View Full Version : [REQ] Better accuracy for merchant turrets
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?
The stock game doesn't have a single merchant crew set past "novice" bumping a few up would be a good start.
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
thanks guys, I will give it a try. :up:
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