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Offmap Artillery AP ammo is disable.
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Hi. I'm making privete OOBs at WinSPWW2.
I add a few special big cariber Artillery,and do testing for this. I feel HE ammo's was not effective. So,added AP ammo to big cariber Arty.<font color="blue"> Make testing by AI vs AI, APammo was shooted </font> . http://forum.shrapnelgames.com/images/smilies/smirk.gif But,I <font color="red"> can not atempt AP's command by Human control </font> . http://forum.shrapnelgames.com/image...s/confused.gif <font color="green"> I want to use AP ammo by Arty. How to use this? Can this by add option to "CamoGame.ini"? </font> Thanks. This pic is by press esc-key at AI vs AI testing. http://www.shrapnelcommunity.com/thr...6597-280mm.png |
Re: Offmap Artillery AP ammo is disable.
IIRC the AP ammo slot for artillery is for cluster shells. I could be wrong though. I would recommend modifying the stats of the actual weapon in MobHack if you feel the artillery's strength is not to your liking rather than giving artillery AP ammo which it wouldn't normally have.
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Re2: Offmap Artillery AP ammo is disable.
Thanks to your Responce.
I know that is for cluster shells. But, some artillery had AP and HE. for exanple, "280mm K5(E) L / 77" have "31cm Sprgr. 4861 ( Armor Piercing Discarding Sabot )" and "28cm Gr. 35 ( High Explosive )". Of cause, this AP is different of cluster shell. But,there is not other method at this game. I am happy if this game would have more frexibility. Sorry,thanks. |
Re: Re2: Offmap Artillery AP ammo is disable.
Off map Arty uses the "AP" slot to represent cluster munitions So sorry for the "inflexability" but if you want to model indirect capable guns with sabot etc they MUST be on map guns only. Don |
Re4: I see.
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Thanks to Auther's Responce.
I see about cluster. I make these proposal at your update. 1) Make modification the OffmapArt-AP's effect at only 1 or 7 hex, and this effect's diagram to be nearly to HE. Because of add the selectivity of ammunition between HE and AP. 2) Change the RED topbar's text from cluster munition to "armor piercing munitions" . 3) Change the Grafics&Sound at this impact. I'm so sorry for my selfishness. I hope your advance,too much. Thanks. - 280mm K5(E) L / 77 - http://www.shrapnelcommunity.com/thr...12-28cm-up.gif |
Re: Offmap Artillery AP ammo is disable.
Georg
I don't understand what you want to acheive with Indirect AP shells, the game engine just doesn't handle it, AP is restricted to direct fire on armored targets... If you find some gun underpowered just raise its Pen/Kill values. Did I miss something ? |
Re: Offmap Artillery AP ammo is disable.
That's what I had suggested. I still think it'd be far easier to modify the AP kill and penetration values of the actual weapon rather than breaking the game by modifying the unit.
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Re: Offmap Artillery AP ammo is disable.
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Hi,Guys.
The Reasons of my request are as Below. 1)Some artillery had both ammo,really. Both would be used in game. 2)I think it's good playing,if we can select ammo by enemy target. 3)It's unjust that grown up penetration varue of the Arty's HE and the other direct-shoot Guns ammo. 4)I understand turn down Arty's effects by reason of play balance. But,it's not really. So,add the selectivity at Arty's effects. 5)I am making Scinario&Campagin of the attacking to Extreemly Heavy Fortress by Grosser Kannone at Majuno,Sewastpool. The Grosser Kannone spend HE-Ammo(20round) by counter-shoot. After FO spot a target,but Kannone's Ammo is nothing. If it have second line APammo,can be shoot this. 6) <font color="red"> Naturally,I think Arty's-AP must not be contained in Default OOBs by reason of play balance. </font> Sorry.Thanks. - Gustav - http://www.shrapnelcommunity.com/thr...-Gustav-up.gif |
Re: Offmap Artillery AP ammo is disable.
Hmmm, if you want to make bunker-busting scenarios just put the AP value you want for your gun in the "HE" row, in your example with Gustav change the "PEN 16:68" to "PEN 68:68", so your "HE" rounds will have power as if they were AP.
Anyway the shells of this monster should flatten anything they fall upon ... http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Offmap Artillery AP ammo is disable.
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The 800mm's power is unconsiderable to me. http://forum.shrapnelgames.com/image...es/biggrin.gif
But not only Big Guns,I want to use AP of 17cm,21cm,others Arty having this ammo. I think the Impact effects are different between HE and AP. A fuse detnation timing of AP is late than HE. - See this Image. Effect text as below is no exact,only a metaphor. - http://www.shrapnelcommunity.com/thr...53-Art-Sys.png |
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.
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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 |
Re: Offmap Artillery AP ammo is disable.
Hi,narwan.
Who are you? Auther? Moderator? Multiposted Man? I show you many materials about artillery,because of I want to use "cluster munition" in place of "Explosive-AP". But I taked only suggestions with unuseful,unconsideration and ridicule. Very very sorry. I regret for this forum's stance that not want reality. Why not suggest me about "Locking for cluster munition"? I guess this reason for a differentiated market between WinSPWW2 and WinSPMBT. I was perchased both game. But,I had broken these CD and I won't play. I'm so sorry. Good bye. |
Re: Offmap Artillery AP ammo is disable.
I was not ever attemping to be condescending or inconsiderate. Perhaps something got lost in the translation. We refer to what you are trying to do as "breaking the game," I should know, I've experimented with quite a few things that break the game. Its not an insult or ridicule, its the truth. What I had attempted to present was what people have already discovered as possible solutions to the dilemma. What you're looking to do cannot be created 100%, not because I don't agree with it (you explained that clearly, I was ignorant of what you were talking about), but because it simply is not possible in the game. The engine is also not going to be drastically modified by the SPCamo team, nothing I or anyone else besides them can do about that.
I'm sorry you feel the way you do, but I think its unfair to place so much blame on everyone here who tried to present to you a number of alternatives because we already knew what you were trying to do was going to be near impossible with the current game engine. We're just trying to save you the effort. |
Re: Offmap Artillery AP ammo is disable.
Everyone here has been rather considerate of you Mr Wiezen despite the great difficulties in trying to make out what you were actually saying. There have been helpful suggestions for you on how to get as close to what you want as possible and the limitations of the system have been explained to you. Including by one of the designers.
Your replies however have been demanding and condensending. Perhaps you know more of this artillery than most people but you obviously have a problem accepting that others have more knowledge of the game and both its limitations and possibilities. And what do you expect from posting on a public forum? Its a players help players forum here, just as the WinSPMBT forum. So you should be thankful for the replies you get. And since you asked, I'm one of the playtesters of this game and I know quite a bit of the game and its possibilities and just as all the other playtesters was asked to help out on this forum when players had questions/issues with the game. I'm sorry to hear you're not going to play the game because it can't do something it was never meant to and is out of the scope of the game altogether. But that's your prerogative. Narwan |
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