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RE: Problem with MGs and detection/engagement ranges
Posted: Wed Jun 16, 2010 12:22 am
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.
RE: Problem with MGs and detection/engagement ranges
Posted: Wed Jun 16, 2010 5:15 am
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.
RE: Problem with MGs and detection/engagement ranges
Posted: Wed Jun 16, 2010 6:44 am
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.
RE: Problem with MGs and detection/engagement ranges
Posted: Wed Jun 16, 2010 5:23 pm
by GBS
I love watching you guys work![:D]
RE: Problem with MGs and detection/engagement ranges
Posted: Thu May 31, 2012 1:23 am
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.