Thanks to the Equipment Mod, I had acces to this readout of the naval gun stats and I have a couple of questions about some of them:
"ID": "4 pdr Woolwich Gun",
"crew": 2.0,
"groundBatterySize": 3.0,
"horizontalTurnMax": 25.0,
"navalBatterySize": 1.0,
"reloadTime": 80.0,
"threat": 235.0,
"type": "Cannon",
"verticalTurnMax": 10.0,
"verticalTurnMin": -5.0,
"weight": 2.0,
"goldPrice": 60,
"Ballistics":
{
"verticalSpread": 0.7,
"radius": 0.04,
"mass": 3.5,
"horizontalSpread": 2.6,
"gravity": 1.0,
"distance": 950.0,
"baseY": 0.0,
"armorPiercing": {lots of stuff}
}
crew: Fairly obvious that this is the required crew to man the gun, but I wonder, is this an all or nothing number or more a gradient? e.g. a gun has crew 10, if I only have 9 crew available for it, does it cease functioning immediately or has it simply got reduced performance?
groundBatterySize & navalBatterySize: the only ones I'm really clueless about. Since the naval one is always 1.0 and the ground one varies between 1.0 and 3.0, with smaller guns having the higher value I suspect it perhaps has to do with model size?
threat: I am assuming this is for the AI to help in choosing its targets based on equipment, but I want to be sure.
goldPrice: Quite obviously the price of the gun, but I wonder how it is adapted to each campaign, since I recall vastly different prices between British and US campaigns even with the same economic skills.
mass: Looks to be the damage number that is reported on the details screen, but how does this mass interact with (over)penetration to determine actual damage to planking and/or hull?
armorPiercing: This seem to be datapoints for certain % of the guns range, with tangents describing the incoming or outgoing function line, but these tangents currently seem to imply linear progression between all points, though I do see a tangentmode modifier, so I assume it is possible to go for exponential and other forms as well?