Author Topic: Blood and Iron - General discussion.  (Read 271307 times)

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Offline Willhelm

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #540 on: April 16, 2013, 12:06:37 am »
So the Prussian artillery functions much like both cannon and howitzer correct? Firing a round shot which explodes on impact?

It fires an explosive shell of a howitzer (although more powerful) with a flat trajectory of a cannon, it's not breech loading in game because at the moment i can't cut out the ramrod stage, but it's faster to reload than the french muzzle loading cannon to at least simulate being breech loading.
Is it possible to make the ramrod invincible and replacing the animation with something else that can better simulate the breechloading?

Yes, but the French cannon isn't breech loading, it's muzzleloading with a ramrod, so you see my dilemma.

Offline Wismar

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #541 on: April 16, 2013, 12:11:18 am »
So the Prussian artillery functions much like both cannon and howitzer correct? Firing a round shot which explodes on impact?

It fires an explosive shell of a howitzer (although more powerful) with a flat trajectory of a cannon, it's not breech loading in game because at the moment i can't cut out the ramrod stage, but it's faster to reload than the french muzzle loading cannon to at least simulate being breech loading.
Is it possible to make the ramrod invincible and replacing the animation with something else that can better simulate the breechloading?

Yes, but the French cannon isn't breech loading, it's muzzleloading with a ramrod, so you see my dilemma.
So it's not possible to have different reload animation for different cannon types?

Offline Willhelm

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #542 on: April 16, 2013, 12:14:18 am »
They all use the same animations and sequences, I don't know how to change it.

Offline von_Bismarck

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #543 on: April 16, 2013, 01:12:31 am »
Yeah, the prussian artillery should have faster reload, that will at least give the sensation of a breech-loading artillery.

Offline kpetschulat

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #544 on: April 16, 2013, 01:14:29 am »
Were the French guns equipped with percussion shells as well, or at least something similar to the Prussian guns? Or, did they use standard round shot?

Offline Willhelm

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #545 on: April 16, 2013, 02:06:11 am »
Were the French guns equipped with percussion shells as well, or at least something similar to the Prussian guns? Or, did they use standard round shot?

Both, but their percussion shells were no were near as reliable as the Prussian. In the mod they have solid shot, the cannon accuracy is very much improved though, and also has a higher velocity. I reduced the random offset from 20 to 2 and increased velocity from 90 m/s to 120 m/s. I'd like more but it starts making the cannon balls go above your reticule. They were rifled cannons not smoothbore if you're wondering why.

Offline kpetschulat

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #546 on: April 16, 2013, 02:54:58 am »
Alright, sounds good!

Offline Wismar

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #547 on: April 16, 2013, 08:01:54 am »
There's a small cannon type (can't remember name) that is ussually mounted on railings and such.
That cannon has one less step when reloading. Maybe you can use that one to work with?

Offline Galadhion

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #548 on: April 16, 2013, 09:42:35 am »
Can you change the area on the cannon that can be interacted with to load it? Because if so you could just have all the animations for the Krupp interact with the rear of the cannon and make the ramrod phase extremely fast and use either an invisible ramrod or a small rope. The latter assuming that they used ropes to fire the Krupp.

Offline Wismar

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #549 on: April 16, 2013, 10:32:59 am »
Can you change the area on the cannon that can be interacted with to load it? Because if so you could just have all the animations for the Krupp interact with the rear of the cannon and make the ramrod phase extremely fast and use either an invisible ramrod or a small rope. The latter assuming that they used ropes to fire the Krupp.
You can reload the cannon from the rear in vanilla so the direction doesn't matter.

Offline Polski_Jerbil

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #550 on: April 16, 2013, 02:35:13 pm »
I take it there will be linebattles and events in this mod?

Offline von_Bismarck

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #551 on: April 16, 2013, 04:03:12 pm »
I take it there will be linebattles and events in this mod?

There will be events, obviously, but there won't be linebattles at all, in the franco-prussian war there were repeating rifles, the artillery was extremely powerful and there were deployed 310 machine guns, so please tell me, with all that technology and even more do you want to make a linebattle?

[youtube]http://www.youtube.com/watch?v=jO3haWrRtrY[/youtube]

We have already had this discussion, I don't want to have it again.  ;)

Offline Betaknight

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #552 on: April 16, 2013, 04:26:58 pm »
Pew pew pew pew pew. Im just laying on the floor, dead from all those bullets
The first modder for NW.

Offline Willhelm

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #553 on: April 16, 2013, 04:38:09 pm »
There's a small cannon type (can't remember name) that is ussually mounted on railings and such.
That cannon has one less step when reloading. Maybe you can use that one to work with?
That cannon can't be moved though, I don't think the Prussians want static artillery, but I will look into it. North and South has 3 artillery pieces so it must be possible.
I take it there will be linebattles and events in this mod?

There will be events, obviously, but there won't be linebattles at all, in the franco-prussian war there were repeating rifles, the artillery was extremely powerful and there were deployed 310 machine guns, so please tell me, with all that technology and even more do you want to make a linebattle?

[youtube]http://www.youtube.com/watch?v=jO3haWrRtrY[/youtube]

We have already had this discussion, I don't want to have it again.  ;)

They didn't have repeating rifles, well not the main forces, they had single shot breech loading rifles which could fire about 12 shots a minute, compared to a muskets 4, if a good soldier can fire one shot every 15 seconds.

Offline Galadhion

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Re: Blood and Iron - A Franco-Prussian War mod. (New Update page 29)
« Reply #554 on: April 16, 2013, 04:42:04 pm »
I think it'd be more of a hybrid between WW1 and line combat. So line formations and discipline, but making use of cover and environment.