roglea31 Posted June 23, 2008 Share Posted June 23, 2008 1. how does gun laying ability effect accuracy, ie when a gunners skill is set to 50% is the dispersion of the weapon multiplyed by 2 therefore giving double dispersion? 2. What is the penetration data based on a) 50% successfull penetration ( western allies, german) or the soviet method of IP 80% success. Is it against faced harderned armour or Homogeneous armour. 3. within the ai folder in "AmmoTypeProp.ini" ChangeStability 0.5 does this relate to a 50% success probability or what? knowing the above would assist greatly in modding some of the weapon/ammo data. Link to comment Share on other sites More sharing options...
SlapHappy Posted June 24, 2008 Share Posted June 24, 2008 Dispersion is, I believed fixed based on the weapon utilized. This is the tendency for drift between rounds. Aim Accuracy number given for the weapon. assumes a gunner with 100% skill level. Link to comment Share on other sites More sharing options...
roglea31 Posted June 24, 2008 Author Share Posted June 24, 2008 yes, at 100% skill dispersion is set in the weapon's file under "AimRadius", but Im wondering what the modifier is for say... 50% skill or 1% skill becouse according to the theory with double dispersion should equate to the average gunner under combat conditions provided they remain calm, then one could set the default/100% single dispersion ie. 50%dispersion at 1000m for the 88mm L56 is 0.4m, double would be 0.8m. Link to comment Share on other sites More sharing options...
Sneaksie Posted July 10, 2008 Share Posted July 10, 2008 1. how does gun laying ability effect accuracy, ie when a gunners skill is set to 50% is the dispersion of the weapon multiplyed by 2 therefore giving double dispersion? 2. What is the penetration data based on a) 50% successfull penetration ( western allies, german) or the soviet method of IP 80% success. Is it against faced harderned armour or Homogeneous armour. 3. within the ai folder in "AmmoTypeProp.ini" ChangeStability 0.5 does this relate to a 50% success probability or what? knowing the above would assist greatly in modding some of the weapon/ammo data. 1) Aiming error at skill 0 is three times greater than at skill 100, between these two values aiming error is approximated linearly. This aiming error adds to inherent dispersion of the weapon. 2) Armor type is the same for all vehicles, homogeneous. Penetration data is based on Soviet method for German and Soviet guns. 3) Stability lowers when shell penetrates something (it depends on length of path inside armor). ChangeStability is stability reduction after ricochet. When shell stability reaches 0, it explodes (in case of shells without explosives, it is considered destroyed and fragments dispersion is calculated). Link to comment Share on other sites More sharing options...
Recommended Posts