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June 28th, 2017, 07:20 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,487
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Re: Op Fire Filters
If you have not been setting armour values then you have not been using this correctly....this bit of code is all Andys work and if he says you need to set min and max armour values then you need to set min and max armour values
Don
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June 28th, 2017, 08:18 AM
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Captain
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Join Date: Nov 2010
Location: I ain't in Kansas anymore, just north of where Dorothy clicked her heels is where you'll find me.
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Re: Op Fire Filters
Quote:
Originally Posted by shahadi
Quote:
Originally Posted by Mobhack
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.
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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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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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April 3rd, 2018, 12:59 AM
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Captain
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Join Date: Nov 2010
Location: I ain't in Kansas anymore, just north of where Dorothy clicked her heels is where you'll find me.
Posts: 878
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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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April 3rd, 2018, 09:46 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
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Re: Op Fire Filters
There is a setting for missile carrying targets as far as I recollect. The M3 is an ATGM carrier AFAIR so is engaged at the ATG/ATGM range - so did you remember to set that value down to your new range as well?.
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April 3rd, 2018, 11:35 AM
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Captain
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Join Date: Nov 2010
Location: I ain't in Kansas anymore, just north of where Dorothy clicked her heels is where you'll find me.
Posts: 878
Thanks: 584
Thanked 277 Times in 191 Posts
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Re: Op Fire Filters
Quote:
Originally Posted by Mobhack
There is a setting for missile carrying targets as far as I recollect. The M3 is an ATGM carrier AFAIR so is engaged at the ATG/ATGM range - so did you remember to set that value down to your new range as well?.
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I had not remembered this setting. However, I have found from the Game Guide (GG) the following:
Quote:
Experience -
This is one of the most vital variables in the entire game. It determines if you are 'green' cannon fodder, or an elite or veteran, who shoots more shots, and hits more often. 70 is about average.
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The default Experience setting for the T-62M is 54. So, following the clue from the GG, I reduced Experience by half until I reached 4, a value where I bounded the M3A2s at 7 mph until within 11 hex of the T-62Ms. Thereafter, the CSVs bounded at 2 mph to within 50m. I repeated this iteration three times with similar results.
I can say, since contact was imminent, I kept the speed of the CSVs at 7 mph or less. In tests where I moved the lead CSV by more than 7 mph say near the max speed of the M3A2, the CSV received accurate tank fire from the T-62Ms often resulting in a kill by the T-62Ms.
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