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Free Elevation tanks
I see lots of this kind of stuff about north africa tank battle like form here http://www.desertrats.org.uk/battles1941.htm#Brevity where it says
The battle became long range duel, with the British 2-pdrs hopelessly outclassed by the German 50mm and 75mm guns and by nightfall only 15 tanks were left. And I think well why?!?!?!? that 2 pounder is just as good as the 50mm gun. But I think I worked out why. Its because the British tanks did not have any elevation gears. The gun elevation is done with just a shoulder so completely manual and exhausting because gunner is the shock absorber for elevaion when the tank is moving. With an elevation gear if it falls a bit short go up a cog tooth, with the shoulder elevation going up a bit is really hard because the gun just fired moving the gunner so he looses his place. So every shot is like a first shot. They had that instead of gears because policy was to fire on the move, called free elevation. But they went to gears as quick as they could once they realised it didnt work very good. I looked at the tanks and at that time most get a range fire control of 2 or 3. But I see that some tanks get 1 and 1,the japanese tanks do and the British tank number 5 A9 and tank number 6 A10 both get the 1 1 values because they had free elevation. After that though the british tanks go to 2 2. But the gun, sights, traverse, and shoulder elevation on these later tanks is all still the same. So I think there are a lot of other British tanks with 2 2 that should be 1 1. I looked on the web at tank walkarounds inside and out and here is some of the tanks that have no elevation gear and so I think should be 1 1. Matilda 2, ValentineI-VII. All the Cruiser tanks up to and including Crusader. The Churchills had no elevation gearing until the 75mm gun versions. But a few Mk IIIs and MkIVs did have some elevation gearing, go figure. The early M3 stuart had shoulder elevation, The ones used in operation crusader were all the shoulder elevated type. And the 37mm turreted french tanks but they already have the 1 1 already. And the 47mm gun in the Char B. The CS versions of these British tanks had elevation gearing. I can do more research if you like. I had fun looking. |
Re: Free Elevation tanks
elevation gears / no elevation gears was NEVER a consideration ( Never.....) in range finder and fire control ratings but the number of men the turret held did ESPECIALLY when the turret only held one man who ended up being commander, loader and gunner ( like a lot of French and Japanese tanks did )
One thing we have done from the start is provide the tools for people who have "differing opinions " on how units should be set up to make the all changes they think would be better and test those ideas in the game |
Re: Free Elevation tanks
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Re: Free Elevation tanks
Oh OK I will try Mobhack it looks pretty hard but Ill try it thanks for the tip off.
When I started playing I noticed that the machine guns in the front of the tank were not as good as the ones in the turret but they were the same guns. I was a bit puzzled but then i guessed that its because of the way they are mounted that makes the difference. So I thought that my 2 pounder post would be a good one but if it isnt thats fine too. So I guessed that becasue the front machine gun is free mounted in up and down and side to side and the turret machine gun is on gears up and down and side to side thats why the turret one is better. I dont understand how the Rangefinder and Firecontrol works but i just thought maybe the firecontrol is about how the gun is mounted but so it isnt then so sorry just guessing. But I just put in rangefinder as well because they always seem to go up and down together. I looked in help but couldnt really understand what Rangefinder of Firecontrol is very much If anyone could explain it I might make less mistakes later on. Anyway but back to the 2 pounder with free elevation, maybe then those guns should have less range instead of different Firecontrol and Rangefinder numbers like the MGs in the tank front and turret? Im trying not to be annoying but would the mount make any difference to the guns accuracy maybe? |
Re: Free Elevation tanks
Technically, we could give the UK shoulder guided guns a stabiliser vaue of 1. Because the inter-war regulars pracised shooting on the move a lot, and the shoulder rig was supposed to make tracking a moving target while you yourself are moving easier. But that required a heck of a lot of training time, and when the expansion of the army with conscripts happened, less time was available to exhaustively train on the shoulder elevated system. So we would require say tanks up to 40-1(??) with stab 1, and then the same thing with stab 0 after.
Then cue the incoming whines from the rivet-counter types about say the matilda 2 suddenly losing its stabiliser, or "why has the matilda 2 early model got a stabiliser when they had no such mechanism - error! error!". So they dont have a stabiliser, despite the fact that the interwar regulars with well-honed extensive training could actually be deemed to perform as if they had one, with the skilled gunner himself being the stabiliser mechanism. So less whining from error ferrets, and no need for a slightly different model of several AFV post 40-41 which saves OOB slots... |
Re: Free Elevation tanks
Hi Mobhack,
I'm curious here. As both a WW2 and MBT player, I tend to see the Stabilizer variable as being rather limited in terms of flexibility given the small range of values utilized. For example, going from pre WW2 to 2024, the range varies from 0-6, with notable advancements mostly coming in the post WW2 situation. I'm interested in hearing the devs take on this variable as I had in the past the displeasure of participating in old WW2 threads where some participants would argue up and down that the existence of a "stabilizer" en masse for the US Army gave them a "major" advantage during that war. (represented in the game as "1") My opinion has always been that that is a gross exaggeration given that true fire on the move capability didn't evolve till well after WW2 and during the cold war escalations in technology. I've read many of the anecdotal accounts during WW2 and it seems to be that a stab level of "1" basically represented a slight advantage if a tank was moving slowly over fairly even terrain. otherwise, it was mostly used as a "travel lock" Level 2 presented a primitive but more comprehensive level of stabilization and 3 to 3+ representing the realm of true fire on the move capability. |
Re: Free Elevation tanks
Hi Mobhack thanks for your help, yes I agree that is a good idea. I think the free elevation guns should get the 1 stabiliser number. I can explain to the rivet counters and error ferrets why those tanks get the new number for you because I understand it now.
But do you think the range for the free elevation guns should be less as well like for the turret and hull machineguns? I know you must be a busy person because you are a developer but I am trying to learn mobhack and other stuff. Im seeing guns have an accuracy and a firecontrol and a rangefinder If you have time, can you please explain to me what is the difference between these? I already looked in help and I cant understand it much. They seem to be sort of the same and a bit mysterious. Like originally I thought the fire control would be about how the gun is mounted. but now I think it isnt so I dont know what it is. And when I look, is rangefinder for like a real rangefinder or gunsights or both maybe, but it does seem to go up with the fire control numbers. So Im not sure what I should change in mobhack to change a tank to be a free elevation tank. |
Re: Free Elevation tanks
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So tanks with 1 stab like grant, sherman and stuart - really dont have any great advantage I find. Post WW2 tanks with larger numbers do have a noticeable benefit though. But a stationary tank which fires its shots from the same spot still has the ultimate to-hit scores and so I try to refrain from moving and fire from the halt if I can do so. |
Re: Free Elevation tanks
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Range finder deals with the distance to the target and hence ranging errors. A laser range finder equipped unit (in MBT) has fewer steps to climb on the ranging ladder from first shot to the best with less shots fired at the target. Fire control deals with both target and firer (own) movement - (hexes moved). FC probably relates to the mounting, speed of traverse and suchlike (including turret turn rates say). STAB interacts with this of course... And then missiles will do thier own thing, and AAA fire is another completely different kettle of fish as well, and so on and so forth. And then again, there are other variables that come into play - like the crew quality, suppression level, formation leader quality (good leaders if nearby can "coach" a subordinate), Visibility level (and any night fighting gear you might have) and so on and so forth. And then what terrain type the target is in, any fortification and shell holes etc providing protection, smoke levels and whatever. And deductions for own unit damage, you name it. In all cases - more is better, and hence more of it costs you more in the points calculator, as does more STAB and so forth. That is really all an end user playing with Mobhack needs to know, unless they have access to our C++. This stuff is all very basically mentioned in the mobhack help for the basic FC RF etc - Unlike in the original SSI documentation that told you nothing about game mechanics whatsoever - so read that and then perhaps make experimental units and play around with them on a firing range scenario, if you are really interested and have plenty of time on your hands to do the experiments!. All weapon variables naturally interact and cross over somewhat, but the only way to know how would be to have the code to hand and hook it into a simulator function that runs the core hit chance code say 1000 times. Like the one I made that gives you results for the armour penetration code, APCalc. SP results are based on various cascaded code routines and sub-routines with plenty of random variables involved. The game internals are not like some of those SPI games with a very simple "shift table" based on one D6 throw for combat that a user could memorise easily and comprehend and so "game" it and judge exactly what stacking strategy to use etc. Think of it as being more like Squad leader with its sub-choices and situational throws (thinking back 40 years here, never really liked that (horribly expensive to buy here in the UK!) system and preferred proper 1/300 tabletop rules by WRG, Tabletop games and so forth - those are the legacy of how I worked when doing my own coding of these games, which are nowhere like the original SSI base module we started with any more other than the basic outline approach - we have been at this gig for 20+ years, after all!;)). And no, I wont be doing any hit chance simulator - the APCalc was bad enough and it is still just a tool that only gives a rough approximation and so its a guideline and not absolutely definative. Its basically there to give you a guide to how the various guns perform against armour and compare and contrast them. And also - I wont be getting into any nore micro-detail discussion of how the code works or what particular subroutines do. We signed a non disclosure agreement with SSI so we cannot discuss thier way of doing things - and we have in any case elaborated and changed the basic SSI codebase over the decades, even if the core outline is still what they laid out, the detail differs somewhat (in some cases a lot!) from the original MSDOS SSI model. |
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Oh no thats alright I am going to try to change it myself in the Mobhack but thanks for answering.
Yes thanks for all that information mobhack and I will try to do things for myself in mobhack instead of posting here and I understand the different numbers make things work differently in the game. But what I am trying to find out is what accuracy and rangefinder and firecontrol are in the tank not how changing them effects the game. So then when I go to put in free elevation using mobhack I will know what things to change. So can someone please check for me if I have this right? Stabilizer is for a tank with a stabiliser equipment if you dont have a stabiliser you get a 0. So thats pretty clear to me. Got it. Thanks Mobhack for saying Fire control is for the gun mounting, and the turret is part of that mounting so turret turn rate is included. So then in Mobhack would I be about right if I did it like this? For a gun with no gearing for elevation or traverse like a bow MG then fire control of 0, for a gun with just traverse gearing and no elevation gearing fire control of 1 and for a gun with traverse and elevation gearing a fire control of 2? something like that? Rangefinder is a bit tricky to me still though. I dont know any tanks that have one but they all get a rangefinder number, so not like stabiliser where no stabiliser gets a 0 because if you dont have a rangefinder you still get a number. So can I ask is that rangefinder number including the gun sight or maybe binoculars or something as well as a rangfinder if the tank had one? So for example would it be right in Mobhack to give a tank with a 1 times magnification gunscope a lower rangefinder value than a tank with a 10 times magnification gunscope? I think I did work something out on my own. That the rangefinder, fire control and stabiliser numbers are all on the tank. But the accuracy is on the gun. So thats makes sense to me now because the stabiliser, gun mounting and gunsight are all on the tank. So would I be right if I changed the accuracy numbers for tank guns based on speed of the shell? because if the shell is really fast it goes pretty flat which makes it accurate and if it goes slow it goes in a big arc which makes it less accurate? Oh no I dont need to know how the code works that is silly hard. |
Re: Free Elevation tanks
Read MOBHack help
Fire Control - This affects , especially against moving targets. Values over 99 are fire control radars, with 101 being better than 100. Field changes colour if AAA radar is issued. AAA radar is only worthwhile for AA units, obviously - SP SAM, AA guns, SP AA guns. SEAD aircraft seek out units with active AAA radar - there is no EMCON in SP. Anti-radar missiles may destroy the radar, if not the firer. (As a reference point, 5 was used as a maximum in WW2 data - e.g. king Tiger ) Range Finder - This makes hitting targets easier, especially for firers who did not move. 14 is the level for laser range finders, use 6 for the ranging coaxial rifle calibre MG as used in UK tanks, or 8 for a ranging .50 MG as used in Chieftains. Use around 6 to 10 for optical range finders as in the M48/M60/Leo 1. values under 5 tend to be used for WW2 type tank sights. For reference - 4 was generally the max value in SP 1 (e.g. panthers) barring some specials (e.g. 8 for the Nashorn, which used a stereo optical range finder of artillery observer type). Stabiliser - this allows the unit to move and still keep a fire control solution (target lock) on its current target (if any) - and reduces the effects of own firer movement. Larger is better. Units with high FC and RF can engage slow moving helos with AP shot. (Almost anyone in range can shoot at hovering helos). |
Re: Free Elevation tanks
learning learning learning I hadnt found that mobhack help that is very good information that I was looking for.
So for me with just mobhacking ww2 tanks if I want to do one with free elevation then I will just change the fire control down a bit and nothing else. If I want to have a tank commander standing in the turret with a proper rangefinder I will change just the range finder value to 8. Is that right? So I did not think of the ranging MG. That is another good one tracer. But I did find something else funny. It says in the help, use 6 for the ranging coaxial rifle calibre MG as used in UK tanks. and then I saw this in the help, 4 was generally the max value in SP 1 (e.g. panthers) barring some specials (e.g. 8 for the Nashorn, which used a stereo optical range finder of artillery observer type). Looks like maybe the British tanks with 6 value range finding might have got it by mistake because they all just have the same sort of sights and coaxial MGs as all the other shermans of that time. And I cant find anything on the internet about ranging coaxial rifle calibre MG being used in UK ww2 tanks. The tanks with a 6 for rangefinder are tank numbers 301 and 302 and 304 and 151 and 154. 141 has a 5. So maybe those bad boys are breaking the rules :) |
Re: Free Elevation tanks
That write up in MOBhack Help is written to cross over both WW2 and MBT... the info is common to both MOBhacks "I cant find anything on the internet about ranging coaxial rifle calibre MG being used in UK ww2 tanks" means NOTHING because that info was written for both games and that was written as a guideline for OOB developers NOT a carved in stone that "only ranging coaxial rifle calibre MG get 6"
You got this from the Brit OOB didn't you??? "301 and 302 and 304 and 151 and 154. 141 has a 5" If you are going to write things like that you need to include which of the DOZENs of nations in both game it refers to There are 13,105 units in SPWW2..........have fun. How long have you actually been playing this game?? 6 months ? You will find things new or confusing no matter how long you play it. |
Re: Free Elevation tanks
Yes thats right about 6 months. I never saw a game before that is so complicated and has soooooooooooooo much stuff to choose from, Amazeballs. So I am going into all the funny stuff you will never see anywhere else and having fun with that stuff. So Im trying to understand what all the things in mobhack are in real life so I can use it good. So Im just trying to find out why a few ww2 British tanks got a 6 rangfinding number so I can understand how to set rangefinding right in Mobhack.
Oh Im not competely sure about the Developers But thanks for that I will read it now like it is for all time not just ww2, sorry :( but I researched on the internet all about ranging machine guns and I could not find anything about rifle caliber machine guns being used for ranging ever in any country or in any time. As far as I can research the ranging guns are always fifty cals, never thirty cals. So where it says about rifle caliber ranging machine guns should get a six. I think that rifle caliber ranging machine guns never existed. So that might be a problem I thought. So I saw in the UK OOB those tanks, and those tanks are the same as all the other shermans so I thought someone must have thought they has a rifle calibre ranging machine gun, because there rangefinding is 6, but I think that cant be because I think rifle caliber ranging machine guns never existed. I looked at those tanks as close as I could on the interent and they arent different to any of the other shermans so I cant work out why they get the rangefinding of 6 with just a normal CMG. IF there is another reason that would help me to know it. They are the Sherman IIA, the Sherman Hybrid, the Sherman Hybrid IC, the Sherman Tulip, the Centurion Mk 2 and the Centurion Mk 1. I could find stuff on the Centurions. Centurion got a fifty cal ranging machine gun but not until about 1955. Centurion Mk 1's 20mm Polsten gun might be for ranging I guess, dont know. But no mention any where of Centurion Mk 2 Besa being a ranging machine gun. I will try better to give more information in my messages. |
Re: Free Elevation tanks
The issue with the RF on a number of Sherman tanks has been dealt with. That has existed as far back as I can check ( 2004......DOSv7.01 ) and LIKELY was inhereted data from the original SSI ww2 OOBs. The issue was corrected when MBT was being developed but for any one of 1000 reasons that fix was not applied to WW2 ( likely because ATT we were busy juggling flaming monkeys trying to get MBT out the door
And there it sat until you found it and it has now been corrected in the dozens of WW2 units that the error has propagated to in about a dozen OOB's So....ATTABOY...... now don't get too carried away with error ferreting.....we are REALLY busy with the work we had planned to accomplish this year and I cannot afford to go into these multi hour long inverstgates of details overlooked by tens of thousands of players for over TWO DECADES OK? |
Re: Free Elevation tanks
Oh good sorry to make so much work I will think very carefully if I post again so any work is very extremely little, I think I now know maybe just enough about mobhack to do some things in there.
I hope you can make your work play balance good I hope your project goes real swell. So please dont answer this question DRG can someone else maybe explain how it would be best to do this in Mobhack? While I was looking so closey and longley at those Shermans and before I forget, I noticed that a lot of people say that the early 17pdr sabot was wildly innacurate after about 500m because the sabots didnt seperate properly off the core shell. So If someone has some spare time and is an expert in Mobhack I am hoping that they can please tell me what changes I would make in mobhack to do that? Thats if it can be done I guess.l |
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