Editing OOBs
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Author:  NotAToy [ Sun Aug 28, 2016 8:18 pm ]
Post subject:  Editing OOBs

Again here is another post by Flash that contains the Wisdom of the Ages. We can not forget this
stuff or we will be doomed to playing other games less like this one.

Editing the OOBs is a bit tricky:

1. Some data fields use actual numerical data (armour thickness, for example); others use a "code" to represent the actual data (range, for example.
2. Certain fields are limited to a set range of numbers; putting in anything else is ignored. For example, Size is a range of 0-6.
3. Weapon classes have some different aspects, hardcoded into the program. Primary Infantry weapons, for example, are treated as being carried by each man in the unit's Crew. Team weapons lose their shots for their primary weapon (in Slot #1) if they move. And some Classes are not implemented in the SPWAW game, although they are "left over" from the original SP III modern game.
4. Formations are required for any unit to be purchased; if a unit (or another of its Class) is not entered into a formation, it cannot be purchased.
5. Unit Icons must be in SHP format; they must use the SP Palette, and are usually converted from a BMP file. They must be placed in the SHP files in accordance with the game's Icon Number system, which can be referenced in a spreadsheet developed by Kevin Duguay. If not available here, ask and someone will certainly repost it.
6. Unit Icon numbering is more than arcane, it's damn near mythical! Using the spreadsheet, you will have to identify the SHP or SHPs you wish to use (turreted units use any SHP that uses both Hull and Turret SHPs, non-turreted units can use any Hull SHP), note which SHP numbers those are (so you can find them in the SHP Editor), and then note down what Icon Number is assigned to that SHP. The Icon Number is entered into the OOB Unit Data in the Icon field.
7. Pictures are LBM format pics, using the SP Palette (which is limited to a set of about 250 colours), and MUST be made with ONLY this palette. Any other colour palette will result in psychedelic images. Also, LBM pics MUST be 160 pixels wide by 80 pixels high.
8. Specific weapon sounds may be assigned to weapons; you will need to know the first WAV file in the 3-file set (each "sound effect" has 3 WAV files that are randomly selected). Enter this in the Sound field in the Weapons page of the OOB.

As to the aircraft weapons:

Aircraft weapons are coded differently than regular ground weapons - the AP ammo slot does not mean the unit has AP ammo; it is a special code that tells the game how many of this weapon the aircraft carries (does not apply to bombs). The HE ammo field is the actual the case of the BK guns, they have an HE Penetration that mimics the AP Penetration of that weapon, without using AP ammo.

Author:  NotAToy [ Wed Mar 08, 2017 10:14 pm ]
Post subject:  Re: Editing OOBs

1. No numerical data greater than 255 in any field.
2. Range and Accuracy data for Weapons is in code - 4 x # of hexes up to 200; for ranges greater than 50 hexes, # of hexes / 8, added to 200. EG: Range of 300 meters = 6 hexes = Range data of 24; Range of 3600 meters = 72 hexes = 209.
3. Many fields have limitations on the entries allowed; things like FC, Survivability, Size, etc use numerical codes.

Author:  NotAToy [ Wed Mar 08, 2017 10:15 pm ]
Post subject:  Re: Editing OOBs

Accuracy: First, it is a Range-type of entry. But it represents the weapon's inherent ability to score a hit 50% of the time before any combat modifiers are applied. Think of it as bore-sighted, and how far could it consistently hit the bullseye from a bench test.

Warhead and HE Kill are purely subjective entries; there is no such thing in the "real world", and these entries are used within the game code for certain things: the Warhead determines (in part) what "hit" graphic is used (small arms, machinegun, or single round), what the "splash" damage is for various weapons, and what "default" sound is used for weapons without a specific sound assigned. HE Kill is a measure of the weapons "lethality"; how well does a single "shot" do at making casualties. The lower the number, the less effective the weapon is. Limited to an entry between 1 and 255, the sliding scale means weapons are "rated" as they compare in lethality to weapons above and below them. All "small arms"-type weapons use an HE Kill of "1"; in part, this assumes that all bullets below about 10mm are equally lethal, and that these weapons are typically used as "Primary Infantry" weapons, which are assumed to be carried by each Crewman in the Unit. Thus, if 10 men fire the HE Kill "1" weapon, the weapon is in effect a "10" HE Kill weapon for that "shot".

With other types of weapons, the "shot" is either a burst (MGs and Autocannons), or single rounds (most AT and tank guns). HE Kill is based partly on the type of HE shell said weapon fired, and it's recognized "lethality" in comparison to other weapons of similar nature.

Author:  NotAToy [ Mon Mar 20, 2017 8:30 pm ]
Post subject:  Re: Editing OOBs

Notes from Mike Woods.

1) You gave some American units rifle grenades (slot #93) and AP ammo, but
did not add any HEAT or AP values for the slot. The rifle grenades should
have a maximum range of 3 hexes, not four. They should have an HE kill
factor of 8, the same as a hand grenade and a HEAT penetration of 75mm, not
100mm. I have some insight into this, because I used to use these devices,
when I was in the U.S.M.C. We were still using them in 1970, aside the LAW,
the M-79 grenade launcher and 3.5" rocket launcher (super bazooka). We loved
them. You could fire them from the shoulder at the side of a vehicle or with
the butt on the ground to hit the vehicle top or entrenched troops. This
gave you he capability or the grenade launcher and bazooka, both in one
light, easy to carry (you could carry the adapter and blank bullets in your
pocket) device. A twelve man squad should have 8 HE and 4 HEAT rounds. Hand
grenades can also be carried. Only squads with rifles can fire these, won't
work with a sub-machine pistol. Introduction, in number, into the US army
was April 1942. The first use in combat was at Safi, Morocco, in December of
1942. A US infantry squad ordered to secure the French Foreign Legion
barracks came across a French H-39 tank traveling towards the beach. They
had no bazooka with them, so the fire a rifle grenade at the tank. It hit
the front left side, penetrating the armor and killed the driver. The tank
went out of control and hit a tree, which broke the neck of the driver,
killing him. The squad decided to use the tank and while one figured out how
to drive it, another other figured out how to load the 37mm gun. When the
squad and their H-39 tank arrived at the barracks, they threatened to shell
the building and the French surrendered. 2) The bazooka (all WW II 76.2mm
versions) should have an HE kill factor of 8 and a penetration of 105mm. All
units carrying the bazooka should have HE, as well as HEAT ammunition. We
found them quite useful against fortifications, entrenched infantry and all
but the heaviest armor (or armor with acute armor slopes, which is accounted
for in the combat code). Introduction, in number, into the US army was
August 1942. The bazooka was not intended to replace the rifle grenade, but
to augment it. First use in combat was in December, 1942, at Casablanca. A
US company was trying to hold onto a ridge off the beach, when a battalion
of French troops attacked from the Casaba. A 2nd Lt. and his sergeant took a
bazooka and went up into the light house, where they began firing down on
the French. The French believed the were under barrage from a 75mm battery
and retreated. At Normandy, the British 7th Armor division was trounced and
chased down the road from Villers Bocage and they passed a US infantry squad
with a bazooka. The US troops destroyed the lead Tiger. Could give you a ton
of stories about the "75mm should howitzer", as the Germans called them. The
neatest thing about them is the accuracy. You Look through the sight, put
the crosshairs on the target. Pull the trigger. They really seem to kick,
but forward, not backward. This is because folk used to firing a military
rifle account for the kick by bucking forward when they fire the rifle. The
bazooka doesn't kick at all, but you buck forward anyway and the bazooka
knocks you back. You can watch the bazooka missile travel to the target and
they unerringly hit. The only draw back is that they will not penetrate 1mm
more than 105mm and the tip of the missile has to hit the target from less
than a 31 degree angle or the missile will ricochet and not the warhead will
not detonate. This makes it almost pointless to attack a Panther or a T-34,
front the front. This limitation is build into the combat code. 3) In a
number of cases, you have listed the hand grenade before the satchel
charge/bazooka/flame thrower or other such weapons. The close assault
routine does not choose the best weapon in the squad. It chooses the first
weapon in the list that has anti-armor capability. That means troops will
assault with the grenade and not the better weapon, if the grenade is listed
first. You should add the weapons with the highest anti-armor capability,
first. 4) You have listed the squad leaders weapon in many squads (such as a
sub-machine pistol). In crewed weapons, such as machine guns, the code can
handle the main weapon, plus a sub-machine pistol or rifle. In the case of
an infantry squad, it cannot handle the squad leader's weapon. He ends up
firing both his weapon, plus the primary weapon of the squad, typically a
rifle (he shoots twice). He should actually fire neither (he should not
fire, at all). He is busy directing fire (making and assisting in die rolls
for spotting and unit firing). His weapon is accounted for by blank range
fire, where the fire power of the squad is greatly increased. 5) Your armor
values sometimes seem inconsistent. 6) In the US OOB, slot #3, the M-20
Scout+ was supposed to have a bazooka as the second weapon, not a carry
capacity and a bazooka team. The vehicle commander of these armored cars
frequently carried a bazooka in the vehicle, with them and used it instead
of the AA machine gun, as needed. The vehicle did not have room for a
bazooka team and the crew would never exit the vehicle to become a bazooka
team. Should you make the fix, please adjust the formation that uses them.
7) In the US OOB, the Jeep in slot #54 has a cost of 9 points. The Jeep in
slot #56 has a cost of 14 points and yet has the same weapon. Plus, the
cheaper Jeep has a greater carry capacity. 8) In the US OOB, all machine
guns (except for Ranger machine guns) should have a size 1, 8 man crew and
two rifle weapons listed, in addition to the machine gun and hand grenades
(no sub-machine pistol). US machine gun squads (one gun per squad) were big.
The cost need not change, as the difference is size matters a goodly bit. 9)
Please remember that units that start with more weapons +1 than men, will
not fire all the weapons listed. So, don't give any 4 man sections more than
3 weapons. Not sure if you did this, but a lot of OOB folk do."

Author:  NotAToy [ Mon Mar 20, 2017 10:02 pm ]
Post subject:  Re: Editing OOBs

Flash talking about how weapons should be mounted and why

I made a mistake on the SMV 90/53 unit: the weapon should actually go in Slot #1, because the gaem uses the Slots to determine damage from non-killing hits. So if the roud hits and does "Hull Damage", only the #4 Weapon can be affected (knocked out). Hits that do "Turret Damage" can knock out #1-3 weapons.

In this case, the weapon is mounted on the top of the chassis, making it technically a "turret" weapon even if it can't rotate. But in Slot #1 it can be knocked out by a non-killing shot.

There are a few units like this in the OOBs, where the main weapon is fixed arc firing, but is mounted high enough to qualify as being in the "turret space" of the vehicle.

On a side note, turretless vehicles like the Ram Kangaroo and other APCs, if they do not have a turret weapon (like an AAMG), still must have "turret" armour, or else they can be destroyed by rifle fire striking the unarmoured "turret space". So imagine a round passing a few inches over the top of the halftrack's sidewall, flying through "empty space", but seeing a "Turret Hit, Halftrack Destroyed" message.

There were some units in the game like this; no turret armour, but lots of hull armour. In the case of this type, the hull and turret armour ratings should be the same, as the "turret space" is now actually the upper hull area.

Author:  NotAToy [ Mon Mar 20, 2017 11:29 pm ]
Post subject:  Re: Editing OOBs

I've posted this info in a couple of threads, but each time a new "request" comes up, I have to go hunt for it. So...I'm posting it here in a separate thread so we'll all know where to find it. Very Happy

The chart below shows the Formation Cost for a German Light Panzer Section of 3 PzKpfw II F units. The Unit has an OOB Cost of 55 points; the Formation Cost is 165 points. Maximum rating is 120, minimum rating is 30.
075_____165___100% Baseline
070_____165___100% Baseline

So, units that are bought with a Base Experience under 70 will cost only 75% of their Unit Cost. And, because of the random adjustments to the actual Experience ratings, some units wil be "bargains" because their EXP will be a whole 5-point step higher, or more.

Author:  NotAToy [ Mon Mar 20, 2017 11:37 pm ]
Post subject:  Re: Editing OOBs

Fire Control is a straight +5xFC added to the Accuracy rating, regardless of any other factors.

The Rangefinder value works by assigning "range bands" that apply modifiers to the "To Hit" probability: RgF+1 x 6, x 8, x 10, x 12. The first "band" is THx0.67, the second THx0.5, the third THx0.33, and the fourth THx0.25.

The process of calculating the "To Hit" chance goes:
Weapon Accuracy + FC result x Modifiers for Target Range, Target Speed, Shooter's Speed, Shooter's Experience, Target Terrain, Shooter's Suppression, Shooter's Leader Command Rating x Rangefinder Result = To Hit Chance.

So the most effective range is going to 6x the RgF Rating, yes. But the drop-off isn't drastic until you exceed the second band, 8x Rgf.

Let's look at your typical Sherman V: 75mm M3 Gun w/ Accuracy of 68 (17 hexes at 50% Base), Rangefinder of 2 (bands of 12 hexes, 16 hexes, 20 hexes, and 24+hexes), and a Fire Control of 4 (+20 to Accuracy).

Out to 12 hexes, the To Hit (not counting the various other modifiers listed because I don't have the formulas for them) begins at 50%, +20% for FC = 70%, x0.67 = 46.9%

From 13 to 17 hexes, the To Hit begins at 50%, +20% for FC = 70%, x.0.5 = 35%

At 18 hexes, the Accuracy Base drops from 50%; I don't have the formulas to determine what the adjusted Accuracy Base is at this point. But it means that the To Hit for this one-hex Range would start less than 50% but have the same modifiers as the 13-17 hex calculation, including the RgF band of x0.5.

And the rest of the Range Bands would continue to drop off significantly, because the Base Chance is lower than the Weapon Accuracy Range.

Author:  NotAToy [ Tue Mar 21, 2017 11:39 pm ]
Post subject:  Re: Editing OOBs

After doing a bit of experimentation to confirm this I can say the following.

When using Mech Edit to alter the stats of the forces the following is how this works.

Leader Exp Numbers Sets the Command Rating as shown it the top right corner of a units data screen

Leader Morale Numbers Sets the Rally Rating as shown it the top right corner of a units data screen

Troop Exp Numbers Sets the Base Experience of the units themselves as show on the left side of the units data screen

Troop Morale Numbers Set the Morale numbers of the units themselves as show on the left side of the units data screen

To the best of my knowledge the following is true (I could be way off but I would love to hear someone else offer ideas on this)

Leader Exp - Command Rating. This number is used when the game makes various checks to determine if an action can be preformed. Units who
have a higher rating and the units under them will be more efficient when doing various tasks asked of them. Depending on unit type Inf Command
Armor Command and Arty command.

Leader Morale - Rally Rating. This is the Leaders ability to rally his units and is checked when units under its command attempt rally calls. I have
no idea what the math on this looks like. I assume that this plays a part when units begin to make rally attempts the higher this number is the
more likely the units will be to rally.

Troop Exp - Base Experience This is the number that controls unit cost as well as how well a unit is rated overall. The higher the number the more
training a unit has had and the better it will function overall.

Troop Morale - Morale. This is the units Morale number and I assume plays a part in the rally attempts it makes. Obviously the higher the number
the more likely the unit is to rally? Units with a higher morale should stand firm in the trenches as opposed to units with lower morale who would
be more likely to falter and run sooner. I assume it is checked when ever an action is to be attempted that might be effected by morale such as
close assaulting, Melee attacks, op fire when being fired on and maybe a few other things.

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