AT guns and "STEEP ANGLE"

3D version of Close Combat
GrdAdmiral
Posts: 107
Joined: Sat May 12, 2018 7:44 pm

RE: AT guns and "STEEP ANGLE"

Post by GrdAdmiral »

Are halftracks accuracy patched? The American howitzer halftrack seems to shot either to high or to low. It feels like I’m just shooting the mountains or the sky. The anti-tank gun half tracks also seem to either shoot the ground or shoot the sky.
User avatar
SteveMcClaire
Posts: 4341
Joined: Mon Nov 19, 2007 9:31 pm

RE: AT guns and "STEEP ANGLE"

Post by SteveMcClaire »

Hi pfg1701,

I tried to reproduce the situation shown in your screenshot but didn't see the same issue - the AT gun fired and knocked out the Panzer III immediatey.

I will continue looking into this but if you encounter it again a saved game file would be much appreciated.




Image
Attachments
sbibadesertattest.png
sbibadesertattest.png (820.41 KiB) Viewed 362 times
User avatar
budd
Posts: 3098
Joined: Sat Jul 04, 2009 3:16 pm
Location: Tacoma

RE: AT guns and "STEEP ANGLE"

Post by budd »

ORIGINAL: Steve McClaire

ComradeP,

I wasn't able to reproduce any 'Steep Angle' issue with the locations you show in your screenshot. If you see this happening again a saved game would be very helpful. I will continue to investigate the issue in the meantime.





Image
but did either unit fire, ComradeP mentioned they just stared at each other
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
headcount_slith
Posts: 125
Joined: Sat Jan 28, 2012 4:50 pm
Contact:

RE: AT guns and "STEEP ANGLE"

Post by headcount_slith »

I think I may have just witnessed a steep angle situation involving an AT gun. Unfortunately the gun crew broke moments after the pic was taken so I couldn't study it for long.

The Pak 36 had fired several shots at the Sherman at a similar range (the Sherman then moved or turned slightly which may have created appropriate conditions)

Image
Attachments
steepangle02.jpg
steepangle02.jpg (486.36 KiB) Viewed 362 times
User avatar
SteveMcClaire
Posts: 4341
Joined: Mon Nov 19, 2007 9:31 pm

RE: AT guns and "STEEP ANGLE"

Post by SteveMcClaire »

ORIGINAL: budd
but did either unit fire, ComradeP mentioned they just stared at each other

Yes they both fired. You can see from the unit action icons that one gun is aiming to fire a second round and the other is reloading after firing. The gun dead ahead of the tank is slightly slower since they are busy ducking the tank bow MG fire.

ComradeP
Posts: 6992
Joined: Thu Sep 17, 2009 3:11 pm

RE: AT guns and "STEEP ANGLE"

Post by ComradeP »

Odd. Though the battle became rather glitched at the end, the AT gun at Meftah didn't fire either at the start.

Just to be sure: you're using the latest public build for these tests, not a test version that might include a fix for the issue that isn't in a public build?

I'll try a clean install with patches applied before I start the game, maybe that will solve the issue.

The saves for that battle are regrettably already overwritten, so I can't provide a saved game.

The strangest thing was that the Panzer stared at the AT guns, but fired at infantry units normally with both cannon and MG's.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
headcount_slith
Posts: 125
Joined: Sat Jan 28, 2012 4:50 pm
Contact:

RE: AT guns and "STEEP ANGLE"

Post by headcount_slith »

I've run a series of AT gun vs. tank tests and haven't seen any "steep angle" issues yet apart from the one mentioned above.

What I have seen is a few examples of AT guns missing close-range targets over and over again. The attached pic shows a Pak 36 that used its entire ammo supply firing at the nearby AC and missed (the shots seemed too high) every time.

Image
Attachments
ATgunmisses.jpg
ATgunmisses.jpg (437.36 KiB) Viewed 363 times
headcount_slith
Posts: 125
Joined: Sat Jan 28, 2012 4:50 pm
Contact:

RE: AT guns and "STEEP ANGLE"

Post by headcount_slith »

Hmmm. Having running the save again, I did end up with a steep angle situation (AT gun not firing at AC)

Image
Attachments
ATgunSTEEPANGLE.jpg
ATgunSTEEPANGLE.jpg (454.85 KiB) Viewed 362 times
headcount_slith
Posts: 125
Joined: Sat Jan 28, 2012 4:50 pm
Contact:

RE: AT guns and "STEEP ANGLE"

Post by headcount_slith »

The savegame:
Attachments
ATgunmisses2.txt
(169.65 KiB) Downloaded 12 times
headcount_slith
Posts: 125
Joined: Sat Jan 28, 2012 4:50 pm
Contact:

RE: AT guns and "STEEP ANGLE"

Post by headcount_slith »

This is bizarre. When I turn my Panther's tail to the AT gun, counter-intuitively the AT gun stops firing ("bad shot"). When I turn back, the firing starts again. I have a savegame if you're interested.

Image
Attachments
interesting.jpg
interesting.jpg (528.72 KiB) Viewed 362 times
User avatar
PipFromSlitherine
Posts: 1511
Joined: Wed Jun 23, 2010 7:11 pm

RE: AT guns and "STEEP ANGLE"

Post by PipFromSlitherine »

A savegame is always welcome and would be very useful.

Cheers

Pip
follow me on Twitter here
headcount_slith
Posts: 125
Joined: Sat Jan 28, 2012 4:50 pm
Contact:

RE: AT guns and "STEEP ANGLE"

Post by headcount_slith »

There you go. I hope it helps.
Attachments
PanthervsAT.txt
(178.99 KiB) Downloaded 12 times
headcount_slith
Posts: 125
Joined: Sat Jan 28, 2012 4:50 pm
Contact:

RE: AT guns and "STEEP ANGLE"

Post by headcount_slith »

Actually, this one is better. The Panther is already in position.
Attachments
badshot01a.txt
(182.13 KiB) Downloaded 19 times
User avatar
SteveMcClaire
Posts: 4341
Joined: Mon Nov 19, 2007 9:31 pm

RE: AT guns and "STEEP ANGLE"

Post by SteveMcClaire »

Got it. Thank you, I'll check it out.

EDIT: Ok, I have found two issues that I will get fixed, though they won't be in the next (1.0.2) update as that is almost ready to go out.

* When loading an in-battle saved game the position of towed guns' firing points was being calculated incorrectly, thus the steep angle not occurring when I tried it straight from a new battle setup but reproducing when I loaded your saved game.

* Theoretical kill chance for vehicles was always defaulting to front armor when incoming angle relative to the target was >= 180 degrees. So if the Panther turned right just a tiny bit it would start firing. If it sat or turned left it wouldn't.

Steve
headcount_slith
Posts: 125
Joined: Sat Jan 28, 2012 4:50 pm
Contact:

RE: AT guns and "STEEP ANGLE"

Post by headcount_slith »

Nicely sleuthed. The second issue would explain several other situations I've observed over the last few days.
Post Reply

Return to “Close Combat – The Bloody First”