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Cellspread/Range
#11
Quote:# What is PercentAtMax set to?
# Where in the target cell did the impact happen?
# Where in the outer ring cell did you measure if damage happened?
# How in the outer ring cell did you measure if damage happened?
# AP has Verses as low as 25% against some targets. Are you sure nothing was damaged where damage should have been? Is it possible the damage was just so minuscule you didn't see it?
I told you that I used the AP warhead, only that I changed cellspread to 10/11. What do you think the PercentAtMax default for AP is?
Where? A very large formation of tanks,from radius 9 to 13. And laterally, 7 in both directions. Do the math, I made about 30 tanks to record all damage on each side, and being 4 sides, I spammed about 120 tanks to measure it.

If a tank got damaged, I recorded it as being damaged. Every time after I test, I had them all repaired.

I only recorded damage for the grizzly tank. Everything else was no where near. And you should know that even when a target takes 1 damage, it will still display as not having full health. Of course I know if a target got damaged.

Quote:And wth is "x" in (10,x)? No warhead should damage anything other than (10,3), (10,2), (10,1), (10,0), (10,-1), (10,-2), (10,-3). Anything else is outside of the lookup table.

Read the below.
Quote:Reference: I'll use (radius, lateral distance). Radius is 10, or 11. Lateral distance is across horizontally from that radius. Picture it, and you'll get a T shape, the vertical part of the T is radius, the horizontal part of the T is lateral. Onto the below.

Quote:Your "reference" of (10,4) being the max that should be reachable by the distance formula also suggests that you still haven't fully grasped how the system works - (10,4) is irrelevant. It doesn't matter if it's the mathematical maximum reachable. It's not on the lookup table. The game doesn't check it.

Quote:For reference, by distance formula, (10,4) should be the max y value that can still meet the distance formula, sqrt(100+16) < (121).

Wow, what do you think I said "for reference" then, hmm? Is it not obvious that I referenced it to point out that at cellspread 11, range doesn't follow the distance formula all the time anymore? Can it get much more obvious that it wasn't irrelevant, since right after that, I also said that cellspread 11 is buggy, so it won't follow the formula? Either you paid no attention to what I said, or you seriously have trouble understanding it.

Quote:So, really...if you can provide simple, reproducible test cases which show the game does damage cells not on the graph, or doesn't damage areas it should on the graph, or something similar, I'll be happy to update the graph. But a claim it doesn't damage (11,1), for example, when less than half of that cell is even within radius in the first place, there is no guarantee your shooter hit the center of the cell, no one knows how damage and PercentAtMax are set, or how you actually tested for damage, is nothing I can act on.

Obviously it doesn't damage (11, 1). Because it's not in radius, and neither do the buggy properties extend the range. And you really have no clue eh. So now my shooter isn't guaranteed to hit the center of the cell. What do you think the 105mm weapon is? Inaccurate, with flakscatter, and ballisticscatter set to 50,000 leptons? Again, had you actually read carefully, you'd know exactly the unit I was using: a regular grizzly battle tank. Allied Grizzly Battle Tank, yes, that one that costs 700 credits and is built from a War Factory. And you would know that I did a test with the grizzly tank, not infantry. I know perfectly well that 3 infantry occupy a cell at most, and they don't occupy the center. Really, how much more information do I have to give to qualify this to be a simple reproductible test? It's not that hard. 1) Use an unmodded Grizzly Battle Tank. 2) Change the cellspread of its weapon's warhead, [AP], to 10/11, depending on which range you need to test. 3) Build lots of grizzly tanks, run several trials, record results. 4) Wow, done.

I don't know if I really need to tell you everytime I test, but it is implied that I will run several trials before reaching a conclusion, and I've done years of bug testing to test random weapons in my mod and know the game well enough to not make dumb mistakes like using infantry to test range.

Did I say you need to change up the graph to not fit the game? Maybe if you added a dot or cross or something in the middle of each cell, it would far easier to tell if the range circles hits it?
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Messages In This Thread
Cellspread/Range - by patric20878 - 24.11.2009, 14:50:34
RE: Cellspread/Range - by Renegade - 25.11.2009, 02:30:50
RE: Cellspread/Range - by DCoder - 25.11.2009, 08:08:31
RE: Cellspread/Range - by Renegade - 25.11.2009, 23:09:31
RE: Cellspread/Range - by patric20878 - 25.11.2009, 23:18:50
RE: Cellspread/Range - by Renegade - 26.11.2009, 00:02:25
RE: Cellspread/Range - by patric20878 - 26.11.2009, 02:18:27
RE: Cellspread/Range - by Renegade - 26.11.2009, 03:43:42
RE: Cellspread/Range - by patric20878 - 26.11.2009, 05:50:53
RE: Cellspread/Range - by Renegade - 26.11.2009, 19:32:49
RE: Cellspread/Range - by patric20878 - 26.11.2009, 23:30:09
RE: Cellspread/Range - by Renegade - 27.11.2009, 03:49:04
RE: Cellspread/Range - by patric20878 - 27.11.2009, 16:24:55
RE: Cellspread/Range - by DCoder - 27.11.2009, 20:06:13
RE: Cellspread/Range - by Renegade - 27.11.2009, 21:15:46



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