rocketman Posted July 4, 2011 Share Posted July 4, 2011 One feature that I miss from CM*1 is the kill likelihood/percentage when aiming at an armoured vehicle/tank. I guess it's not moddable, but I wish BCF will add it in the coming patch. 0 Quote Link to comment Share on other sites More sharing options...
Magpie_Oz Posted July 4, 2011 Share Posted July 4, 2011 The way things get hit now days is different to before. The shot is actually traced from muzzle to target so predicting the percentage chance to hit I think is no longer possible. 0 Quote Link to comment Share on other sites More sharing options...
dieseltaylor Posted July 4, 2011 Share Posted July 4, 2011 Its not information that should be available surely? 0 Quote Link to comment Share on other sites More sharing options...
Magpie_Oz Posted July 4, 2011 Share Posted July 4, 2011 No I think it kinda works that the gunner does some stuff to put the projectile on its path but what happens beyond that is down to the mapping in the game, I don't think it is definitively predictable. 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted July 4, 2011 Author Share Posted July 4, 2011 I'm not after an exact percentage, but rather a rough estimate whether a shot is worth taking or not (especially if it gives your position away). This would be based on the crew's experience and the exactness of spotting the target. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted July 4, 2011 Share Posted July 4, 2011 I'm not after an exact percentage, but rather a rough estimate whether a shot is worth taking or not (especially if it gives your position away). This would be based on the crew's experience and the exactness of spotting the target. That's a pretty big ask. There's nothing in the engine to supply any numbers to an algorithm to even begin calculating that. 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted July 5, 2011 Author Share Posted July 5, 2011 In this regard, what differs in the CM*2 engine from CM*1? 0 Quote Link to comment Share on other sites More sharing options...
stikkypixie Posted July 5, 2011 Share Posted July 5, 2011 In this regard, what differs in the CM*2 engine from CM*1? I believe the difference is that CMx1 calculated the hit chance. As in (oversimplified of course) if veteran add another 5% to the hit chance. And then throws a dice to determine whether something would get hit before the round even leaves the barrel. In CMx2, they calculate the quality of the input information for the gunner. As in (again oversimplified) if veteran gunner the aimpoint will be more optimal, he can adjust for range better, etc... + random stuff like dispersion of the gun Once that's done, the round is "fired" and if it intersects the polygon of the enemy tank, it's a hit otherwise not (the physics that goes a long with the flight paths is also taken into account). So the game doesn't know at all if the round will hit or not, and doesn't know what hit percentage will be. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted July 5, 2011 Share Posted July 5, 2011 In this regard, what differs in the CM*2 engine from CM*1? I think the biggest difference is that the shooting unit knows next to nothing about the target. It has no information about cover status, movement speed, size It just aims at the nominal centre of mass. 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.