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Vergeltungswaffe

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Posts posted by Vergeltungswaffe

  1. Originally posted by MikeyD:

    "...the preloaded ammo-type should be modeled."

    There doesn't seem to be much of a noticable delay in first shot in the game (once the tank decides to target something) so I've assumed the game's tanks already have got one 'up the spout', generically speaking. Modeling an initial 3-burst 'quick draw' like U.S. tankers were famous for would be nice (AI controlled, of course).

    What I'd like to see is for the AI to keep track of the ammo ready rack. Once the first 15-16 rounds are fired I'd say the reload rate should drop like a rock as the virtual loader roots around floor stowage for more rounds. This would only apply if the ready rack just had three AP in the mix or if all rounds are fired in succession, like at a building. Even a small delay between firing would mean that the loader would've been able to pull up new rounds into the ready rack before starting again.

    Modelling ready racks would be a great improvement.
  2. Originally posted by MikeyD:

    "...the preloaded ammo-type should be modeled."

    There doesn't seem to be much of a noticable delay in first shot in the game (once the tank decides to target something) so I've assumed the game's tanks already have got one 'up the spout', generically speaking. Modeling an initial 3-burst 'quick draw' like U.S. tankers were famous for would be nice (AI controlled, of course).

    What I'd like to see is for the AI to keep track of the ammo ready rack. Once the first 15-16 rounds are fired I'd say the reload rate should drop like a rock as the virtual loader roots around floor stowage for more rounds. This would only apply if the ready rack just had three AP in the mix or if all rounds are fired in succession, like at a building. Even a small delay between firing would mean that the loader would've been able to pull up new rounds into the ready rack before starting again.

    Modelling ready racks would be a great improvement.
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