.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old December 10th, 2012, 06:08 PM

StuFL StuFL is offline
Private
 
Join Date: Oct 2011
Posts: 11
Thanks: 0
Thanked 5 Times in 4 Posts
StuFL is on a distinguished road
Default Strange (to me) artillery mechanism

I'm in the early stages (two battles completed) of a Russian LC, and I noticed what I consider a somewhat odd artillery behavior.

I have some 120mm mortars in my core. In my first battle, after firing for a couple of turns, I trucked the mortars to a new spot about 200m away, set up, parked an ammo Komsomolets next to them, and plotted new bombardment locations. Send out a couple more turns of fire, then rinse and repeat. Worked well, since the mortars were usually reloaded by the time the plotting delay expired.

During the second battle, I repeated the process. But, during one of my plotting phases after a mortar move, I accidently clicked on the mortar unit name. To my surprise, the previous bombardment point came up with a .1 delay! Kinda confused me; since the mortars had moved a decent chunk of a kilometer from the original firing point, I expected to have to start the ranging process from scratch.

I was wondering if there was some logic behind this artillery behavior? I'm not complaining, mind you, merely curious. I would have thought that packing up the mortars and moving them to a new position would destroy any plotting solutions.

As it turned out in the second battle, it made quite a difference. I had guessed right about the main line of advance of the Finns, and my original mortar targets were right in the vicinity. Being able to restart bombardment so quickly after moving the mortars really did a number on the Finnish jaeger and rifle squads. The carnage wrought by those 120s on the massed troops was immense.
Reply With Quote
  #2  
Old December 11th, 2012, 05:25 AM
Mobhack's Avatar

Mobhack Mobhack is online now
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,957
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
Mobhack is on a distinguished road
Default Re: Strange (to me) artillery mechanism

The previous bombardment point should be cleared if a unit moves, but it may be that I have to check when they get loaded onto a transport.

Thanks for that -> on the to-do list for this winter's coding.

cheers
Andy
Reply With Quote
  #3  
Old January 13th, 2013, 01:57 AM
georgesedlak's Avatar

georgesedlak georgesedlak is offline
Corporal
 
Join Date: Dec 2006
Location: New York
Posts: 70
Thanks: 159
Thanked 17 Times in 13 Posts
georgesedlak is on a distinguished road
Default Re: Strange (to me) artillery mechanism

I noticed this also but thought it was legitimate, maybe the mortar crew triangulates from it's previous position. But now Don is going to fix it, too bad.
Reply With Quote
  #4  
Old January 13th, 2013, 09:26 AM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,495
Thanks: 3,966
Thanked 5,704 Times in 2,815 Posts
DRG will become famous soon enough
Default Re: Strange (to me) artillery mechanism

Andy will be fixing it, not me
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:22 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.