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2007.015 Release Notes (testing complete)

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The focus of 2007.015 was the Ship to Ship torpedo firing, specifically . The goal is for it to remember the side and position of last base added, until you exit the base add dialog

 

Please Test:

1. Make sure AI will fire torps against player ships (it will only do this when it cannot fire missiles or guns)

 

2. Make sure ASuW range ring include dual purpose guns.

Tested with single units, PT Huachan and PT Shershen against unarmed tankers.

 

Failed miserably. The 2 PTs moved in, fired off ALL of their gun ammo, then ran away without once loosing a torpedo at the tankers.

The focus of 2007.015 was the Ship to Ship torpedo firing, specifically . The goal is for it to remember the side and position of last base added, until you exit the base add dialog

 

Please Test:

1. Make sure AI will fire torps against player ships (it will only do this when it cannot fire missiles or guns)

 

2. Make sure ASuW range ring include dual purpose guns.

 

1. Still not working. BTW why will the AI only fire torps when it cannot fire Missiles or guns? Does this say the AI will fire torps when they have greater range than the other weapons(1)? or will it only fire when no other weapons are availbe?

 

 

2. works fine.

 

 

Regards René

 

(1) My researches atm shows a great evidence that the DM2A-1 used on Type 143 PTM Boats has a slighly greater range than the Exocet.

  • Author

Thanks guys, my test of ship to ship torps worked fine which was interesting. Nonetheless I've added code in a 2nd place to let the AI use torps.

 

The AI attack code only knows how to use one weapon type per attack. In the case of Ship vs Ship it will use...

 

If in range and has weapons..

 

SSMs

 

Guns: Impact

 

Guns: Airburst

 

Torpedoes

 

What that means in a micro scale is the attacker will use missiles and only missiles during that attack try. If it has no missiles or out of range it will try Guns (Impact), if none of those or not in range, Guns (Airburst), if none of those or not in range it finally tries for torpedoes. It is just the way the game is structured, the attack event can only use one weapon type at a time. It isn't as awful as it sounds, you can queue up any number of attack events per game second. Still part of me thinks the order should be different (I'd fire guns first if they were in range, not use my costly missiles).

 

Anyway, you'll have to test the ship to ship torps again in the next build.

IMO, wouldn't the preferrable order be

 

Missiles

 

Guns: Impact

 

Torpedoes

 

Guns: Airburst

 

After all, the airburst is nothing more than short range AAA, not only are you gonna have to get close to use them, you're also firing off your last line off defense against airborne attack.

After all, the airburst is nothing more than short range AAA, not only are you gonna have to get close to use them, you're also firing off your last line off defense against airborne attack.

 

Well, not really. You have the option to fire any surface attack capable (ie. dual purpose) guns (regardless of caliber) in impact with airburst fuzing (even at max range). These are typically not the light caliber AAA guns, but rather the heavier stuff.

I thought they had this fixed

  • Author
I thought they had this fixed

 

No, they enabled the player to fire torpedoes from ship to ship, they did not equip the AI with such a capability.

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