Mikeboy wrote:Seer7 wrote:
Well, tried adopting arty-esque stats to simulate the ready rack and it worked perfectly. I gave it 10r/m just for testing purposes, so it was popping T-34 after T-34 until it ran out of its 17 ready rounds, and faced a 30s reload time. The only problem is it completely breaks the ammunition counter for some reason.
Edit: looking at the AMX-13/90 entry I might be able to fix this by giving AMPS the same value as NTPS. There's probably some formula for calculating ammunition consumption here. Looks like TempsEntreDeuxFx should be the same as TempsEntreDeuxTirs...perhaps that's the key. Doesn't seem to matter, ends up giving me 680 ammo for some reason.
Yup, that's your problem. On low RoF average munition per salvo should be the same as number of shots per salvo. You only want those to be different on things with high RoFs like autocannons and plane guns.
You're getting 680 ammo because you haven't adjusted the number of salvoes. For example a default salvo only has 1 shot, so there's 30 salvoes for 30 shots. So to get the same total number of shots with 'autoloading', you need only 2 salvoes of 15.
This is way too complicated for me after not much sleep. Before I changed AffichageMunitionsParSalve to 17 it was displaying the correct ammo of 40, it just wasn't counting it correctly. Now that I changed it to 17 it gives me 680 on the counter. So I think AMPS should be 1, its something else is screwing it up.
Edit: I think I know what it is. Just to see what happened, I set the M1A2 to the same firing stats as the AMX-13/90...and it set the ammo to 480. So the stats I'm entering are fine, I've just got the wrong ammunition value for the gun.
Edit 2: I was right. This presents something of a problem. If I set gun ammo to 2, it gives me 34. If I set it to 3 it gives me 51. It doesn't take decimal places so getting 40 precisely seems impossible because it would be like 2.35 roughly. I think I've spent enough time on this problem for now and I'll get some sleep. If anyone has any ideas feel free to post them 'cause I don't see authentic ammo levels under this system being possible. I did make sure both guns (KE & HE) were using the same values, so its not that.