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  #11  
Old November 23rd, 2008, 03:13 AM
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Marcello Marcello is offline
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Default Re: OOB Error: Weaponsize value of MLRSs.

In real life many modern MRLS, such as the M270 or the ASTROS II, are fitted for quick reloading using rocket pods, cranes and dedicated reloading vehicles. This means reloading can be accomplished in few minutes, possibly as little as a single game turn for some models in favorable circumstances.
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  #12  
Old November 23rd, 2008, 03:29 AM

Marek_Tucan Marek_Tucan is offline
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Default Re: OOB Error: Weaponsize value of MLRSs.

Such systems are used by many modern artillery pieces as well (M992 FAASV to M109: 8rpm, ie 24-40 rounds per turn), yet these have to reload at the same speedas old pieces Another thing to consider is then that the ammo trucks cannot carry unlimited number of MLRS "six-paks", so slower reloading will also mean that the player will have to think more about where he'll drop a salvo of the "Grid Square Removal System"
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  #13  
Old November 23rd, 2008, 03:39 AM
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Default Re: OOB Error: Weaponsize value of MLRSs.

The warhead size issue would be worth looking into.
Currently I am running a series of comparative tests.

USA vs USA
Two companies of M1A2 SEP placed on the map with identical deployment. The first is bombarded by a MRLS battery. The second by 155mm battery using cluster rounds. The ammo allotments of both batteries have been modified in the editor so that the same number of rounds (24) are fired by each battery.
I am finding out that the 155mm battery is invariably more lethal against the tanks than the rockets.
In real life however a single MRLS rocket carries 644 DPCM bomblets vs the 88 carried by a 155mm cargo round.

I suspect warhead size is at play here.
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Old November 23rd, 2008, 03:56 AM
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Default Re: OOB Error: Weaponsize value of MLRSs.

Quote:
Originally Posted by Marek_Tucan View Post
Such systems are used by many modern artillery pieces as well (M992 FAASV to M109: 8rpm, ie 24-40 rounds per turn), yet these have to reload at the same speedas old pieces Another thing to consider is then that the ammo trucks cannot carry unlimited number of MLRS "six-paks", so slower reloading will also mean that the player will have to think more about where he'll drop a salvo of the "Grid Square Removal System"
What I meant to say is that fast reloading is technically possible for some systems.
If one wanted to be realistic while using these systems in the game, 99% of the time one should stick mostly to off board units with enough ammo for a couple of fire missions or such.
Tube artillery has heat management issues which make prolonged high rates of fire like that not possible.Again technically speaking here.

Game wise, people will always find ways to "cheat", if so they wish.

Last edited by Marcello; November 23rd, 2008 at 04:02 AM..
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  #15  
Old November 23rd, 2008, 03:58 PM
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DRG DRG is offline
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Default Re: OOB Error: Weaponsize value of MLRSs.

MLRS WH size will be looked at when we get to that on the to-do list
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  #16  
Old January 22nd, 2009, 12:59 PM
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Default Re: OOB Error: Weaponsize value of MLRSs.

Now corrected in the code. CM rockets will no longer load faster than non CM rockets of the same calibre ( Grads would be a good example ) both will now load at virtually the same rate . The game will ignore the WH size entered into the weapons data and use an averaged value ( CM are indeed the warhead size they are to simulate bomblets )

The orginal complaint .." Just one Ammo Dump is enough to reload 3 empty M270 MLRS to full in a turn." is no longer the case. To fully reload three empty M270 MLRS ( all 12 rockets in each ) from one ammo dump now takes three full turns but most rockets would be reloaded in two. ( based on standard experience levels ) Typically this would be 2 of the 3 units reloaded with 6/6 rockets and one with 6/5 after two full turns.

So they will be neither faster nor slower to reload in comparision to non CM units of the same type in the next patch

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