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-   -   maximum range vs weapon accuracy; warhead vs penetration (http://forum.shrapnelgames.com/showthread.php?t=51975)

raginis July 14th, 2018 02:18 PM

maximum range vs weapon accuracy; warhead vs penetration
 
Is there an effect? I'm playing as Iraq around 1991, and I have three RPG weapons to choose from:

Name Acc Leth Pen Range Warhead
RPG-7 5 4:0 33 10 5
RPG-16D 5 7:0 30 12 3
RPG-18 5 4:0 38 4 4

The best penetration is for RPG-18, but it's also by far the smallest range. I don't intend to fire these weapons at their maximum range, so a range of 4 hexes would actually be perfectly acceptable - unless, of course, the accuracy calculation takes into account a weapon's maximum range, and gives a bonus when firing at targets well within the max range. I could not find this info in the manual.

Second question - the manual does say that warhead size affects damage and penetration (at least for HEAT weapons). But - how large is this effect? Here the difference in warheads among the three RPGs is significant - 2 points, or 66% percent if the RPG-16D is taken as the base. RPG-16D already has the least penetration, but also the longest range. But, if max range doesn't matter, but warhead size matters a lot, then RPG-16D would be the most useless weapon of the three.

DRG July 14th, 2018 02:52 PM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Take a look at the AP calculator that's included with the game and can be found in Game Options / Utilities you can cross-index which weapon number they are using MOBHack.. that will give you a better idea how they will proform

Isto July 15th, 2018 12:30 PM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Take the biggest boom, those apc crews in the next hex deserve to go with style.

Aeraaa July 15th, 2018 01:08 PM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Range and penetration are the most important things for an AT weapon. In the game even the LAW warhead is enough to KO a tank 80% of the time if it penetrates.

jp10 July 15th, 2018 10:58 PM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
I have to question if the game considers LAW firing a single weapon or a volley fire of multiple LAWs. The 66mm warhead was considered marginal against tank armor unless it struck a vital area. US Army training advocated multiple LAWs against medium or heavy tanks. In a volley fire situation the game's handling of LAWs seem appropriate IMO.

Wdll July 16th, 2018 02:28 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by jp10 (Post 842639)
I have to question if the game considers LAW firing a single weapon or a volley fire of multiple LAWs. The 66mm warhead was considered marginal against tank armor unless it struck a vital area. US Army training advocated multiple LAWs against medium or heavy tanks. In a volley fire situation the game's handling of LAWs seem appropriate IMO.

If a single one hits, pens and kills the target, surely they stop firing, right?

jp10 July 16th, 2018 12:22 PM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by Wdll (Post 842640)

If a single one hits, pens and kills the target, surely they stop firing, right?

If that single hit does not kill the target you might have given away your best chance in a close, quick moving situation. The results of a hit can be hard to determine quickly. The explosion will obscure the target briefly. A vehicle may still keep moving even with a wounded/dead driver for a distance.
Two common techniques for volley fire.
1. Stationary target. A soldier yells out the range and fires. if it falls short/long the next soldier yells out a corrected range and fires (example: First shot 150, it falls over, next shot 125...) Once it is hit all remaining LAWs fire at that range.
2. Moving vehicle. Leader estimates target range. Some of the LAWs will fire at that range, some will fire a distance less, some more. Example: 6 LAWs, 2 fires at 150, 2 at 175, 2 at 125.
Sounds more complicated by with proper training no so confusing.

Both these methods could be considered being used within the time frame of the Rate-of-Fire a single game turn. I consider the ammo limit of a unit's LAWs to not specifically mean that is the number of LAWs but how many 'firings' of LAWs that unit has regardless of method of engagement

Wdll July 16th, 2018 03:40 PM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by jp10 (Post 842647)
Quote:

Originally Posted by Wdll (Post 842640)

If a single one hits, pens and kills the target, surely they stop firing, right?

If that single hit does not kill the target you might have given away your best chance in a close, quick moving situation. The results of a hit can be hard to determine quickly. The explosion will obscure the target briefly. A vehicle may still keep moving even with a wounded/dead driver for a distance.
Two common techniques for volley fire.
1. Stationary target. A soldier yells out the range and fires. if it falls short/long the next soldier yells out a corrected range and fires (example: First shot 150, it falls over, next shot 125...) Once it is hit all remaining LAWs fire at that range.
2. Moving vehicle. Leader estimates target range. Some of the LAWs will fire at that range, some will fire a distance less, some more. Example: 6 LAWs, 2 fires at 150, 2 at 175, 2 at 125.
Sounds more complicated by with proper training no so confusing.

Both these methods could be considered being used within the time frame of the Rate-of-Fire a single game turn. I consider the ammo limit of a unit's LAWs to not specifically mean that is the number of LAWs but how many 'firings' of LAWs that unit has regardless of method of engagement

I was joking but thanks for the article :p

Though I have to guess your last paragraph was also an attempt of humor from your side. :)

raginis July 16th, 2018 10:05 PM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by DRG (Post 842618)
Take a look at the AP calculator that's included with the game and can be found in Game Options / Utilities you can cross-index which weapon number they are using MOBHack.. that will give you a better idea how they will proform

I don't think I have the AP calculator, maybe because I only have the free version of the game.

In any case, I did a quick test. An RPG-18 team (max. range 200m), with slightly more experience, had a higher to-hit% than a slightly lower-experience RPG-16D team (max. range 600m). So, at the ranges where an RPG is useful, there does not appear to be a significant impact of max. range on accuracy (if indeed there is ANY impact - does anyone know for sure?). Indeed, I had a RPG-18 team that was inferior in experience, morale, and infantry command to an RPG-16D team, and yet the RPG-18 team had a higher accuracy.

As to penetration, each unit was able to achieve, at the range of 150m, penetration slightly higher than the penetration listed in the data section. An RPG-7 team also achieved penetration higher than its theoretical value. Does warhead size matter for this? I still don't know, but basically the value in the information screen can be exceeded.

jivemi July 17th, 2018 07:51 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Armor Pen Calculator can be accessed by clicking on the Utilities tab in the game startup window. RPGs fire HEAT warheads which like AP and APCR (or Sabot) can sometimes achieve penetration higher than their normal rating. Hence each category (AP, Sabot, HEAT and HE) have one row of figures for normal and another for "best" at various ranges. Dunno about the effect, if any, of max range on accuracy.

zovs66 July 17th, 2018 09:42 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Not to sound too weird, but one of the best investments in my gaming history was back in 2006 when I purchased both SPWW2 and MBT each for only $39 bucks, it really has been a fantastic investment with the ROI far surpassing what I paid for.


So sometimes it amazes me that not everyone owns the CD version. I have paid the same price for many a disappointing games and after wasting my money enough times I realized that SPWW2 and MBT are my main games.


Just saying, its well worth the cost of you enjoy MBT/WW2.

Oche July 17th, 2018 10:41 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
True. It also amazes me how both of these fine turn based tactical combat simulations have been underappreciated or even looked down upon (a very common excuse is having "old graphics") by many armchair colonels and grognards who are loyal to the wargaming tactical genre, whether those 'games' are turn based, RTS or mixed like the Combat Mission series. What i do know for sure is that 'eye candy' graphics do not win a fan base by itself.:fire::fire:

zovs66 July 17th, 2018 10:49 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by Oche (Post 842662)
True. It also amazes me how both of these fine turn based tactical combat simulations have been underappreciated or even looked down upon (a very common excuse is having "old graphics") by many armchair colonels and grognards who are loyal to the wargaming tactical genre, whether those 'games' are turn based, RTS or mixed like the Combat Mission series. What i do know for sure is that 'eye candy' graphics do not win a fan base by itself.:fire::fire:

Not only that, how many games have been developed, updated, patched and fixed for over 18+ years?

The gift just keeps giving, thanks to both Don and Andy's dedicated and ongoing hard work.

raginis July 18th, 2018 01:29 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by jivemi (Post 842659)
Armor Pen Calculator can be accessed by clicking on the Utilities tab in the game startup window.

I still cannot find it through the Options screen, but the application was in the folder, so I was able to use it. It doesn't tell you how much warhead size affects penetration, and whether it varies depending on ammo type, so I'll just assume bigger warhead is more destructive (albeit harder to resupply).

No one has given a clear answer on the effect of max. range on accuracy - does no one know this? It sounds like a very basic question that should have come up before. I searched the forum but didn't see it. Intuitively, it seems that a weapon, especially an RPG-type weapon, designed to be accurate to 600m, should be much more accurate at 200m than a weapon for which 200m is the maximum range. But, my short test doesn't support that theory.

DRG July 18th, 2018 08:35 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
1 Attachment(s)
http://forum.shrapnelgames.com/attac...1&d=1531917298

DRG July 18th, 2018 10:35 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by raginis (Post 842667)


No one has given a clear answer on the effect of max. range on accuracy - does no one know this? It sounds like a very basic question that should have come up before. I searched the forum but didn't see it. Intuitively, it seems that a weapon, especially an RPG-type weapon, designed to be accurate to 600m, should be much more accurate at 200m than a weapon for which 200m is the maximum range. But, my short test doesn't support that theory.

accuracy in game is more a function of troop quality than the weapon.....you can have the most accurate weapon in the world but it won't be as effective at hitting if it's being used by poor quality crew. Andy would be the one that could give a more detailed answer re : relationship between max range and accuracy but AFAIK firing something at 200m that has a range of 600m is not going to give any edge....just that you can fire it out to 600m whereas the 200m weapon cannot....and if you have elite units firing they will hit better than inexperienced ones

jp10 July 18th, 2018 10:47 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by raginis (Post 842667)
"... It doesn't tell you how much warhead size affects penetration,

If you mean in real life, early WW2 HEAT rounds had a penetration 1.5 to 2.5 times their diameter. Modern HEAT is published as much as 7X Diameter.
This assumes the detonation is at 90 degrees to the armor face (0 degrees deflection) and at the proper standoff distance for the explosive jet to form. Most jets dissipate by 6 feet (2 meters).

There is no fixed diameter times X calculation since the increase in penetration depends upon internal material, explosive type, cone materials and cone angle designs. Tandem explosive HEAT warheads have been created to defeat reactive armor.

HEAT charges lose penetration if spinning so most accuracy is effected by being fin stabilized. RPG and LAW rounds were prone to wind effects.

Mobhack July 18th, 2018 11:06 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
We are not allowed to tell you anything much about the original SSI formulae due to the NDA with them.

Accuracy is very roughly where a 50% to-hit is expected on a default sized target, when the weapon is ranged in. But it is only one factor.

So a weapon with range 12 and ACC 3 isn't that accurate, one with the same range and acc of 10 is going to be more accurate over its range band.

Other factors come into play like the fire control and range finder, experience, target movement, target size, firer suppression, firer movement, current visibility, stabiliser etc. And ATGM are completely different from guns..

Most guns need 3 shots at the target to be ranged in fully, that changes with autocannons and infantry small arms which tend to range faster, and more specifically laser (>20 ranged RF) which only need a 2-shot sequence to range in if within range. Range finders can help at 2Xrange, and more if high FC, but inside basic range is the best.

Fire control mitigates targets movement and your own, and can also act a bit like a plus factor to your range finder.

The targeting screen gives you a "gunner's guesstimate" of the hit chance for the slot 1 weapon. Use the T key to bring that screen up and cycle through the targets with the N and P keys. the actual shot may of course differ form the gunners guesstimate - as the T key dialogue doesn't run the chance dice. Set yourself up a "firing range" test scenario with targets and firer dotted about the place (with snipers alongside the enemy tanks, to ensure they are spotted at range, if needed). Then see what the "first shot" chances are reported, then maybe fire at a target, and if the firer survives, check the new hit chance (allowing for any suppression etc). You may want to pick some sort of support AFV with only an MG to stop the range targets firing back, or edit out the weapons using the scenario design tools.

The main way to determine when its worth firing at things though is fom experience - just like real troops you will tend to get to know what is worth the shot, and what is not after some time playing.

What you will not ever see is some sort of SPI board-game "shift table" with about a dozen results depending on 2D6 that can neatly be tabulated. That is because the to-hit code like all other code is multiple functions that can call other subroutines which can call other subroutines, so the result you get will depend on multiple chance rolls - one shot may go down a particular rabbit hole, another may not. The targeting screen makes no chance rolls, so doesn't take any of the rabbit holes that chance brings into account (like applying any leader skill value modifiers for a nearby (say) company HQ).

So there really is no way to ever produce a To-hit "table", or even a utility that operates like the armour calculator. The armour calculator "fires" 1000 sample shots at each range "bucket" and only uses a simplified subset of the AP calculation in any case, there is no "going down the critical hit" path for example. A to-hit calculator would need far too many variables to calculate sensibly, whereas the penetration calculator is focussed on a few variables.

Mobhack July 18th, 2018 11:28 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by jp10 (Post 842673)
Quote:

Originally Posted by raginis (Post 842667)
"... It doesn't tell you how much warhead size affects penetration,

If you mean in real life, early WW2 HEAT rounds had a penetration 1.5 to 2.5 times their diameter. Modern HEAT is published as much as 7X Diameter.
This assumes the detonation is at 90 degrees to the armor face (0 degrees deflection) and at the proper standoff distance for the explosive jet to form. Most jets dissipate by 6 feet (2 meters).

There is no fixed diameter times X calculation since the increase in penetration depends upon internal material, explosive type, cone materials and cone angle designs. Tandem explosive HEAT warheads have been created to defeat reactive armor.

HEAT charges lose penetration if spinning so most accuracy is effected by being fin stabilized. RPG and LAW rounds were prone to wind effects.

The AP calculator will show the difference up, if you have 2 exactly similar weapons but one has say 12 warhead and the other has say 3 as its a smaller calibre.

WH size can be added to the penetration value - so at long ranges a big lump of steel like the 152mm on the ISU-152 will benefit over a little tiddler like say a 57mm.

Warhead size is a major factor in chemical energy weaponry (HEAT and HESH). It is less so with AP shot. It is a major factor in HE penetration as well - if you want noticeable effect on armour then shell them with 155mm+ field guns, not 60mm mortars. (the base shell may only pen say 2, but may add up to the WH size, so say 2+6=8 pen on occasion. Plus HE hits anywhere on the target, so can get the sides and rear or top etc even if it is facing the firer)

Warhead size can be thought of as "calibre" but it also can be weight of shell, and possibly rate of fire if say an auto-cannon. It is a game abstraction.

Range is a major player with kinetic energy weapons. AP value decreases with range. A tank with a 100 AP range and AP pen of 12, that also has a HVAP shell with AP pen of say 18 but the Sabot range is say 30 will show the HVAP shell penetrating better at very short ranges, but the HVAP will drop quickly with the "shuttlecock" affect of drag on it and cross over the regular AP shell at some point and then be worse at longer ranges. A later model of the same gun may have similar values, but the sabot range being 100 instead of 30 as by then the sabot is not HVAP, but a proper discarding sabot APDS, so the light alloy frame does not stay clamped onto the shell and so no shuttlecock drag effect.

The AP calculator is the best way to see what sort of results you will get. The "average" is the reliable figure, the "best" shot may only have been one of the 1000 sample shots taken at that range bucket (HEAT and HESH do not have range buckets, as they are the same at 1 hex as 200).

zovs66 July 18th, 2018 11:45 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

The main way to determine when its worth firing at things though is from experience - just like real troops you will tend to get to know what is worth the shot, and what is not after some time playing.
This is the gospel truth, when I am running my tanks (especially in a campaign), any ATGs that shoot at the tanks are priority 1 to kill. For my infantry guys any MG's are priority number 1 to kill. Otherwise bad things happens to my guys.


During one of my Eastern Front playtests (see my scenario conversions in the WW2 thread) I gave the AI some 75 ATG and two of them took out 9 T-34's before I could suppress and kill them. I did tweak the Experience up on the Gun 0 guy to help the AI a bit and it works as designed. The human will have to outsmart the AI in a few of those ones...

raginis July 19th, 2018 12:13 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by DRG (Post 842670)

I can tell you that these two options simply do not appear on that screen. The applications themselves are in the game folder and are usable, but they just don't appear on the utilities screen which I accessed by starting the game options application.
I am using the v11.01-DL version of the game.

raginis July 19th, 2018 12:20 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by Mobhack (Post 842674)
The targeting screen makes no chance rolls, so doesn't take any of the rabbit holes that chance brings into account (like applying any leader skill value modifiers for a nearby (say) company HQ).

Can the nearby company HQ ever provide a *negative* modifier, if their skills are lower than the subordinate unit? If yes, then I'll have to make sure my company HQ units either get experience and improve, or keep them well away from the front lines.

scorpio_rocks July 19th, 2018 03:51 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by raginis (Post 842704)
I can tell you that these two options simply do not appear on that screen. The applications themselves are in the game folder and are usable, but they just don't appear on the utilities screen which I accessed by starting the game options application.
I am using the v11.01-DL version of the game.


Latest version = V12 March 2018 :D

DRG July 19th, 2018 06:13 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by raginis (Post 842704)

I can tell you that these two options simply do not appear on that screen. The applications themselves are in the game folder and are usable, but they just don't appear on the utilities screen which I accessed by starting the game options application.
I am using the v11.01-DL version of the game.

That's because you are using the 2017 version of the game and those were added in 2018

Mobhack July 19th, 2018 06:34 AM

Re: maximum range vs weapon accuracy; warhead vs penetration
 
Quote:

Originally Posted by raginis (Post 842705)
Quote:

Originally Posted by Mobhack (Post 842674)
The targeting screen makes no chance rolls, so doesn't take any of the rabbit holes that chance brings into account (like applying any leader skill value modifiers for a nearby (say) company HQ).

Can the nearby company HQ ever provide a *negative* modifier, if their skills are lower than the subordinate unit? If yes, then I'll have to make sure my company HQ units either get experience and improve, or keep them well away from the front lines.

Any leader in the unit's command chain can "coach" subordinates to hit, never negatively. So tank A may get a little boost (not much) on rare occasions when the platoon, company or battle group HQ is within 3 hexes or so. If all 3 were close by, he has 3 "bosses" who could do that.

But it is probably not worth going all OCD on putting the HQs (other than maybe the platoon) all bunched up at the front just for a rare 1-3% or so lift in hit%.


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