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-   -   [WIP] Historical Guns Specs (https://www.subsim.com/radioroom/showthread.php?t=198510)

Rocko 08-21-13 10:13 AM

Torpedo re-loading requires surfacing the boat...
 
Hi gap,

Thanks for your feedback. Just want to clarify that in the previous post I was referring to resurfacing for reloading a second set of 4 torpedoes from the bow of the boat even after selecting the 'Autoloading' option in the Weapons page. What is the purpose of this option then?

Please advise.


Quote:

Originally Posted by Rocko (Post 2102550)
Please advise on the following matter. I'm using Sober's mega mod and each time I fire torpedoes I-V, I need to resurface to reload. Even if 'Auto Loading' is selected. How can torpedoes be reloaded without the need of resurfacing. I'm on the 'Turning Point' campaign.... type VIIC-41 I think....

Thanks for your insight!

Quote:

Originally Posted by gap (Post 2102566)
Torpedo reserves are limited. When internal torpedo reserves are used up, your crew will load torpedoes from external reserves; this means that the U-boat must be surfaced long enough for the unloading procedure to be accomplished, and that during it weather must be good. IIRC, you can disable "realistic torpedo loading" with from main menue's realism settings.


vdr1981 08-21-13 10:43 AM

Quote:

Originally Posted by Rocko (Post 2102550)
Please advise on the following matter. I'm using Sober's mega mod and each time I fire torpedoes I-V, I need to resurface to reload. Even if 'Auto Loading' is selected. How can torpedoes be reloaded without the need of resurfacing. I'm on the 'Turning Point' campaign.... type VIIC-41 I think....

Thanks for your insight!

Crew won't reload torpedoes while you're on silent running...

gap 08-21-13 11:00 AM

Quote:

Originally Posted by Rocko (Post 2103464)
Hi gap,

Thanks for your feedback.

My pleasure :)

Quote:

Originally Posted by Rocko (Post 2103464)
Just want to clarify that in the previous post I was referring to resurfacing for reloading a second set of 4 torpedoes from the bow of the boat even after selecting the 'Autoloading' option in the Weapons page. What is the purpose of this option then?

Autoloading means that you don't need to drag torpedoes from your reserves to empty tubes for them to be reloaded. If torpedoes are still available, your crew will load automatically any empty tubes at their earliest convenince; still loading will require some time to be accomplished, and if only external torpedoes are available, you need to be surfaced for the reloading to start.

If you want torpedo tubes to be reloaded immediately, no matter if internal reserves are used up and you are submerged, go to main game menu, select 'Game options', go to the 'Gameplay settings' tab, uncheck 'Realistic reload', and click on 'Apply changes':

http://i1196.photobucket.com/albums/...0-38-56-15.jpg

CaptJulius 08-30-13 03:17 AM

Looks Good :up:

vdr1981 08-30-13 12:02 PM

Little bit propaganda for brave tehnicians ... :know: To boost moral and make work easier ...

http://youtu.be/pXZH9DTPSFk

Keep them cooming! :up:

gap 08-31-13 11:00 AM

Quote:

Originally Posted by CaptJulius (Post 2107566)
Looks Good :up:

thanks, I am currently busy with other small projects, but I think Volodya released a beta version of our work on the AA guns somewhere in another thread :up:

PS: here

Quote:

Originally Posted by vdr1981 (Post 2107810)
Little bit propaganda for brave tehnicians ... :know: To boost moral and make work easier ...

http://youtu.be/pXZH9DTPSFk

Keep them cooming! :up:

Wonderful footage, thank you for sharing :yeah:

gap 09-11-13 11:39 AM

Just found this huge collection of scanned manuals on WWII ordnance and weaponry: :sunny:

http://www.lexpev.nl/manuals/index.html

plj 10-13-13 05:43 PM

I noticed a discussion about the tracer color in the beginning of this mamoth topic, and didnt care to check, but red would deffinately NOT be a good alternative, and I think the color is quite historically correct tbh.

http://www.ww2incolor.com/forum/arch...hp/t-7020.html

Some discussion on tracer rounds there .. fluorecent lime green ... that would be almost yellow as far as most colormaps go.

gap 10-13-13 06:45 PM

Quote:

Originally Posted by plj (Post 2127584)
I noticed a discussion about the tracer color in the beginning of this mamoth topic, and didnt care to check, but red would deffinately NOT be a good alternative, and I think the color is quite historically correct tbh.

http://www.ww2incolor.com/forum/arch...hp/t-7020.html

Some discussion on tracer rounds there .. fluorecent lime green ... that would be almost yellow as far as most colormaps go.

I have done quite an extensive research on the topic. Green, yellow, red and white tracers were all used on Kriegmarine's and other WWII navies's ammunition. I can post here some of my sources, if you like it.
The point is: which shade of green, which shade of red, how much transparent, etc? WWII Color footage is pretty rare, and the link you have posted, though possibly giving us some clues, refers to tankers. Any furthter contribution very much appreciated :salute:

vdr1981 12-29-13 04:28 PM

So Gap, when do we start to entering data from your spreadsheet into gunsradars.sim file? Next year? :)

Your document contains little fortune of data, it would be really shame not to use it . :up:

gap 12-29-13 05:13 PM

Quote:

Originally Posted by vdr1981 (Post 2157553)
So Gap, when do we start to entering data from your spreadsheet into gunsradars.sim file? Next year? :)

Your document contains little fortune of data, it would be really shame not to use it . :up:

I agree: wasting all the work done so far (not only by me: also Volodya, keysersoze and several other subsim members have given a decisive contribution to this project), would be a shame.

Putting this mod in stand-by was not in vain though. In the meanwhile I have learned a lot about SH5. Most notably, with your help, I have got an insight of the u-boat equipment/upgrade settings and I have a better knowledge of the parameters affecting guns' accuracy and fire rates of fire, not to mention the damage system modelled in game. This experience will be precious for the continuing of this project :up:

There are still some unsolved problems though. As you know, just entering historical specs in game is not enough for getting SH5 gunners to behave as expected. I am especially concerned about practical rates of fire and hit rates. In WWII warfare, the above factors varied heavily depending on a number of other factors, including crew training, fatigue, and sea state. Sure enough, destibilizing SH5 guns is an hard task, as elevation/training rates and gyro stabilization rates are strictly connected, if not identical.

This is to say that the completion of the present mod will require a lot of beta testing and fine-tuning. If you are ready to undertake at least part of this work, I will be side-by-side with you, that is sure :salute:

U-190 04-04-21 06:34 AM

Quote:

Originally Posted by gap (Post 1935329)
As announced in another thread, I've started collecting information on historical specs of both AI and human playable guns featured in game. If I manage to do it, this knowledge is going to be included in a mod that will introduce a general rebalance of armaments /ammo / zones and armour system in SH5. So far, this the detailed list of features I plan to implement:
  • Realistic guns specs:
    - train and elevation min and max angles;
    - train and elevation speeds;
    - train and elevation dispersions;
    - cyclic and practical firing rates (i.e. recoil and reload times);
    - muzzle velocity;
    - gun's max range;
    - gun's additional drag coefficients (left/right, up/down and front/rear for guns selectable as U-boat upgrades).

  • Realistic ammo outfits for each gun:
    - round types;
    - number of round carried for each type;
    - number of rounds held per magazine.

  • New shell definitions, reflecting different ammo used with different guns of the same caliber, with realistic damage figures:
    - detonation range;
    - min and max damage effects;
    - armour penetration;
    - min and max radius.

  • Reworked FX:
    - different sounds for each of the main guns used in game (especially for sub's guns);
    - if needed: improved/new GFX effects for guns and shells featured.

  • Reworked damage zones for ships and guns whose historical armour figures are known:
    - new zone definitions with realistic armour settings;
    - if needed: reworked/improved damage zones to reflect available historical data and expected sinking dynamics (including both vanilla and recently imported dat units).

  • New ship definitions, with different and realistic gun equipments for each of the nations that operated them:
    - when needed: existing units cloned to reflect subclasses or different riggings/equipments of the same unit (for both GR2 and inported dat units);
    - if needed: revised ship's specs to reflect available historical data and expected in game behaviour (for both existing GR2 and dat units and their clones);
    - when needed: revised ship's equipment to reflect different armament outfits during the war and for different nations;
    - cloned units assigned in roster to the nations that historically used them.

In future, I could decide to make similar changes to torpedo / depth charges / aircraft weapon's systems.

This is the list of mods that, with permission by their respective authors, my project should be based on for maximum compatibility with (and among) them:

Moreover, selected features and fixes from the following old mods will be possibly included in the present mod (again, granted that permission to do so will be given by their original authors):

If you think that my list is missing any important mod that the present project might conflict with, or that shoud be included in it anyway, please let me know and I will get in touch with its author.

Indeed, I am also open to anyone wanting to co-work with me on this project and to any suggestion or complaint about pertinent aspects of the game that need still to be addressed.

I rely on your inputs, guys :yep:
:)

================================================== ========

EDIT:

this mod is still in its alpha stage. At this moment only few of the aforementioned aspects have been addressed with separate patches that will be merged in the final release of the mod. You can get their latest versions from the following links:

Rongel's Torpedo malfunctions test v 2
download link and realease notes available HERE
NOT COMPATIBLE WITH LATEST TORPEDO FAILURE PATCHES BY TDW

Armaments & equipments patch v 0.2
download link and realease notes available HERE


Thank you for testing! :salute:

WOW :o :up:


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