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Gunnery - 11/24/2007 6:41:08 PM   
darknite

 

Posts: 57
Joined: 7/31/2006
Status: offline
The naval gunnery model needs to be tweeked, I think.

- I hate it when I open fire on a target but then can't cease fire on it until it's destroyed. This is particularly annoying against land targets where you don't know their damage points and quickly find that your 5" is not going to have any effect yet you'll empty your magazine into them unless you get out of range.

- In fact I'm not sure why gunnery is automated against surface targets. Just make so many rounds available every 30 seconds and let it be a manual process. Or have an option to make it so.

DN
Post #: 1
RE: Gunnery - 11/24/2007 7:03:49 PM   
TonyE


Posts: 1551
Joined: 5/23/2006
From: MN, USA
Status: offline
You have a friend in divefreek, I bet he'll chime in

_____________________________

Sincerely,
Tony Eischens
Harpoon (HC, HCE, HUCE, Classic) programmer
HarpGamer.com Co-Owner

(in reply to darknite)
Post #: 2
RE: Gunnery - 11/24/2007 9:16:27 PM   
BlindOldUmp


Posts: 104
Joined: 1/24/2007
From: The North Coast of the USA
Status: offline
This might help us WWII/Korea people as well .....

(in reply to TonyE)
Post #: 3
RE: Gunnery - 11/27/2007 6:12:42 AM   
TonyE


Posts: 1551
Joined: 5/23/2006
From: MN, USA
Status: offline
Had some help from Akula and CV32 on IRC tonight so I wrote some code resulting in a new beta build for the testers.  The following should give you a bit of the flavor...

HCE - 2007.027
==============
- Chg:0000 GE  Anti-Surface Guns now adhere to mount rate of fire limitations,
               only after the initial allocation, player can cheat on initial
               allocation.
              AS Guns will fire the correct ammunition now, and will not
               'dump ammo overboard'.  Previously guns were firing one burst
               per 15 seconds and throwing any other bursts overboard.
              AS Guns by the AI will fire 2 x target remaining DP of bursts
               at the target, this helps reduce overkill/ammo wastage.
              AS Guns will stop firing when the firing platform is out of
               range of the target platform, previously any bombardment in
               progress would keep going even if out of range.
- Chg:0000 GE  In CheckMissileHits, show ECM reduction and such for misses
               as well.
- Nfo:0000 GE  The period over which ROF bursts will happen is 60 seconds,
               this contradicts some of the code comments which suggest 30
               seconds.  Will be doing further research.
- Nfo:0000 GE  The decision was made (Akula,CV32,TonyE) not to change the
               Impact vs Airburst criterion.  They are...
               If the burst will impart more than 1/8 the total DP of the
                target, the shell is considered impact, if less than 1/8
                the shell is considered Airburst.  This is why destroying
                an airbase in the game with guns just doesn't happen.
               We'll look at this again when we can change data structures
                to suit a potentially better model.
- Nfo:0000 GE  Guns impact/airburst radio buttons should not even show since
               user selection has no effect on how the damage is applied.

_____________________________

Sincerely,
Tony Eischens
Harpoon (HC, HCE, HUCE, Classic) programmer
HarpGamer.com Co-Owner

(in reply to BlindOldUmp)
Post #: 4
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