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Gun firing sequence - 9/19/2013 10:34:49 PM   
thesock

 

Posts: 48
Joined: 3/27/2009
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The gun firing firing sequence seams to go like this. Select target, gun traverses, gun loads, then fires.
The problem mainly is with the traversing. It seams to be set so that no matter how many degrees you need to traverse it takes the same time as if you had to go 180 degrees, which is the maximum distance needed to engage a target that has poped up at six 'o' clock to your gun.
This makes a mockery of ambushing tactics.
If you get a shot at the rear of a tank whose gun is pointing forward at 12 'o' clock, the time it takes for your tank to fire will be about the same as it takes him to rotate 180 degrees and fire at you. If his turret has a faster rotating speed he will actually get the first shot in.

So can it be changed so at the start of each battle the guns are already loaded?
Can the guns then reload after firing?
And most of all, can the gun fire, e.g. 2 seconds (fine adjusting time) after the gun stops traversing? This way the gun with the least amount of traversing will always fire first.
Post #: 1
RE: Gun firing sequence - 9/22/2013 9:50:30 PM   
SteveMcClaire

 

Posts: 4472
Joined: 11/19/2007
Status: offline
This is largely a side-effect of how the original engine was coded. A weapon is 'owned' by a single soldier. In the case of a tank's main gun, the gunner 'owns' the main gun. So although there is a loader in the tank that, in reality, would be reloading the gun, in the CC engine the loader just makes the gunner's load action happen more quickly. And the gunner is also the soldier who rotates the turret. So yes, these two actions happen in sequence in CC. It's something that cannot easily be changed in the current CC engine, but I'll see what can be done for the new engine.

Steve

(in reply to thesock)
Post #: 2
RE: Gun firing sequence - 9/24/2013 11:23:59 PM   
thesock

 

Posts: 48
Joined: 3/27/2009
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Cheers Steve.

(in reply to SteveMcClaire)
Post #: 3
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