ComDev -> RE: Your opinion on the beta patch 3.7.3 (12/20/2006 5:48:29 PM)
|
quote:
ORIGINAL: VCDH Some comments regarding these reports <reads the thread> 1. Weapon allocation is based on two weapons per target. I'll take a look at it. Two weapons per target is correct. The way the AI handles it, with one missile per platform/launcher is incorrect. Like I said it worked fine in 3.6 but is broken in 3.7. quote:
ORIGINAL: VCDH 2. Air targets are never engaged at max range. If they were, they'd be able to instantly fly out of the weapons envelope and evade. Weapons will not fire until the program engine is sure that the weapon will make it to the target no matter what the defending platform does. This is why you see anti-ship missiles engaged at max range but not tactical aircraft. Sounds like you need to test this... manually you can get an AIM-7M in the ODB to fire at 18nm, the AI will not launch until the target is within 10-11nm. Again, this works fine in 3.6 but is not in 3.7. quote:
ORIGINAL: VCDH 3. I have never experianced this 180 degree turn that you speak of. However, it is moot since the lack of a proper physics model means all platforms can turn instantantly. There isn't very much point in worrying about aircraft aspect in relation to launch parameters if platforms can turn instantly (point defence weapon arcs are not respected for this very reason). A new physics model will probably come with the new UI. Happened in most engagements I saw. And I ran through a lot of them. quote:
ORIGINAL: VCDH 4. Drag select of multiple friendly units is for grouping them only. It's actually a good idea and if it's doable then we will consider it. Nope, this is how things have always worked pre-3.7. In 3.6.3 you can drag-select multiple friendly units and then use the Attack button to attack a single enemy unit or a selection of enemy units. Likewise, the multiple-select clicking (ctrl+mouse clicking) units no longer works. quote:
ORIGINAL: VCDH 5. Altitude bands have been changed to reflect the H4 rules. What your experiancing is due to the fact that you're using the ODB. In the future, DB compliance will require that all altitude bands conform to H4 rules. You can start working on that when we release the in game DB editor, hopefully by this weekend. So in effect you cannot limit missile firing altitudes in the database? And before we can start working on a 3.7 database we need a SBR that works, so that I don't have to rebuild all of the 250 DB2000 scenarios manually with each database update. quote:
ORIGINAL: VCDH 6. You're going to have to be more descriptive. Please Amplify. Related to #1, only it affects ships too. Here's a couple of examples from my other buglist: - AI weapon allocation is, mildly put, horrible. It worked fairly well in 3.6 but in Harpoon 3.7 it is pretty hopeless. I have two Farragut DDGs engaging incoming ASMs. Both DDGs fire one missile each at the first two missiles, which means both DDGs egange the very same targets with one SAM each. This in turn means that four SAMs get fired against two targets, rather than eight SAMs against four targets as it was in Harpoon 3.6. This is not logical, and very unrealistic. What has happened here really? - A pair of F-14s with AIM-7s will fire one missile each at the same target. This will lock up both radars, only two missiles are fired and only one target is engaged. This is not logical, and very unrealistic. Each F-14 should fire two missiles at seperate targets, as they do in Harpoon 3.6. quote:
ORIGINAL: VCDH 7. Remember that your using the ODB. Use ANWDB and see what happens. For further infomation on missile seekers please read: Harpoon 3 ANW DB Compliance Thread This is a problem with the 3.7 game, not the database. The solution described on that page you link has nothing to do with the seekers picking up the wrong targets in the game. Besides, the "-1500 sensitivity and 1.5 the weapon range trick" you suggested doesn't work too well because the sensitivity isn't high enough to pick up most targets. So you'll prolly have problems with the missiles going after the wrong targets in that database too. Your suggested solution is also *very* unrealistic. Most missile seekers have really short ranges, and have to lock on after launch. Besides, when fired from low altitude at distant targets, the missiles will not be able to see their targets no matter what database changes you make. quote:
ORIGINAL: VCDH 8. I'll look into it but it's a minor issue at best. Thanks [:D] For those of us who produce lots of scenarios, it is quite annoying. quote:
ORIGINAL: VCDH 9. Speeds can be set manually by the player in game. This is the whole premise of STOT anyway with regards to the current UI implementation. With regards to weapon launch issues, please see comment #5 Yes... of course... but that wasn't the point... This bug makes it impossible to create AI-side strike packages in 3.7 that perform realistically. quote:
ORIGINAL: VCDH 10. You're going to have to be more descriptive. Please Amplify. Don't think I can... that's exactly what happened. quote:
ORIGINAL: VCDH 11. We set this up quite some time ago. The program engine will no longer pick the first weapon record in numerical order but rather take stock of the current tactical situtation from the subs perspective and try and load the best possible weapon for the job. I have not experianced any issues with how the engine reloads sub torpedo tubes. It is really messy and degrades AI performance compared to 3.6. quote:
ORIGINAL: VCDH 12. The program engine requires speed info to calculate evasion parameters in the event that a torpedo is detected. If the speed vector wasn't there then the sub wouldn't evade. It's more important to have the sub evade and have a speed vector on the incoming weapon. The subs evaded just fine in 3.6 IIRC, and then they didn't have speed vectors. quote:
ORIGINAL: VCDH 13. Just like real life. If you want BDA, close with the taget. Don't come crying to me if you get smoked by a still fighting platform though. [;)] It went like this, changing every 5 seconds: *On Fire*, *Probable Kill*, *On Fire*, *Probable Kill*, *On Fire*, *Probable Kill*, *On Fire*, *Probable Kill*, *On Fire*, *Probable Kill*, *On Fire*, *Probable Kill*, *On Fire*, *Probable Kill*, *On Fire*, *Probable Kill*, *On Fire*, *Probable Kill*, *On Fire*, *Probable Kill*, *On Fire*, *Probable Kill*, *On Fire*, *Probable Kill*, *On Fire*, *Probable Kill*... Doesn't make much sense in my mind... Sticking to one or the other is a lot more logical. quote:
ORIGINAL: VCDH 14. There have been changes to the way fragmentation warheads work. They now comply with the H4 paper rules. Fire damage is no longer applied immediately (as was previously the case), and is much lower. The unit report for units on fire will now display the level of fire damage (% of original DP per 30 minutes), and a message has been added to indicate when all fires are out. We also partially applied 4.x fragmentation, in that frag warheads will now cause a number of DP of hull damage (frag penetration, which means any level of General armor will stop it cold) equal to the number of critical hits generated to ships and facilities. As as aside, we also added amessageto indicate when critical hits are stopped due to armor. Still seems like a single Frag hit will set the ship on fire and eventually sink it... quote:
ORIGINAL: VCDH 15. yeah that doesn't seem right. I'll take a look at this. Thanks 8) quote:
ORIGINAL: VCDH 16. Terrain Avoidance/Following have been changed to reflect the H4 paper rules. I *seriously* doubt this is how the H4 paper rules work.... Are there no Terrain Following / Avoidance flag in the game now? quote:
ORIGINAL: VCDH Remember that you used the Original DB from back in the day. In the future we'd appreicate if if players used one of the custom DBs (DB2K, ADB, Colonial, etc) or the ANW DB for testing in the game. We'll be using the HUD3 DB for the stock scenarios when we get the time (and the money). Ragnar, keep in mind that DB2K does the great job that it does in v3.6 because you tweaked the DB to get around the limitations of that version. Fortunately we've managed to fix many of these limitations so that the work arounds are no longer required. By working together we'll be able to get your scens and DB to make the most of the new patch. Later D Uhm yeah I know... but I seriously doubt any of the above bugs have anything at all to do with the database design...
|
|
|
|