Splash damage problem solved!

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Svennemir
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Splash damage problem solved!

Post by Svennemir »

This is what I mailed to Paul Vebber two minutes ago:

Having tested the new mech.exe with the Splash damage fix, it shows that both kinds of damage are now applied properly to infantry units.

In general: I first discovered the Splash problem in a test conducted with Sturmtigers armed with 38cm Mörsers (the most powerful tank-mounted weapon). I had them fire against 20 man Japanese inf squads placed adjacent and/or in the same hex as target. I also tested fire using the 'Z' key. This gave the results as listed in the thread found here:

http://www.matrixgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=2&t=008500

The newly applied patch fixes the problem as suggested by several people (including me) in that thread.

Testing the new patch, I turned 'To hit' factor first to 30% (minimum) to watch them miss. The targetted units were consequently damaged, showing that Splash damage was applied correctly.

Next I set 'To hit' to 250%. This allowed the Sturmtigers to almost consequently hit. I noticed that - since the damage to target is applied before splash damage - the targetted infantry unit took damage *twice*. Both from direct and from Splash damage. Whether this is realistic might be discussed, but I like the feature. It simulates a precise and very devastating hit, and the effect is of course less for units with lower KILL ratio.

I do fear, however, that this will considerably increase the killing ability of e.g. FlaKs that are already *very* effective. This might be justified by the planned increase of unit cost for FlaKs. Also I suggest lowering the general Splash damage (WARHEAD number) for high caliber (direct fire) shells while increasing KILL value to better reflect their ability to target single emplacements like ATGs.

Weapons using both direct and indirect fire are the problem here. Lowering Splash for those will decrease there effectiveness, especially in terms of Suppression (I guess). I believe firing doctrines and that kind of stuff could excuse changing WARHEAD and KILL ratios for direct fire units while not indirect fire units.

It must be said that a strange error occured when I tried to load my custom-made test scenario after copying mech.exe. Apparently the Sturmtigers were armed with M3 SMGs as primary weapon! I entered the editor and bought some new ones - and they worked correctly. I checked in the OOB's that nothing had in fact been changed. Strange; perhaps I should have deleted steel.prf. Sure hope it won't affect scenarios.
Supervisor
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Post by Supervisor »

You speak the truth, I emailed Paul earlier in the day with very similar and impressive findings. I've heard good results from other internal beta testers. Sounds like one more think we can add to the list of fixes in the upcoming 7.1 patch.

[ February 16, 2002: Message edited by: gmenfan ]</p>
Svennemir
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Post by Svennemir »

The last mentioned "strange error" was just my own small bummer. I had changed the weapons of Sturmtigers so I could test guns with different KILL and WARHEAD values, and therefore I got the problem while replacing my custom OOB's with the real ones. Problem solved <img src="wink.gif" border="0">

I did, however, encounter a problem I feared prior to the patch fix: when damage from hit is applied to target, it might pull back. When Splash damage is applied, it might pull back further. That's two pull-backs in one shot. Bugged, but of course not so lame a bug as before the Splash fix.
Truckeye
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Post by Truckeye »

in splash damage fired directly from a sturm tiger, su152, sIG, etc, is the splash pattern the same as by indirect fire? i dont know, just thought of it reading your thread. if possible would be nice to model that too.
In the Last days its said the Lion will lay down with the Lamb. Even on that day, I would want to be the Lion. Ben Gurion
Svennemir
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Post by Svennemir »

AFAIK the splash is the same using direct and indirect fire. Basically indirect fire is like using the 'Z' key then. But I haven't tested this and it is only my guess.

Remember that 'Z' key is not indirect but in fact direct fire.
asgrrr
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Post by asgrrr »

Originally posted by Svennemir:

Having tested the new mech.exe with the Splash damage fix, it shows that both kinds of damage are now applied properly to infantry units.

Very good news! Can I have this mech, please?
Never hate your enemy.
It clouds your judgement.
Svennemir
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Post by Svennemir »

Penetrator: I would gladly supply it, why don't you join us in the SP:WAW IRC chat? (use the URL in Price's posts).

I don't know what mech.exe fixes are on their way presently and perhaps you should ask Price about which ones should be sent around.
Supervisor
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Post by Supervisor »

At this time the only beta patch available for public release is the one posted on the Armor Site, because it addresses the game ending sync problem. Once the newest mech is authorized for public release I'll get the word out. See this thread. Beta 7.1 download locationfor download location and installation instructions.

[ February 18, 2002: Message edited by: gmenfan ]</p>
panda124c
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Post by panda124c »

A small question, at one time, Ver 5.4 I think, there was splash damage from Engineers Demo charges, this appears to have disapeared. Will it return or be left out permenatly?
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