Oh, yeah. But since there's so many mods out there already, and because the fix is so simple, here it is, along with the reasons why workarounds don't really work. I'll stick this over on the Scen Design, too. Don't want to hijack any farther.ORIGINAL: ChickenOfTheSea
Great. An actual fix is always better than a workaround.
For Devices 083 (5in Rocket) and 084 (4.5in Rocket), just move/copy Penetration value over to Anti-Armor, and move/copy Effect value over to Anti-Soft. But you need to keep the ‘Type’ as 01 – SS Rocket (at least that’s what it’s called in stock). And that’s it. Duh-oh! Yeah?
You need to keep them as type = 01 because there is a little place in the code, in the air combat ‘phase’, that pertains to ground attack where it looks for device type = 01. It’s not really air combat, but it is part of the air combat ‘phase’ of the turn sequence processing. This ‘phase’ happens prior to the ground combat ‘phase’ and these weapons are intended as preparatory weapons to be delivered just before an assault. It was easiest to stick it at the end of the air ‘phase’, rather than do a check before every ground combat.
Shouldn’t try to fudge them as air cannon (type = 00) or naval guns (type = 18), because data processing for these device types are way different; the data is subject to way different randoms and multipliers. Air cannon devices have small Pen and Eff values because they are applied to aircraft target durability and armor (talking stock, here) and Acc is processed differently. Rockets are applied to ground targets in accord with the same processing routines as artillery and such, so the (much larger) data values need to be in that range, and be placed in the correct fields (Anti-Armor and Anti-Soft).
Of course, if you want to make an air-to-air rocket weapon, for use against planes, then type = 00 is the right one. But for a ground attack weapon against LCUs, gotta be type = 01.
Ciao.

