AFV's getting too close

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jubjub
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AFV's getting too close

Post by jubjub »

Tanks are advancing way too close to the enemy. If you look at the detailed combat logs, you can see AFV's and SP guns rolling right up to the enemy and getting mauled at the tail end of the battle. They also roll right up next to the enemy tanks and engage in a fight to the death.

This is especially a problem for light SP guns and AFV's like the hummel, which are lightly armored and not meant for assault tactics.
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Last edited by jubjub on Mon Mar 14, 2022 11:14 pm, edited 2 times in total.
jubjub
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Re: AFV's getting too close

Post by jubjub »

You can see the grille fired from 20 yards :?: :?: :?:
Last edited by jubjub on Mon Mar 14, 2022 11:15 pm, edited 1 time in total.
Stamb
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Re: AFV's getting too close

Post by Stamb »

jubjub wrote: Mon Mar 14, 2022 3:55 pm Just noticed the grille's opening fire from 20 yards :?: :?: :?:
with 0 FPE. Or it is rounded to a 0?
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Joel Billings
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Re: AFV's getting too close

Post by Joel Billings »

I was just speaking with Gary yesterday about the post that armored cars don't shoot enough. Gary said he's got code to greatly limit the desire of open top vehicles to close to short range. It can happen, but it's much less common. Are you looking into the CSV file with the detailed combat info? I have been trying to make sense of what the RNG stands for on the detailed combat report and I don't know what it represents. I thought it was the first range that a hit was scored by the unit, but when I audited a battle, I found that's not the case. There were hits at longer ranges for a given ground element firing, and some at closer ranges. I'm not sure what Pavel had in mind with this RNG number or if it is still working. Since there is no RNG listed if no hits are scored, it does seem to have something to do with the range of hits. It's possible that there are hits in the combat code that are not tapping into whatever is generating this hit range. In any case, I found damage was being done at ranges greater than the number listed. It's true that the system is set to close, and this could be a reason for the high AFV losses, but looking at the RNG number here is not enough to know the impact of this. As for the open top vehicles, they generally try to keep their distance, but are not always successful at it. If you've got a battle in good weather/clear terrain where you've done an analysis of the spreadsheet results and see an issue that generally replicates, and you can provide a save so we can run the battle, we're very interested in seeing this. At this point, it's very possible that AFV losses will be running too high overall when 1.02.24beta is released. 1.02.24 reduces AFV losses a bit from 1.02.21, but mostly in low exp/morale cases due to some checks that we found were missing in one of the combat routines. 1.02.24 should be out within a few days. We're willing to look into this further if we get something to work with, but I'd prefer it be with analysis of the 1.02.24 version. Thanks.
All understanding comes after the fact.
-- Soren Kierkegaard
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Wiedrock
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Re: AFV's getting too close

Post by Wiedrock »

Joel Billings wrote: Wed Mar 16, 2022 6:18 pm I have been trying to make sense of what the RNG stands for on the detailed combat report and I don't know what it represents. I thought it was the first range that a hit was scored by the unit, but when I audited a battle, I found that's not the case. There were hits at longer ranges for a given ground element firing, and some at closer ranges. I'm not sure what Pavel had in mind with this RNG number or if it is still working.
FYI. The RNG represents the average of all Hits which had an effect. I did this 3 times now and for some reason it's always off by 3-5 meters, but good enough.
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Joel Billings
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Re: AFV's getting too close

Post by Joel Billings »

Thanks, I think I eventually figured that out after doing some extensive testing using the detailed print outs. Nice to have it verified.
All understanding comes after the fact.
-- Soren Kierkegaard
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