Not a Known ANW Issue? #04 - List Issue #1 AAA Fire

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Bucks
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Not a Known ANW Issue? #04 - List Issue #1 AAA Fire

Post by Bucks »

1.> AAA fire

AAA guns are not limited by the altitude of the target and can even shoot down satellites

This has been a behaviour exhibited by H2, H2AE, H3 and H3 ANW.

Many of the other list issues point out that later versions of the game have either replaced or "broken" the behaviour exhibited in earlier versions. Here nothing has changed and there is still a complaint in regard to the behaviour.

What if a scenario designer was relying on the behaviour existing and if changed his work was destroyed? We would have simply arrived at the same position that the List reporters complain of, in that their work was compromised by a change in behaviour.

Seems like a case of selectivity with no consideration of the effect of the change. I'm not arguing for one situation over the other. I'm just looking for consistancy.

Cheers

Darren Buckley

- No I won't discuss this further, I'm simply pointing to what I consider to be a case of double standards.
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hermanhum
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* Known Harpoon [ANW] Issues

Post by hermanhum »

ORIGINAL: Bucks
1.> AAA fire

AAA guns are not limited by the altitude of the target and can even shoot down satellites

This has been a behaviour exhibited by H2, H2AE, H3 and H3 ANW.

Many of the other list issues point out that later versions of the game have either replaced or "broken" the behaviour exhibited in earlier versions. Here nothing has changed and there is still a complaint in regard to the behaviour.

What if a scenario designer was relying on the behaviour existing and if changed his work was destroyed? We would have simply arrived at the same position that the List reporters complain of, in that their work was compromised by a change in behaviour.

Seems like a case of selectivity with no consideration of the effect of the change. I'm not arguing for one situation over the other. I'm just looking for consistancy.

Cheers

Darren Buckley

- No I won't discuss this further, I'm simply pointing to what I consider to be a case of double standards.
Very true and several good points are raised. Whether you, personally, wish to discuss it is simply irrelevant. Once again, it's the attitude speaking.

I concur that this poor AAA behaviour has existed since H2. Also, I agree that if changed, it could be destructive to previously designed scenarios.

However, the reason it is on the List of Known ANW Issues is because it is less than optimal behaviour. Also, the manner in which it may or may not be addressed is significant in what effect it might have on previously written scenarios.

I don't think anyone disputes the fact that having 7.62mm machine guns on the ground shooting down high-flying U-2 reconnaissance aircraft 100,000ft+ in the air is a bad behaviour.

The manner of resolution is key. As noted, if the developers simply changed the behaviour globally as a default (for example, limiting gun engagement according to altitude), it could very well introduce destructive behaviour to previous scenarios.

However, if (for discussion purposes only) this behaviour was introduced and controlled by a toggle and run like an option, then it could work very well. The default behaviour would be the 'faulty' unlimited behaviour currently exhibited. The new and improved behaviour would be when the Option was engaged. This would demonstrate to all former H3 users that ANW is introducing new and improved functions. This could would be indisputable.

It would help ANW stand out from previous versions because it would add a function not previously available without necessarily destroying any legacy work.
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YankeeAirRat
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RE: * Known Harpoon [ANW] Issues

Post by YankeeAirRat »

You both seem to agree that trying to change this issue is going to cause other issues in scenarios built. This seems to be one of those 'tween a rock and hard place issues. I say that because if we fix it to keep a unit with a 7.62mm from shooting down an airplane at the Vhigh altitude we might also prevent those guns which would be capable of engaging aircraft at the Vhigh bands. So one of the possible options would be to add to the database a flag at which the unit could effectively engage certain altitude bands. By adding this flag, we now bloat out the code because now it is going to interrogate this flag and area where the target is at, by bloating the code we now cause stability issues. Another issue by introducing a engagement altitude flag is what if our gun has been introduced into an aircraft unit (such as the M61A1 20mm that is in both aircraft and certain AAA gun systems) and this aircraft is already operating at a the Vhigh band trying to engage a Vhigh target. The game interrogates and goes "Whoops! target is at Vhigh band, DB flag says Surf to High only! I can't engage!". Now you have a new issue trying to fix another. Now we need to add even more db flags and code bloat to fix an issue like that.

A final issue is that we run across even more debates about DB realism. For example a .22 long rifle bullet is capable of traveling up to 2NM prior to losing a huge chunk of energy and begin its fall to the ground. Is it still effective to damage an aircraft at 2NM slant range from the shot? Possibly, there is a slew of math regarding gravity, the coefficient of drag, the power of the powder, and a slew of other ballistics related math. How would we quantify that to a single digit (or digits) for the database? Just because I rate it as a 9 (on a scale of 10) and Smith rates it on a scale of 5 (out of 10) and Jones goes 2 (out of 10) which one would be accurate?

My logic might be just a little faulty, but I think this might be one of those which scenario designer's would just need to work around. There is not easy quick fix for this issue and it might take a while to fix or it might be one of those things that we might just need to accept this is one of those items that can't be fixed.
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Bucks
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RE: * Known Harpoon [ANW] Issues

Post by Bucks »

ORIGINAL: YankeeAirRat

<< edit >>

My logic might be just a little faulty, but I think this might be one of those which scenario designer's would just need to work around. There is not easy quick fix for this issue and it might take a while to fix or it might be one of those things that we might just need to accept this is one of those items that can't be fixed.

No fault detected here. My concern has always been the separation of aircraft mounted guns and those on surface platforms such as ships and AAA sites. A possible solution might be the inclusion of just one more Weapon capability flag.

At present we have the following gunnery flags:

* - Aircraft Primary AAW Gun

* - Aircraft Primary AS Gun

I'm thinking that the inclusion of a "Surface Unit Primary AAW Gun" flag and the activation of the "Launch Altitude - Max" value to represent the maximum engagement altitude for surface gunnery systems. At the same time activating the Launch Altitude Min value, where Aircraft mounted weapons are required to be below a given altitude before they are able to fire (no more 15km altitude aircraft strafing ships).

Cheers

Darren
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http://www.taitennek.com/hud3-db/hud3-index.htm

Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
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hermanhum
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* Known Harpoon [ANW] Issues

Post by hermanhum »

ORIGINAL: YankeeAirRat

You both seem to agree that trying to change this issue is going to cause other issues in scenarios built. This seems to be one of those 'tween a rock and hard place issues. I say that because if we fix it to keep a unit with a 7.62mm from shooting down an airplane at the Vhigh altitude we might also prevent those guns which would be capable of engaging aircraft at the Vhigh bands. So one of the possible options would be to add to the database a flag at which the unit could effectively engage certain altitude bands. By adding this flag, we now bloat out the code because now it is going to interrogate this flag and area where the target is at, by bloating the code we now cause stability issues. Another issue by introducing a engagement altitude flag is what if our gun has been introduced into an aircraft unit (such as the M61A1 20mm that is in both aircraft and certain AAA gun systems) and this aircraft is already operating at a the Vhigh band trying to engage a Vhigh target. The game interrogates and goes "Whoops! target is at Vhigh band, DB flag says Surf to High only! I can't engage!". Now you have a new issue trying to fix another. Now we need to add even more db flags and code bloat to fix an issue like that.

A final issue is that we run across even more debates about DB realism. For example a .22 long rifle bullet is capable of traveling up to 2NM prior to losing a huge chunk of energy and begin its fall to the ground. Is it still effective to damage an aircraft at 2NM slant range from the shot? Possibly, there is a slew of math regarding gravity, the coefficient of drag, the power of the powder, and a slew of other ballistics related math. How would we quantify that to a single digit (or digits) for the database? Just because I rate it as a 9 (on a scale of 10) and Smith rates it on a scale of 5 (out of 10) and Jones goes 2 (out of 10) which one would be accurate?

My logic might be just a little faulty, but I think this might be one of those which scenario designer's would just need to work around. There is not easy quick fix for this issue and it might take a while to fix or it might be one of those things that we might just need to accept this is one of those items that can't be fixed.
Bang on, sir. I think that you see the full ramifications of just about any change to a game system. The ripples of consequence can destructively reach every corner, especially with changes to the underlying fundamental principles of the game.

Your suggestion for Flags and Altitude Bands are interesting ideas and you predicted their possibile implications, too. I can also see additional complications from your suggestions.

Already, the AI seems unable to locate the proper engagement/release altitude for some weapons. Limiting the guns to certain altitudes might further emasculate the current AI. I'm sure that there are plenty of other potential pitfalls if everyone puts their combined heads together. That has always been the reason why I advocate open and public discussion. No one person has all the best ideas nor the ability to forecast all the problems.

I believe your point regarding the Realism discussion is more easily resolved. Every editor can simply enter what he believes are the correct values. There is simply no need to point the finger and say that others are 'wrong'. If the values achieve results the users like, then it works. [:)]

I agree that this problem will not be easily solved. In fact, it might be outside the practical parameters of the game as the cure may be worse than the illness. Sure, we might get the occasional CIWS shooting down a B-52 (hopefully not all the time), but it may have to be one of those 'recognized game limitations'. That's for AGSI to decide.
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