Thread: [REL] FOTRS Ultimate Project
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Old 08-24-18, 12:45 PM   #6518
CapnScurvy
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Originally Posted by Squashman View Post
Thanks, I very much appreciate the reply - Sorry, I'm somewhat of a noobe, albeit an aging one and have only really got into combat sims since retiring. I have practically no modding skills apart from some mapmaking in IL2, but am always willing to try and learn something. I really enjoy mission building and hope to release the Guadalcanal series, before long.

By the way - what has been achieved already with the AI ship torpedoes is absolutely marvellous - It's fascinating to watch the salvos speeding towards their targets with the free camera - and actually the hit rate can be surprising good.
I'll try investigating and tinkering with the "guns" files and do some testing.
Thanks again
Be careful with the gun files, your more than likely to not get the torpedoes to fire at all when messing around there.

To have the AI Torpedoes fire at longer distances, you simple need to change the Data/Cfg/Sim.cfg files, [AI AA guns] "MaxFireRange=1400" to something else. The only problem with that is ANY/ALL AA guns that are working in-game will do the same. You set it to 7000 meters.....the 50 cal machine gun will detect and fire at the distance. Not a great idea for all AA type guns.

A better solution is to go into each "TorpGun" and change its designation from an "AAGun" to "Cannon". Then the Torpgun would fire as the larger Cannons do, at whatever the Data/Cfg/Sim.cfg, [AI Cannon] "MaxFireRange=" distance is set there.

The place to make the switch is in the Library/ShipParts/whichever "TorpGun" you choose and open the .sim file to the Wpn_Cannon/Obj_Turret/Type= designation. Change the designation from "AA Gun" to "Cannon" and the gun model uses the Cannon distance.

But, lets be clear here......The further away a target is from the firing gun, the less likely you'll even remotely come close to hitting what the gun aimed at!! Unlike the shells that travel at high speeds, the torpedo can't do it and reach a target that it aims at! Without the torpedo "visual" that makes some of the "full effect" of the torpedo traveling through the water, you'll miss some of the value of the torpedo. AND, without having the torpedo fire at relatively close range, you're just spraying the water with torpedoes, with little effect.

And, I wouldn't be surprised to find the torpedo couldn't reach the target at longer distances anyway without it slowing down, and/or, sinking to depths that would be ineffective. You've seen the "gravity pull" the game physics have on shell's fired at longer ranged targets? The AI_torpedoes will do the same.
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