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Gun Mount Selects Excessive Rounds when Attacking Ships

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When attacking a ship with guns the number of rounds the GE selects to destroy a target is much larger than what is really required to sink target.

Attached is a test scenario based on my fictional db.

Issue verified by TonyE

TonyE Note: AttackDoctrineWithRisk uses the AllocateRounds logic which is meant for missiles (which can be shot down), not for guns.

Guns Test.scq

  • 2 weeks later...
  • Author

Update to original post!

From TonyE: It appears that bombs are using the sane allocation quantity rules as missiles

  • 1 month later...

I've been mulling solving this with an ExportDLL rather than the core game code.  In any event, haven't addressed it yet!

  • Author

No problem. It's not a show stopper!

I've pondered this on and off with respect to naval gunfire and am thinking that with trad guns it's not so bad, you queue up a heap of shells and fire away until you've sunk the target then stop, well that's my hypothesis (untested).

But if I have a drug runner coming at me and I'm in a pretty ordinary patrol boat I'll allocate 3 X what AI suggests and blast away.

  • Author

Don,

 I have played around with gun fire quite a bit in my scenario. Mainly because I like big guns!

As a teen I read a lot of books on the naval battles in the Pacific during WWII.

What I found out over time is that it takes about 3 of my 16in rounds to sink a destroyer/cruiser type ship.

When I use guns the ai may select 30 or more rounds for the target. I know that it only takes 3.

TonyE noticed that in the HC code that it looks at gun rounds like it does missiles. It adds missiles to compensates for them getting shot down on the way to the target. It was adding rounds to the gun for the same reason.

One of the other things that drives me crazy is that if there are multiple targets in a group the ai selects ammo from the same mount until it runs out regardless of the mounts rate of fire.

I wondered if the problem was because my 16in guns have 3 barrels so I tried the same thing with my EM rail guns with a single barrel and had the same results.

I have to manually delete rounds form each target and then individually select the mount, the ship and and how many rounds based on their rate of fire of each gun mount.

In my scenario I wind up doing the same for missiles when attacking a target.

I know it takes:

FF/FFG 15 to 20 missiles

DD/DDG 20 to 25

CG 30 to 35

BCGN 40 to 45

CV/CVN 50 to 60

Land targets usually around 40.

Again the ai selects a ships missiles until the mount is empty and then moves to the next mount or next ship.

I found having missiles fired from different mounts 20 from one mount and 10 form another mount to make 30. The 30/20 combination to make 50 has a much higher probability of getting shot down than 50 missiles coming from 1 mount.

I discovered this while playing a scenario in HDS9-10 with Harpoons and B-52's. Almost the same rates applied in that edited stock scenario I created and played for many years. I never played around with gum in that scenario.

The HDS9-10 scenario is how I got started with TonyE. I had more than 128 ships/subs/helo's in my group. The GE kept crashing on me. I contacted Matrix games about the crash and TonyE replied! The rest is history.

In the end the GE saw the helo I was trying to launch off my FF or DD as a submarine. I got a good laugh visualizing that happening. I was on a Knox class FF when I was in the Navy.

  • 2 months later...

Note to TonyE: Combat5.c AllocateRounds is the generic function, see also AllocateARMs for a specialization.  Consider another specialization for gunfire, AllocateGunfire perhaps.

2 minutes ago, TonyE said:

Note to TonyE: Combat5.c AllocateRounds is the generic function, see also AllocateARMs for a specialization.  Consider another specialization for gunfire, AllocateGunfire perhaps.

lol, turned out to be even more simple, AllocateRounds already had a parameter of whether to take missile defenses into account or not.  Flipping that from TRUE to FALSE for gunfire should fix the issue.

  • Author

Sometimes you just get lucky! 

AllocateRounds does not take into account PH so considering layering that on top since after the fix, the # of rounds is underestimated...

While not exactly on topic, I think of a situation of an old tech two turret ship looking at firing upon a group with more than one unit, all within range.

Each turret should be either allocated a separate target or should both fire on the same target, then switch once its sunk (or disabled). But what seems to happen is that the first turret listed gets rounds allocated and the second sits inactive. To me this is a bigger fault than over allocation of rounds?

  • Author

The other part of the issue is that the GE takes all ammo from one ship regardless of the ROF of the mount instead of doing to the next available mount/ship after the ROF was reached.

On 10/15/2022 at 9:37 AM, eeustice said:

The other part of the issue is that the GE takes all ammo from one ship regardless of the ROF of the mount instead of doing to the next available mount/ship after the ROF was reached.

That would qualify as a wishlist item by my measure.  Issues have one part and I think that one part of overallocation is solved.

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