calculating reload time for tank guns

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Aetius2
Posts: 136
Joined: Sat Dec 11, 2010 3:56 pm

calculating reload time for tank guns

Post by Aetius2 »

Hi Steve,

I was adjusting the ISII tank reload time in my LSA Radzymin'44 mod to a more realistic value.
The ISII had 2 part ammo and had a theoretical reload time of 20,8 to 27,1 seconds depending on how trained the crew was.

There are 3 settings to adjust this:

Reload Time Chamber: Time to chamber a new round from clip (in 1/10 sec)
Reload Time Clip: Time to reload a new clip (in 1/10 sec)
Time to Fire: Time to fire the weapon (in 1/10 sec)

I've tried changing these parameters to get an ingame reload time of 24 seconds, but i can't seem to find the correct formula on how it's calculated, i don't think it's adding up above 3 settings because that gives a different than expected reload time ingame.

Tank guns don't use clips, so what is the correct formula and wich settings are used to calculate reload times for tank guns?

Thanks in advance

Aetius
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SteveMcClaire
Posts: 4341
Joined: Mon Nov 19, 2007 9:31 pm

Re: calculating reload time for tank guns

Post by SteveMcClaire »

What you want is clip reload time.

Chamber reload time is primary for bolt action rifles or other manual loading weapons, where the shooter has to manually work the action to load the next round from the magazine/clip.

Clip reload time is putting new rounds into your weapon. A 'clip' is the number of rounds that are reloaded at once, so in terms of how the data and code work, every weapon has a 'clip size' even if in reality the weapon is loaded one round at a time -- in this case you just set clip size to 1.

Time to fire is the time it takes for the soldier to be finished firing the weapon once they actual fire it. Some weapon animations take a bit of time (like grenade throwing or flame throwers) and this setting is used to keep the soldier in the 'fire' pose/animation for the correct amount of time.
Aetius2
Posts: 136
Joined: Sat Dec 11, 2010 3:56 pm

Re: calculating reload time for tank guns

Post by Aetius2 »

Thanks for the explanation, i think i know now why no combination seemed to give the correct time:
In the workbook it states "Time to Fire: Time to fire the weapon (in 1/10 sec)", the 1/10 sec is probably wrong, it should be just seconds.
SchnelleMeyer
Posts: 255
Joined: Wed Mar 26, 2014 3:29 pm

Re: calculating reload time for tank guns

Post by SchnelleMeyer »

My understanding of the "Time to Fire" is that it is the actual time from a bullet/shell/weapon is fired until it impacts the target. Mortars for example need quite a long time to fire to simulate their long flight time. It is indeed in 1/10sec.
Aetius2
Posts: 136
Joined: Sat Dec 11, 2010 3:56 pm

Re: calculating reload time for tank guns

Post by Aetius2 »

I've tried several things but could not work out an exact formula where the calculated reload time is the ingame reload time.
I've adjusted "reload time clip" and then measured ingame, trial and error untill i was happy with it.
Thats how i found out ingame close combat time is about 1,1 times slower than standard time.
15 minutes ingame takes 16 minutes and 30 seconds of "real" time.
SchnelleMeyer
Posts: 255
Joined: Wed Mar 26, 2014 3:29 pm

Re: calculating reload time for tank guns

Post by SchnelleMeyer »

Awesome research Aetius! Thanks for sharing that piece of information
Aetius2
Posts: 136
Joined: Sat Dec 11, 2010 3:56 pm

Re: calculating reload time for tank guns

Post by Aetius2 »

I'm collecting more data, different cc games, different PC systems, we'll see how constant the ingame time is.
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