update 7.21
You are absolutely correct! This is DELIBERATE and a fundamental RHS reform, in my view. This was done to mitigate the effects of strategic bombing, which otherwise require code changes (and identifying the location of tables in the code and modifying them). By using bomb sticks, we trick the engine into using our sticks instead of individual bombs. To render a proper simulation, the statistics for each stick are CORRECTLY defined. In real life, a bomb stick produces a distributed effect rather than n (number of bombs) times the effect of one bomb. It took a lot of man-hours to define and enter all these RHS bomb sticks so we get a simulation of what really happens. WITP and WITP/AE are remarkably simple models which work surprisingly well (given they use such a tiny number of algorithms which involve so few factors). RHS simply improves on the statistical outcomes by modifying the devices (since the algorithms are generally not understood and, in any case, we agree not to alter the code as a condition of our license conditions).Yaab wrote: Sun Jul 02, 2023 4:31 am Sid, there seems to be a problem with level bombers in the RHS scenarios.
On strategic missions (City Attack missions) level bombers use the Ground Attack bomb profile. They bomb with bomb sticks instead of individual bombs.
A B-29 bomber in RHS will drop nine 4x500GP bomb sticks, while the same B-29 bomber in stock scenarios will drop 36 x 500GP bombs. This severely gimps the Allies and their late war bombing camapign of the Home Islands.
Re: RHS Thread: Reply to query about strategic bombing
Is it? Many bomb loadouts for Airfield attack mission use indvidiual bomb in RHS scen 122. If you bomb an airfield with 6 individual 600lb bombs from B-17, then why use six 4x250lB sticks to bomb oil refineries or Light Industry? Without testing both loaduts on city bombing, you risk skewing the late-war strategic bombing campaigns, because B-29s in 1945 will be a just modest upgrade from B-17 in 1941 ( 9 bomb sticks in the former vs 6 bombs sticks in the latter)
EDITED
EDITED
Last edited by Yaab on Mon Jul 03, 2023 8:16 pm, edited 2 times in total.
Re: RHS Minor Update 7.23
I guess only a dev can convince otherwise at this point.el cid again wrote: Mon Jul 03, 2023 7:42 pm Yaab posted "can build = yes" multiple times. It is unclear why? Can build in AE should be limited to Axis things able to be produced. The Allies never "build" anything using the production engine. Anything related to the Allies will ignore this field altogether. Allies only get replacements or things appearing on a reinforcement schedule - including a task force (which can be used to deliver lots of things). "Production" in AE is only an Axis concept.
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Re: RHS Thread: Major Update 7.21
It is my view, ASW is working as intended by RHS. RHS has a very different ASW model than WITP or WITP/AE used. It is based on actual ASW theory, as taught at a USN school in San Diego. Basically we base ASW weapons on British and US WW2 ASW theory, in particular that involved with Hedgehog and depth charges. This in turn was based on German Type VII and Type IX hull thickness (which is 19 mm if memory serves). We rate weapons in terms of their effect as a possibility of causing a 19 mm steel breech. We give submarines their actual pressure hull as "armor" - and we adjust for the differences in national building standards (the relationship of design depth to crush depth). "Effect" is an area function. Only a contact weapon (e.g. Hedgehog) that goes off on contact gets its full warhead value. Area weapons reduce the charge by determining the area over which the effect would penetrate 19 mm. This is an oversimplified discussion of the gist.Axe1999 wrote: Tue Jun 27, 2023 2:36 pm Not at my PC for next few days so cant download, any fixes for devices set to 'Not Buildable' , any balancing of ASW?
Re: RHS Thread: Reply to query about ASW
Ah okay, I really need to playtest it a bit, just dont have the time. I've been going off of some post in the thread that had gone through months of campaign without killing a sub with DCs.
Re: RHS Minor Update 7.23
You can open scen001 in the Editor and check "Can Build" fields yourself.el cid again wrote: Mon Jul 03, 2023 7:42 pm Yaab posted "can build = yes" multiple times. It is unclear why? Can build in AE should be limited to Axis things able to be produced. The Allies never "build" anything using the production engine. Anything related to the Allies will ignore this field altogether. Allies only get replacements or things appearing on a reinforcement schedule - including a task force (which can be used to deliver lots of things). "Production" in AE is only an Axis concept.
Here is the Chinese rifle squad device from scen001 as seen in the Editor.

Re: RHS Thread: Reply to query about ASW
Anyone willing to PBEM playtest this mod? If so, please shoot me a PM to iron out the details, looking for Jap player
Re: RHS Thread: Reply to query about ASW
Make sure to read the RHS Documentation. It shows how items were calculated and why items were calculated.
Perennial Remedial Student of the Mike Solli School of Economics. One day I might graduate.
Re: RHS Thread: Reply to query about ASW
My items are simply not producing.
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Re: RHS Thread: Reply to query about ASW
el cid again wrote: Tue Jan 12, 2016 3:35 pm
https://drive.google.com/drive/folders/ ... drive_link
Microupdate 7.14 public link
This update only affects Scenario 129. It only updates the group, location and ship files.
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Re: RHS Thread: Reply to query about ASW
Under both original WITP and AE code the ALLIES NEVER PRODUCE ANYTHING. You may set a device to produce, but there is no routine to honor that setting. The ONLY way the Allies get things (in theory) is as replacements. In fact, you ALSO
can put things in a task force (when modifying a scenario) and that de facto lets them arrive with the TF.
Re: RHS Thread: Reply to query about ASW
I think that Yaab is talking about the production rate in the editor for Chinese infantry devices....GPel cid again wrote: Wed Jul 26, 2023 9:37 pmUnder both original WITP and AE code the ALLIES NEVER PRODUCE ANYTHING. You may set a device to produce, but there is no routine to honor that setting. The ONLY way the Allies get things (in theory) is as replacements. In fact, you ALSO
can put things in a task force (when modifying a scenario) and that de facto lets them arrive with the TF.
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"Do everything you ask of those you command"....Gen. George S. Patton
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Re: RHS Thread: Microupdate 7.15
el cid again wrote: Tue Jan 12, 2016 3:35 pm https://drive.google.com/drive/folders/ ... drive_link
Microupdate 7.15 public link
This update only affects scenario files and the start of game pwhexe.dat file.
It mostly updates aircraft data. Because the scenario editor tends to turn the aircraft durability field to zero
(on a random record basis) when one saves anything, ALL aircraft were reviewed. Half a dozen instances of
zero values were corrected.
The pwhexe.dat update is for safety - some games report it was different. It was updated in July to correct
minor inconsistencies.
Some air group eratta was corrected - related to air groups assigned to bases instead of their carrier.
Re: RHS Thread: Microupdate 7.15
Another RHS Update is in the works. I will let Cid expand upon at the appropriate time. Thank you for the continuing support of RHS.
Perennial Remedial Student of the Mike Solli School of Economics. One day I might graduate.