Theoretically, every projectile weapon can be fire indirectly with enough degree of elevation. Even HMGs are sometimes used to rain down bullets, while not as effectively deadly it can still suppress and injure to an acceptable degree by the high fire rate. Guns of calibre 20mm and above should be able to fire beyond the visible horizon or simply above an obstacle like a small hill or village.
In the example of the KV-2, its gun max elevation is about 18° what is rather below the typical SPGs of 20-75°. A Panther and Tiger tank also got 18°, Tiger II only 15°.
The KV-2 was definitely mainly an assault tank designed to defeat strongholds in direct-fire like fortifications along the Finnish Mannerheim line. It’s well-armored and roomy turret was also its weakness, as even a slight ground elevation could make the unbalanced turret impossible to be traversed. Firing full-charge shells was strictly forbidden due possibility of damaging the chassis or turret either what disqualifies for long-range firing.
The KV-2 had two gun sights, a telescopic one for direct fire and a periscope for firing from closed positions, therefore, theoretically, it could fire beyond obstacles. The KV series was also one of the few Soviet tank types which came with radio equipment, what could help with indirect fire by forward observers.
The Germans used captured ones sometimes as artillery observation platform due to its turret height of 3.3m.
I haven’t really found examples where it is mentioned that the KV-2 was used for indirect firing, but given the same elevation like most other tanks, I’d rather keep stick to tank-mode in the game. The AI isn’t always the champ in selecting the most appropriate mode for units, hence better stick to the most suitable one.
Wurfrahmen, 28cm WK Spr: 1925m, 30cm WK Flam: 2200m, game range: 2 (okay)
Katyusha early RS-132 rocket: 7100m, later improved M-13 rocket: 8740m, game range: 2 (3 is better and similar like many infantry-gun ranges)
20mm_FlaK_38_AT: should have the same veh-att like the JP 20mm one although you could further argue about ROF: 4
Yeah, it’s tricky with multi-barreled guns:
According to my calculation the JP 25mm gun can penetrate about 20mm steel more than the 20mm JP gun. Type96_25mm_AT is a twin-gun mount though what makes the veh-att value of 4-5 rather too weak. I’d rather give it 6-8 similar like the 25mm_Hotchkiss as armor-piercing rounds were available. The triple-gun mount could have 7-9 then. At close distant in cities, each barrel should be able to hit the same target.
Wirbelwind_AT and SdKfz_7_1_AT: 6-7. +1 for each additional barrel at city-distance, but halved at open ground distance.
Gosh, I guess I could go on with hundreds of other weapon systems this way...
Not sure about this sig33 SPG texture, but it rather looks the same like the Sturmpanzer_I one?
By the way, the availability date of 20/3/1943 is plain wrong for the Sturmpanzer I. It was available for Battle of France on 10/5/1940, but rather became obsolete afterwards, especially with the Wurfrahmen on 14/11/1940. If you like to make units available as long as historic notes mention them then make it vanish after Battle of Kursk on 23/8/1943.
I’d also give it the SlowRepair trait as only 38 were converted. That’s not enough for constant replacements of these rather vulnerable vehicles.
I agree about shorting the unit names to rather stick to e.g. Ju 87 instead of Junkers Ju-87.
I’ve merged all unit names into the single english.txt file and sorted them all by the order of the units.csv file. It took a long while but it was definitely worth it to easily find every unit later much faster. As mod file, you could do the same in English_mod.txt by overwriting all vanilla names.
I’ve already answered the Marder question in that other topic that Baukommando becomes available on 8/1942.
PS: I think I'd die of old age if I had to correct all vanilla flaws.