Re: kwk 38 cannon or machinegun
Same problem still exists, it won't model the auto fire with AP ammo. For the types of vehicles using this weapon getting on target quickly was fairly important as they were fairly vulnerable themselves. Only single shots would mean that in the span of several minutes they would fire only a maximum of 6 rounds. While in reality a lot more than 6 would likely have been fired. Even if not firing in full auto mode, the weapon still allowed a rapid succession of shots. So giving them 90 AP ammo would lead to game effects that aren't realistic either. For example they'd rarely if ever run out of AP ammo during a game while in reality they could fire off their complete ammo load in a matter of minutes.
The simple way to model that is to model the weapon firing bursts, with an adjustment made for accuracy (compared to what it would be for single fire mode) reflecting that the first few rounds fired are for 'zero-ing' in. That abstraction also takes out the need to call up the hit routine several times. Could well be that the current system does just that.
What I think the question that could be discussed is is not single fire or auto, but how big the bursts should be. In other words how much ammo is carried, how big the HEK and accuracy should be to reflect these bursts to have the resulting game effects be as close to actual use as possible.
Narwan
|