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MK II should be
MK III should be
And Centurion MK II Turret mounted MG is not held by the gunner
sources used
https://www.onwar.com/weapons/tanks/firearms/fcrusader1.html
https://www.onwar.com/weapons/tanks/firearms/fcrusader2.html
https://www.onwar.com/weapons/tanks/firearms/fcrusader3.html
https://forum.axishistory.com/download/file.php?id=397048&sid=f0ee649039904f6e1dea5dda0f5d35c9&mode=view
I don't think that the changing values in def files make sense.
("armor_medium" turret(32 23 19 12) body(34 20 16 14) body2(34 20 16 14) body3(22 18 17 7))
("armor_engine" t(10 20 16 14))
What values you should put for body1 volume, body2 or body3 volumes?
Where I can find mantlet volume here?
that would be the mantlet
looking into it in blender (a similar tool to 3ds max)
}
{Volume "mantlet"
{thickness 20}
in crusaderi.def in entity_vehicle1.pak/entity/-vehicle/tank_medium in your mod folder
and the bug that the centurion mk II gunner is not holding the mg
Because they are based on Crusader MK III chassis they should be available after MK III is available (sources say survived MK III 6pdr weapon was replaced by 40 mm (1.57 in) QF Bofors), in real life it saw first action october 42, in game its from 43 on, so AA MK I should be available from 43 and not 42.
Also AA MK II is missing its .303 (7.7 mm) Vickers machine gun.
Sources say the MK I had 4 (which is correct in the mod/game) and only difference to AA MK II was position of the radio, so I assume AA MK II had also 4 crew
at least the missing mg on the AA MK II
3 crew
https://wiki.warthunder.com/Crusader_AA_Mk_II
4 crew
mod has
crusaderaa1 -4 n1(3) n2(1)
crusaderaa2 -3 n1(2) n2(1)