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  #1  
Old January 5th, 2012, 06:22 PM
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DRG DRG is offline
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Default Re: Air Strike PriorityTarget - Crews

.......and was there "smoke" over the guns from that firing ?



Don
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Old January 5th, 2012, 07:43 PM
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Default Re: Air Strike PriorityTarget - Crews

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Originally Posted by DRG View Post
.......and was there "smoke" over the guns from that firing ?

Don
Over 2 or 3 yes.

The attack was well behind the lines (artillery position) so I had no line-of-sight with any unit much less an FO.

1st aircraft attacked a smoke puff and did no damage with cannon, rockets, or it's bomb (bomb hit 1 hex short of the artillery which seems common when aircraft carry only 1 bomb).
2nd aircraft attacked the same hex as 1st in spite of having been targeted on another smoke puff. Missed with cannon, hit with rockets, missed the hex with it's bomb.
3rd and 4th aircraft ignored their targeted hexes (different artillery units) and made a bee-line for the crew created by the 2nd aircraft's attack. Where they strafed with cannon and rockets and one even hit the target hex with it's bomb.

####################

Over time I have seen many, many instances where aircraft will ignore other targets if there is a crew within about 5 hexes of their their assigned target hex. This happens frequently enough it seems crews are the priority target for aircraft.
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Old January 5th, 2012, 08:04 PM
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Default Re: Air Strike PriorityTarget - Crews

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Originally Posted by Suhiir View Post
Over time I have seen many, many instances where aircraft will ignore other targets if there is a crew within about 5 hexes of their their assigned target hex. This happens frequently enough it seems crews are the priority target for aircraft.


...and Andy already addressed that issue yesterday.
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Old January 5th, 2012, 08:13 PM
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Default Re: Air Strike PriorityTarget - Crews

Quote:
Originally Posted by DRG View Post
Quote:
Originally Posted by Suhiir View Post
Over time I have seen many, many instances where aircraft will ignore other targets if there is a crew within about 5 hexes of their their assigned target hex. This happens frequently enough it seems crews are the priority target for aircraft.
...and Andy already addressed that issue yesterday.
I did say "seems".
While no doubt they're not as Andy stated the results I see make it "seem" they are.
As I mentioned in another thread perhaps the random number generator code used by this laptop is faulty and generates an abnormal amount of low results.
I totally agree with you I seem to experience an unusual amount of low odds results (recall the abysmal results of test of FC on aircraft a couple weeks ago).
All I can (and do) do is report the results I get.
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Old January 5th, 2012, 10:42 PM

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Default Re: Air Strike PriorityTarget - Crews

Quote:
Originally Posted by Suhiir View Post
As I mentioned in another thread perhaps the random number generator code used by this laptop is faulty and generates an abnormal amount of low results.
The random number generator code is not dependent on your computer in quite the way you assume. Unless the Software engineer has goofed in a cosmically screwed up way. Which is unlikely since after "Hello World!" and "Hello John/Jane", "Hello Random" is like the 3rd (possibly 4th maybe 5th or 6th depending on flow control and variable assignment but right up there in top 10 things to do) thing described with examples in any programming language.

Please hit me with a dead fish as I put this subject to bed...

The Random Number Generator (henceforth RNG) takes as input the current Tick (1000th of a second) Count of the CPU Clock. Which is a Long Unsigned Integer counting number of Ticks since the System was Booted (some archaic systems used unsigned shorts and even more ancient systems used unsigned bytes).

The RNG takes this Tick Count does a bunch of math to it involving things like prime numbers and various digits of PI plus often a constant seed (the signature often being the a value similar to known values of the author aka his nickname) and spits out a pseudo-random number.

If the author of the software spitting out the Random Number is a total idiot he would declare the RNG Function as a Global Stored Constant. In other words this value is known to all other bits of Code and is Saved upon program exit. So that each consecutive call of RNG() yields the same sequence from A to Z no matter if the call is made from canIHitIt() or canISeeIt() with exiting and restarting the program making no difference. We know this isn't the case because restarting a save game will result in differences based on the RNG().

Since we assume that the Engineer is not foolish (properly that Don and Andy are not idiots no matter how much we vehemently disagree with them on some aspects of this game) it is understood that RNG() is a Local Unstored Function. Every single individual call to RNG() is a unique state (every request asks for the current tick count and does the magical math dance at the time of request), not dependent on saved status or the function calling for it.

So that... in earlier examples in this thread, it was described that varying the location of AirStrikes around a known identified point would probably create a whole different set of results.




*scJazz ducks down in the HMG Foxhole Pit waiting for the totally ineffectual waterborne incoming*
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