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Re: Looking into making mod to add a Gatling Gun.

Posted: Thu Jul 07, 2011 9:30 pm
by RebBugler
Wouldn't the Sharps rifle have a higher rate of fire, say 10 seconds?
Is it OK to quote your own quote? Anyway, this begs the question: why is the rate of fire on the Sharps so slow? Is that to keep the unmounted cavalry from being too powerful? And I played the Buford scenario thinking I had a firepower advantage. Dummy me... :(
Caution, you're wobbling off thread. In a nutshell: experienced troops gain in ROF, some were getting 9 secs...they turned into invincibles, we agreed on a cap - 18 secs reload time.

Re: Looking into making mod to add a Gatling Gun.

Posted: Thu Jul 07, 2011 9:40 pm
by born2see
Thanks RB. I'll work on my thread discipline. :S

Re: Looking into making mod to add a Gatling Gun.

Posted: Fri Jul 08, 2011 6:12 am
by Damned Black Hat
Wouldn't the Sharps rifle have a higher rate of fire, say 10 seconds?
Is it OK to quote your own quote? Anyway, this begs the question: why is the rate of fire on the Sharps so slow? Is that to keep the unmounted cavalry from being too powerful? And I played the Buford scenario thinking I had a firepower advantage. Dummy me... :(
Caution, you're wobbling off thread. In a nutshell: experienced troops gain in ROF, some were getting 9 secs...they turned into invincibles, we agreed on a cap - 18 secs reload time.
And to think I thought the Bucktails were already invincible regardless of the 18 second load time...

Re: Looking into making mod to add a Gatling Gun.

Posted: Fri Jul 08, 2011 5:07 pm
by alessillo
I made these modifications and the result is encouraging:

1) in artillery.csv for this gun (6lb_M1841_CSA) I modded the range and I left only canister ammunitions
6lb_M1841_CSA,IDS_ARSN_6lb_M1841_CSA,IDS_ARSN_Smoothbore,50,299,400,500,700,88.12430538,2,1,100,0,0,0,IDS_LONGSMOOTHBORE,IDS_AMMO_SB_Canister,IDS_AMMO_6lb_SB_Shell_CSA,IDS_AMMO_6lb_SB_Shrapnel_CSA,IDS_AMMO_6lb_SB_Solid

2) in munitions.csv I changed the canister ammo for the 6lb gun
IDS_AMMO_SB_Canister,,0,1,50,700,0.1,,,,,0.6,50,SFX_GAT_Fire

3) in sfx.csv I added the machine gun sound
Gatling,SFX_GAT_Fire,Machine_Gun3.wav,50,1000,1,0,0

4) in unitgfx.csv I made the fire animation much longer increasing the timing value
GFX_CSA_Art_01-3_Fire_Gun,CSA_Art_01-3_Fire_Gun.dds,128,128,,,1.36,CSA_H_Art_01-3_Fire_Gun.dds,256,256,,,0.68,16,7,1000,0
GFX_CSA_Art_02-3_Fire_Gun,CSA_Art_02-3_Fire_Gun.dds,128,128,,,1.36,CSA_H_Art_02-3_Fire_Gun.dds,256,256,,,0.68,16,7,1000,0

The result is a gun that fires only canister ammunitions with a range of 700 yards, making the sound of a machine gun and taking more time to fire than a normal gun. I think that with some more refinement and tests and with good animations it can be done something similar to the gatling gun.

Cheers

Re: Looking into making mod to add a Gatling Gun.

Posted: Fri Jul 08, 2011 7:00 pm
by Damned Black Hat
Can you imagine a scenario where instead of finding Strong Vincent's brigade near LRT, G.K. Warren instead finds two gatling guns? I'd love to see how many rebs you could mow down having two of those guns at LRT with Hazlett's battery in support.

Having gatling guns in the Hornet's Nest at Shiloh would be a hell of a scenario as well.

Re: Looking into making mod to add a Gatling Gun.

Posted: Fri Jul 08, 2011 7:50 pm
by rclark14
Gatling guns were mostly ineffective in combat due to there limited mobility- and only able to fire mainly in a straight line- once they were flanked they would be ineffective or fall into enemy hands. Flank attack a gatling gun and the gun's power is useless. I watched this discussion on History show- thanks- repeating rifle was/is the key to success etc. better weapons and technology- thanks That would be a neat mod- I would flank it :)