Hi. Like you, I want to be sure what the game is does (and, in my case, that it is doing what it is designed to do). I need a bit of time to run the tests; there are a few other things to look at as well.garga3 wrote: Tue Nov 22, 2022 10:21 pm What i see ingame, which might be wrong shows that the random generator forms a circle (when a lot of shells are fired and if what i see is what it inside of the game). Which means that it looks to me that shells land in a circle with an approx radius of 250m from the center of the hex. If it is 250m, than some corners of the hex are not in(the circle will be inside the hex). The second picture kinda makes me sick as it suggests that we are not looking at the center of the hex or the arty can shoot really inaccurately. As i said i think i understand the model, it is very good, but i am not sure what is what in the picture (what to the x/y represent, where are the centre of the hexes etc).
Anyway 2 suggestions: 1. Please check that the position of the units is correctly inside the hex(sorry i simpy cannot do that based on the picture). 2. Please check that the possible landing area of the artillery actually covers the entire hex(inlcuding the position of the actual leo) (easy fix here would simply to increase the dispersion (so the radius) - which will lower the overall accuracy but allow full coverage - the hex should be inside the circle). It just seems to me that units are actually positioned on the edge or closely outside of the edge of the arty coverage, in which case the hit chance is either 0 (if more than 25m outside and if 25m is the killzone), or very close to 0 (the shell should land very close to the outer range of the circle of coverage, which is indeed difficult).
Also please check only 1215. for the city one i did manage to confirm it is possible to hit (though difficult and also i dont understand why the arty on your picture shoots there and not near 0,0).
4000k + rounds practically suggest that the hit chance is very close to 0. (which it shouldn't be).
I do want to clarify that what you see on the map (crater placement) is independent and unrelated of the simulation we run under the hood. The crater placement is an older mechanism, whose purpose is to give you feedback in which hex artillery is falling (and how often this happened). One crater per volley, with the game attempting to picking a empty spot in the central 70% of the hex. The sides of the hex are deliberately kept free from crater markers so players don't lose visibility of the hex edges and the elevation steps shown there, and so craters don't drop into hex side water obstacles (since that looks odd). The distribution you see there is not the distribution we use 'under the hood'.
William