first trials with menu editor successful
I tried to keep the screen as clean as possible, grouping most of the FlaK camera items toward the right edge of the screen (notice the scaled down ammo loading progress bar).
Round selection icons represent the
Long Solothurn cartridges, really used by C/30 and C/39 FlaK's:
The remaining guns will get as well their own ammo selection icons, representing as closely as possible their real counterparts. Moreover, tooltips for each round were customized, so to have different designations for each caliber; I used the British/American designation followed, for immersion, by the German one:
On a slightly unrelated note, I have tried playing with 'AmmunitionIntervalOptions' and 'AmmunitionIntervalOptionCurrent' settings (Ammunition.upc), for having different ammo outfits at different stages of the war (see below):
Code:
[Ammunition 1]
ID= 20mmAPGer
NameDisplayable= 2cm APHE-T ammo
Type= AmmoShell
Subtype=20mmAPUS
AmmunitionIntervalOptionCurrent= 1943-06-16, NULL, 0
AmmunitionIntervalOptions1= 1943-06-16, NULL, 0
Volume= 1
PackSize=40
[Ammunition 2]
ID= 20mmHEGer
NameDisplayable= 2cm HEI ammo
Type= AmmoShell
Subtype=20mmAPUS
AmmunitionIntervalOptionCurrent= 1943-06-16, NULL, 0
AmmunitionIntervalOptions1= 1943-06-16, NULL, 0
Volume= 1
PackSize=40
[Ammunition 3]
ID= 20mmAAGer
NameDisplayable= 2cm HEI-T ammo
Type= AmmoShell
Subtype=20mmAPUS
AmmunitionIntervalOptionCurrent= NULL, 1943-06-16, 0
AmmunitionIntervalOptions1= NULL, 1943-06-16, 0
Volume= 1
PackSize=40
Unfortunately, it didn't work: all the round types assigned to each gun in its sim file are loaded onboard, both in campaign and in single mission, no matter the availability dates I had set. I wonder if the Ammunition setting are applied at all, when it comes to shell ammo
EDIT:
I have just accomplished another test: I have created some new shell definitions in a custom dat file (I have called it 'Shells_1.dat'), and assigned the new shells to the C/30 FlaK and... guess what? I was able to fire the new shells in game flawlessy. It means that we can have as many shell dat files as we want, as far as they are located in te correct folder. Good finding for compatibility with other mods affecting the stock file.
I am going to do the same test with Baza_FX and particles.dat now