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Update on v1.03 status


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No vehicle is immune to everything, on either side. Unlike CMx1 there is detailed damage modeling so HE can cause all kinds of problems. In CMx1 there was only Immobilization and Gun Damage. In CMx2 a vehicle can have all sorts of things knocked out. However, things like APFSDS can cause a catastrophic kill when used against the correct vehicle in the right way.

The problem is that Abrams are pretty much immune from the frontal arc against everything the Syrians have. HE just happens to have a greater chance of doing some damage instead of (effectively) none.

Steve

[ August 26, 2007, 02:08 PM: Message edited by: Battlefront.com ]

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I understand the frontal arc choice of HE vs. M1. Its just that HE is generally preffered by the Syrians vs. anything. Abrams side, Stryker/Bradley any aspect. Not just the first shot but second, third and so on. Sometimes HEAT is used later on.

APFSDS use seems to be forbidden in the crews perception.

<However, things like APFSDS can cause a catastrophic kill when used against the correct vehicle in the right way.>

True, so is there no way to fix the issue that Syrians use the APFSDS against M1 sides and light armor? As experiment in Allahs fist showed it enhances chances of destroying flanked M1's with first hit and saves valuable HE for the clean up after surviving the armored engagement.

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The other thing to keep in mind is that 125mm HE hit on the side of a Bradely or Stryker should toast the either vehicle. So again, it is the TacAI being perhaps a little smarter than it should. The Bradley uses HE instead of AP against BMP-1s IIRC for the same reason.

We are definitely looking into if there is a bug seperate from logical (though perhaps counter intuitive) ammo use.

Steve

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Originally posted by Battlefront.com:

The other thing to keep in mind is that 125mm HE hit on the side of a Bradely or Stryker should toast the either vehicle. So again, it is the TacAI being perhaps a little smarter than it should. The Bradley uses HE instead of AP against BMP-1s IIRC for the same reason.

We are definitely looking into if there is a bug seperate from logical (though perhaps counter intuitive) ammo use.

Steve

I've seen the BMP-2 do something similar I watched it empty it's HE ammo on a Stryker for no kill, when it then was forced to go to HEAT

ammo it got a kill very quickly.

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Hey thanks for the 1.03 patch, i'm still learning the game, but it took me 5 hours to beat the first campaign scenario. This being from getting irritated and restarting the misiion cause i lose a M1 in the first 3 moves, to a T-54/55 MBT to the far right of the map. It was good training but i can not wait for the patch though!

Keep the track tight, and the gun scanning!

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Originally posted by Battlefront.com:

Likely a silly programming thing. Programming is more efficient when it is in power of 2 numbers. For example, look at the progression of RAM/VRAM over the years:

2mb

4mb

8mb

16mb

24mb

32mb

64mb

etc.

'puters like those sorts of numbers, so we do what 'puters like!

Steve

Umm, they're arbitrary points...you could make them 10m if you wanted. Then when you halve it you're representing 5m -> 2.5m -> 1.25m.

Not, of course, that it matters.

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Originally posted by flamingknives:

Except you need to store two extra digits to deal with 1.25 as opposed to 2.

Entirely depends on how you define the size of one tile of the corresponding grid. Could be 2 meters (Close Combat), could be 3.14159 meters. Both measures are represented by one binary bit, but convert to different metric values, if needed!

Best regards,

Thomm

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Originally posted by Other Means:

Umm, they're arbitrary points...you could make them 10m if you wanted. Then when you halve it you're representing 5m -> 2.5m -> 1.25m.

Not, of course, that it matters.

They're arbitrary to some extent, in so far as you can internally represent them as whatever you want (suitable for machine performance). From a code management point of view though, sticking to a standard set of units (SI units) and having all distances in meters makes a lot of sense, rather than wanting 5m grid squares represented as size 8 - so each unit of distance if 0.625m. 'cos then you have to convert all other distances to those units, and it is so very easy to get some scale factors the wrong way around or stick something in in meters instead, and you have a very hard to find bug.
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Originally posted by Rollstoy:

</font><blockquote>quote:</font><hr />Originally posted by flamingknives:

Except you need to store two extra digits to deal with 1.25 as opposed to 2.

Entirely depends on how you define the size of one tile of the corresponding grid. Could be 2 meters (Close Combat), could be 3.14159 meters. Both measures are represented by one binary bit, but convert to different metric values, if needed!

Best regards,

Thomm </font>

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Originally posted by vulture:

</font><blockquote>quote:</font><hr />Originally posted by Other Means:

Umm, they're arbitrary points...you could make them 10m if you wanted. Then when you halve it you're representing 5m -> 2.5m -> 1.25m.

Not, of course, that it matters.

They're arbitrary to some extent, in so far as you can internally represent them as whatever you want (suitable for machine performance). From a code management point of view though, sticking to a standard set of units (SI units) and having all distances in meters makes a lot of sense, rather than wanting 5m grid squares represented as size 8 - so each unit of distance if 0.625m. 'cos then you have to convert all other distances to those units, and it is so very easy to get some scale factors the wrong way around or stick something in in meters instead, and you have a very hard to find bug. </font>
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Originally posted by Other Means:

(do we still say word? So old...).

depends on Script/Programming language. Most of the new techniques don't support Bit-Manipulation, so there is no need for an representation like word, but in everey language i know the var-types are organisized in words (half-word, double-words, word itself and so on)

so, your not "so old" :D

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