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-   -   Offmap Artillery AP ammo is disable. (http://forum.shrapnelgames.com/showthread.php?t=29685)

Georg_Wiezen July 29th, 2006 01:44 PM

Offmap Artillery AP ammo is disable.
 
1 Attachment(s)
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

thatguy96 July 29th, 2006 02:47 PM

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.

Georg_Wiezen July 29th, 2006 03:21 PM

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.

DRG July 29th, 2006 10:43 PM

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

Georg_Wiezen July 29th, 2006 11:30 PM

Re4: I see.
 
1 Attachment(s)
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&amp;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

PDF July 30th, 2006 04:25 PM

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 ?

thatguy96 July 30th, 2006 06:20 PM

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.

Georg_Wiezen July 31st, 2006 01:59 AM

Re: Offmap Artillery AP ammo is disable.
 
1 Attachment(s)
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&amp;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

PDF July 31st, 2006 05:31 AM

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

Georg_Wiezen July 31st, 2006 08:11 AM

Re: Offmap Artillery AP ammo is disable.
 
1 Attachment(s)
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


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