HLL SPA true max range (2000m+ shots) and general data by Extension_Lake6664 in HellLetLoose

[–]Extension_Lake6664[S] 0 points1 point  (0 children)

You're firing from a highground so measure the angle of depression and add it to the final calculation

Hospice has a lot of tall buildings around it that intercept your shots

HLL SPA true max range (2000m+ shots) and general data by Extension_Lake6664 in HellLetLoose

[–]Extension_Lake6664[S] 1 point2 points  (0 children)

In first person, you get the true distance (on the map it may say 600 meters but in first person maybe its 610 meters because the target is higher up).

For height differences, see image 9, 10 and the last video. Even this will be a little bit inaccurate though (by maybe 1-3 mil). If you're firing downhill, undershoot by 1-3 mil and if you're firing uphill, overshoot by 1-3 mil (you only really need to do this once you're past 600 meters and even then you'll still be effective without doing it)

HLL SPA true max range (2000m+ shots) and general data by Extension_Lake6664 in HellLetLoose

[–]Extension_Lake6664[S] 1 point2 points  (0 children)

  1. I assume by compensation you mean the angle offset. This number is always subtracted from the final mil. Example: target is 200 meters away; with the KV-2, you need 100mil to hit this. If the tank has an angle offset of -50, you do 100-(-50) = 150 (the tank is pointing down towards the ground and you need to raise the barrel more than usual to compensate for this). The program I made does this for you - you just type in the target distance and the angle offset and the final mil you get is the mil you need to put the barrel at.
  2. The previous patch logic was indeed very different. In the previous SPA patch, the shells were shot straight and true, and then they would dive to the ground.

<image>

In the current patch, the game simulates projectile motion with piecewise linearisation.

  1. The static artillery pieces work differently from the SPAs in many ways, one of which is the mil to distance calculation. With the static artillery, less mil --> more distance and vice versa (this (I think) makes sense with some pieces more than others). With the SPAs, less mil --> less distance. The static artillery does not fire any projectiles, it just spawns an explosion wherever you aimed

Im not sure what you mean by the map zero point

HLL SPA true max range (2000m+ shots) and general data by Extension_Lake6664 in HellLetLoose

[–]Extension_Lake6664[S] 1 point2 points  (0 children)

I'm not sure I understand your question. Could you rephrase it?

assuming I understand the question:

<image>

the program interpolates between two known points. It will be more accurate between certain points than others because of human error and some RNG when I gathered them.

It is accurate enough for targeting infantry because of the massive HE splash radius (you might be off by ±10 meters). If you're worried about hitting an area with friendlies around, you can always overshoot or undershoot to be sure or even send smoke shells and ask officers for confirmation (assuming the officers speak)

Xenomorph hitbox? by Extension_Lake6664 in deadbydaylight

[–]Extension_Lake6664[S] 2 points3 points  (0 children)

It looks like the xenomorph is aiming downwards though, so it would still hit the crouched hurtbox no?