![]() Pen APCR - Penetration figured as above for APCR (Sabot) ammunition.There is a 10% chance an HE round will be a dud and its penetration will randomly vary from half to full penetration. ![]() Remember that HE pen is compared to the base armor thickness, not the ballistically corrected thickness (as it is assumed to be as much shock penetration as mass and velocity). Pen HE - The penetration of the HE round (accounting for velocity), based on a naval algorithm adapted for SP: WAW.But the bottom line is if you feel a value is too high or too low, change it (and let us know where you got your information). Did you get a "full through" 75% of the time, 25%, etc. Not only that but the fraction of the time a given result happened is another key. just the "nose" of the projectile had to protrude. Some used a "through" criteria meaning the round had to fully exit the test plate leaving a full caliber hole, others only required defacing of a "backing plate" placed behind the test plate (i.e. It is dangerous to use "book" sources alone as different countries used different criteria for penetration. The value is based on backing off the value for a 30-degree slope plate at 500m using the algorithm for determining slope and combining it with a function to estimate penetration from the rounds ballistic characteristics. Pen AP - this is the base penetration in millimeters for a vertical plate at range 0 and an "average" T/D (thickness of armor/diameter of shell) ratio.Increasing this value makes it more likely that a trooper is killed when tested for casualty status, though he may make a "saving throw" depending on his experience. A 1 is a rifle or pistol, with values rising for heavier weapons. HE Kill - A relative measure of killing power of the weapon.It also "knock down cover" protecting infantry. It is also a key in determining the chance of damaging and killing tanks. If the number is greater than 9, it can affect units in an adjacent hex. Warhead - An important number used to determine suppression from HE hits (the formula is warhead plus random number, plus some modifiers.Use only values divisible by four, as fractions are lost. Accuracy - The range in hexes multiplied by four, where the unadjusted base chance to hit is 50%.Note that if you give an APCR kill value and leave this blank, it may cause a game crash! If the weapon is put on an artillery class unit, then it's the minimum range the target must be for indirect fire. Max APCR - This is the maximum range, multiplied by four, for APCR (Sabot) type rounds if the weapon is fired on a non-artillery class unit.If greater than 200, then the two non-two digits times 8 is the range so 210 = 10 *8 or 80. Fractions are lost when the conversion is made so there is no benefit to using numbers not divisible by four. A max range of 40 means 10 in game turns. Max Range - The maximum range in hexes, multiplied by four, which the unit can fire.Sound - Overrides the default sound (which is chosen based on warhead, HE Kill and Weapon size combinations) and uses the sound file number and the two higher numbers (one chosen at random) when the weapon is fired.Do not give Weapon size 222 units AP ammo. With weapon size 222, a weapon hit will be resolved using HE against a soft target and AP against a hard target, despite the fact the unit only is given HE ammo. A special flag of 222 means the weapon is capable of firing HE and AP at the same time (weapons include a 20mm autocannon, for example). Weapon size - This has some game effects for choosing default sounds and animations.So don't give a two-man unit three weapons. If the unit has fewer than four men, weapons will "drop out' starting with slot 4. Secondary infantry weapons are fired only once. Prime Infantry Weapon - This is an important class as every trooper in the unit is assumed to have one and will fire it if they pass an experience check.So feel free to experiment, but be warned they may well malfunction or cause a crash. Some of the modern era code still works from Steel Panthers III, but most of it does not. Do not use code 1, or 12-17 as it may cause code crashes. Weapon class - Tells the code what sort of weapon it is.Name - any fifteen characters describing the weapon.Note that there is a typo on the very first block - it should be Name, not Range. Click on the Weapons button below the unit window to bring up the list of weapons.
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