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06-18-19, 06:10 AM | #1 |
The Old Man
Join Date: May 2004
Location: Sutton Coldfield England
Posts: 1,515
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Deck Gun Sight
Firing at the enemy and sight was spot on; eg: straight. Next ship and sight has 'moved' to the left so I have to compensate by firing off left to hit target. Its off to the left more than correct. Do we have a mod that ensures sight is correctly aligned?
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> > Captain!, there's a destroyer on the por........ periscope is flooded Sir! > Darkness is only the absence of Light; Ignorance is only the absence of knowledge © www.worldwartwo.uk www.captainwalker.uk |
06-18-19, 10:23 AM | #2 |
CTD - it's not just a job
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Not that I'm aware of, but I've noticed that with distance, and I always put it to "windage", though I'm sure they never intended to model that - did they?... surface pitch from sea conditions is another good excuse... don't wanna call it "bad training", 'cause then it reflects on the skipper...
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06-18-19, 12:07 PM | #3 |
Sonar Guy
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Does this happen on more than one patrol? I ran into that issue once with the 5" gun; only once we approached home port did the crew announce that the deck gun had been fixed. Apparently it, and it alone, took some mystery damage sometime after the first gun engagement.
It's interesting watching the 5" shells curve in flight sometimes. |
06-18-19, 12:27 PM | #4 |
CTD - it's not just a job
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You can "tighten-up" the aiming of the AI deck gun crew in the cfg files, but I'm not sure about the "look" of the aim... It somewhat varies by the speed of your boat, and the speed of the target boat, along with the heading of both, as well as angle-on-bow involved, and the distance the shot has to travel. ie:, if they're going west, and you're going east, more "lead" (with a long "EE" sound - and "lead" with a short "EH" sound) is needed when they're perspectively moving faster. So, coming straight on from a distance, you might not have to "lead" them so much, but if they turn away as they get closer, you might have to lead them more to keep up with their forward movement, against your forward movement. You'd be somewhat "side-arming" the shot, like a pitcher in baseball might, or a US football quarterback might, going across his body with the receiver going the opposite direction... I am awful at concise explanations... sorry 'bout that. But it does "look" like the game tried to "model" that phenomenon, but it might be inconsistent... ??
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06-18-19, 02:00 PM | #5 |
The Old Man
Join Date: May 2004
Location: Sutton Coldfield England
Posts: 1,515
Downloads: 258
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this can happen even if stationary. It happens all the time, in all scenarios and all weathers and all the war. More often than not it is out. I would say 90% or more at a guess. Gun is bow mounted 4 inch.
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> > Captain!, there's a destroyer on the por........ periscope is flooded Sir! > Darkness is only the absence of Light; Ignorance is only the absence of knowledge © www.worldwartwo.uk www.captainwalker.uk |
06-19-19, 09:03 AM | #6 |
Stowaway
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Hash Marks for aiming
There is a mod that helps by adding hash marks on the deck gun sight:
CSL Deck Gun Optics Hope this is helpful. |
06-19-19, 10:59 AM | #7 |
The Old Man
Join Date: May 2004
Location: Sutton Coldfield England
Posts: 1,515
Downloads: 258
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Cheers von - loaded it into JSGME; will see if it works later
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> > Captain!, there's a destroyer on the por........ periscope is flooded Sir! > Darkness is only the absence of Light; Ignorance is only the absence of knowledge © www.worldwartwo.uk www.captainwalker.uk |
06-20-19, 10:34 PM | #8 |
The Old Man
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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I've found that leading the target is necessary, if he's moving left to right I have to aim to the right so the shell arrives when he does. There's also a momentum built in, firing on either beam while running at high speed means the shell travels forward while going out to the side. I doubled the muzzle velocity in the cannon's .sim file, not sure if it makes a difference or not. Using this mod;
http://www.subsim.com/radioroom/down...do=file&id=666 it's easier to see the actual trajectory. |
06-21-19, 10:22 AM | #9 | |
Silent Hunter
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Quote:
[CrewAI] ; Weapons. Cannon range 1=2000 ;[m] close range limit Cannon range 2=6000 ;[m] medium range limit Cannon range 3=10000 ;[m] long range limit AA guns range 1=1000 ;[m] close range limit AA guns range 2=2000 ;[m] medium range limit AA guns range 3=4000 ;[m] long range limit ;selection Cannon Selection Range=10000 ;[m] max range to contact AAGuns Selection Range=4000 ;[m] max range to contact Recomended Torpedo Range=3000 ;[m] max range to contact Recomended Deck Guns Range=10000 ;[m] max range to contact
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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06-21-19, 01:03 PM | #10 |
CTD - it's not just a job
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I meant more in the sim.cfg "Max error angle", which would also affect the enemy AI. This is what FotRSU has, with "Stock" values after the ";" comments:
[AI Cannons]You could also maybe noodle in the CrewMember and other upc files in the Save folder, and increase the crew's skill (I'd probably mess the game up), or just have them do gunnery practice. Every time you go to surface, battle surface and shoot a few rounds... Put the best people on the guns, and show 'em how to do it every once in a while - just don't lose track of the situation... Was it lurker or Traveller that had a practice target?... |
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