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Nahlásit problém s překladem
As to the second point, here is my understanding (may be incorrect, I get too bored reading the details in the manual ;) - as part of the battery’s preparation, they will figure out deflection for each piece as it related to the base piece. So in theory, if the base gun is laid on target after adjustments, the rest could technically aim at an arbitrary point (within reason) by changing gun elevation/horizontal aim relative to the base piece. Having too much space between the aiming points does not really make practical sense though.
And regarding missions overall - I agree with you, they don’t work “realistically”, nor are they “in-character”. I can only hope, once the war is over, the development team can come back to working on artillery mechanics.
Both with the sweeping fire you mentioned, but I think also with calling repeat fires on the same spot without having to start all over with waiting for the mission to begin again and waiting for spotting rounds.
The battery just put a barrrage on target, so the spotter should be able to say "repeat mission" or "shift 50, repeat", or similar orders.
I'm thinking that it would be nice if you automatically got a zero in point every time you succesfully called in a fire mission on a new location, to represent locations being dialled in at the battery commander.
If I'm wrong about how artillery worked in WW2, just let me know. I'm no expert on this.
I realise that the ballistics of a single gun are pretty well done currently, apart from guns being assumed to be extremely close to the battle.
My main problem with the way it works currently is that while the individual gun is modelled well, the fire mission as a whole is not quite there yet.
1: When you have a battery of four guns, you can choose the distance between bursts freely. And the resulting impacts will be in parallel lines no matter the distance you choose. But in reality, that would mean physically moving guns closer or further apart. Was this done in real life? There should be a wedge shape in the impacts at bigger distance between aiming points. Like if you spread the fingers on your hand compared to keeping them together.
The practical rate of fire should be presented in the manual. For now, it's extremely difficult to plan an 1 hour fire plan - rate of fire decreases significantly after just 5 rapid fire missions.
and exposure
and a dev that doesnt scream at commenters :=D