Made from post on the Close Combat forums:

Content:

* What are the limits for the *.adb's
* Battlegroup Speed
* Vehicle Firing Arc
* Column Definitions
* How can I tell that I am "hull down"?
* Force Pool Dates
* Tired of lackluster artillery
* Now I understand why certain types of units never seem to run out
* Moding Battle Groups
* Hit chance, head and body
* Force Pools and team classes
* Force Pool and historical number of tanks 
* How to increase team sizes?
* Thrown tracks? 
* Soldiers.adb file crewed, primary and secondary weapons
* Kill rating and accuracy
* I want to create a AA-MG
* Does the "2nd SS Das Reich" fp influence the composition of the 2nd panzer fp in any way?
* I have been having some difficulty adding certain vehicles (pumas and the like...)?

Q) 

What are the limits for the *.adb's

A) 

Soldiers.adb limit = 110 soldiers
GE/AlsTeams.adb limit = 143 teams 
Vehicles limit = 104 vehicles 
Weapons limit = 133 weapons

Although some of these valuse have only been tested with CC4.

Q)

Each battlegroup has a speed, infantry are slow, armour is fast. What the 
hell difference does this make as they can all only move the same distance 
in a turn. Should armoured, mechanised and reconnaissance battlegroups not 
be able to move further in a turn than infantry. Just a thought. 

A)

Its like rock, scissors, paper p.37 "All movement each [strat] turn happens simultaneously. If 2 adjacent opposing forces move at each other, the battle occurs on the map of the slower BG. Armor BGs are faster than Mech BGs and Mech BGs are faster than Infantry BGs." 

The difference is whether or not you can advance or be caught. For instance if I as a 
german player have a recon group and you as the american try to strategically move you 
infantry unit back a map, I can catch you and force a battle. Thus possibly forcing you 
to engage me now on terrain to my liking or my attempt to cause your bg to disband before it can get away. 

The way CC4 allocates teams to BGs is to have a force pool for each division and each 
BG (a regiment) of the division draws from that force pool. The BGs are not defined to 
have specific teams but instead use generic types. For example, an American BG may call 
for a 'Rifle squad' (type 7) and the force pool is checked for that type; it may get a 
Rifle(Garand) squad (team 5) or a Rifle Half Team (team 10). Team availability is 
dependent on Difficulty Level (Recruit to Hero) and Date of the battle. 

Let's do an example. Open up the files Bgroups, FPools, and AlsTeams in QClone. The first entry of FPools is 82nd Airborne Division so let's take a look at a BG from that division. Scroll down Bgroups to 504th / 82nd Airborne and slide across to Team 1 Type. It is a Type 0 team. Now look at AlsTeams in the Type column and you'll see that Index 0 (Commander) and Index 20 (Command Squad) are Type 0 teams. Now look at Fpools for 82nd Airborne. Team Class 1 is 20 so a Command Squad is available to fill the slot. Two columns to the right is Quantity so there are 18 Command Squads available for 82nd Airborne on that Date (0 = Dec 16) at that Difficulty Level (0 = Hero). The fifteen teams in BGroups correspond to the 1st, 2nd, and Support platoons in that order. Notice that Team 6 and Team 11 types correctly call for Command teams (in fact consider this: there are three command teams per BG and three BGs in the division and two turns per day; therefore, because there are 18 Command squads available for the day you can lose all your Command Squads and not be depleted of them!). Looking again at Bgroups, Team 2 Type is 8, in AlsTeams Index 41 and 42 are Type 8 (BAR teams), and since this is an airborne division you would expect to see a 42 in FPools somewhere. Sure enough, Team Class 9 is 42 so there are 12 AB BAR teams available to fill the second slot of the 1st Platoon. There doesn't seem to be any particular order in FPools, but there is room for 45 team entries. I hope you can do the rest. 

I don't know the exact mechanism that CC4 uses to assign teams. For example, if only one team is available, which BG gets it? If there is more than one team of the same type 
available, which is selected? Also, if no team of a specific type is available, it may 
substitute another (it will substitute a Type 8 for a Type 7). Once again, I don't know 
how it decides. 

Q)

Vehicle Firing Arc 

The value in the vehicle firing arc is a decimal number that is converted from an 8 bit 
mask. 

Example: a weapon with a 360 degree field of fire has a value of 255 in the firing arc 
column. 

255 in binary is 11111111 

To properly determine a new fire arc, you must first draw a picture like a tic-tac-toe 
board like this 

8__|__1__|__2 

7__|_____|__3 

6__|__5__|__4 

Position 1 is directly in front of the tank and the mask order is as follows: 

1 1 1 1 1 1 1 1 v v v v v v v v 8 7 6 5 4 3 2 1 

So for a weapon with a front only fire arc, the bit mask would be a binary value of 00000001 or decimal value of 1. A vehicle with a rear only fire arc would have a binary value of 00010000 or a decimal value of 16. 

Weapon fire angle is relative to the front of where the weapon is mounted whether hull or 
turret. As the vehicle moves or the turret rotates, the fire angle bit mask shifts so 
that the weapon always fires in the correct direction. Vehicle Firing Arc 

The value in the vehicle firing arc is a decimal number that is converted from an 8 bit 
mask. 

Example: a weapon with a 360 degree field of fire has a value of 255 in the firing arc 
column. 

255 in binary is 11111111 

To properly determine a new fire arc, you must first draw a picture like a tic-tac-toe 
board like this 

8__|__1__|__2 

7__|_____|__3 

6__|__5__|__4 

Position 1 is directly in front of the tank and the mask order is as follows: 

1 1 1 1 1 1 1 1 v v v v v v v v 8 7 6 5 4 3 2 1 

So for a weapon with a front only fire arc, the bit mask would be a binary value of 00000001
 or decimal value of 1. A vehicle with a rear only fire arc would have a binary value of 
00010000 or a decimal value of 16. 

Weapon fire angle is relative to the front of where the weapon is mounted whether hull 
or turret. As the vehicle moves or the turret rotates, the fire angle bit mask shifts so 
that the weapon always fires in the correct direction. 

Q)

Just a few questions for the data editors/makers. Umm...what do all those 
colums stand for??? And what does the 1st clm (value always 0) stand 
for???? If I change it to 1,2,3 (to facilliatate counting) will it effect 
the game in anyway?? 

A)

If its always 0 leave it alone. At best you change nothing. At worst you crash the game. 

Also, every BG seems to have 40 + (i stopped counting after 40) rows. Do 
these stand for turns or something else??? Also, if I want to add a new 
team to the force pool, do I have to add it into every colm or just the 
1st. 

Every Force Pool [up to 3 BGs may share the same Divisional FP] has 80 rows. Each set of 5x16 rows correspond to the 16 days of the camp [col9] times 5 difficulty settings [col10].

Day 0 in each set = 16 Dec. Difficulty 0 = Hero. 

Q)

How can I tell that I am "hull down"?

A)

Cover in close combat is the ability of terrain elements to "hide/conceal" vehicles/teams/crewed weapons; Protection is the ability of terrain to provide shelter from the effects of fire. Protection is accounted for in close combat by an "equivalent thickness" of armour protection. To make a long story short vehicles do not derive the benefit of "Terrain Protection". They do benefit from Terrain cover. In other words terrain will help to conceal a vehicle...but it will not add "equivalent Armour" to the vehicle when it is receiving fire. 

With regards to hull down positions...some ridges and hills on close combat maps have 
crestline elements at the top of these terrain features. A player can detect these 
crestline elements when he right clicks on the map. The terrain feature he is clicking 
on will be detailed in the lower left corner of the map screen (when the player is in 
normal map viewing mode). If a vehicle receives fire through a crestline element the 
vehicle should be considered in what is traditionally called a "hull-down position". 
However, the vehicle derives no real protection benefit from crestline elements. 
It does in theory derive cover (i.e. some additional concealment benefits) from the 
Crestline. 

Q)

How exactly does the Force Pool use dates? Say, I want the entire 1st SS Leibstandarte 
division to have 10 King Tigers, total, throughout the entire 15 day BoB, 
at the veteran (2) difficulty. Would I list the King Tigers in the FPool.adb 
file as 10 for each day in the veteran category, or just 10 the first day, 
and none for the rest of the days? 

A)

I think all of us are pretty hazy on how FPools works. MB let slip that one of 
the BG commanders 'skill' attributes [Caution] influences how many reserves he keeps. 
My take on FPools is that if you want each of the three 1st SS BGs to start with 2 KTs 
each on 16 Dec youll need to code FPools for 6 KTs on day1. Code all 10 KTs on day one and likely none will be available for replacement later in the camp if and when any of 
the original 6 are knocked out. Would say it might be impossible to limit 1st SS to 10 
KTs unless they were all coded in on day1 and none were made available later in the 
camp. Code 6 in at start and say 2 more on 18Dec and the final 2 on 20 Dec and 
everything then hinges on youre needing KT replacements on those 2 days. 

I)

Now I understand why certain types of units never seem to run out -- their isn't a total 
number available, but rather a certain number of guaranteed replacements per day 
(At least I assume that's what these numbers indicate). So no matter how many panthers 
you knock out, they'll keep getting x number replaced per formation per day; and if you 
usually win a campaign around the 19th-20th, you don't see the drop in the rate that 
occurs later. FPScale is just the thing for this!

I)

Tired of lackluster artillery support, I started playing with QClone and the 'big explosion'
 weapon to see if I couldn't make something that was a bit more useful without being 
overpowering. Although tweaking the blast effect to match 105mm HE was far too devastating 
(as Mad Bunny stated), I left it that way and started experimenting with accuracy and 
ranges. I was able to produce something that I think works pretty well. I also tossed the 
'special' ammo for 'big explosion'. Not sure how that was used, but it doesn't seem to 
have effected the game at all. 

I've included the QClone clipboard data below, for anyone who wants to try it. Opinions? 

Copy the three lines into the clipboard, load weapons.adb and select the Big Explosion 
(all cols will be highlited) and paste into QClone, but backup the weapons.adb first.

QCloneData 

"Big Explosion","Big Explosion","2","30","-1","9","2","6","200","200","30","0","1","1","0","10","0","0","452","True","False","False","False","False","False","False","False","0","0","-1","3","-1","-1","-1","0","12","0","0","0","-1","0","-1","-1","-1","-1","1","-1","-1","-1","0","64","0","0","0","-1","10","-1","-1","-1","-1","100","-1","-1","-1","-1","300","-1","-1","-1","-1","5000","-1","-1","-1","-1","83","-1","-1","-1","-1","81","-1","-1","-1","-1","80","-1","-1","-1","-1","80","-1","-1","-1","-1","40","-1","-1","-1","-1","20","-1","-1","-1","-1","10","-1","-1","-1","-1","5","-1","-1","-1","2","0","False","False","False","False","False","False" 

Q)

how can I increase the number of lines in the e.g. soldiers-file within QClone ?

A)

Adding or removing units may corrupt the files if there are or should 
be referenced elsewhere within the adb files. So please backup any file
you change.

The length of each line in CC4 adb's is stored in QClone.ini:

[Width]
;
Elements=156
Weapons=380
Vehicles=452
GETeams=260
Soldiers=108
AlsTeams=260
FPools=424
BGroups=124
;

To add lines for soldiers in Hex Workshop you would have to:

Select Goto from the Edit menu.

In the Goto dialog, select "End of file (Back from)" and Decimal for the offset.

In the edit box type type the Soldiers line width , which is 108.

The cursor will now be positioned at the start of the last line in the adb.

Hold down the Ctrl and Shift keys and hit the 'End' key, this should select the last units 
data.

Copy the data, hit the "End" key again to go to the end of the file. Then paste, to append 
the data to the file.

Once saved you should now have a duplicate unit in the file. To add more just multiply the
line width by however many you want, and goto that offset.
 
****

A note about moding battle groups.

The SAI will not like it if you change the force compisition very much in BG's

Also make sure you have three command teams in each BG.

Q)

In all CCs there is a soldiers file in the base folder. It has two columns for HIT 
chance, one for the head and one for the body. In CC3 and 4 the chance of hitting head 
and body are respectively 19 and 119, does that mean that there is much more chance 
to hit the body than the head. In CC2 the chances of hitting the head and body are 
respectively 20 and 0.

A)

Well that hit distribution has nothing to do with hitting the soldier. It just kicks in 
the armor of the helmet. At least that is what the programmers tell me.

Q)

Can anybody give me some good help about the fpool file.
I need more details about the way the game uses the team classes fields and there 
quantities.

For example :
When I look at the first SS I can't find the team class number of the panther tank. 
An as we know the're several panther tanks(bgroup file)in Peipers combatgroup.

A)

Look for team class 20 [VG model] not team class 93 [VD model] in the 1st SS FPool. 
These only at Vet level [Difficulty 2] and lower [VGs are replaced by VIBs on day 10]
w/r/t use of class quantity allocated by FPools - keep in mind most FPools supply more 
than one BG. If only 1 BG out of 3 in a FPool is 'active', it wont show the attrition 
the lone BG in another FPool will because the 1of3 BG can draw on the unused daily class 
allotments of its sister BGs. 

Q)

Question....Does each force pool have total number of historical tanks 
numbers present? 

Say Pieper's force had 50 tanks. Is there fifty tanks in the force pool? 

If so should this number be reduced due to the fact that the force we control 
only represents a portion of the actual force, right? 

A)

/Yes, it works like that. The OB is taken for a unit and divided due to the smaller 
units depicted in Close Combat. The realism ratings do play a part in this though, for 
example, playing on the hero setting would give the player less tanks than would be 
historically accurate and the opposite if you were to play on the recruit setting.

Q)Thrown tracks?

A)Increase the imobilization factor in the terrain data file. The percent chance in the 
terrain data is all that makes the game detrack vehicles. 

I)Vehicle integrity has to do with the tank brewing up when it is hit and crew losses 
after it is hit. 

Q)

How to I increase team sizes?

A)

In QClone - open GETEAMS.adb for example

lets say you want to increase the size of the Schutzen team. Scroll over to the right until you see the Soldier List 0, Soldier List 1, etc., Soldier List 9 columns (for a total of 10 columns). These represent the soldier classes or codes of the soldiers that make up the team. There are ten such columns so you can have a maximum of 10 soldiers in a team. Each number represents a soldier with a specific weapon as shown in the accompanying file (soldiers.adb). Lets say a german soldier with a code of '16' is listed in Column Soldier List 0 of the GETEAMS.adb file. You go over to the soldiers.adb file and look up the row with an 'Index' value of 16. This shows that the german is holding a scoped mauser. All entries of '-1' in GETEAMS.adb means no soldier. So the total number of columns that DONT have a -1 gives you the total # of soldiers in the team.

If you scroll over further in GETEAMS.adb, you will see more columns: Soldier Type 0, Soldier Type 1, all the way to Solider Type 9. The final column is Team Size which indicates the total number of men in the team. I'm not completely sure, unfortunately, what the Soldier Type codes stand for. 

To change [increase] the team size do the following:

(1) replace -1's in the row of GETEAMS.adb which soldier codes from the soldiers.adb file. If you want two more germans in the Schutzen team with scoped mausers, replace two of the -1's with 16's. Or (I believe) you can put in any soldier code you want. Refer to the soldiers.adb file so you pick out whatever type you want.

However, I think you have to use the next sequential entry, i.e. I dont think you can have -1's between soldier entries.

(2) Change the Soldier Type 0 - Soldier Type 9 entries to correspond to the changes you made to the Soldier List columns. I've just put in a code of '0' for the additional soldiers that I've added, which seems to work fine.

(3) finally, change the team size value to the total team size that you have changed it to.

(4) Save the file

This process has worked for me, hopefully it helps

what would REALLY help is for one of the experts to post a mod manual for us neophytes 

Q)

When looking in the soldiers.adb file you can see that a soldier can have a crewed, primary and secondary weapon. What determines which weapon to use? (in case when I give my team a order to attack and in case the AI makes the descision) 

For instance you have an US soldier with a Thompson as primary weapon and a Demo charge as secondary weapon. Could it be the chance to kill which determines to use which weapon?
(I am talking about a situation (e.g. LOS, distance to target)in which both weapons can be used to attack)

A)

I like to modify the soldier.adb alot. From my experience, they'll use the best killing 
power at the range their at. So it doesn't matter what weapon you have in which slot, 
they'll goto the best choice. Exceptions are if you assign them a crew weapon, they 
tend to stick to it. Even if it's a stupid weapon. I gave most of my German troops 
their standard rifle/smg/mg and pistol, and panzerfaust 60's. I put the panzerfaust 
in the crew slot, and they kept using that instead of their primary weapon. Even 
though it had high killing power compared to the other weapons, it was still pretty 
dumb. I solved that by making the rifle/mg/smg their crew, the pistol their primary, 
and the panzerfaust their secondary. Works fine now. Whatever weapon you want to force 
them to use the most, make it their crew weapon. The weapon the least, their secondary. 
I haven't tried putting a weapon in the grenade slot, but I'm sure it'll work the same.

Close Combat Charts

Close Combat calculation formulas

The results following an action are based on probabilities. I'll try here to sum-up the
known facts about probability calculations.

The 1-511 rolls :

Many probabilities rates are based on 1-511 rolls (chances to hit probabilities, jamming probabilities ...)

Why 511 ? 511=255*2+1. For the ones who have played board RPG, it is like the 2D6+1 rolls in Dungeon&Dragon for example.
Here it is a 2D255+1. 255 is the byte size.

The probability to make a given value from 0 to 255 is the same for every value. but if you add two of these values, you obtain values which probabilities are not the same. (it has approximatly a bell curve profile).

"Tests" :

When you want to know if you have hit or if your weapon is jammed, the program
makes a 2D255+1 roll which must be under a given value. (just as in D&D, if you
want to know if you have been poisonned, you make a 2D6 roll "under poison resistance").

For example, the base accurracy is the value to determine if 
a fully experienced gunner firing the first shot at a
non-moving target at point blank range hits. (cf. CC2 FAQ, answer 87)
The "base accuracy" value for many AT guns is about 400. It implies
you must obtain a 2D255+1 inferior to 400 to hit. (in such condition, in
the game, it is often inferior-moving targets ...).

Chances profiles of the 1-511 rolls :

Just try a little experiment : look at the results you can obtain adding the 
result of 2 dice : you obtain a 2-12 value. But in fact the chance to have a
6 is superior to the one to have a 2 or 12. The profile is about a bell curve.
Here is the probability profile of a 1-511 roll :


An event with a value of 511 always occures. For example the "No jam no break"
value (weapons file) for the weapon Melee is 511. "No jam" occurs 100% of the time.

Chances to hit :

Then we can take exploit that : let us study the probability to hit. (calculs are based on what is said in the CC2 FAQ).

Base Accuracy :

I quote : Base Accuracy is the chance to hit if you had a fully experienced gunner firing the first shot at a non-moving target at point blank range.

Example : for a value 398, the chance to hit is 90%.

Accuracy at Close, Medium and Long ranges:

I quote : The accuracy drops for each range category the target is at from
the firer (Close, Medium, and Long). It's an involved function, so I won't go into the details of the calulation, but basically, your chance to hit goes to 5/8 of Base at close, 3/8 at medium and 1/8 at long. Remember this is on a bell curve, so whacking 1/8 of the chance off is a major drop in the chance to hit.

The ranges is given for each gun and each ammo in the weapons file. For example : 
for a Sherman 75 (AP round), you fire at Point Blank (PB) if the attacker is not beyond 40m, Close : 100m, Medium : 300m, Long till 1800m. (beyond 1800m, proba should be zero).

According to the FAQ, here are the hit chance values for the different ranges : 

6m-40m : 398

41m-100m : 249 (=398*5/8)

101m-300m : 149 (=398*3/5)

301m-1800m : 50 (=398*1/5)

Hence here are the chances to hit :

6m-40m : 90%

41m-100m : 48%

101m-300m : 17%

301m-1800m : 2%

...at best...



Chances to kill:

Hitting a target is not sufficent : you must destroy it ! Let us deal with the chances to kill : 

I quote th FAQ : 

The % chance [to kill] is calculated as follows if the attack is less than the defense:

[Attack is the kill rating at the given range, defense is the armor value at the given fire angle. (side low, bottom, high rear, front side low, etc... there are 21 fire angles for the Hull, 21 others for the turret !)]


(7 * (attack - defense) + attack) / (attack + defense) 

or as follows if the attack is greater or equal to the defense:

(2 * (attack - defense) + attack) / (attack + defense)

An example :

So a bazooka vs a Tiger front turret would be (7 * (100 - 101) + 100) / (100 + 101) or 46% chance. Vs the Tiger's hull, it would be (7 * (100 - 115) + 100) / (100 + 115) or less than 0% which would require a critical hit. 

It's interesting to note that if your are not firing directly at the front turret of the Tiger, you can't reasonably kill it with a bazooka. The front/side rating for the Tiger is 148 and 138 for turret/hull resp. Thus, if you want to kill a Tiger without a side shot, the Tiger will most likely be shooting at you. For a side shot, its 80 and 60 so the chances go to 77% and greater than 100% respectively.

But there different types of hits, which depends upon two other 1-511 rolls :

Here is how a hit is determined. Each attack is measured in a chance to hit (1 to 511) [attack roll, the lesser it is the best for the attacker (gun)] and chance to be protected or behind cover (1 to 511) [defense roll, the less it is the best for the defender (target)].
These are 2d 255 + 1 = 1 to 511 on a bell curve rolls. If the defense roll is greater than the cover rating, it is a "hit".If the defense roll is less than or equal to the cover rating, it is an area hit.If the defense roll is less than or equal to the cover rating, it is an area hit.
If the attack roll is less than 1/4 the needed to hit [the value we spoke about above], it is a critical hit, if it is less than 1/2 the needed to hit, it is a good hit, else it is a poor hit. 

A critical hit gets resolved at 2 x kill rating and defender gets no protection from terrain.

A good hit gets resolved at normal kill rating and defender gets no protection from terrain.

A poor hit gets resolved at normal kill rating and defender gets full protection from terrain.

An area hit gets resolved at (kill rating - protection from terrain) and defender gets full protection from terrain. 

Because it is resolved on a bell curve, a To Hit at 50% (256) does *not* get a critical hit 12% of the time. 1/4 of 256 is 64, and on a 1-511 bell curve, this is acheived only about 3% of the time.[just look at the curve above] If your to hit gets up to 80% (350), the chance for a critical goes to about 5% [the same way, chances to do a poor hit increases
if the chance to hit decreases]. Also, as you can see, a weapon with high penetration value and poor to hit can still do fairly well as long as the protective value of the terrain is less than the penetration value of the weapon. When you are firing at someone in a building,
you almost have to have such a weapon to hurt them as the chances of getting a Good or Critical hit are very small.

If there is no terrain protection, and let us suppose that the target have been hit. (the accuracy value was for example 300, the chances to hit were about 65%).
The defense roll is always superior to the terrain protection since there is no protection.

1/4 of 300 is 75, 1/2 of 300 is 150.

We have a "hit", but which hit ? On the curve above, we see that we have the following probabilities to do the different hit types :

critical : about 4% (75)

good : about 17% (150)

poor : 100-17-4=79% (more than 150)

There is no terrain protection, so here good and poor hits have the same result, so :

normal kill rate, normal armor protection : 96% chance.

double kill rate, normal protection : 4% chance.

If my chance to hit would have been lesser than 300 (let us take 100), my chances to hit
would have been reduced (about 8%), but my chance to do a good or critical hit 
would have decreased also :

1/4 of 100 is 25 : chance to do less is under 2% (critical hit)

1/2 of 100 is 50 : chance to do less is about 3% (good hit)

chances to do more than 50 is about 95%.(poor hit)

My opinion is that in the interface, the critical and good hits are reported as "direct hit" and "hit", and the poor or area hit as "area hit". You can see that at great distances, when you hit, the hits are often reported as "area hits".

Important : this part is not sure, it is my theory. I may be wrong, but it describes good what I saw in CC2. I may be wrong, and if you have any comments, please email me at:
hadacef9@cti.Ecp.Fr.

Kill ratings

Let us interprete this figures with cool diagrams, for AT guns vs armored vehicules.

For many (if not all) AT guns, the base accuracy is equal to 400. Then we can calculate
(independantly from the chance to hit calculation), the chances to make the different hit types
at each range (with a fully experienced gunner, on a static target, at first sight, and with no terrain protection) :

PB : accuracy is base accuracy (400)

critical hits : 8% (100)

good hits : 30% (200)

poor hits : 62% (100%-8%-30%)

Close : accuracy is about 400*5/8=250

critical hits : 3% (62)

good hits : 12% (125)

poor hits : 85% 

Medium : accuracy is about 400*3/8=150

critical hits : 1or2 % (37)

good hits : 4% (75)

poor hits : 95% 

Long : accuracy is about 400*1/8=50

critical hits : less than 1% (12)

good hits : less than 2% (25)

poor hits : more than 98%


Then we can do penetration diagrams since we know that :

-at PB, there 8% chance that the hit is at 2*kill rating

-at close range, 3% ...


Then the kill computation is made with the following formula :

I quote the FAQ :

[The kill rating is :]

(7 * (attack - defense) + attack) / (attack + defense)

or as follows if the attack is greater or equal to the defense: 

(2 * (attack - defense) + attack) / (attack + defense)

So a bazooka vs a Tiger front turret would be (7 * (100 - 101) + 100) / (100 + 101) or 46% chance. Vs the Tiger's hull, it would be (7 * (100 - 115) + 100) / (100 + 115) or less than 0% which would require a critical hit. 

It's interesting to note that if your are not firing directly at the front turret of the Tiger, you can't reasonably kill it with a bazooka. The front/side rating for the Tiger is 148 and 138 for turret/hull resp. Thus, if you want to kill a Tiger without a side shot, the Tiger will most likely be shooting at you. For a side shot, its 80 and 60 so the chances go to 77% and greater than 100% respectively.

Let us take another example : US gun 75L40 (AP round) of a sherman against
Tiger Front Side Hull (armor value : 138) : here are the basic kill ratings of the 75L40 at the different ranges :

PB : 133 (doubled : 266)

Close : 115 (doubled : 250)

Medium : 80 (doubled : 160)

Long : 60 (doubled : 120)

At PB : 

Here is the formula [see above] to calculate the probability to kill :
133 is inferior to 138. There is no terrain protection. Hence the formula is :

(7*(133-138)+133)/(133+138)=36% : a good or poor hit has 36% chance to kill.

Here is the formula [see above] to calculate the probability to kill with a critical hit :
2*133 is superior to 138. The terrain protection has no effect (plus there is no). Hence the formula is :

(2*(2*133-138)+2*133)/(2*133+138)=288% : a good or poor hit has 100% chance to kill.

The final chance to kill if you hit at PB is thus :

92%*36%+8%*100%=42.2%.

The Sherman 75 has 42.2% to kill the tiger at this fire angle, if it has the chance 
to hit the tiger.

[In fact there is also a chance to hit the Tiger Front Side Turret Armor which is better armored (149) instead of the hull part, so it is a bit more complicated and the tiger also have a
88L56 gun, good luck gunner, you'll be a hero]

Q) I want to create a AA-MG on top of an non-open-toped tank (CC4). But the gunner should not have protection by the turret amour , so the gunner can be shoot down easiely (He has to be outside the turret to fire the MG). How can I do that with QClone in the Vehicles.adb ? 

A) Change the number in the exposed to fire column in the vehicles file to a 1. 

Q) Does the "2nd SS Das Reich" fp influence the composition of the 2nd panzer fp in any way?

A) No. The 2d SS BG [& FP] looks like it was axed during development.

Q) I have been having some difficulty adding certain vehicles (pumas and the like...) and snipers to 2nd panzer (recon). all of my similiar adjustments with other units have come off without a hitch so i am at something of a loss (i have also repeatedly checked to make sure i am entering sufficient numbers of units in the proper columns - everything SEEMS to be on the up and up)...

A) The BGroups.adb team TYPE slots tell the game to look in FPools.adb for team CLASS values which fit those TYPEs. If the FP has more than one team CLASS fitting that TYPE then generally the more 'valuable' team is used in the active roster of 15 teams. The **Teams files list both the team TYPE & CLASS for every team.

