.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2 > TO&Es
Notices


Reply
 
Thread Tools Display Modes
  #31  
Old February 18th, 2007, 09:40 AM

chuckfourth chuckfourth is offline
BANNED USER
 
Join Date: May 2006
Posts: 474
Thanks: 4
Thanked 3 Times in 3 Posts
chuckfourth is on a distinguished road
Default Re: ME262 wrong guns?

Hi Don
This forum has pictures of the 30 mm rounds penetration of the side armour of KV tanks the KVs usually have side armour around 80 mm.
http://www.ww2incolor.com/forum/show...?t=4127&page=4
also from
http://users.telenet.be/Emmanuel.Gus...story/aoa.html
"Although limited to only 30 rounds, this turned out to be a very effective anti-tank weapon, especially when firing Hartkernmunition with a tungsten penetrating core. This projectile penetrated up to 42–52 mm of armour at a distance of 300 m and a striking angle of 60 degrees. In tests, the combination of the Hs 129B and MK 101 was very accurate, some of this being attributed to additional side area of the ventral fairing acting as a keel"
not sure if this is correct but using notional thickness = real thickness/cos(angle)
gives 45/.5 ie about 90mm, a match.
Plan B would be to put the tungsten firing weapon in slot 1 for the planes where it is in another slot. After all they are tank killers. For the two planes with two tungsten firing cannon squeeze them both into slot one and double the ammo. Similar compromises exist elsewhere in the game.
Plan C see how the correct AP values work when put into the weapons AP penetration field instead of the sabot penetration field.
This is just what Im thinking. If either of these approaches is a non goer please advise. Ill Mobhack these type of changes and see how it goes.
Best Regards Chuck.
Reply With Quote
  #32  
Old February 18th, 2007, 10:02 AM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,929
Thanks: 441
Thanked 1,855 Times in 1,219 Posts
Mobhack is on a distinguished road
Default Re: ME262 wrong guns?

1) This would not work for any aircraft with more than 1 cannon, as the game code uses the AP ammo number as the No of cannons multiplier. And that works for HE ammo, and nothing else.

2) Even if we went for the idea, then every scenario (including those inside user campaigns) would need to be checked and these planes (if found) adjusted to the new data scheme. And that is a total and utter pain, for a trivial little thing in the great scheme of things. Plus - all the non-Camo scenarios, user campaigns, saved games and so on out there would be unaffected, and we would probably get end-user bug reports on those. We have done this sort of data massage exercise before, and we will only do it now if it is something worth doing.

You can blame it all on the original SSI programmers, who had to squeeze a quart into a pint pot back in the days of 3086 PCs with 1MB RAM. (My bet is that there was originally only HE and AP in the SP1 game, then late in development (or even after the first version was released?) someone decided to add a byte each for sabot and HEAT ammo, tacked onto weapon 1 as a quick fix "kludge", and there was no extra 2 bytes added per weapon slot in the same array of ammo data because all the data (OOBS and scenarios) was in place already, which then later on necessitated the 222 HEAT kludge for e.g. panzerfausts in rifle sections. They did not want to do a "data massage" of the entire set back then - and having done so ourselves a few times now, we don't want to do it either, unless absolutely necessary)

Cheers
Andy
Reply With Quote
  #33  
Old February 18th, 2007, 10:42 AM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,268
Thanks: 3,816
Thanked 5,438 Times in 2,698 Posts
DRG will become famous soon enough
Default Re: ME262 wrong guns?

Quote:
chuckfourth said:
Plan B would be to put the tungsten firing weapon in slot 1 for the planes where it is in another slot. After all they are tank killers. For the two planes with two tungsten firing cannon squeeze them both into slot one and double the ammo. Similar compromises exist elsewhere in the game.
Yes, there are some doubled up guns. The are all MG' not cannon

Moving the gun to slot 1 means all the problems Andy mentioned come into the issue so that's not going to happen


Quote:
chuckfourth said:
Plan C see how the correct AP values work when put into the weapons AP penetration field instead of the sabot penetration field.
This is just what Im thinking. If either of these approaches is a non goer please advise. Ill Mobhack these type of changes and see how it goes.
Best Regards Chuck.
The "AP" slot for aircaft is used for number of guns there is NO "AP ammo" for aircraft therefore.

That is why we use the HE slot and use the HE pen for aircraft weapons

Don
__________________


If you find you are constantly reacting to your enemy's tactics instead forcing the enemy to react to yours, you are losing the battle....
Reply With Quote
  #34  
Old February 18th, 2007, 06:12 PM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,268
Thanks: 3,816
Thanked 5,438 Times in 2,698 Posts
DRG will become famous soon enough
Default Re: ME262 wrong guns?


Not to worry Chuck. We're looking into it.

Don
__________________


If you find you are constantly reacting to your enemy's tactics instead forcing the enemy to react to yours, you are losing the battle....
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:26 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.