Browsing through many posts, I've never been able to find an answer...
Is there any way at all to create a delay between the order to fire and the actual impact that is specific only to the first shot, i.e. that does not affect subsequent shots.
An obvious use would be to model requests for artillery support, but it would also give more flexibility to model rates of fire.
From testing and old forum posts, it still seems to me that the chamber reload time/time to fire cannot be used, since the fire time sequence is:
1st round or burst:
time to fire
subsequent rounds or bursts:
reload time chamber+time to fire
So, increasing the time to fire for the first round will also impact all subsequent rounds/bursts and thus decrease your rate of fire.
I've never figured out why the two parameters were not modelled independently (in game terms, the reload time chamber is sufficient to model time between subsequent shots; time to fire does not add anything different IMO).
Solutions contemplated so far to address the issue:
- Setup Time: Whenever an infantry team has moved a sufficient distance, it will need to set up the weapon again before firing the first shot. However, the team will automatically do this even when not ordered to fire, which means that, after some time has passed after moving, it would still fire instantaneously if ordered.
- Turret/Vehicle rotation: another idea would be to force a rear-mounted weapon to turn before firing. This does not not prevent one from rotaing the vehicle/turret in advance (thus nullifying the delay). Moreover, infantry teams cannot be modded in this way.
Any new insights into this matter would be appreciated!