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  #1  
Old February 2nd, 2007, 11:16 AM

Siddhi Siddhi is offline
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Default cannot adjust RoF?

i recently tried to do a test with the SK-105, simulating "revolver autoloader" (4-5 second engagements), which meant effectivly very high rate of fire but very low ammo (13 rounds).

I gave the Kurassier units a RoF of 10, however this did not seem to reflect when I played the scenario...the loadouts were there, but not the RoF. Do i have to mobhack to do this?
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Old February 2nd, 2007, 12:17 PM
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Default Re: cannot adjust RoF?

Rate of fire is editable in the scenario editor, but it is not one of the variable data items shown on the unit info page, unlike armour etc.

The Information button on that page will bring up the stock database information for the orignal unit slot number - ROF is shown there. But locally changed ROF naturally will not be, since it is not on the unit info screen.

A simple 5 minutes of testing in a scratch scenario can often answer the question without needing to post to message boards etc. Try a test scenario - buy several same type units at EXACTLY the same experience (use the scenario editor data mods screen) , set one to a silly high value, play the scenario for a turn or at least open it at turn 1. Now look at the number of shots available display..

I just did this. 2 T-55 with normal ROF, Third one I put to 66 (which will be capped to max)ROF in the scenario editor data change screen. On opening the scenario to play, the normal 2 were 3 for the 100mm gun, the one I had upped was 6.

Cheers
Andy
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Old February 5th, 2007, 09:36 AM

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Default Re: cannot adjust RoF?

you're right, i had given what i thought was an adequate RoF (10) and nothing had changed, i made it 20 and it only moved from 4 shots to 6 shots per turn.

could you recommend then what would best represent a 4-second engagement time RoF? i am using only the "revolver" ammo in the autloader (loadout is thus 13 shells instead of 45)so no averages necassary. would be interested in your opinion.
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Old February 5th, 2007, 11:07 AM
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Default Re: cannot adjust RoF?

There really is no way in the game engine to represent "75mm self loading rifles" as with the French turrets. Nor is there any way to simulate the crew having to physically get out of the vehicle and bomb up from the rounds remeining in the hull magazine to the turret when the 24 or so rounds are expended.

Cheers
Andy
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Old February 7th, 2007, 02:08 PM

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Default Re: cannot adjust RoF?

I am after the 105mm SK-105 Kurassier loading time, I have noticed that on the similar French AMX turrent (90mm IIRC) the RoF is 1 higher then with the Austrian 105mm cannon.

As the RoF in a M1 is around 10 seconds IIRC, I thought simply doubling the RoF for a 5 second period in the SK-105 would be adequate, if the calculation is indeed linear. The actual RoF (i.e. what the unit can then do in the game after editing) seems to however then only rise by 25% even the edited value is doubled.

The question is: should I simply continue to adjust the RoF rating until I get a "game" RoF that accurately reflects what I believe to be "real" - i.e. a doubling of firepower, say from 4 shots per turn to 7-8? I am really interested in the experiment as such.

As indicated in my post before, the reloading after the initial 13 rounds were expended would not be gamed - i.e. the units would have 13rounds loadout.

Just trying to get the most out of the engine!
Cheers,
S
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Old February 7th, 2007, 02:25 PM
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Default Re: cannot adjust RoF?

the ROF for the 90 will be higher than for the 105, as the 105 is larger (general game data stuff, which ignores autoloaders, which are not modelled, so ROF is based on shell size)

Play around with ROF to your heart's content, as it will be your own OOB for your private use.

Cheers
Andy
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