View Full Version : [wip] Maya gun range
peabody
06-30-08, 02:25 PM
I have the Heavy Cruiser Maya working but have a couple problems, Hope you can help.
1. Range. The DDs and Merchant ships are hitting me with their deck guns before I am "in range". Apparently I need to be less than 5000Yds. But he merchants are hitting me quite a ways before that. How do I increase the range? The guns on the side were set to obj_Turret they are 5in_AA_Double_turret_base_Jp so I changed to obj_Cannon so they would also shoot at the ships. But the main guns 8 inch won't fire unless I'm inside 5000yds. Also they are not very accurate even with the same gun as the DD (I changed it for a test)
2. On the Pocket Battle Ship it start firing immediately, and when a target is destroyed it automatically goes to the next target, the Maya does not. I have to manually select every target. (which sometimes is a good thing to attack the 'dangerous' ones first)
3. When I do attack and the targets are on the starboard side, the port guns shoot off into empty ocean. If I was with a Task Force they would probably shoot my own ships. In other words, when I do start shooting ALL guns shoot whether they can hit the target or not. Any idea on this?
Other than that most of it is working, need to import the conning info for the AA guns and deck watch crew, TBT, and move the torp doors. I tested the torp to make sure things were working, it was inside the hull and I blew myself up.:rotfl:. But it works. ;)
Any help appreciated, just doesn't seem right that the merchant deck gun can outrange my 8 inch turrets.
Peabody
Xantrokoles
06-30-08, 03:00 PM
When you have one gun completely playable with gun crew, you have the same AI settings like on your sub.
For the range look at:
Data/cfg/sim.cfg
;AI surface ships sensors cfg file
[Mech]
Waves amplitude=0.2 ;[0,1]
Waves attenuation=0.75 ;>=0
[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=6000 ;[m] ^^^^^^ push it up
Max fire wait=12 ;[s]
No xan, THAT alters ONLY AI Ships, if you want longer firing range for you'r gunners, thy must edit the crewAI.cfg and at least adjust max AA Gun range and Max Cannon range (values 3).
I have those setted for 15 000 meters and about 14 000 with AI Guns, i get to do quite fierce battles. Also you might want to readjust the values for sensors CFG and adjust visual (so you can actually lock the target from longer range).
Then you're good to go in #1
peabody
06-30-08, 04:11 PM
Thanks Xantro and W4lt3r, I will check those out. No idea why the guns on the wrong side of the ship are also firing? They can't even see the target, and they are not even turned to the max value in an attempt to point at the target, they just shoot.
@ W4lt3r: I can get a lock and the yellow arrow but as soon as they say 'man the deck guns' (which is already on) it loses the lock. So the visual may be a problem as well as the range, thanks.
Peabody
Peabody, the gun firing problem might be found in AI or the gun's crew AI files.. I think all gun crews in the game fire even if the target is misalinged looking at the ship (most of the time, enemy ships start to fire at 3-5 degree error with guns) so propably there is a modifier for player guns aswell...
But wait a minute, are you putting the 4.7" duals to surface combat? They were designed to engage aerial targets most of the time.
But i think there is an error in the ship's gun AI files, wich would determine at how big degree/Angle error the guns start to fire.. I have no other idea then.
Ishigami
07-01-08, 07:26 AM
Off Topic:
I have the Heavy Cruiser Maya working
I just wanted to say that I will build a shrine and will worship you :yep:
peabody
07-01-08, 12:16 PM
Peabody, the gun firing problem might be found in AI or the gun's crew AI files.. I think all gun crews in the game fire even if the target is misalinged looking at the ship (most of the time, enemy ships start to fire at 3-5 degree error with guns) so propably there is a modifier for player guns aswell...
But wait a minute, are you putting the 4.7" duals to surface combat? They were designed to engage aerial targets most of the time.
But i think there is an error in the ship's gun AI files, wich would determine at how big degree/Angle error the guns start to fire.. I have no other idea then.
Thanks for the info, appreciate it.
Yes the guns are changed according to the gunsradar.dat which has them as obj_cannon which will fire at both if it has the right ammo. In the game they were obj_Turret and had only AA ammo. I did find the 3 degree for AI, I haven't found the setting in player settings yet. (Because I wasn't looking for it until you told me;))
There is a different 5 inch Jap but the shield around it is too big for the platforms. And I figured my subs 5" deck gun does a good job on merchants, don't know why it wouldn't work here in addition to the four 'big' guns. But I am a beginner and there is a lot I don't know. And the 6 inch was way too big!!! There is a 4.7 US but this is 5 inch Jap. Don't imagine there is much difference. Do you think I should NOT use them as cannons?
As for AAs there are 17- 25mm and slots for more (35) that are set to NULL, they used the same epq file as Takao (sister ship) I think, but someone else is working on that one so I picked the Maya (I think it's Miner). So if 17 guns can't shoot down a few planes, then we are in big trouble. I think the biggest problem is they all shoot at the same target.
The bridge is not where I want it but it need some 3D work and I can't get it to work, too many bars in the way, can't see anything. So for now it is in the highest platform, I did get the bars out of the way up there. But not much room up there.
@ Ishigami never mind the shrine until you see the ship, I am a beginner.:rotfl:.
Thank you again for your help.
Peabody
Just to let you know, the 25mm triplets suck as aa guns, because their turn ratios are around 8-12" gun speeds :shifty: i wouldnt be suprised if all their shots would miss at planes, they suck that much.
peabody
07-02-08, 02:55 PM
Just to let you know, the 25mm triplets suck as aa guns, because their turn ratios are around 8-12" gun speeds :shifty: i wouldnt be suprised if all their shots would miss at planes, they suck that much.
I know, I had them on a Sen Toku once, they didn't last long!!;) I tried boosting the speed but it didn't go any faster. I haven't seen any planes yet so I don't know, but most are singles, I haven't tried them, not a lot of triples. If they are no good "close the door on the way out!". Need to set the torp doors (like anyone is ever going to get close enough to use them) , try the AA, position the watch crew and it's about ready to go for sea trials.
I still would like to move the bridge but haven't been able to make it happen. The 3D model is two objects and when I remove the bars so you can see and export I lose the second object (railings and ladders) and becuse the vertices count is different then the textures it won't import into S3D. Still working at different settings, don't know *****about what I'm doing, but I don't know what I'm doing with modding either.:rotfl:.
Peabody
keltos01
07-04-08, 02:52 AM
@Peabody : I'll look into your 3d tower thing, but I'll only send you the revised obj+mtl+uv2 then you'll have to see if it fits ?
keltos01
07-04-08, 03:07 AM
Ok, I imported the ship in 3ds along with your "cabina" :
http://img355.imageshack.us/img355/57/mayadeckvi6.jpg (http://imageshack.us)
http://img355.imageshack.us/img355/57/mayadeckvi6.f64ad11d6c.jpg (http://g.imageshack.us/g.php?h=355&i=mayadeckvi6.jpg)
keltos01
07-04-08, 03:19 AM
there are no corners....:o
it's a cut-corners shape !!!
http://img65.imageshack.us/img65/493/mayacopieib6.jpg (http://imageshack.us)
http://img65.imageshack.us/img65/493/mayacopieib6.e79358f402.jpg (http://g.imageshack.us/g.php?h=65&i=mayacopieib6.jpg)
top left view is fron top : the remaining triangles are the bars barring the windows
Left side :
http://img390.imageshack.us/img390/7667/mayadecknewleftcv3.jpg (http://imageshack.us]http://img390.imageshack.us/img390/7667/mayadecknewleftcv3.jpghttp://img390.imageshack.us/img390/7667/mayadecknewleftcv3.a18ccd80f0.jpg)
[/URL] (http://g.imageshack.us/g.php?h=390&i=mayadecknewleftcv3.jpg)
and finally :
http://img370.imageshack.us/img370/6701/mayadecknewzo5.jpg (http://imageshack.us)
[/URL]
or
[URL="http://imageshack.us"]http://img354.imageshack.us/img354/3198/newdeckshipxm1.jpg (http://g.imageshack.us/g.php?h=370&i=mayadecknewzo5.jpg)
http://img354.imageshack.us/img354/3198/newdeckshipxm1.cc22226c87.jpg (http://g.imageshack.us/g.php?h=354&i=newdeckshipxm1.jpg)
Download link new cabin .obj file:
http://files.filefront.com/Maya+towerrar/;10919050;/fileinfo.html
keltos01
07-04-08, 03:34 AM
shouldn't you remove it ? same with the pontoons on your Sen Toku I I think..
http://img381.imageshack.us/img381/3010/stairsnd3.jpg (http://imageshack.us)
http://img381.imageshack.us/img381/3010/stairsnd3.3e3c860982.jpg (http://g.imageshack.us/g.php?h=381&i=stairsnd3.jpg)
creates drag if you leave port like that...:rotfl:
peabody
07-04-08, 10:08 AM
Thanks for trying Keltos but it didn't work. Same kind of problems I was having. It has two objects in it and it messes up. I did the top one with no problem but I can't do this one. As you see, all black and parts of it are missing and I didn't get any UV so I tried the originals and the verticies count is off by a lot. I think that is why I didn't have a problem with the top one. It was one object I didn't delete the bars just pushed them into the ceiling and the veritices count stayed the same. I had this one with all the bars gone in front, but it was black and no railing or ladders. You got the railing and ladders but it messed up other stuff. Thanks for trying.
http://home.roadrunner.com/%7Epeabody/SH4/cabina.jpg
You can see where the watchman is stuck in the roof. That is the compartment I am going to have to use. Very narrow. Can see forward fine, just can't see to the side without using the binoculars.
Thanks for the attempt.
Peabody
keltos01
07-04-08, 10:15 AM
will try again somtimes this weeknd
i guess i exported using channel 1 not 2 then it's all black sorry went too fast :(
Ishigami
07-04-08, 10:32 AM
Ishigami never mind the shrine until you see the ship, I am a beginner.
I got hope. :smug:
Do you mind sharing a screenshot how she is looking atm?
peabody
07-04-08, 11:26 AM
Ishigami never mind the shrine until you see the ship, I am a beginner.
I got hope. :smug:
Do you mind sharing a screenshot how she is looking atm?
It's working, just need to position the watch crew and move the torp tubes. They won't fire sideways like they should (made for subs not ships) and the ship is so long when I fire from where I should, sometimes I blow myself up.:lol: But I don't like the place I have the bridge, but the 'right' place has so many thick bars in the way you can't see. But I am having a problem because the place I want is two objects and I can't get it to load back in right.
http://home.roadrunner.com/%7Epeabody/SH4/Maya.jpg
The bridge is the top compartment. I can see ok forward and a bit left and right but I can't see anything behind the center of the ship.
Peabody
Ishigami
07-04-08, 01:16 PM
Beautiful! :up:
Hhmm I see at least two Uboat deckguns below the main bridge structure that need to be replaced. :hmm:
Well I would not try to set the bridge up at their original location if it is such a pain in the ass to do so. Maybe it’s better to just set it up where it is useful.
The bridge of the Fubuki-Destroyer is on top of the structure. Maybe you might want to try the same.
On top of the bridge there is this area with the rangefinder (?), where one of your watch crew is already located, maybe that’s a good point to set up the bridge.
You also could just set her up on top of the original bridge and make the UZO only accessible by the short cut.
Hehe yea it would be so cool to make a torpedo attack at 90°/270° bearing but oh well...
I know the problem from the Fubuki at high speed. If the torpedo runs not strait for several hundred meters you are likely to blow up yourself.
I guess the only way to solve this is to let the torpedo spawn near the stern or bow. You could lower the risk at the current location maybe by just placing the spawn point a bit further from the hull.
BTW.: Amazing 1/700 scale model of the Maya: http://www.bismarck-class.dk/shipmodels/japanese_models/mayamatteini.html (http://www.bismarck-class.dk/shipmodels/japanese_models/mayamatteini.html)
peabody
07-04-08, 02:08 PM
Beautiful! :up:
Hhmm I see at least two Uboat deckguns below the main bridge structure that need to be replaced. :hmm:
Well I would not try to set the bridge up at their original location if it is such a pain in the ass to do so. Maybe it’s better to just set it up where it is useful.
The bridge of the Fubuki-Destroyer is on top of the structure. Maybe you might want to try the same.
On top of the bridge there is this area with the rangefinder (?), where one of your watch crew is already located, maybe that’s a good point to set up the bridge.
You also could just set her up on top of the original bridge and make the UZO only accessible by the short cut.
Hehe yea it would be so cool to make a torpedo attack at 90°/270° bearing but oh well...
I know the problem from the Fubuki at high speed. If the torpedo runs not strait for several hundred meters you are likely to blow up yourself.
I guess the only way to solve this is to let the torpedo spawn near the stern or bow. You could lower the risk at the current location maybe by just placing the spawn point a bit further from the hull.
BTW.: Amazing 1/700 scale model of the Maya: http://www.bismarck-class.dk/shipmodels/japanese_models/mayamatteini.html (http://www.bismarck-class.dk/shipmodels/japanese_models/mayamatteini.html)
Well, they are not uboat guns because it is built with a gato and they eventually will be replaced but I needed one working to get the other guns to fire. Not sure what they will be replaced with. Just finished the watch crew,next the torps.
Peabody
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