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  #1  
Old September 16th, 2005, 03:02 PM
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PlasmaKrab PlasmaKrab is offline
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Default AP ammo: artillery and tanks

Could someone explain me where the difference between tank guns and artillery howitzers lies, in terms of in-game AP rounds?
Both use the same weapon class(class 7, Guns, Howitzers > c. 101mm).
Which parameters decide wether a unit using one of these weapons should end up firing AP-APCR-APDS-type stuff or cluster rounds?
Does it comes from the range being over 200 (off-map indirect fire)? Apart from an HEK limit or simply a non-null APK, that's the most plausible possibility I can see.

Can someone help me about this?
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Old September 16th, 2005, 03:54 PM

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Default Re: AP ammo: artillery and tanks

The parameters that decide if unit use tank guns or artillery guns is the "class unit".
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Old September 17th, 2005, 07:25 AM
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Default Re: AP ammo: artillery and tanks

Quote:
PlasmaKrab said:
Could someone explain me where the difference between tank guns and artillery howitzers lies, in terms of in-game AP rounds?
Both use the same weapon class(class 7, Guns, Howitzers > c. 101mm).
Which parameters decide wether a unit using one of these weapons should end up firing AP-APCR-APDS-type stuff or cluster rounds?
Does it comes from the range being over 200 (off-map indirect fire)? Apart from an HEK limit or simply a non-null APK, that's the most plausible possibility I can see.

Can someone help me about this?
Those unit classes which fire indirect will treat an AP round as ICM. it's buried inthe mobhack help somewhere.

- try using the same howitzer in an AT gun class for example, and see what happens.

Another reason not to use AP on a howitzer type weapon is the long 200+ hex range - so the same howitzer with an AP weapon may kill at unrealistic ranges (a 25 pounder, say, at 200 hexes , as the pull-down for range will be very shallow.

Cheers
Andy
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Old September 17th, 2005, 08:29 AM
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Default Re: AP ammo: artillery and tanks

SPAs will treat them as normal AP rouns if you shoot against tanks in direct fire.
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Old September 17th, 2005, 09:15 AM
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Default Re: AP ammo: artillery and tanks


"Those unit classes which fire indirect will treat an AP round as ICM. it's buried inthe mobhack help somewhere."

I'm trying to keep up with all this military jargon. What does ICM mean?

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Old September 17th, 2005, 09:40 AM
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Default Re: AP ammo: artillery and tanks

cluster munitions I guess
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Old September 17th, 2005, 02:44 PM
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Default Re: AP ammo: artillery and tanks

ICM

I mproved C onventional M unition = Cluster/sub-munition type

All it really does is confuse people enough to save the manufacturer from bad press.
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Old September 17th, 2005, 05:42 PM
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Default Re: AP ammo: artillery and tanks

Actually, as I recall, they will show the cluster graphic. Whether or not they then get confused and treat it as a monobloc AP round...

There are plenty of things in this game engine that just do not work in "edge" situations. The original MBT code appears to have been a total kludge on top of the original SP (WW2) code. The entire code needs throwing away, and a fresh start made on a completely new engine (for the future, if it ever happens . That would be the only way to get rid of having tube ATGM treated as a second weapon slot etc.

Cheers
Andy
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Old September 18th, 2005, 03:54 AM
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Default Re: AP ammo: artillery and tanks

"Whether or not they then get confused and treat it as a monobloc AP round..."

Well, let's just say that I love that bug.It can be a nasty surprise for any enemy tank sneaking on my SPAs...
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  #10  
Old September 19th, 2005, 02:30 AM

Marek_Tucan Marek_Tucan is offline
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Default Re: AP ammo: artillery and tanks

If you want to model a solid AP round for an artillery weapon, you can throw it in as "sabot", IIRC it is already implemented with 25pdr and 76mm ZIS-3 gun, perhaps some more.
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