RHS Level I Updates Suspended

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Yaab
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RE: RHS Level I Comprehensive Update 1.461

Post by Yaab »

Your AOL email down again.

Scen 102, Level I

All USN Gar Mod Class subs have too many torpedoes.

Image

Also, several USN subs are duplicated --- two Cachalots, but belonging to two different classes. WAD?

Image
el cid again
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RE: RHS Level I Ghost Submarines

Post by el cid again »

Level I Update Link 2.51
https://1drv.ms/u/s!Ap7XOIkiBuUwg-8ZqLaG9QbsVHAolg




EDIT MORE COMMENTS BELOW

If you look earlier in this thread, you will find discussion of "ghost submarines."
You have stumbled onto them!

There are not very many of these - they work very well but not many are needed.

Ghost subs were originally named to be recognized as such. But later, they were modified
to fool enemy players - and code - into treating them normally. However, the OWNING player
can ALWAYS spot one - by "too many torpedoes." Also by no guns. Another way is range:
ghost subs have gigantic ranges, so they may stay at sea for long periods of time.

Ghost submarines are meant to simulate "false targets" for both aircraft ASW and ship
ASW operations. They are meant to cause discharge of ASW weapons, and expending ops points,
and creating confusion among the foe about where (and how many) subs he faces.

They come with a special house rule. UNLESS out of torpedoes (or the torpedoes are damaged
and shown in red) OR (almost) out of fuel, ghost subs MUST be put on "computer control." You
MAY give them a destination or a patrol zone before hitting "computer control." AFTER that
let the computer control them, but check to see if they need to refuel or rearm periodically.

Ghost sub torpedoes cause NO damage. They have NO guns to shell with (and so they do not
try to attack with guns on the surface). They WILL report as hits. Both ship name and class name
are real sub names, however (for deception reasons). Their only drawback, theoretically, is they
generate REAL intelligence reports. Which is one reason a player may not control them turn to turn.
I regard that as "fuzzy" simulation of all sorts of "other means" of gathering information.

It turns out only a few achieve the intended goal, and we actually removed most of them from play.
Note that a tiny number will be "built" over time. This is "free" for the Allies, but costs like
real ship for the Japanese. So the Japanese must decide if they want to "pay" for ghost subs or
if they want to not have new ones at all.

ADDITIONAL ADDED COMMENTS

A damaged ghost sub may well try to return to port on its own. If it does not, a player MAY take
manual control to send it for repairs. It will never upgrade and does not need to. This is a sort
of fog of war feature.

Note that IF a 'ghost torpedo' hits a ship (it has a 99% dud rating), whatever the damage report may
say, there is ZERO damage. This is because the torpedo has an effect value of zero. If you could look
at the target ship itself (i.e. if it is your ship) you will see it has no additional damage (damage it
didn't have before the attack).
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Yaab
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RE: RHS Level I Comprehensive Update 1.461

Post by Yaab »

Thanks.

I was working under an impreesion that ghost submarines are not present in scen 102. I see they start under Computer Control, but I can switch them to Human Control and put them in hexes of my choosing. I guess since they are ghosts they should stay under computer control at all times, right?

I see their torpedoes have pentration value 0, but why their .5 Browning have positive penetration values?

Also, shouldnt they be renamed to Ghost Submarines class to avoid player confusion? Just a thought.
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RE: RHS Level I Thread: RHS Carrier Air Groups Query and Answer

Post by el cid again »

Question from Dr Brian:

Is there a reason why the USN CV's have there aircraft capacities reduced and not the IJN CV's? From what I have read both in the past and present indicates that most large CV's in the USN could carry 96 aircraft and still function. Althought normally only between 70 and 92 aircraft were carried.


Also, do you have any idea when your extended map version of 105 will be ready. I'm thinking about doing a PBEM with someone?

Reply:


RHS uses a common standard for both sides. But IRL USN used a DIFFERENT
standard from RN and IJN, at least after the first part of the war, when USN didn't
yet have enough planes to operate oversize air groups. The difference is the concept of a 'deck park.' We do NOT permit the deck park (something dating from WITP days RHS) because there is no risk of loss of planes in bad weather, so players will not be forced to make unpleasant choices real world commanders had to make.
These included (a) lose the planes on deck; (b) run for shelter in a good anchorage or port; (c) evade the weather at sea by NOT moving where operational considerations would otherwise dictate.

Related to air group size is aircraft size. Over time the SAME carrier has a DIFFERENT capacity. Older IJN carriers have much larger air groups than RHS uses - because when they were built - planes were smaller. Later USN carriers could have operated much larger air groups if earlier planes, which were smaller, were carried (e.g. F4Fs instead of Corsairs for example). RHS rates carriers either for
their capacity in late 1941, for aircraft of that era, or for the date the first ship is operational, if later in the war.

Note code DOES permit players to "fudge" the air group size. That is, air groups will operate up to 7/6th of the rated capacity. Thus a carrier rated for 72 aircraft may, in fact, operate up to 84. And it can carry still more, just not conduct flight operations with more. In a sense, players may operate more planes than the hanger capacity of the carriers, but only in small numbers.

Note also that the Midway class carriers actually could NOT operate their full air groups! Their capacity exceeded their capacity to carry machines. So in that special case, capacity is limited to the number they could actually operate, in that age before the angled flight deck was invented. So the Midway class is limited to 96 (which means it can operate 112, very close to the historical practical limit which was found to be 110) instead of the 135 it nominally could carry. The similar sized Shinano class is rated at only 43 planes IF built to the design historically used (which itself was an increase from the first design with something like 26), OR 96 planes if the modified "full hanger" option is built. But in fact, Shinano might have carried 120 machines and Midway 135, if one ignores practical operational limits.

Note, as well, the precise number that could be carried varies somewhat with the precise mix chosen: the idea of dedicated carriers with specialized air groups was under study when the war ended. If implemented, there would have been "fighter carriers" with larger groups of fighters and night fighters, "dive bomber carriers" with dive bombers and escort fighters only, "torpedo bomber carriers" with torpedo bombers, recon planes and escort fighters only, as well as "ASW carriers" - an idea actually implemented during the war - with specialized ASW bombers and cheaper, smaller fighters than used by "attack carriers." But we are limited to defining air groups for mixed groups, one size fits all carriers of the same class. Typically, I assume operates four squadrons of 18 planes, but IJN operates only 3 - two of 27 and one of 18 - when the war begins. Later in the war, this changes, and both sides operate more complicated air groups, sometimes with small flights of recon planes and/or night fighters, and with somewhat different sizes and mixes of types - it varies with typical practice. Over time the fighter compliment increases, as does the specialist aircraft compliment, while torpedo squadrons get smaller. A late war Unryu class CV carries 24 fighters, 18 dive bombers, 9 torpedo bombers and 6 specialized recon planes = 57 aircraft, its theoretical ideal air group.

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RE: RHS Level I Comprehensive Update 1.461

Post by el cid again »

ORIGINAL: Yaab

Thanks.

I was working under an impreesion that ghost submarines are not present in scen 102. I see they start under Computer Control, but I can switch them to Human Control and put them in hexes of my choosing. I guess since they are ghosts they should stay under computer control at all times, right?

I see their torpedoes have pentration value 0, but why their .5 Browning have positive penetration values?

Also, shouldnt they be renamed to Ghost Submarines class to avoid player confusion? Just a thought.

You are correct, control ghosts only to send them to rearm or repair. You DO get to send them back wherever you want,
with a patrol zone designated, before you put them back on computer control.

Need to investigate the guns. Probably I failed to strip them of guns, which I think is the normal case.
Ghosts have no guns so they will do underwater attacks.
el cid again
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RE: RHS Level I Thread: Final Comprehensive Update 2.0 (fixing issues)

Post by el cid again »

Level I Update 2.06 link
https://onedrive.live.com/redir?resid=3 ... file%2cmsi


This might be the last release for RHS Level I. It has a new number to indicate it is parallel to the first working release of RHS Level II, due out approximately today. Unlike the last release, or the last several releases of Level I, it also works properly.
The problem is that updating both series in parallel led to some records in Level I which should not have been modified - and upset the different map scheme it uses. So I will stop maintaining parallel files, and any update will require separate effort, exclusive to Level I.

This update is very comprehensive, but mainly concerns location, ship and group files. Level I and Level II use the same device files (although these differ by scenario slightly), aircraft files and class files (although no scenario uses all records, and indeed a few records - e.g. RN nuclear submarine Conqueror - are not used by any scenario at all; it is a curious historical exercise because RN is the only WWII nation besides Japan to actually design an SSN).*

I was both pleased by how many records were perfect and dismayed at how many were not. On a percentage basis, files were remarkably good. But I still found astonishing eratta for this late date - small vessels present in simplified RHS scenarios which should have been 9999ed out - two post war CVLs, Arlington and Wright - begun during the war - appearing in strictly historical scenarios instead of Japan Enhanced Sceanrios - etc. I took the time to edit all the files in both levels.

Level II is done to the same standard (except where it differs from Level I) -
except it needs the start of game pwhexe.dat file. The change plan for that is completely done in writing on paper, so if it works, we will release it shortly.


* Heisenberg said that an SSN was the only realistic way atomic energy might be use in the war, but no effort was made to follow up, because Germany barely got experimental reactors to work at all. The most famous of these, now a museum, never quite went critical (in spite of a famous physicist thinking it had) - but it came close (just as well - it would have killed the people in the cave due to no shielding). But there were one or two others that apparently did go critical - too late to matter. USN did assign two guys (one a USN captain) to design a SSN modification of a fleet boat - but only as a paper exercise for post war consideration - USN was forced to abandon its pre war atomic research with a view to propulsion for the duration. Only IJN took nuclear propulsion seriously. Both the JAAF and the IJN started research on propulsion (the former for airplanes). Only IJN got a boiling water reactor to work - in two generations - and then put into production for an SSN design. Their problem was fuel supply - the only pitch blend mine built came on stream when the war ended (but is used today by DPRK). German and JAAF atomic aircraft research led to at least three multi-billion dollar US projects - and several Soviet ones - in the 1950s - but the only useful product was a reactor now used by space satellites. It was ahead of the state of the art in WW2. Details of the RN SSN are speculative because it is classified - apparently until 2045.
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RE: RHS Level I Thread: Final Comprehensive Update 2.0 (fixing issues)

Post by Yaab »

Cannot install the update. I get "cab 1 disk" error during installation.
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RE: RHS Level I Thread: Final Comprehensive Update 2.0 (fixing issues)

Post by Yaab »

Thnaks, the link fixed the problem.
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RE: RHS Level I Thread: Final Comprehensive Update 2.0 Recompiled

Post by el cid again »

Two reports of problems. Not sure if they are local. There are no changes,
but this is a new link based on a re-compiled installer. IF you get the last link to
work, ignore this.

RHS Level I Update Link 2.15
https://onedrive.live.com/redir?resid=3 ... file%2cmsi
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RE: RHS Level I Thread: Final Comprehensive Update 2.0 Recompiled

Post by Yaab »

Scenario 102 Allies

In this scenario, Chungking is the biggest port in China at start. Its port size is 6 and airfield size is 8.

You can read this thread to see that all surplus res/oil/fuel/supply will accumulate in the biggest port waiting to be exported.
tm.asp?m=2780376&mpage=2&key=&#4069377

This means that in China all the surplus is stuck in Chungking. In order to automatically move this surplus to some coastal port like Kwangchowan, you would need to build Kwangchowan's port to at least size 7.

My petition is to make all inland riverine ports (Chungking, Delhi, Wuhan, Ledo etc) max out at port size 4. So their potential should always be 1, and their max port size should be 4. It would make sense because riverine ports service smaller tonnage ships; automatic auto-docking works for ports 4+( this indicates a threshold between small ports and developed ports); it would make sure coastal ports can always be developed to sizes that guarantee surplus exports.

Here is the jpg showing all surplus oil in China accumulating in Chungking on Dec 10, 1941 (turn 4). Also check the accumualted supplies vs needed supplies. In March 1942 test games, Chungking holds almost 50% of all China's supplies.

Image
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RE: RHS Level I Thread: Final Comprehensive Update 2.0 Recompiled

Post by el cid again »

Aha. You are onto my modder's tricks, it seems!

For six or more generations of RHS/AE, Chunking was chronically short of supplies. Once I did this,
it got excessive supply. So much so it has a supply sink now. Perhaps we can down rate the port a bit.
Part of the problem for the ROC (NRA) side is that they no longer have any major ports (unless Hong Kong
counts; Wuhan is divided into three parts (because it was and is a complex of three different, walled
city ports; the biggest ports otherwise are probably Sian and Changsha). It might be good design to make
the biggest Sian - which often suffers from supply issues when the IJA attacks (although it has NEVER, EVER
fallen in a test - even with professional Army officers running the Japanese). But it is difficult to exaggerate
the importance of wartime Chunking for China. As the HQ and the point units appear, it needs massive supply.
It was long difficult to achieve that. One issue was the lack of oil. Not IRL, but in game terms. Once I found
local oilfields of that era, the refineries could make fuel, and HI could then produce once stockpiles were drawn
down, since more was being made by the refineries. It took a long time to get China to work. But I appreciate
all suggestions and will review this one.

I have determined that Chunking should start 1941 scenarios with a rating of 3 (on a base of 2). That limits
the maximum port size to 5. In the 1945 scenario, it will be rated at 4 because it was developed somewhat during
the war. Changsha is probably the biggest port at game start in China. If you don't want Chunking to become larger,
turn off repair of the port. Or turn on repair at Changsha.

ORIGINAL: Yaab

Scenario 102 Allies

In this scenario, Chungking is the biggest port in China at start. Its port size is 6 and airfield size is 8.

You can read this thread to see that all surplus res/oil/fuel/supply will accumulate in the biggest port waiting to be exported.
tm.asp?m=2780376&mpage=2&key=�

This means that in China all the surplus is stuck in Chungking. In order to automatically move this surplus to some coastal port like Kwangchowan, you would need to build Kwangchowan's port to at least size 7.

My petition is to make all inland riverine ports (Chungking, Delhi, Wuhan, Ledo etc) max out at port size 4. So their potential should always be 1, and their max port size should be 4. It would make sense because riverine ports service smaller tonnage ships; automatic auto-docking works for ports 4+( this indicates a threshold between small ports and developed ports); it would make sure coastal ports can always be developed to sizes that guarantee surplus exports.

Here is the jpg showing all surplus oil in China accumulating in Chungking on Dec 10, 1941 (turn 4). Also check the accumualted supplies vs needed supplies. In March 1942 test games, Chungking holds almost 50% of all China's supplies.

Image
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RE: RHS Level I Thread: Technical update 2.01 [Eratta]

Post by el cid again »

Level I Update 2.06 link
https://onedrive.live.com/redir?resid=3 ... file%2cmsi


This update was issued because Chunking needed to have its port size revised.
It also includes two quasi important unit deletions: duplicated brigades in Australia
(with names like First Brigade and First Motorized Brigade - but both are motorized and there was only one First Brigade; similar for Third Brigade).
However, I have occasionally corrected things minor over time - both in data files
and in documentation - and these collected changes are included. It is likely there are minor changes to air art and possibly other art as well.

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RE: RHS Level I Thread: Technical update 2.01 [Eratta]

Post by Yaab »

I am getting cab1 file error during the installation.
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RE: RHS Level I Thread: Technical update 2.01 [Eratta]

Post by el cid again »

I will recompile and reissue in the morning.
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RE: RHS Level I Thread: Technical update 2.02 [Recompiled]

Post by el cid again »

RHS Level I Update Link 2.15
https://onedrive.live.com/redir?resid=3 ... e%2cmsiFor some reason, this update refused to install at the user end.

I have transferred over data files that do not care about differences
between maps (classes, devices, leaders and pilots). I also found
there was one newer Allied and one newer Axis air art panel,
and several more ships (which are needed for new classes)
which permits proper editing for Level I if anyone wants to.
I transferred over documentation as well, in case any is more up to date.

Then I recompiled. No changes per se, but some out of date files
were replaced, and this should generally be better.

There is no particular plan to update Level I, but I do plan to
complete the 1945 Scenario if ever I get it working in Level II
(that is, Scenario 126). It is a monster requiring thousands of
record changes.

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RE: RHS Level I Thread: Technical update 2.02 [Recompiled]

Post by Yaab »

Thanks! That fixed the bug.

Just one observation. Right now,Allied China's biggest port is Changsha (level 4). Chungking is level 3. Thus all surplus res/oil/fuel/supply should accumulate in Changsha now. If you make both ports level 4, Chungking grabs the surpluses beacuse it has bigger airfield at start. Then it would be up to the player to develop Changsha to port 5 to attract this surplus to Changsha. Right now , Changsha may be to exposed.

And again, check Trincomalee in your 1942 test games. This port holds ALL surplus from India because it linked to India by Adam's Bridge and because it is the biggest port in India and Ceylon. Almost 1,000,000 supplies is in Trincomalee in early December 1941. Think how a human player controlling Japan could exploit that by landing there and destroying and capturing a vast amount of Allied supplies.
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RE: RHS Level I Thread: Technical update 2.02 [Recompiled]

Post by el cid again »

ORIGINAL: Yaab

Thanks! That fixed the bug.

Just one observation. Right now,Allied China's biggest port is Changsha (level 4). Chungking is level 3. Thus all surplus res/oil/fuel/supply should accumulate in Changsha now. If you make both ports level 4, Chungking grabs the surpluses beacuse it has bigger airfield at start. Then it would be up to the player to develop Changsha to port 5 to attract this surplus to Changsha. Right now , Changsha may be to exposed.

And again, check Trincomalee in your 1942 test games. This port holds ALL surplus from India because it linked to India by Adam's Bridge and because it is the biggest port in India and Ceylon. Almost 1,000,000 supplies is in Trincomalee in early December 1941. Think how a human player controlling Japan could exploit that by landing there and destroying and capturing a vast amount of Allied supplies.

Hmmm. Calcutta is a lousy port. But Bombay isn't. Neither Karachi. Trincomalee, however, is the finest port
in South Asia. I don't get to write code. Need to think about this.

We saw Ceylon invaded in Test Six (I think). They should have won. But they landed in the wrong place. They
also failed to defend their sea line of communications. Scot (with that spelling) McConnachie commanded RHS Chair
Three (Britain, Commonwealth and China). He took a tiny force of surface ships against the LOC. He followed
with one US and one RN carrier - trying for more - and ran into a divided Kiddo Butai moving into the area. By
luck, he hurt a couple of big carriers, and was just out of range of the rest. Cut off from India, he ran for
Java - and managed to pass Singapore in spite of a full effort to get him (partly because it was not expected
at first, partly because they left too little on their LOC). But it is clear - Ceylon could fall IF you land
BESIDE Columbo in force and don't have to fight across the whole island to capture it - and also if you don't lose
all your follow on transports en route!
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RE: RHS Level I Thread: Technical update 2.03 [Air Art, Ports]

Post by el cid again »

RHS Level I Update Link 2.15
https://onedrive.live.com/redir?resid=3 ... %2cmsiThis update contains only two new things:

Axis Air Art filmstrips featuring the P2Y2 Tenga with four (vice only two)
(jet) engines.

Location files with revised port and/port build ratings. If the actual port
size changed, so does the starting fuel and supplies present. Port size
is used by the program to decide where excess supply goes in each
region. We tried to make this more rational at start. PLAYERS messing
with port build levels may upset this - do think about your settings.

This change was by request. We always evaluate suggestions and use them
when practical.

More updates for Level I are possible, but not planned.
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RE: RHS Level I Thread: Technical update 2.04 [Dutch DD, Final Cleanup]

Post by el cid again »

Level I Update 2.06 link
https://onedrive.live.com/redir?resid=3 ... file%2cmsi


This update is unexpected and unusual: it was done mainly to update errors
on Dutch destroyers present since stock. However, the installer was purged
entirely and updated with files, often renamed from Level II in the case
of files that don't care about the map (aircraft, class, device, leader and pilot).
I found the installer had a number of legacy files from the never completed
Scenario 99: it exists only in Level II under the designation Scenario 129,
and that is too complicated to backfit. Level I now has only one non-working
file - 106 - for the 1945 Scenario. It is kept up to date in critical respects -
but involves a monumental amount of reworking. If you load it, you can kind
of tell many locations and units are adjusted for 1945 - but tens of thousands
at least remain.

Were it not for the significant issues with those destroyers, which are almost
outrageous, this update would not have been issued. As well, Tromp and her
half sister were reworked slightly. As of this point, even things not used
in Level I (devices, aircraft, classes) are in sync with Level II and available
for use by modders. As well, all the pilots and leaders added for Level II
are present and available for players to use. Numbers of leaders were advanced
in time, for the Allies, so the pool on any given date is often larger than it was,
even ignoring the entirely new officers added. This latter includes leaders for
IJA ships and boats, which had virtually none in spite of operating a considerable
number of vessels.

Level I development is formally suspended because it doubles the work load
to maintain it, and because I imagine most RHS players will migrate to the
extended map for new games. It is updated mainly for the sake of ongoing,
legacy games, which may benefit to some extent. But Level I is still supported,
and so it is safe to start a new game. The only advantage of that I can think
of is that Level I can co-exist with stock and other mods using the stock map
system. I RECOMMEND installing the RHS map panels - and playing the non
hex map art - for RHS, while using the hex map art for non-RHS - because
most modified panels at this point are in the non-hex art form. The main thing
corrected in hex panels is names not present in the WWII era have been removed.
To see hex-sides playing RHS, turn hexside details on - which you should do
anyway to enter your turn. Execute the turn with details off if you wish - but
for turn entry - it reveals important information.

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