Re: Analysis of Variance of Firing Angles and Hit Percentages on the Battlefield
Posted: Thu Oct 25, 2012 2:50 am
Honestly, to someone who has lead troops for many years this whole discussion is a kinda silly. Humans are not mathematical solutions and attempting to apply a detailed mathematical standard to their behavior in the most varied conditions ever faced is sheer folly.
Try this, take 1000 men, run them through two or three years of fighting and I can assure you that the surviving men will hit and kill someone at well beyond what you think they can, more often, and they will do it very methodically, coldy, efficiently, and blow your calculations away. Marching Through Georgia mentioned how people flinch and pull up and do all sorts of things when firing. Yep, very true for beginners. Not so for that steely killer who has done it a thousand times.
BTW, calculate that the target and firer are constantly changing lateral position. Additionally, the target is likely changing height constantly or is your world flat and people slide along or just stand still? Add on top of that in high humidity and still air visibility goes to ZERO immediately after firing and stays that way. Might skew some numbers.
If you want a ballistically correct game, great, not sure what that brings, but okay, go for it. I'd rather time be spent on ensuring the battlefield framework, comprehensive scenario editor, battlescript for co-op games, better orders, placeable breastworks, and such be worked on.
The funny part is Hancock, you were the guy that told me that detailed studies were not necessary and got all over me for asking questions.
Try this, take 1000 men, run them through two or three years of fighting and I can assure you that the surviving men will hit and kill someone at well beyond what you think they can, more often, and they will do it very methodically, coldy, efficiently, and blow your calculations away. Marching Through Georgia mentioned how people flinch and pull up and do all sorts of things when firing. Yep, very true for beginners. Not so for that steely killer who has done it a thousand times.
BTW, calculate that the target and firer are constantly changing lateral position. Additionally, the target is likely changing height constantly or is your world flat and people slide along or just stand still? Add on top of that in high humidity and still air visibility goes to ZERO immediately after firing and stays that way. Might skew some numbers.
If you want a ballistically correct game, great, not sure what that brings, but okay, go for it. I'd rather time be spent on ensuring the battlefield framework, comprehensive scenario editor, battlescript for co-op games, better orders, placeable breastworks, and such be worked on.
The funny part is Hancock, you were the guy that told me that detailed studies were not necessary and got all over me for asking questions.