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รายงานปัญหาเกี่ยวกับการแปลภาษา
Using built-in CE types allows compatibility with other mods too.
20x138mmB
25x137mm NATO
40x365mm Bofors
but these ammo obviously will use CE's cost calculation, meanwhile all my ammunitions costs are using adjusted cost calculation (a lot cheaper). it might cause balancing issues.
CE's cost calculations are more intended for small caliber ammunitions, when used for my mod that has 600mm shell the cost result is too absurd so i have to make adjustments.
I was having issues with the artillery pieces missing their targets (by far more than they should) and some projectiles simply leaving the map.
I did some digging around and confirmed this was due to the "<speed>" tag on the ammunition.
For example the "Bullet_150mmKC36_HE" has "<speed>167</speed>".
After reducing this to 25, the shells worked.
Doing some digging around, it seems CE sets all mortar rounds to "<speed>0</speed>", I'm assuming this lets CE automatically calculate the velocity.
I've set all the mortar type shells to "<speed>0</speed>" and aren't having any more issues.
Forgot to add but placing the Karl-Gerat causes an error to show up on the logs.
https://pastebin.com/p3u5mgpq
Not sure if it's a big issue but some of the flak cannons say in the logs that burst fire shot count is the same or greater than auto fire.
but i can't find the cause for the warning logs on flak cannons, can you try other "field guns" as well? like the Pak 40, BS-3, and Pak 44. do they all have the same warning in the logs?
Flak 38
Kugelblitz
3.7cm Flak M42
M247
Just used them against enemies and they seem to work just fine in game though, so I'm not sure how critical the warning is but here is the log for the Kugelblitz as an example.
https://pastebin.com/rpbNzpWK