RJW on WPO/WITP engine

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Helpless
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RJW on WPO/WITP engine

Post by Helpless »

Been bored waiting for the PBEM turn... [8D]

Just thinking how good might be WPO/WITP engine to simulate RJW? And despite all these nice "toys", will it be interesting to play? All war was basically two major naval battles with single big landing/siege, plus ground compaign in Manchuria which is close impossible to simulate with current engine. [8|]

May be I'm wrong, since just after WPO release Tankerace mentioned something about RJW in the future.. [:'(]

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RE: RJW on WPO/WITP engine

Post by Terminus »

Biggest problem would be that we can't rewind the clock back to 1904-05 without reprogramming. All the rest is just using the editors, and could be done quite easily.
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RE: RJW on WPO/WITP engine

Post by Helpless »

Well, I'm not speaking about technical problems/details - in worst case year 1924 could be used as equivalent of 1904. But rather does it worth the efforts in gameplay aspects?

For example, would it be possible to simulate PA blockade without effective mid-ocean interciepts?
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RE: RJW on WPO/WITP engine

Post by Terminus »

Would certainly be difficult, since mid-ocean intercepts depend mostly on luck, but it would probably be possible to simulate it. Are you working on something concrete? I notice you've taken the time to create a Russian flag...
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RE: RJW on WPO/WITP engine

Post by Helpless »

ORIGINAL: Terminus

Would certainly be difficult, since mid-ocean intercepts depend mostly on luck, but it would probably be possible to simulate it. Are you working on something concrete? I notice you've taken the time to create a Russian flag...

Keep searching for OOB and pics, slowly converting them to WPO. But nothing serious so far...
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RE: RJW on WPO/WITP engine

Post by Terminus »

There's a very good naval OOB in the Distant Guns manual, and I think I have an OOB for the battle of Mukden somewhere...
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RE: RJW on WPO/WITP engine

Post by Rysyonok »

Sweet! Can't wait to see the result.
 
P.S. I recall Joe Wilkerson mention at one point in time that gun ranges need to be increased to make any naval engagement of early century meaningful, without having task forces disengage more than engage?
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RE: RJW on WPO/WITP engine

Post by Helpless »

ORIGINAL: Terminus

There's a very good naval OOB in the Distant Guns manual, and I think I have an OOB for the battle of Mukden somewhere...

Ussually OOB is not the problem. The problem is to fit it to WPO - I never been doing any serious modding..

BTW, How is the DG? Does it worth buying?

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RE: RJW on WPO/WITP engine

Post by Helpless »

ORIGINAL: Rysyonok

Sweet! Can't wait to see the result.

P.S. I recall Joe Wilkerson mention at one point in time that gun ranges need to be increased to make any naval engagement of early century meaningful, without having task forces disengage more than engage?

hmm.. that's what i'm afraid the far you go from the game's original period (WITP) the more problematic is data interpretation..
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RE: RJW on WPO/WITP engine

Post by Terminus »

ORIGINAL: Helpless
ORIGINAL: Terminus

There's a very good naval OOB in the Distant Guns manual, and I think I have an OOB for the battle of Mukden somewhere...

Ussually OOB is not the problem. The problem is to fit it to WPO - I never been doing any serious modding..

BTW, How is the DG? Does it worth buying?


No, unfortunately.

As for modding, it's not difficult at all, once you get used to the editor.
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RE: RJW on WPO/WITP engine

Post by jwilkerson »

ORIGINAL: Terminus

Biggest problem would be that we can't rewind the clock back to 1904-05 without reprogramming. All the rest is just using the editors, and could be done quite easily.


Actually, I've been able to wind the clock back to 1900 without programming .. I started a Hypothetical (Brit / Japanese) Conflict on 1 Jan 00 and it works fine. Never (yet anyway) finished it though because of WITP involvement.
ORIGINAL: Terminus

Would certainly be difficult, since mid-ocean intercepts depend mostly on luck, but it would probably be possible to simulate it. Are you working on something concrete? I notice you've taken the time to create a Russian flag...

I've done hundreds of "MOI" in both WPO and WITP. Mostly against slower convoys ... MOI on 30 knot DD TFs are tough ... but if RJW ships are moving at speeds more like 3-4 h/p/p then they are easier.

ORIGINAL: Rysyonok

Sweet! Can't wait to see the result.

P.S. I recall Joe Wilkerson mention at one point in time that gun ranges need to be increased to make any naval engagement of early century meaningful, without having task forces disengage more than engage?

Yes they do, I converted like 8000 yard range to 24000 foot range and things seem to work much better. So essentially I changed the surface combat shooting scale from yards to feet. Tanker was thinking 2x might be enough .. but I was happy with 3x .. but I never tried 2x ...


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RE: RJW on WPO/WITP engine

Post by Terminus »

ORIGINAL: jwilkerson
ORIGINAL: Terminus

Biggest problem would be that we can't rewind the clock back to 1904-05 without reprogramming. All the rest is just using the editors, and could be done quite easily.


Actually, I've been able to wind the clock back to 1900 without programming .. I started a Hypothetical (Brit / Japanese) Conflict on 1 Jan 00 and it works fine. Never (yet anyway) finished it though because of WITP involvement.

That's interesting, and goes completely against what I seem to remember being told when the subject of RJW came up back in the beta days of WPO.
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RE: RJW on WPO/WITP engine

Post by Terminus »

I've done more than a few mid-ocean intercepts too. It's certainly not impossible, as some would have us believe.
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RE: RJW on WPO/WITP engine

Post by jwilkerson »

ORIGINAL: Terminus

ORIGINAL: jwilkerson
ORIGINAL: Terminus

Biggest problem would be that we can't rewind the clock back to 1904-05 without reprogramming. All the rest is just using the editors, and could be done quite easily.


Actually, I've been able to wind the clock back to 1900 without programming .. I started a Hypothetical (Brit / Japanese) Conflict on 1 Jan 00 and it works fine. Never (yet anyway) finished it though because of WITP involvement.

That's interesting, and goes completely against what I seem to remember being told when the subject of RJW came up back in the beta days of WPO.

I can't rememer who told me to try it, either Tanker or Michael Wood, but I did try it and it worked, so I never looked back !! But, can't do 31 Dec 1899 ... the farthest back we can go is 1 Jan 00 .... and it only shows like 1/1/0 (not 1/1/00) so no "leading zero" for the "oughts" decade ... but everything else works fine ... so no SAW ... but RJW is possible ...

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RE: RJW on WPO/WITP engine

Post by Terminus »

Well, hooray![8D]
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RE: RJW on WPO/WITP engine

Post by Helpless »

Time problem is solved! [&o] [:)]

Then question regarding max bitmap index can be used. When I set everything more than 500 game is crashing.. [:(]

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RE: RJW on WPO/WITP engine

Post by jwilkerson »

ORIGINAL: Helpless

Time problem is solved! [&o] [:)]

Then question regarding max bitmap index can be used. When I set everything more than 500 game is crashing.. [:(]

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Yup, solution is not to use over 500 !

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RE: RJW on WPO/WITP engine

Post by Helpless »

Then the current gap is very narrow... 468-499=21.. [:-]

.. huh... another install

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RE: RJW on WPO/WITP engine

Post by Terminus »

Is the time problem solved, though? Look at the class for the Petropavlovsk (1/190); that's a pre-pre-pre-pre-pre-pre-pre-pre-pre-dreadnought...[:D]
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RE: RJW on WPO/WITP engine

Post by Helpless »

ORIGINAL: Terminus

Is the time problem solved, though? Look at the class for the Petropavlovsk (1/190); that's a pre-pre-pre-pre-pre-pre-pre-pre-pre-dreadnought...[:D]

or just russian time machine [:D]

this is how year 1900 look like in WPO... will try to switch it to 1901..
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