thanks a lot, glad to hear you found some use for it!
now that you say it the function of the tabs is probably not very intuitive. the tutorial isn't very helpful here either since the functions and layout of the spreadsheet changed quite drastically from that of the 1st version and i haven't updated it ever since...
but to your question: the "comparison" tab uses the info in each of the "graph" tabs to allow for some head-to-head comparison, so in order to get a different data set for another tank you'll have to load the data you want into each of the "graph" tabs.
there are two ways to do this:
you can use the "simulator" tab to calculate a data set with the parameters set there (the unit, range, formation, target size, etc). once you set the parameters you just need to press the "start simulator" button (depending on the number of iterations used this can take quite a while; 1,000 iterations usually take about 4-5 mins). after the sim is finished you can fetch the results into any of the "graph" tabs using the "get data from simulator!" button.
you can load data previously calculated and exported as .txt if you have any with the "import data from file" button. this is basically meant to allow storage of some results so you don't need to recalculate it each time you override it with a new data set.
if you're just interested in the AoE damage and scatter area plots, there's unfortunately no straightforward way to display these in the comparison tab without simulating some data first (i'll probably change that in an upcoming release). however, you can reduce the number of iterations to 1 in the simulator to quickly generate the curves and load them into each "graph" tab as described above.
hope this helps and let me know if you need any additional info
wasd autohotkey script + grid keys + tacmap bound to mouse button all the way. i use shift to disable the script when pressed to be able to use both wasd camera movement and grid keys at the same time. took a while to get used to but i haven't looked back ever since.
it was meta since Heavies are faster timming and better AI power.However, After the Heavies nerf. M26 is on back foot because:
+ Cant actually brawling
+ DPS consider worse than tiger ( bescaue of lacking of tanky, Wind up wind down time, pen + worse vet).
+ Tiger has some Ground control Abilities to follow up: Ju-87 bombing, Light arty barrage, Loiter. Meanwhile M26 only have CA which is forcing USF mass blobing inf + tank together and get fucked by well placed mine, MG, pak gun.
+ Repair time LMAO, sad RE noise.
After all, genaral Heavies nerf made M26 worse than IS2, KT, Tiger + Tiger ACE. Why I had to pay so much resouces to a heavy tank not actually heavy tank, worse vet, lack of DPS ? Mobilites of M26 is not enough !, because panther can catch you, tiger can actually intercept you ?
Same story as Ez8, lack of powers, mobility for the price.
what kind of nonsense is this?
dps against tanks has always been worse than that of the tiger while both are on par against inf, the pershing being even slightly better. this situation hasn't changed in years and has never been much of a problem before.
CA also doesn't force any sort of blobbing, you just need at least ONE inf unit near a tank to receive the bonuses. the range isn't small either and you won't get any stacking of effects if you have more units closer by.
there are obviously areas where the pershing is lacking, some of which will get addressed with the patch, such as mobility, standardizing the vet3 reload to account for wind down and the HP to DR conversion to increase repair speed.
a slight buff to armor would probably not hurt either, but i doubt the pershing will or should receive anything beyond that.
in the end the tiger has always had the edge over both the is-2 and the pershing in terms of AT and would beat both in a direct duel. in return it has slightly lower AI performance and arguably less capable / cost-efficient TDs to back it up.
Hvap round is underappreciated, Iv used it almost every time iv used the pershing. I swear sometimes it fails to go the full range, I think thats fixed in the upcoming patch. (Edit: Ill admit didn't read your last bit, likely would be the elevation).
I dont think many people know that its world piercing and deals 240 dmg with incredible range and soon will have guaranteed pen.
Also because no one has stated it, the Pershing also has 75% moving accuracy over the tiger/is2.
accuracy is a good point; the pershing has a quite significant edge over the tiger in this regard, even without considering the higher moving acc (base values of 0.06, 0.045, 0.035 vs 0.05, 0.0375, 0.025 (n,m,f) for m26 and tiger, respectively). on top of this the pershing has a slightly lower target size as well.
As fast as P4J, armor and HP similar to Panther and its AOE is second to KT's, while Tiger's AOE is pretty much the worst in its class. Its MG performance is pretty bad though + no pintle. So if you fire further then 35 range at infantry, then it is pretty great in terms of anti-infatnry performance. It smashes infantry pretty consistently and because of high acceleration and speed can retreat quite fast.
I think pershing is not viable, because doctrine is not viable. Rangers are not meta, smoke barrage is good, but expensive + USF already has lots of it. Sandbags, mines and combined arms are great, but that's about it. It seems that Pershing by itself is not worth picking the commander.
Wow, had no clue about it. Just tested it and it hurts like a truck. But the price kind of hurts a little, so it is far from spamable.
yeah the price is quite a drawback, especially if you get unlucky and the shell collides with a tiny bump between your tank and the target after already piercing several hedges and a house. would be nice if the HVAP shot could be a bit more consistent, although things like the huge AoE would probably have to be tuned down a bit in return.
I checked for some units with different scatter profiles (Panther, Stug, T34/85 and Su85) with how many shots they hit a P4 at their max range. I modded their accuracy to 0 so there would be scatter shots only.
Panther had about 45%< the Stug about 70%, and the two others somewhat 55-60% or so when I counted ~40 shots each. So it is more a semi-educated estimate.
Refinement could be to increase the chance with shorter distance and also use the target size as an indicator for the model size to increase scatter hit chances (as a rule of thumb large models have large target size). But this would need more testing since I currently have no idea how the curves would look like, so it would be mostly arbitrary.
ah i see... yeah i guess without the correct size of the hitboxes it's gonna be pretty difficult to get an accurate value for scatter hits. i've been trying to come up with a way to measure these in-game that isn't overly time-consuming but so far to no avail. really too bad that these don't seem to be accessible from the modding tools...
i get that you're pretty fond of the conscript repair package, which is fine. still that doesn't mean the M4C couldn't benefit from a crew repair ability as an alternative to field repairs by whatever unit may be close by, at least in my opinion. it wouldn't take away anything from the status quo but add another option that is further consistent with one of the traits the USF M4C has - that's all i've been trying to say. there sure are other options to make the revamped 76mm more attractive compared to other doctrinal alternatives that may work out even better, so let's just agree to disagree here.
EDIT: just to be 100% clear, i'm not talking about vehicle crews like USF has but rather the self-repair ability (e.g. that of the UC)
I think the Pershing is a formidable tank, though a bit more armor or a slight buff to mobility would certainly not hurt. The Tiger vs Pershing matchup might be skewed towards the Tiger under normal circumstances, but the often neglected HVAP skill shot can make a huge difference here. It's admittedly a bit awkward to aim thanks to the 2.5 s aim time but it add 50% more damage and decent pen at all ranges to the mix - and that at a whopping 70 range! Not only is this helpful as a finishing blow if the Tiger somehow manages to limp out of regular gun range, the 240 damage also cuts down the required shots to kill it by 1 (due to the Tiger having 1040 HP).
In general people seem to underestimate and underutilize the skill shot by a lot, even though it's not only useful as an AT tool but also has a huge AoE and OHK radius (2.58) paired with zero (!) scatter. That means you can use it to take out team weapons, such as AT guns, from a safe distance with often only one shot - even through most shotblockers and houses (example in the spoiler below).
The trick is to position the tank more or less exactly 70 m away from the planned point of impact (easily doable using the in-game range indicator for the HVAP shot as a guide). This can also be used to great effect to take down garrisons, though depending on the HP of the building more than one shot may be required. Though it has to be said that elevation can sometimes screw this up quite badly, so results may vary.
EDIT: corrected the OHK radius of the HVAP skillshot, which is even larger (a whopping 2.58 m)
didn't have the chance to look into the data yet, but this looks like awesome stuff once again, kudos!
just one question; how did you come up with the 60% hit value from scatter? is it an educated guess or approximated from some in-game or calculated data?
Holy fuck... Only on these forums could there be a situation where literally every single stock squad of infantry you build can repair tanks and people would be like "yea but the tank should heal itself"
thing is, while self repair and conscript repair package both have in common that you use it to heal up your tanks, they're different enough to justify coexisting in the same commander. they both do the same thing essentially, but with different pros and cons associated - they are similar but not redundant. the same applies for example to the sherman's smoke pods and offmap smoke; both block vision but noone would argue that the offmap has no use just because you have it on the tank already.
crew repairs give you the advantage to repair your tank anywhere and anytime you want without binding an engineer (or, in case of conscript repair package, a mainline) squad to the task.
you pay for the added flexibility with munitions and the risk of getting caught with your pants down during repair as you can't stop it once activated and it keeps your tank rooted.
the mainline repair package adds a ton of versatility as you can, like you said, use basically any of your units to repair for free. you can also repair under fire and retaliate as your tank won't be locked in place (though you'd only really want to risk that against threats that can't harm your repairing squad as well, like AT guns or TDs).
downside is that your mainline won't contribute to fighting/capping elsewhere on the map for the duration, which can be quite long since the repair speed is not that great.
on top of that the USF M4C has the ability to self repair by jumping out and using the tank crew, so it wouldn't stretch imagination too far to have the Soviet version able to do the same via a vehicle crew repair ability.
t34/85 are way too inaccurate. It is NOT fine for it's price. Any bad soviet will go for t34s instead of SU85 and lose his game. When ever I lose a team game i know why it is. ANd i have to SHOUT at my team mate telling him to stop making fricking t34s.
yeah... no.
the t-34/85 is fine. if there's anything that needs to strike more accurately it's apparently coh2.org's ban hammer.