Designer OOB Notes
Posted: Fri Apr 29, 2005 9:35 pm
Hello...
I designed and wrote the game executable and therefore have some insights into how the program works.
Below are some guidelines as to what some of the numbers mean. Please note that the executable expects values in accordance with these guidelines.
Unit Size:
How large is the target. Please see version 1.0 of the OOB files, as the crew did a pretty good job on most sizes in these files.
0 = Snipers, 4 man or less machine guns and 2 to 4 man recon patrols.
1 = Infantry, bicycles, crewmen, motorcycles, all mortars, all infantry guns, anti-aircraft guns up to 40mm, artillery up to 76.2mm and anti-tank guns up to 76.2mm.
2 = Anti-aircraft guns of 57mm to 76.2mm, artillery larger than 76.2mm, anti-tank guns larger than 76.2mm, cavalry, utility vehicles and other transport with a carry capacity of less than 10 (or 110),.
3 = Small armored cars, most armored vehicles without turrets such as self-propelled guns and tank destroyers, small tanks, anti-aircraft guns larger than 76.2mm, transport with a carry capacity from 10 (or 110) to 19 (or 119).
4 = Normal sized tanks, large armored vehicles without turrets such as self-propelled guns and tank destroyers, transport with a carry capacity of 20 (or 210) to 29 (or 219).
5 = Large tanks, very large armored vehicles without turrets such as self-propelled guns and tank destroyers.
6 = Very, very large vehicles.
Fire Control:
How stable is the firing platform. Please do these from scratch, as every one has pretty much ignored me on this issue.
0 = All unit weapons that are not crewed guns and not mounted on vehicles, such as infantry, cavalry, bicycle and motorcycle troops and crews.
1 = Anti-aircraft machine guns mounted outside vehicles and light machine guns on bipods (not part of a squad).
2 = Machine guns on tripods, infantry guns, recoilless rifles, small anti-tank guns that tend to bounce around when fired (generally 37mm or less), all mortars and artillery.
3 = Heavy machine guns on tripods, larger and more stable anti-tank guns (generally 45mm or larger), all anti-aircraft guns. Note that anti-aircraft guns (such as the German 88mm Flak) can fire while unlimbered (these should still have shots available after movement – not a bug - and fire control issue in this case is covered in code).
4 = Vehicular weapons (really shouldn’t include bow machine guns, but this has been accounted for elsewhere), and most fortification weapons.
Targeting:
If the vehicle has a gun stabilizer, make the value 5. Only available on US tanks and tank destroyers.
Range Finder:
The range finding and optical targeting equipment of the unit.
0 = All unit weapons that are not crewed guns and not mounted on vehicles, such as infantry, cavalry, bicycle and motorcycle troops and crews (sniper with scope excepted). Also, all mortars, off board artillery and transport vehicles armed with small arms (such as pistols and rifles).
1 = Crew served guns fired over open sights, such as artillery and infantry guns.
2 = Machine guns on tripods, snipers, vehicles and guns with poor optical sights (such the Soviets?).
3 = Machine guns on tripods with optical sights, such as the Germans, vehicles and guns with average optical sights (such as the British?).
4 = Vehicles and guns with good optical sights and range finders built in (such as the Americans?).
5 = Vehicles and guns with exceptional optical sights and range finders built in (such as the Germans?).
10 = Nashhorn, special equipment.
IR Vision:
If the vehicle as infra-red equipment, make value a 5. Only available on the German PzKpfw-Vg Uhu.
Hope this information is of use to you...
Michael Wood
Lead Programmer,
Matrix Games
I designed and wrote the game executable and therefore have some insights into how the program works.
Below are some guidelines as to what some of the numbers mean. Please note that the executable expects values in accordance with these guidelines.
Unit Size:
How large is the target. Please see version 1.0 of the OOB files, as the crew did a pretty good job on most sizes in these files.
0 = Snipers, 4 man or less machine guns and 2 to 4 man recon patrols.
1 = Infantry, bicycles, crewmen, motorcycles, all mortars, all infantry guns, anti-aircraft guns up to 40mm, artillery up to 76.2mm and anti-tank guns up to 76.2mm.
2 = Anti-aircraft guns of 57mm to 76.2mm, artillery larger than 76.2mm, anti-tank guns larger than 76.2mm, cavalry, utility vehicles and other transport with a carry capacity of less than 10 (or 110),.
3 = Small armored cars, most armored vehicles without turrets such as self-propelled guns and tank destroyers, small tanks, anti-aircraft guns larger than 76.2mm, transport with a carry capacity from 10 (or 110) to 19 (or 119).
4 = Normal sized tanks, large armored vehicles without turrets such as self-propelled guns and tank destroyers, transport with a carry capacity of 20 (or 210) to 29 (or 219).
5 = Large tanks, very large armored vehicles without turrets such as self-propelled guns and tank destroyers.
6 = Very, very large vehicles.
Fire Control:
How stable is the firing platform. Please do these from scratch, as every one has pretty much ignored me on this issue.
0 = All unit weapons that are not crewed guns and not mounted on vehicles, such as infantry, cavalry, bicycle and motorcycle troops and crews.
1 = Anti-aircraft machine guns mounted outside vehicles and light machine guns on bipods (not part of a squad).
2 = Machine guns on tripods, infantry guns, recoilless rifles, small anti-tank guns that tend to bounce around when fired (generally 37mm or less), all mortars and artillery.
3 = Heavy machine guns on tripods, larger and more stable anti-tank guns (generally 45mm or larger), all anti-aircraft guns. Note that anti-aircraft guns (such as the German 88mm Flak) can fire while unlimbered (these should still have shots available after movement – not a bug - and fire control issue in this case is covered in code).
4 = Vehicular weapons (really shouldn’t include bow machine guns, but this has been accounted for elsewhere), and most fortification weapons.
Targeting:
If the vehicle has a gun stabilizer, make the value 5. Only available on US tanks and tank destroyers.
Range Finder:
The range finding and optical targeting equipment of the unit.
0 = All unit weapons that are not crewed guns and not mounted on vehicles, such as infantry, cavalry, bicycle and motorcycle troops and crews (sniper with scope excepted). Also, all mortars, off board artillery and transport vehicles armed with small arms (such as pistols and rifles).
1 = Crew served guns fired over open sights, such as artillery and infantry guns.
2 = Machine guns on tripods, snipers, vehicles and guns with poor optical sights (such the Soviets?).
3 = Machine guns on tripods with optical sights, such as the Germans, vehicles and guns with average optical sights (such as the British?).
4 = Vehicles and guns with good optical sights and range finders built in (such as the Americans?).
5 = Vehicles and guns with exceptional optical sights and range finders built in (such as the Germans?).
10 = Nashhorn, special equipment.
IR Vision:
If the vehicle as infra-red equipment, make value a 5. Only available on the German PzKpfw-Vg Uhu.
Hope this information is of use to you...
Michael Wood
Lead Programmer,
Matrix Games