I'll fix it so only sides are shown at some point, instead of Right/Left... I can't think of any historic unit that would have different side armor (Perhaps the Grant due to the side mounted 75?, doubt it tho).
Been a while since I touched the code, my last project got released and I had to spend the last week pushing out little fixes.
Question:
The PART, its cost multiplier of Damge_Die*Range_Band*0.8 "includes the modifier for 90 degree arcs", is it safe to assume that if I didn't include that arc multiplier, it'd just be *0.9?
>>>PART includes the reduction for 80-degree firing arc.
Is there a minimum AOE for artillery? I'd guess 0.5", but it'd be possible I guess to have no AOE.
>>>Minimum AOE is 1".
So AP weapons are built as personnel SAW weapons and simply added to the vehicle, and not Gauss/Disruptor/Laser/Plasma/Particle/Ionetc?
>>>Correct, but the cost is also adjusted for firing arc.
And assuming that, any reason a "Gun Battery/AT" has the AT designator?
>>>Gun batteries are mounted on sea/air/landships only, differentiated as AT or AP. AT batteries are the same as Cannon with different maximum range band/damage die.
And a follow-up, there are AP weapons in the vehicle weapon tables part 7C that seem to mirror those under personnel weapons at 19C, can it be assumed that special rules 19C1 and maybe even 19C2 also apply when those weapons are mounted on vehicles?
>>>No. Use 19G1 SAW entries over 7C if there are any discrepancies in damage die maximums/ranges. 19C refers to team weapons, and range 0 weapons are covered under physical weapons. Not sure there's a need to include bow and arrow or spears as vehicle AP weapons.
And a question on Organic/Hybrid. Hybrid/Mechanical TL's seem to make sense to me, but what about Organic only vehicles? I am guessing that 100% organic vehicles are always built with the personnel rules and not vehicle rules?
>>>>>Correct.
GART says "TL2 sea elements use TL3 weapon limitations", so basically if a unit has sea (or sub? and including sail/physical/etc?) primary (or secondary?) mobility types, at TL2 they would use the maximums for TL3 right?
>>>Correct (including sub/sail/phys, excluding secondary mobility).
Also, often when referring to walker arcs the book says "RF" or "LF", when those are never defined and should probably be "FR" and "FL", respectively. Those arcs are also used on the vehicle firing arcs in the back of book 1... just kinda inconsistent.
>>>>>RF and LF designations should be used.
What is the cost multiplier of the extended 270 degree firing arcs from part 17, page 23? I would guess 95% as 180 degree is 90% and 360 degree 100%.
>>>>271-360: no modifier; 180-270: *.9; 1-179: *.8.
Torpedoes. The speed is set at 15 for 3 turns, but the cost is speed/3. Is speed then variable so any number can be chosen UP to 15? Also, does that affect range, so maybe all torpedo's have a range of 45, and if say 9 speed was chosen instead of 15, its endurance would be 5 turns instead of 3?
>>>See 9A4; cost is (damage die * speed)/3. Speed is variable from 1" to 15" per turn, with 3 turn endurance (not multiplied for endurance when calculating cost). A d8 speed 12 torpedo would be (96/3=)32 points (and moves 12" during 3 consecutive turns).
Also, with torpedoes, they are limited to sea mobility? I happen to know some Air and STOVL units that use them to hunt submarines
>>>> Air/STOVL should be OK.