Artillery algorithms need a tweak

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

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Comcikda
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Re: Artillery algorithms need a tweak

Post by Comcikda »

Searry wrote: Tue Jan 03, 2023 12:11 pm Killing a traffic jam with artillery is a classic in these games and I think it's pretty accurate, no need to change that.
But the fact is that the Pact does not allow an entire company to be so concentrated that it is absurd to allow a company to deploy within a range of 500m in diameter. This is a flaw in the OOB of FCSS or a discrimination against the Pact, there is nothing wrong with the artillery algorithm.
It is unintuitive and unreasonable to have such a scenario in a serious wargame. :?:
Last edited by Comcikda on Sun Jan 08, 2023 5:55 am, edited 1 time in total.
Comcikda
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Re: Artillery algorithms need a tweak

Post by Comcikda »

GloriousRuse wrote: Wed Jan 04, 2023 4:02 pm Image
Two companies had basically been evaporated by, to all appearances, the first ten rounds of artillery to fall on them. While I realize it is possible for the theoretical blast radius of a 155mm to cover multiple vehicles in a dense formation, and that some of these losses represent mobility and firepower kills, I am incredulous that virtually every round fired not only manages to hit multiple vehicles, but that the fragmentation effects on each are sufficient not just to serve as readiness hit, but inherently deadlining damage.
While I was playing I also noticed that some of the units that were completely wiped out still had such high readiness and morale that artillery should have done more damage to these soft parameters.
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CapnDarwin
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Re: Artillery algorithms need a tweak

Post by CapnDarwin »

I wonder with that image if units that are wiped out are not updating soft factors from the attack. I will pass that along to the team. We checked that the code was working as intended and it is, but this may be a corner case where we don't update a dead unit.
OTS is looking forward to Southern Storm getting released!

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GloriousRuse
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Re: Artillery algorithms need a tweak

Post by GloriousRuse »

So, a pact road column in 500 meters is completely believable. At 50m between vehicles, it's entirely within standards. Two companies gets rough, but you could see it courtesy of humans being human...by three it's starting to look like those columns in Bucha, with less than a tank length between each.

A full BN is basically LA traffic, and while it's physically possible on a two lane, it's hard to believe even the Russians are incompetent enough to make that a frequent occurrence when there's KM of open road all around.

As for an assault, 500-750m matches what we think we know for a company on line assault as part of a BN on line.

The issue is that even within those 500m, the shells are doing absolute bonkers work. Given a 95m CEP, we know that roughly half of the shells fired should be well off a theoretical road target...changes with sheaf angle etc, but close enough, and that another portion, let's call it a quarter, fall in the CEP but outside the effective radius.

Even then, the 50m radius for a 155mm shell isn't really the effective radius versus an AFV. Ranges vary on what is, but suffice to say another portion gets cut out.

So when you see a pulse of fire - 10 shells - fall, maybe three landed close enough to the road to really do something. And if you wanted to say three vehicles got killed or fallen outed, I guess it's possible if not entirely likely, but to see hugeswathes dissappear under those three shells seems...off.
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Re: Artillery algorithms need a tweak

Post by GloriousRuse »

Also, as an aside, the dead units are all listed as engineers.
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Re: Artillery algorithms need a tweak

Post by TarkError »

Under conditions of the enemy using modern weapons (and I suspect under effective fire from indirect fire means), the intervals between vehicles can increase to 100-150 meters

A company can deploy on line on a frontage as little as 500 meters, but usually on a frontage of 1,000 meters (the 500 meters is only going to be used on a main attack zone, with the implication that the company is going to be protected from the effective fires of the enemy by fire support, obscuration, and the senior commander's attention and supervision of that main attack)
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CapnDarwin
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Re: Artillery algorithms need a tweak

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Dead engineers tag and bad numbers issue is fixed and in testing now.
OTS is looking forward to Southern Storm getting released!

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Comcikda
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Re: Artillery algorithms need a tweak

Post by Comcikda »

CapnDarwin wrote: Tue Jan 10, 2023 1:27 am
Fixing the bugs is great, but I still want to be able to expand the Soviet company-sized units
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Re: Artillery algorithms need a tweak

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Comcikda wrote: Tue Jan 10, 2023 7:09 am
CapnDarwin wrote: Tue Jan 10, 2023 1:27 am
Fixing the bugs is great, but I still want to be able to expand the Soviet company-sized units
Check out my scenario in the Mods and Scenario forum. The Soviet’s are platoon or smaller elements. Two battalions worth.
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