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Re: Offmap Artillery AP ammo is disable.
Look, this has been done before, and people simply changed the weapons to account for it. If you want both HE and AP, then create two seperate versions of the gun to show this difference, equip the artillery units with both (splitting the ammo values accurately), and then rescale the points to where you think its reasonable (the cost calculator's result would have to be modified because technically its not two guns). Then, in your scenario, you specify that one or the other "gun" should be disabled when firing by the player.
I also don't think that AP artillery ammo would create the holes you're imagining. Unless this is a combination round, with a large explosive core in addition to its AP capability, it should do most of its damage through kinetic energy (thus good for taking down fortifications and other large static objects), not through chemical energy (not good for engaging moving or scattered targets). I might be wrong, but this is generally the trade off in effects. |
Re: Offmap Artillery AP ammo is disable.
I have not exactly knowlege. But I seem you may wrong,so sorry.
Did you read me about a fuse detnation timing? Did you know constraction of shell? How penetlate a fortification if only HE,you said? I know,by AP ammo,later timing of this fuse,and strongly shell case. Wrong this? And,I didn't said about energy of kinenic or chemical. Your discussion is about direct firing ammonution,or indirect Naperm. Not relation to Arty's AP. thatguy96 I feel you play a joke on. So sorry. <font color="red"> :To Moderator I strongly hope you delete the limitation of cluster munition. I want to make modification only individually. </font> Thanks. |
Re: Offmap Artillery AP ammo is disable.
I'm quite confused by your reply, but to be perfectly honest, my command of your mother tongue is probably non-existant compared to your command of English so I have no right to complain.
I would like to see a schematic of the contruction of the shell, because from what I'm still understanding from what you said, I don't see it creating these massive cavitating craters. I still don't see why my solution isn't workable either. |
Re: Offmap Artillery AP ammo is disable.
1 Attachment(s)
I made this Image for you. There is difference at the area of effect.
You didn't understand this facts. So I was angry,so sorry. http://www.shrapnelcommunity.com/thr...ingShell-3.png |
Re: Offmap Artillery AP ammo is disable.
If this is the case, then I really don't see why my solution to your problem doesn't work for you.
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Re: Offmap Artillery AP ammo is disable.
You must look that Picture again.
I said "there is difference at the area of effect". Think about this yourself. If you still can't understand,you must not reply me. So sorry. |
Re: Offmap Artillery AP ammo is disable.
I don't think you're completely familiar with the game engine. A correct area effect can be generated by modifying the warhead size. I forget the exact number, but above a certain warhead size the round generates splash damage into hexes beyond one where the shell impacts. It would be far more accurate than a clustering effect which is what you have now.
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Re: Offmap Artillery AP ammo is disable.
Quote:
Can the modelator modify splash damage erea to 0.33 of defaults at clustering effect individually? Example: If before modifying the damage erea was hex from 0 to 2,after modifying it will become 0 hex (only impact hex). Thanks. |
Re: Offmap Artillery AP ammo is disable.
The "shots rounds per turn" grow up by "modifying the warhead size to small". It's not real.
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Re: Offmap Artillery AP ammo is disable.
The artillery system is as it is and won't be changed. It was never meant to model what you want nor is that really within the scope of the game.
If you do want to mimic this you'll have to find a way within the existing system. Some here have already given some helpful suggestions which I suggest you take to heart. Narwan |
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