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Old June 28th, 2017, 06:18 AM
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Exclamation Re: Op Fire Filters

DRG EDIT: I have made bold the very important issue of setting in and max armour values and made this a sticky for the next time this "issue" comes up.


The op-fire filter requires you to set min and max armour values - otherwise it has nothing to filer on. This is unlike the "Y" key function which is a range-only filter.

All filtering in the game gets switched off (set to range +1 of the firer IIRC for the plain Y function) when the unit gets fired upon by some enemy, in order to allow it to reply to the enemy unit with reverse opfire if it survived the shot. This is SP 101, and has been since SP1 (Or maybe 2?) - whenever the "Y" key feature arrived anyway.

It also applies in reverse if you manually fire at an enemy unit, so that it is able to fire on it without you having to set filters- otherwise the unit would refuse to fire, resulting in confused end users.

So you may need to reset filtering if those circumstances occur, and you wish the unit to revert to being "choosy" once more when the threat is dealt with.

Last edited by DRG; June 28th, 2017 at 07:13 AM..
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Old June 28th, 2017, 07:07 AM
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Potion Re: Op Fire Filters

Quote:
Originally Posted by Mobhack View Post
The op-fire filter requires you to set min and max armour values - otherwise it has nothing to filer on. This is unlike the "Y" key function which is a range-only filter.

All filtering in the game gets switched off (set to range +1 of the firer IIRC for the plain Y function) when the unit gets fired upon by some enemy, in order to allow it to reply to the enemy unit with reverse opfire if it survived the shot. This is SP 101, and has been since SP1 (Or maybe 2?) - whenever the "Y" key feature arrived anyway.

It also applies in reverse if you manually fire at an enemy unit, so that it is able to fire on it without you having to set filters- otherwise the unit would refuse to fire, resulting in confused end users.

So you may need to reset filtering if those circumstances occur, and you wish the unit to revert to being "choosy" once more when the threat is dealt with.
I follow you so far. But, I am telling you...I do not recall ever setting Armor values. But, then again, maybe I should tell the doc next time to check for some kinda dementia.

I remember we had this similar conversation with my Israeli Assault Boats issue. And, as suggested I set armor min/max values, but the Milan III team still let loose on an assault boat with only 1 armor rating.

I'll go over my settings in my ATGM test and report back.

Thanks

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Old June 28th, 2017, 08:18 AM
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shahadi shahadi is offline
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Potion Re: Op Fire Filters

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Originally Posted by shahadi View Post
Quote:
Originally Posted by Mobhack View Post
The op-fire filter requires you to set min and max armour values - otherwise it has nothing to filer on. This is unlike the "Y" key function which is a range-only filter.

All filtering in the game gets switched off (set to range +1 of the firer IIRC for the plain Y function) when the unit gets fired upon by some enemy, in order to allow it to reply to the enemy unit with reverse opfire if it survived the shot. This is SP 101, and has been since SP1 (Or maybe 2?) - whenever the "Y" key feature arrived anyway.

It also applies in reverse if you manually fire at an enemy unit, so that it is able to fire on it without you having to set filters- otherwise the unit would refuse to fire, resulting in confused end users.

So you may need to reset filtering if those circumstances occur, and you wish the unit to revert to being "choosy" once more when the threat is dealt with.
I follow you so far. But, I am telling you...I do not recall ever setting Armor values. But, then again, maybe I should tell the doc next time to check for some kinda dementia.

I remember we had this similar conversation with my Israeli Assault Boats issue. And, as suggested I set armor min/max values, but the Milan III team still let loose on an assault boat with only 1 armor rating.

I'll go over my settings in my ATGM test and report back.

Thanks
I set op fire armor values as follows:
Armor Max 225
Armor Min 6
Armor Rng 35

Worked like a charm, as expected.

Thanks

Now, back to my Israeli assault boat issue.


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Old April 3rd, 2018, 12:59 AM
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Confused Re: Op Fire Filters

I have hit a roadblock setting opfire filters for a platoon of Iraqi T-62M's. I set the filters at armor front max at 16, armor front min at 12, and armor engagement range at 10. The T-62Ms are controlled by the AI. A cavalry scout detachment of M3A2s are approaching the T-62Ms from over 30 hex. Visibility is set at 76. The T-62Ms light up the CSVs from a distance of 22 hex. This is not what I expected.

Reducing visibility to 10, the T-62Ms engage the CSVs from 22 hex away. Again, not the expectation.

I further reduced Searching and Hitting in Preferences to 30%, with the T-62Ms destroying the CSVs from 22 hex away.

Finally, I crept the CSVs toward the T-62Ms at 4mph until I was within 10 hex of their position with filters, seraching and hitting set as above. Unfortunately, the CSVs suffered tank fire at 22 hex when searching and hitting was reset to 100%, although their movement was limited to 4 mph.

The object of these tests is to use a visibility at 76 (to make use of dust trails) while reducing the armor engagement range of the T-62Ms to no more than 10 hex, simulating reduced visibility of the tank crews.

The armor values of the CSVs are: Front Max 15, Front Min 12.

I am at my wits end.

Solutions?

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