Problem with MGs and detection/engagement ranges

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Panther Paul
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RE: Problem with MGs and detection/engagement ranges

Post by Panther Paul »

Hi,

Fixed.

There was an "optimisation" when doing LOS checks to enemy units less than 3K away, this actually made it less likely that they would be spoted!

Will do some load testing before we relase that patch to make sure this has not slowed the game down noticably.
Paul Scobell
Panther Games Pty Ltd
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Arjuna
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RE: Problem with MGs and detection/engagement ranges

Post by Arjuna »

Paul,

I took a look at this myself today and found an error inside that optimisation code. It was using the location of the intel report instead of the actual location of the real force when determining if the enemy had moved ot not. Thus it never considered that the unit had moved which is why it failed to update the intel report. I haven't changed the code yet. Will do so tinight.
Dave "Arjuna" O'Connor
www.panthergames.com
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Arjuna
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RE: Problem with MGs and detection/engagement ranges

Post by Arjuna »

Paul,

I've fixed this one and checked in ScenUnitThreat.cpp. Can you please undo any related change you may have made. Thanks.
Dave "Arjuna" O'Connor
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RE: Problem with MGs and detection/engagement ranges

Post by GBS »

I love watching you guys work![:D]
"It is well War is so terrible lest we grow fond of it." -
R. E. Lee

"War..god help me, I love it so." - G. Patton
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RE: Problem with MGs and detection/engagement ranges

Post by Central Blue »

ORIGINAL: Arjuna

Well the code does increase the rate of fire at short ranges.

If we knew the math for that we might be less tempted to fiddle with the numbers. If it was something like 4x, then the max rate of 50 for the German MG's under "normal circumstances" would make sense.

Enough questions for the night. Time to play the game.
USS St. Louis firing on Guam, July 1944. The Cardinals and Browns faced each other in the World Series that year
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