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View Full Version : [REQ] Better accuracy for merchant turrets


kv29
06-24-07, 04:33 PM
As it is now, merchant gunners cant hit a damn thing beyond 1000 meters, which I suspect is not very realistic. I know they are not supposed to man the guns as good as hard trained navy sailors, but I believe they should be able to score at longer ranges provided they have a better and more stable firing platform than subs.

Does anyone know what files are involved to tweak that?

tater
06-24-07, 04:52 PM
The stock game doesn't have a single merchant crew set past "novice" bumping a few up would be a good start.

kv29
06-24-07, 05:03 PM
ok, how do I do that?

tater
06-24-07, 07:43 PM
mcoca's automated editor would do the trick, though from experience I can tell you there is a bit of a learning curve to coding for it for the programming impared (hard to believe I had to write fortran code back in the day...)

tater

Stew U-582
06-24-07, 08:15 PM
I created my own config files that improve the accuracy
and increase the range of AI guns,
if you would like to give it a try your wellcome
it JSGME compatible

http://www.mediafire.com/?7asyjxmgglg

[AI Cannons]
Max error angle=4 ;[deg]
Max fire range=9000 ;[m]
Max fire wait=7 ;[s]12
[AI AA guns]
Max error angle=5 ;[deg]
Max fire range=1500 ;[m]1000
Max fire wait=3 ;[s]7

this is the section from the sim cfg that controlls AI guns
the highlighted figures are what your interested in I actually run lower angles of error in my game but this is what I uploaded.
you can open and edit this file with notepad.

hope this helps

Stu

Julius Caesar
06-25-07, 07:25 AM
I use this values :cool:

[AI Cannons]
Max error angle=1
Max fire range=8000
Max fire wait=5

It will give you more chalenging enemy deck guns

kv29
06-25-07, 09:39 AM
thanks guys, I will give it a try. :up:

tater
07-02-07, 03:14 PM
Punt!