[1.07.06]Wrong fuel costs in model designer

Moderator: Vic

Post Reply
DTurtle
Posts: 443
Joined: Mon Apr 26, 2010 6:05 pm

[1.07.06]Wrong fuel costs in model designer

Post by DTurtle »

The fuel costs shown in the model designer (when creating a new model) are wrong. Happened in some recent patch.
Taking a medium tank as an example:
Model designer:
Image
Real fuel cost:
Image
Thats 3.6 fuel per hex.
User avatar
BlueTemplar
Posts: 1074
Joined: Thu Apr 29, 2010 12:07 pm

RE: [1.07.06]Wrong fuel costs in model designer

Post by BlueTemplar »

I checked a couple of models, and this VALUE seems to represent the cost per hex (regardless of used APs!)... but for some reason multiplied by 10 ?
GuardsmanGary
Posts: 50
Joined: Sat Jul 04, 2020 2:24 pm

RE: [1.07.06]Wrong fuel costs in model designer

Post by GuardsmanGary »

The number in the design log is the cost of moving 1 sub-unit of the model 10 hexes, the same as it appears in the operational cost tab of the model management screen. On the model data sheet it will have this value divided by 10 to show the per-hex cost. Actual fuel usage is based on the engine type, total weight of the model, and size of the model. Engine power vs weight (move mod) doesn't appear to have any affect on fuel consumption. A light tank with -10% move mod from poor engine design will have the same fuel consumption as one using the same engine with the same total weight but no move mod penalty.

The question is is it intended for the model design screen to show the effect that weight and size have on the fuel usage.
User avatar
BlueTemplar
Posts: 1074
Joined: Thu Apr 29, 2010 12:07 pm

RE: [1.07.06]Wrong fuel costs in model designer

Post by BlueTemplar »

My point is that it's misleading to show this *very* circumstantial value for 10 hexes (AFAIK it doesn't tell you anywhere that it's for 10 hexes?), which is only going to hold for a unit movement per round for very specific situations (100 AP tracked unit, friendly specific kind of flat terrain).

In the worst case (if one forgets about the other number on unit popup), this is going to give the wrong impression that fuel consumption doesn't depend on the number of hexes moved, only on APs spent.
User avatar
Arralen
Posts: 906
Joined: Sun May 21, 2000 8:00 am

RE: [1.07.06]Wrong fuel costs in model designer

Post by Arralen »

ORIGINAL: BlueTemplar
... that fuel consumption doesn't depend on the number of hexes moved, only on APs spent.

But wouldn't that be "the right thing to do?"

I mean - the engine only cares about the load setting and the time it is running, not how far
the vehicle gets with that power applied ... so maybe it's rather the fuel consumption calculation that's iffy ?!
AMD FX-4300
Gigabyte 970A-DS3P
Kingston 24GB DDR3-1600 (PC3-12800)
Asus GTX 750 Ti OC 2GB GDDR5
Kingston SV300 120 GB
Windows 8.1
User avatar
BlueTemplar
Posts: 1074
Joined: Thu Apr 29, 2010 12:07 pm

RE: [1.07.06]Wrong fuel costs in model designer

Post by BlueTemplar »

Yes, I agree, it would. (modified by move penalty ?)
But my issue here was with how the information is presented, rather than how the game works.

And even if the game mechanics were changed for the fuel cost to depend on AP spent, then I'm still not completely sure that it would be better to present a value per 100 AP rather than 1 AP, considering that in practice even at the start of the turn the units don't always start with 100 AP : it depends on readiness, fuel availability, OHQ skill, stratagems...
EDIT : Also, the actual fuel spent in a round would depend on *spent* APs, which often will NOT be all of them ! (Works for fuel/hex too.)

(also see how blitzkrieg consumes 60 AP worth of fuel each turn ? Speaking of which, what does this even mean? I guess the text is wrong, and it actually consumes 6 hexes worth of fuel?)

It's probably easier to not have an extra step for mental calculations to have to divide by even something as easy as 100 (or 10) ?
Post Reply

Return to “Tech Support”