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  #1  
Old October 21st, 2007, 08:58 PM
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Mobhack Mobhack is online now
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Default Re: New Cold War 2020 mod version available!

As I said before- the only help on AI pick lists is what is written in the file attachment. Otherwise I would get dragged into micro-detail arguments with folk who half-understand things.

Quote:

Yeah, I've noticed the pick lists vary with opponent. A very nice way to deal with certain issues (inf-ATGM's as you noted).
Were I to get truly ambitious is there any limit on how many pick list variations one can build in?
I.E. One each for assault missions vs armor heavy, light, and rare opponents; one for defense vs the same.

Read the text file, and you will see that force selection is based on OPFOR army ID number. It's section ID Number 1 (one) of the TXT file - opponent file!. And you also have example multiple AI pick list - pick 15 Australia, as an guide. Extra picks lead to extra main control files, as stated in section no 2 (again, see Australian pick file and spreadsheet, compare and contrast with the single AI pick example as required)).

Do not simply edit the dat files by hand - use the spreadsheet, copy the appropriate entire column of data and paste to the correct dat file, or you will come a cropper!.

As I said no more help, the AI pick list zip file is the only help provided.

Cheers
Andy
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Old October 22nd, 2007, 12:51 AM
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Default Re: New Cold War 2020 mod version available!

I fully understand you don't wish to discuss details of pick lists (for obvious reasons).

But . . .
Understood that it's based on OPFOR army ID number.
Understood that each requires a main control file.

My question was : Is there any limit to the number of OPFOR army ID's / time periods one can designate in the pick list ?
10, 20, 5000 ?
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Old October 22nd, 2007, 08:31 AM
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Default Re: New Cold War 2020 mod version available!

The opponent list has 1 (one) slot per OPFOR army number. You could assign pick 1 to army 1, 2 to army 2 etc, or the more usual (0=normal list, 1=3rd world/light forces list) to a multiple of enemies in the list.

Each sub pick list is on month and year - you could well do 1950-2020 on a month by month basis, and if required, by OPFOR. Limit would be the number of digits in file names (999 most likely, since I think I based it on NNN so 3 digits).

Basically - there is more granularity available than any sane person would require.

Cheers
Andy
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Old October 22nd, 2007, 12:01 PM
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Default Re: New Cold War 2020 mod version available!

Thank you once again !

I'll now (attempt) to shut up on the subject and allow you some well-earned peace.

You're implying my project is sane ?
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Old November 26th, 2007, 06:54 PM
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Default Re: New Cold War 2020 mod version available!

I see that several types of cluster bombs have been included in these CW OOBs. May I ask how did you get the various parameters (WH size, HE kill etc.)?
I am trying to include a cluster bomb (the south african CB-470 to be specifics) in one of my OOBs and if somebody else has already toyed with these weapons I would like to know how he went about it.
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Old November 26th, 2007, 08:07 PM

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Default Re: New Cold War 2020 mod version available!

I researched the bomblet size and then toyed around with the multiple weapon formula for the HEK when I did it. So if the bomblet was supposed to be the size of a hand grenade then you could take various parameters from hand grenade and apply them. I also used existing weapons and tried to figure out the most likely initiate weapon and then work forwards or backwards from that as well.
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Old November 27th, 2007, 03:30 AM
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Default Re: New Cold War 2020 mod version available!

Quote:
thatguy96 said:
I researched the bomblet size and then toyed around with the multiple weapon formula for the HEK when I did it. So if the bomblet was supposed to be the size of a hand grenade then you could take various parameters from hand grenade and apply them. I also used existing weapons and tried to figure out the most likely initiate weapon and then work forwards or backwards from that as well.
Right on. As far as I'm concerned I based the Penetration and WHS values on bomblet parameters. The size of the bomblet also gave base for the HEK value, which is calculated using bomblet explosive weight (related to hand grenade or arty values) and bomblet quantity divided by covered area in hexes. All this goes into a nifty arbitrary log formula that I certainly could dig up if I had one week to sort through all my old paperwork.
Same kind of log formula gives me the accuracy rating, which is mostly linked to the surface coverage (how many bomblets per m²). Not sure there's much use in this though, just FYI using high accuracy ratings to simulate "smart" autoguided Skeet/SMArt/BoNuS types doesn't work well.

Also note that you can divide a single weapon into several ammo shots. E.g. an old Rockeye Mk20 gives some 150-200 bomblets, which I grouped in 1 hex. The newer Rockeye-II carries more than 700 similar bomblets, so I decided to use the same weapon for both and up the ammo load by a factor 3 for Rockeye-II (mid-80s onwards) planes.
Similarly, the stats for the Russian KMGU dispenser are off because I considered one KMGU canister pair to be worth 6 shots. From all the sources I could find the KMGU is programmable/activated and the pilot or WSO can release the bomblets over a great length of time and terrain, generally some 300-500m. Bomblet-to-hex density is accordingly lower. Therefore one plane unit with 2 KMGU canisters get 1 slot of KMGU weapon with 6 slots.

Just a coupla examples from which you can build. I'm not sure you have to go to all these lengths, but I found it a bit more interesting than just having HE and AP generic clusters. You need some data on your bombs for this to work though.
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