.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   TO&Es (http://forum.shrapnelgames.com/forumdisplay.php?f=108)
-   -   OOB Error: Weaponsize value of MLRSs. (http://forum.shrapnelgames.com/showthread.php?t=41346)

Moon Pine November 20th, 2008 10:03 PM

OOB Error: Weaponsize value of MLRSs.
 
:doh: The weaponsize of nearly every MLRS with cluster munition is 1 :sick: That means they reloads ever faster than light mortars.
Just one Ammo Dump is enough to reload 3 empty M270 MLRS to full in a turn.

That`s really gamebreaking and not realistic.
Could this be changeed in next patch? :angel

DRG November 20th, 2008 10:34 PM

Re: OOB Error: Weaponsize value of MLRSs.
 
I'll put it on the list to investigate

Don

Moon Pine November 21st, 2008 01:19 AM

Re: OOB Error: Weaponsize value of MLRSs.
 
Thanks ^^

DRG November 21st, 2008 09:38 AM

Re: OOB Error: Weaponsize value of MLRSs.
 
There was a bit of mis-information in the Game guide. Re-loading from ammo trucks has nothing to do with weaponsize and everything to do with WARHEAD size. Actually, weaponsize has virtually no purpose in the game.

That doesn't eliminate the problem you reported because the WH size for those rockets is smaller than they should be and we are looking into that


Don

Marek_Tucan November 21st, 2008 10:57 AM

Re: OOB Error: Weaponsize value of MLRSs.
 
Ah, I always thought that the cluster ammo warhead of 2 is intentional (to simulate bomblets) and that the weapon size affects loading and is there at 1 because they were intended originally only for off-board use where reloading is an non-issue.

DRG November 21st, 2008 11:28 AM

Re: OOB Error: Weaponsize value of MLRSs.
 
Quote:

Originally Posted by Marek_Tucan (Post 654621)
Ah, I always thought that the cluster ammo warhead of 2 is intentional (to simulate bomblets) and that the weapon size affects loading and is there at 1 because they were intended originally only for off-board use where reloading is an non-issue.

Rocket CM hasn't been something Andy nor I looked at lately. Yes, the 2 could have been used to simulate bomblets but the problem with that is regular artillery uses regular WH sizes.

Weapon size is a non issue in both games. Once we became aware of this Andy checked the code and it was used in only one place and on checking was found to not be doing anything anyway. WARHEAD size, on the other hand, has a multitude of uses

Don

Marek_Tucan November 21st, 2008 04:17 PM

Re: OOB Error: Weaponsize value of MLRSs.
 
Are there any thoughts as what to do (if anythig) with the "superfluous" value?

DRG November 21st, 2008 04:34 PM

Re: OOB Error: Weaponsize value of MLRSs.
 
Yes, but it will likely remain "superfluous" in the next patch .We've already got enough to do

Don

whdonnelly November 21st, 2008 05:59 PM

Re: OOB Error: Weaponsize value of MLRSs.
 
I have only witnessed reloads for US Army MLRS, but I have to say that can be relatively quick with an experienced crew.
Have a great day
Will

Moon Pine November 22nd, 2008 05:00 AM

Re: OOB Error: Weaponsize value of MLRSs.
 
Quote:

Originally Posted by whdonnelly (Post 654755)
I have only witnessed reloads for US Army MLRS, but I have to say that can be relatively quick with an experienced crew.
Have a great day
Will

But why the HE rocket reloads so slow :confused: That`s not good.
The warhead of MLRS should be not less than 8.

Marcello November 23rd, 2008 03:13 AM

Re: OOB Error: Weaponsize value of MLRSs.
 
In real life many modern MRLS, such as the M270 or the ASTROS II, are fitted for quick reloading using rocket pods, cranes and dedicated reloading vehicles. This means reloading can be accomplished in few minutes, possibly as little as a single game turn for some models in favorable circumstances.

Marek_Tucan November 23rd, 2008 03:29 AM

Re: OOB Error: Weaponsize value of MLRSs.
 
Such systems are used by many modern artillery pieces as well (M992 FAASV to M109: 8rpm, ie 24-40 rounds per turn;)), yet these have to reload at the same speedas old pieces ;) Another thing to consider is then that the ammo trucks cannot carry unlimited number of MLRS "six-paks", so slower reloading will also mean that the player will have to think more about where he'll drop a salvo of the "Grid Square Removal System" ;)

Marcello November 23rd, 2008 03:39 AM

Re: OOB Error: Weaponsize value of MLRSs.
 
The warhead size issue would be worth looking into.
Currently I am running a series of comparative tests.

USA vs USA
Two companies of M1A2 SEP placed on the map with identical deployment. The first is bombarded by a MRLS battery. The second by 155mm battery using cluster rounds. The ammo allotments of both batteries have been modified in the editor so that the same number of rounds (24) are fired by each battery.
I am finding out that the 155mm battery is invariably more lethal against the tanks than the rockets.
In real life however a single MRLS rocket carries 644 DPCM bomblets vs the 88 carried by a 155mm cargo round.

I suspect warhead size is at play here.

Marcello November 23rd, 2008 03:56 AM

Re: OOB Error: Weaponsize value of MLRSs.
 
Quote:

Originally Posted by Marek_Tucan (Post 655104)
Such systems are used by many modern artillery pieces as well (M992 FAASV to M109: 8rpm, ie 24-40 rounds per turn;)), yet these have to reload at the same speedas old pieces ;) Another thing to consider is then that the ammo trucks cannot carry unlimited number of MLRS "six-paks", so slower reloading will also mean that the player will have to think more about where he'll drop a salvo of the "Grid Square Removal System" ;)

What I meant to say is that fast reloading is technically possible for some systems.
If one wanted to be realistic while using these systems in the game, 99% of the time one should stick mostly to off board units with enough ammo for a couple of fire missions or such.
Tube artillery has heat management issues which make prolonged high rates of fire like that not possible.Again technically speaking here.

Game wise, people will always find ways to "cheat", if so they wish.

DRG November 23rd, 2008 03:58 PM

Re: OOB Error: Weaponsize value of MLRSs.
 
MLRS WH size will be looked at when we get to that on the to-do list

DRG January 22nd, 2009 12:59 PM

Re: OOB Error: Weaponsize value of MLRSs.
 
Now corrected in the code. CM rockets will no longer load faster than non CM rockets of the same calibre ( Grads would be a good example ) both will now load at virtually the same rate . The game will ignore the WH size entered into the weapons data and use an averaged value ( CM are indeed the warhead size they are to simulate bomblets )

The orginal complaint .." Just one Ammo Dump is enough to reload 3 empty M270 MLRS to full in a turn." is no longer the case. To fully reload three empty M270 MLRS ( all 12 rockets in each ) from one ammo dump now takes three full turns but most rockets would be reloaded in two. ( based on standard experience levels ) Typically this would be 2 of the 3 units reloaded with 6/6 rockets and one with 6/5 after two full turns.

So they will be neither faster nor slower to reload in comparision to non CM units of the same type in the next patch

Don


All times are GMT -4. The time now is 02:55 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.