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active_features [2021/12/26 06:13] north_adminactive_features [2022/01/01 12:46] (current) – [Molotov Cocktail] north_admin
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 With bravery and a careful aim it is an effective weapon against enemy tanks. With bravery and a careful aim it is an effective weapon against enemy tanks.
  
-Details on how it is used effectively on the [[njet_molotov|Molotov Cocktail]] page.+Tanks are vulnerable for a molotov on two positions, the engine grill on top of the rear of the hull and if the tank has a large vent going directly into the engine compartment that is another one. 
 +Otherwise hitting the tank with it does nothing to it, anyone riding on it might get burned alive.\\ 
 +{{:t28_molotov_hit_posses_01.png?480| }}{{ :t28_molotov_hit_posses_02.png?480}}\\ 
 + 
 +Not all tanks are vulnerable to the molotov, if neither of the above mentioned openings exist then the molotov does nothing to it. 
 + 
 +Also, even if you hit at that "kill hit" position it's not guaranteed it will kill the tank. 
 + 
 +Same goes for other vehicles, cars/half-tracks are made vulnerable on the engine area as well, the kill hit is at the radiator grill. Not realistic perhaps but more of a game-play feature. 
 +And of course back of a truck is a dangerous place to be sitting in when molotov is thrown there.. 
 + 
 +For the AI, it is impossible to instruct it to target and hit these specific positions on the model so whenever an AI hits a tank with one there is a random chance that it scores a "kill hit"
 +<WRAP todo>TODO: add pics</WRAP> 
 + 
 +==== Sokaisupullo ==== 
 +"Blinding Bottle" in english. The smoke grenade version of the molotov. 
 + 
 +Has pretty much the same properties as the molotov does but in addition provides a thick smoke screen like a smoke grenade would. 
 + 
 +<WRAP todo>TODO: add pics</WRAP>
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 \\ \\
-===== Static Weapon Reloading From Ammoboxes =====+===== Static Weapon Reloading From Ammo Boxes ===== 
 +Static weapon magazines can be reloaded from ammo boxes that are placed near the weapon and/or the one(s) in the gunners inventory. 
 + 
 +Reloading happens in form of a hold action. 
 +You select the action you want, press and hold ''space bar'' until action is finished and the weapon has new magazine in it. 
 +Empty magazine is discarded, partially depleted magazine is re-usable. 
 + 
 +The action shows where you will be reloading from so you have some control over it. 
 + 
 +This applies also for ammo boxes placed in the editor, or by Zeus. 
 +Both in the editor and in Zeus interface you will see blue arrows going to and fro from the box to the nearest static weapon(s) that can access the ammo box. 
 +<WRAP todo>TODO: add gifs</WRAP>
 \\ \\
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 ===== Portable Crew Served Weapon Systems ===== ===== Portable Crew Served Weapon Systems =====
 +Portable crew served weapon systems work in similar fashion as in other mods/vanilla game, as in you need to have all weapon parts available to assemble one.
 +
 +But we have designed this a bit differently:
 +  * Assembly/disassembly happens via a hold action
 +  * **Two weapon parts, one soldier**\\ Weapon parts can be carried by one soldier instead of needing two. The parts are available for the launcher slot and as a backpack.\\ In this case the soldier also has access to the assemble action without having to drop one part on the ground first.
 +  * Because of this when you disassemble a weapon you can select in which form to pick up the resulting weapon parts: launcher or backpack. 
 +
 +==== Fast Deploy ====
 +The Maxim heavy machinegun can be used without it's tripod/base.
 +You can carry the gun part as you would carry any weapon and deploy it on a surface the vanilla game weapon deploy system allows for, and then use it as a "improvised static weapon".
 +For you to be able to fire the weapon you also have to have a ammo box for it in your inventory.
 +
 +You obviously can //not// go Ramboing around hip-firing a Maxim. The weapon is unusable unless you deploy it.
 +
 +You can of course assemble it on the ground if either you carry the tripod/base part as well or one is laying on the ground.
 +<WRAP todo>TODO: add pics'n'gifs</WRAP>
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-===== Signals =====+ 
 +===== Miscellaneous ===== 
 +There are some weapons that are special: the Norwegian Krag bolt action rifle and the Soviet Fedorov Avtomat. 
 +Both feature reloading characteristics that differ from the other weapons. 
 +\\ 
 +==== Krag ==== 
 +The weapon has rather peculiar type of magazine: it basically has a metal pocket on the side you open up and drop 5 rounds into. 
 +It also features a magazine cut-off which turns the weapon into single shot rifle where cycling the action doesn't feed a new round into the breech from the magazine but instead you have to insert a new round manually. 
 + 
 +Both are simulated in the Krag type rifles available in the mod. 
 +These weapons do not support the tactical reload feature yet.
 \\ \\
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 +
 +==== Avtomat ====
 +In real life Avtomat featured a detachable magazine but due to really bad manufacturing tolerances it was basically impossible to find another magazine that would fit into the weapon so instead it was reloaded using strips like with the Mosin for example.
 +
 +This is also simulated in the Avtomat available in the mod:
 +  * Using regular magazine reload (default key ''R'') reloads the magazine to full 25 round capacity with 5 round clips.\\ This can be interrupted by pressing the firing key/button or the "aim down sights" key/button.
 +  * Using ''ALT'' + ''R'' (or whatever your reload key/button is) reloads a single 5 round clip
 +\\
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active_features.1640499210.txt.gz · Last modified: by north_admin