View Full Version : Range doubling OOB files
Kiwikkiwik
October 24th, 2020, 10:38 PM
Ok these are the OOB files that goes with the thread range doubling
Warhero
October 27th, 2020, 07:42 AM
Well do I understand right, these OOBs have double range what comes hand weapons, tanks, artillery etc.?
Warhero
Mobhack
October 27th, 2020, 02:53 PM
Well do I understand right, these OOBs have double range what comes hand weapons, tanks, artillery etc.?
Warhero
Try reading his thread on the subject in the main forum and see what you think: http://forum.shrapnelgames.com/showthread.php?t=52537
Kiwikkiwik
October 31st, 2020, 05:55 PM
Sorry for the late reply War Hero only the weapons appearing in the 4 listed scenarios have their ranges doubled
Kiwikkiwik
October 31st, 2020, 06:01 PM
The scenarios to play with the modded OOBs are 199, 185, 223 and 129
Warhero
November 1st, 2020, 07:40 AM
Okay thanks:).
Warhero
DRG
November 3rd, 2020, 09:28 AM
Okay thanks:).
Warhero
Keep in mind if you test these OOB's, that any mortar or artillery piece that has a current range >99 when doubled encroaches into the off map ranges (200+) the game uses for counterbattery and any mortar or artillery piece that has a current range > 128 when doubled will exceed the max value allowed for range ( 255 ) and the game will consider it capable of firing 63.5 - 64.4 km. ( or under the reduced scale 31.75 - 32.2 km and with the long-established SP scale we use, a mortar or artillery piece that can fire up to 128 hexes could fire 6.4 km in the real world.
Also, consider that any current scenario was designed with standard infantry capable of firing 10 hexes and the scenario designer may have deployed units just beyond that range which would allow the AI or the human player some chance to maneuver or redeploy units before coming under fire from infantry small arms and that by doubling the range they are capable of firing that throws all of that design planning out the window.
Also consider that any scenario designed to recreate a historical event using the Venola map generator or even a hand made map would have been made to the original SP 50yrd/m scale so, for example, two villages ( or hills ) that had been 6 km apart will, using a 25yrd/m scale be no longer be the correct distance apart for spotting and gun fire
Mobhack
November 3rd, 2020, 03:16 PM
Of course one thing the end user cannot change is that the game's visibility code is hard-wired to the 50 metre hex.
Any scenario is now operating at half original visibility distance.
The scenario designer, if he doubles that will very soon hit the hard limit (99?). Also, high visibility in game may well trigger dust trails (especially if the units move twice as fast!) and high visibility means further LOS penetration into cover - so previously hidden units may no longer be so.
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