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frigokar
12-12-07, 06:26 AM
Is there a mod or any way to mod surface ships guns range and precision.

DrBeast
12-12-07, 08:10 AM
Don't remember where to look for range, but precision is easy to modify:
Use Notepad to open sim.cfg found in Data\Cfg. Find this entry near the top:


[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=6000 ;[m]
Max fire wait=12 ;[s]


The lower the max error angle, the more precise the AI.
Max fire range here means at what distance the AI will open fire at you, not the range of the guns per se.

Remember to KEEP A BACKUP OF THE ORIGINAL FILE!!! ;)

frigokar
12-12-07, 05:06 PM
So this means that if i put like Max fire range=15000 the ai will open fire at me even if their guns cant reach me?:hmm: Thanks

Peto
12-12-07, 06:30 PM
As long as this thread is here: I'd like to see escorts much less accurate but when they do hit, the consequences are devastating. It would give me a choice to "run for deep water" with some hope of making it--meanwhile--shell splashes all around. But if I get hit, it may well end my career...

EDIT: That would be Pucker Factor!. (Note the capital PF!)

Webster
12-12-07, 11:48 PM
Don't remember where to look for range, but precision is easy to modify:
Use Notepad to open sim.cfg found in Data\Cfg. Find this entry near the top:


[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=6000 ;[m]
Max fire wait=12 ;[s]


The lower the max error angle, the more precise the AI.
Max fire range here means at what distance the AI will open fire at you, not the range of the guns per se.

Remember to KEEP A BACKUP OF THE ORIGINAL FILE!!! ;)

very nice find, i wanted to reduce the uber accurate guns that never miss even from over 5000 range. a trash can sitting on the water is not easy to hit but they never seem to have any trouble. i think a 15-20% hit rate outside of 5000-3000 range is more reasonable, then have a 50% hit rate from 3000-2000 range and 75% hit rate from 2000 range and under would be more in line with what i would expect.

Laffertytig
12-13-07, 03:19 AM
dunno bout dd's bein accurate. im using RFB and find they never land any shells untill they are very close under 2000 yeards

DrBeast
12-13-07, 07:45 AM
@frigotar: I've no idea, sorry.

@Peto: just raise max error angle to, dunno, 10 or 15. The AI will hit you as often as Guns n' Roses release a new album :rotfl:

@ WEBSTER: credit where credit is due, I picked up this information from a thread Ducimus had made explaining the enemy AI ;)

Peto
12-13-07, 08:35 AM
@Peto: just raise max error angle to, dunno, 10 or 15. The AI will hit you as often as Guns n' Roses release a new album :rotfl:


Hey! Let's not bring my old band into this :lol:!!! Yep--you're right! It's easy to get them to miss but I've kind of been waiting to see how the sub damage models settle in after all the work that is happening with them. Then I'll make the enemy artillery nastier so if they hit me I'll say, "Now why didn't I just dive?" :shifty:

But I've got a couple other irons in the fire right now and last night one of them actually started getting warm (purely game related :hmm:).

:up:

DrBeast
12-13-07, 08:38 AM
@Peto: just raise max error angle to, dunno, 10 or 15. The AI will hit you as often as Guns n' Roses release a new album :rotfl:

Hey! Let's not bring my old band into this :lol:!!!
My original choice of words was "...as often as G. W. Bush has a clue" but I thought I'd better change it to something non-controversial. Damn, you can't please everybody these days! :rotfl:

ETA because I'm in a taunting mode: So is Chinese Democracy going to be released this century or what? :lol:

frigokar
12-13-07, 09:24 AM
Yes I would also like that hits on my sub are more severe. I survived 20+ hits of different caliber when I surfaced in the middle of a Japanese Task Force.:nope: Is there a file where I can modify ship gun damage?

Webster
12-13-07, 01:42 PM
ok i tried this on the stock 1.3 game and no mods:

as described above i set the Max error angle=5 and could stay on the surface without being hit more than twice even though the dd came all the way in to 2000 range where at that point it was still only about a 40% hit rate. (at that range he shouldnt miss even if he was blind lol)

then i tried setting Max error angle=4 and found it to be just rite for me, this gave me a 10-15% hit rate outside of 5000 range 4000-3000 range is a 20-30% hit rate, from 3000 range its about 40% hit rate, from 2000 range i get around 50% hit rate and under 2000 range is at 70-80% hit rate.

now these are averages because it does fluctuate a little in game play

DrBeast
12-14-07, 07:30 AM
Yes I would also like that hits on my sub are more severe. I survived 20+ hits of different caliber when I surfaced in the middle of a Japanese Task Force.:nope: Is there a file where I can modify ship gun damage?

Instead of messing with ship gun damage (it's in shells.zon btw), I'd suggest lowering your sub's Armor Level a bit. In each sub's .zon file (e.g. NSS_Gato.zon for the Gato), there's an ArmorLevel value (I think it's 25 by default), under CollisinableObject if you're using S3D editor (which I highly recommend). Easier to change 5-6 entries than a whole slew of them (shells.zon contains damage information for ALL the shells used in the game).

Webster
12-16-07, 01:26 AM
Yes I would also like that hits on my sub are more severe. I survived 20+ hits of different caliber when I surfaced in the middle of a Japanese Task Force.:nope: Is there a file where I can modify ship gun damage?

often the game will let you be damaged enough to sink but as long as you stay surfaced you wont sink, then as soon as you submerge you will sink and be destroyed