JWE
Posts: 6580
Joined: 7/19/2005 Status: offline
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quote:
ORIGINAL: n01487477 POTENTIAL BUG From my testing there is a bug with close action CV to CV battles with radar. I have other test data but Nemo121 put it so well about the original thread / battle I include his thoughts. quote:
If you look at the two strikes you see the following: 1. Both fleets were 46 miles ( 1 hex apart ). 2. The Allies spotted the strike 120 miles away and had about 45 minutes to react before they were overhead. 3. The Japanese spotted teh strike 40 miles away and thus had about 15 minutes to react before they were overhead. The difference in spotting was entirely due to radar being present on US ships and not on Japanese ships. There's nothing more to it than that. Actually though - and this was missed by all of the posters - the spotting of the Japanese strike at 120 miles is a bug. It could only have been spottted at 46 miles ( since TFs are supposed to occupy the mid-point of the hex for range calculations ). Since the Allies had 3 times as long to intercept far more of their fighters did and they spent far longer attacking bombers. Your fighter, on the other hand, had almost no time to make firing passes and those they did make were absorbed by the fighters with very few passes disrupting the bomber stream. Why? Radar. Actually the result IS due to a bug but only insofar as the Allies should have only spotted the raid 40 miles out and only had 15 minutes to react. This meant you'd have suffered huge losses anyways but would have inflicted far more also. Thanks for reading Michael. Sorry Damian, but I'm not Michael . But it's not really a bug either. What people need to realize is that notification scripts are simply notification scripts. The game goes to a list of scripts, picks one, and displays it. The radar scripts are for Det at long, medium, short range. There's a gazillion radars with range of 147, 66, 23; you ever see any of those numbers? No? Well then, maybe the pick-and-show script isn't doing what you think. Maybe it's just showing a standard long, medium, short, Det value that don't have much to do with the algorythmic calculations, except to run them with the long, med, short range response variables. The game is an abstraction of many things. It certainly does not look at how far apart anything is, except in terms of hexes. And the scripts don't care about each individual hex placement. I think you are just going to have to live with this. There's a gazillion interactions between the data and the game algorithm, and the scripts the the executable chooses to display, don't have much to do with what's going on, except in an abstract way. So please don't waste your time attempting to understand the system by reading notification scripts. Just kinda fyi. Ciao. John [ed] btw, I can give you a better appreciation as to what's going on by pm, if you wish.
< Message edited by JWE -- 12/3/2011 5:09:38 PM >
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