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Thread: Help With Range / Accuracy

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  1. #1
    Yamabe
    Join Date
    Aug 2008
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    Default Help With Range / Accuracy

    Hi all im just making my own mod and was wondering if anyone has had any success with modding the KV rules tables and damage for projectiles so that volleys of musket fire inflict alot less casualties on the enemy at maximum range than at the shorter ranges. I have tried fiddling with the extreme range modifier, long range modifier, and weapon damages and havent gotten the muskets to do significantly less damage at far range.

  2. #2
    Yamabe
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    Aug 2008
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    234

    Default Re: Help With Range / Accuracy

    bump

  3. #3
    Yamabe
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    Default Re: Help With Range / Accuracy

    bump it up

  4. #4
    Kirā
    Join Date
    Mar 2009
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    Default Re: Help With Range / Accuracy

    Do not bump, it won't get you anywhere on these forums.

    Go to projectiles_tables and increase the range significantly. Then you should start to see some improvement. If not try changing them to effective_range_based. However, this might be a bit extreme...

  5. #5
    Yamabe
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    Default Re: Help With Range / Accuracy

    ah ok

  6. #6
    JaM's Avatar Empire Realism
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    Default Re: Help With Range / Accuracy

    If you choose "effective_range_based" then i suggest to increase the range significantly, because your bullets will do almost no damage at maximum range. Flintlock musket had maximum range about 500m,but hitting anything at that range would be like win in lottery. maximal effective range is questionable, for a mass fire, i found some sources mentioning opening fire at 150 yards, but again with reduced effectivity. (for example British regiments opened fire at 140 yards at Seminara, French infantry attack collapsed after the last salvo fired from 70 yards.)

    So, with effective range based i would say max range should be about 140-150 for musket. That way, if enemy gets at half the range (70-80m) your salvos will be effective. (with range 100, you are effective at 50m, which makes things harder, as enemy will close in, and often stops you from firing the salvo.

    btw, one suggestion - i strongly suggest to replace volley fire with mass fire for all units - its much realistic fire drill than just one rank firing and loading...

  7. #7
    Yamabe
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    Aug 2008
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    Default Re: Help With Range / Accuracy

    ok coo... it still think its dumb that instead of the bullet getting innacurate at range it simply loses damage at the range but i guess its a needed sacrifice.

  8. #8
    JaM's Avatar Empire Realism
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    Default Re: Help With Range / Accuracy

    it actually loose both -you will not hit anything. Another thing worth of trying is to increase muzzle speeds to real values - flintlock musket had muzzle speed 350-450m/s (dependson how big was a charge)

  9. #9
    Yamabe
    Join Date
    Mar 2009
    Location
    France
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    Default Re: Help With Range / Accuracy

    I tried the effective range_based by creating a new musket firing at 150 m distance. Militia with mass fire kill 7-8 guys at 150 m, then 20-25 guys at 70 m. It's too effective, but i dunno how reduce that.

  10. #10
    Yamabe
    Join Date
    Aug 2008
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    234

    Default Re: Help With Range / Accuracy

    hmmm well its a start. It looks like adding that effective range based helps. coolio

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