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View Full Version : SIM DDS file ..gc height change side effect!


Canonicus
05-07-07, 12:16 AM
Well I thought I would let anyone who has been tweeking the gc height value in the SIM file to achieve a greater roll effect on the sub that changing that value to a higher number may have negative consequences on the Deck and AA gun stabilization coding when manually fired.

I've been doing testing on Sargo and Gar class subs, increasing the gc height as other have done and noticed that when I attempt to manually control the firing of these weapons that the barrels will NOT stabilize as they should and begin to rock and sway with the boats motion.

Also, I noticed that as I look through the gunsite at different magnifications that instead of the target ship smoothly passing into view that they also appear have a back and forth swaying and hesitating motion introduced to them as well. There not really moving that way, but the gun is!

Needlesss to say, the manual aiming of the weapons is completely fouled up due to the uncontrolled motion.
The weapons return to normal operation when the gc height number is returned to the stock value.

This test was made with a un-modded v 1.2 (only the gc height value was changed)
Just though I would let you know to be on the look-out for this.

panthercules
05-07-07, 12:43 AM
I've been testing on a Sargo class sub, increasing the gc height as other have done and noticed that when I attempt to manually control the firing of these weapons that the barrels will NOT stabilize as they should and begin to rock and sway with the boats motion.

Wow - I hope you're right - I kinda think this may be a plus, not a minus :yep: I've not really been pleased that the deck gun appears to be so super-stabilized when you fire it manually. I would actually prefer some rocking and swaying effect when firing the guns manually, as long as it's not too crazy anyway. I hope someone who knows what they're doing with this stuff (unlike me) can look into this and find a happy medium that will get the boat moving well on the surface and improve the "feel" of firing the guns from a moving/rolling/pitching deck.

Canonicus
05-07-07, 01:01 AM
Well...it seems to be pretty screwed up...

I'm no expert on the motion of sub mounted guns, but there seems way more motion than would realistically be expected and it can be difficult to control.
Aim is completely off...the rounds land way off the cross-hairs. One shot go's way high.... the very next one fired (without any adjustments made.)..splashes close.
I guess you could compensate with practice, but would'nt a gunner want a site to be more accurately calibrated?

Anyway....I'm certainly for adding realism to the game and I agree that the guns are too easy to aim, so maybe there's something going on here that could lead to a mod that will address that issue...

tater
05-07-07, 09:35 AM
Woot! This is a great feature! The guns are absurdly easy to use right now. Shot of pulling right up on a target, or in calm seas, using the deck gun should be far far far harder than it is in the default game. Awesome find!

tater
05-07-07, 11:05 AM
Canonicus, I'd expect the gun to move in the exact same way the TBT does on the surface, any less than that and it's nerfed, IMO.

I believe that in RL the gunsight should pitch with the deck, and only really be used for azimuth. You'd fire the gun when the crosshair was level with the horizon, I think, and it will then send the round to the range the elevation it is set to.

So if with your gc tweak, the splashes are consistant as long as you always fire at the same point relative to the horizon, it's PERFECT. Seriously, hitting anything with the deck gun at any range above point blank should be HARD unless the sea is like a mill pond.

Julius Caesar
05-07-07, 12:12 PM
yes, guns are too easy right now.
please, mod it :p