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View Full Version : Adding rangr readout to Deck Gun View


polyfiller
05-10-09, 03:22 PM
Seeing as someone managed to add the digital range readout to the radar screen, would it be possible to do the same to the deck gun station ?

Webster
05-10-09, 06:49 PM
get your range from uzo view then jump to deck gun and that will get you there.

its unrealistic to have accurate range readout info so i doubt anyone would go to the trouble to create it for you.

NEON DEON
05-10-09, 08:21 PM
Seeing as someone managed to add the digital range readout to the radar screen, would it be possible to do the same to the deck gun station ?

Maybe you could trick it. Use the digital readout on the radar screen but point it also to the deckgun zoom in th camers.dat file?

Sniper_Fox
05-10-09, 08:38 PM
no ship's gun was at least radar assisted? I mean radar controlled guns existed during ww2

(Guns of navarone!)

gimpy117
05-10-09, 09:46 PM
you mean you wanna help you cheat?

turn on auto target and use the periscope or bridge scope to get range...then move to the gun and shoot.

ichso
05-11-09, 12:20 AM
The most inaccuracies come from the moving sea, not the fuzzy range scale of the deck gun. Without moving sea I'd be hitting with almost every shell :D

NEON DEON
05-11-09, 01:41 PM
Seeing as someone managed to add the digital range readout to the radar screen, would it be possible to do the same to the deck gun station ?

What mod is that?

polyfiller
05-11-09, 02:33 PM
Neon - try this;

http://www.subsim.com/radioroom/showthread.php?t=142884

Others - reason for wanting to do this is to provide more accurate long range gunnery. I'm working on the TSWSM and am struggling with guns controlled by the AI crew on your boat .... basically their gunnery accuracy v AI controlling enemy ships is really awful. Example;

20 minute engagement. Range : 14 km. Salvoes fired ; 38. Hits on enemy ; 2. Hits on my ship from enemy (all weapons) I reckon in the region of 40 - 50.

Trust me; engaging a target at that range, even with the range readout, is not precise (the adjustments for human control of the gun are not fin enough to make it a real advantage)... what it does do is remove the lag time between switching from TDC to deck gun (and back and forth while reloading occurs). I am exploring option to add range to the gun and also playing with special abilities / qualifications to address the imbalance between AI ship accuracy and play AI accuracy.

Any help with option 1 would be much appreciated. As for those commenting about cheating / questioning why I may want to do this ... I am sure your comments are really welcome and constructive ... just in some other post !

edjcox
05-12-09, 01:42 AM
:shucks:

Ok.. We have a headset, we have a mike, we have a periscope, we have a TDC, all these folks talk to one another.. Often it went like this


Deck Gun... Con... DD clsoing at 249 Degree's, range 22 double o, load AP commence firing at 20 double o......

Roger... Acknowledged... Engaging at 20 double o.....

PS

A submarine Captain would never allow his gun crew to engage without a total situation image in his head knowing the gun and muzzle flash would lead to counterfire in short order..

And so the benefit of the persicope range, radar range, and UZO range were provided to the Deck Gun crew who could fire and adjust their impact points based on their visual sightings from that point on.

The game makes this tedious. Switching to a range indicator and back again usually results in the gun to be back at 500 meters elevation and this wastes time you simply don't get.....

I am all for a range indicator even if it's +- 200 meters or so. You'd be in the ballpark and can then accomadate your impact points by corrections.

:up:

NEON DEON
05-12-09, 11:45 AM
Neon - try this;

http://www.subsim.com/radioroom/showthread.php?t=142884

Others - reason for wanting to do this is to provide more accurate long range gunnery. I'm working on the TSWSM and am struggling with guns controlled by the AI crew on your boat .... basically their gunnery accuracy v AI controlling enemy ships is really awful. Example;

20 minute engagement. Range : 14 km. Salvoes fired ; 38. Hits on enemy ; 2. Hits on my ship from enemy (all weapons) I reckon in the region of 40 - 50.

Trust me; engaging a target at that range, even with the range readout, is not precise (the adjustments for human control of the gun are not fin enough to make it a real advantage)... what it does do is remove the lag time between switching from TDC to deck gun (and back and forth while reloading occurs). I am exploring option to add range to the gun and also playing with special abilities / qualifications to address the imbalance between AI ship accuracy and play AI accuracy.

Any help with option 1 would be much appreciated. As for those commenting about cheating / questioning why I may want to do this ... I am sure your comments are really welcome and constructive ... just in some other post !

Thanks for the link. I will look it over to see if it is possible to set it up that way. In the mean time you can always set the gun to move while the game is paused that way you can get range then jump to the gun pause it and move the gun in position to fire while the sim is stopped. I did that in Pimp My Ride II along with a bunch of other adjustments to the gun including setting up more magnification. If you lower the elevation travel from 10 to 5 the gun will move more slowly when adjusting for range but it will give you finer accuracey.

In regards to your AI crew, you can try lowering the trajectory of the shell by making the shells faster. This will put the shells on target faster and give alot less arc to the target.

Another thing would be gun recoil time plus reload time together equals the ROF. So you might want to lower the ROF of the gun a bit to account for the recoil time involved.

AI enemy stinks at poor and novice.

Competent is bad to mediocre.

Veteren they are much better.

Elite they are better than your AI no matter who you have running the guns.

You can adjust this by altering the AI cfg file by increasing the percentage they are off when firing on you.

polyfiller
05-12-09, 01:40 PM
Neon - thanks for the feedback ... funnily enough I was thinking about playing with trajectory myself today .... might give it a go. I'm going to check the AI setting in my test missions .... think it was veteran, but may have been elite. Very useful pointers. As for pausing the game ... think it would break up gameplay too much.

Any progress on presenting the readout in deck gun view would be much appreciated .... although I have just realised it may not be that useful because it can only present 4 digits i.e. ranges upto 9999 m. My main issue with the accuracy occurs at 10km and over.

Still ... your feedback has given me other avenues to investigate ... so thanks :)

NEON DEON
05-12-09, 02:32 PM
Neon - thanks for the feedback ... funnily enough I was thinking about playing with trajectory myself today .... might give it a go. I'm going to check the AI setting in my test missions .... think it was veteran, but may have been elite. Very useful pointers. As for pausing the game ... think it would break up gameplay too much.

Any progress on presenting the readout in deck gun view would be much appreciated .... although I have just realised it may not be that useful because it can only present 4 digits i.e. ranges upto 9999 m. My main issue with the accuracy occurs at 10km and over.

Still ... your feedback has given me other avenues to investigate ... so thanks :)

NP.

The mod readout is in times ten so it reads 4567 as 45,670 meters.

I have never done displays before so this could take a bit.

You might ask the maker of the mod too. Who knows maybe he will consider making it for the gun too.

I see your point about the pause messing up game flow. Yes the read out is a much better way to handle it. Even with the read out tho you will at least have to have a lower zoom so as to get up to range quicker. From the distances you speak of, a zoom lower than 2x would give a faster way to adjust the range.