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View Full Version : [REL] Long Range AI guns


keltos01
01-25-11, 02:06 PM
I made a small mod so that AI attacks from further away with their guns :

what is changed :



in Data\Cfg\CrewAI.cfg :

[CrewAI]
; Weapons.
Cannon range 1=1000 ;[m] close range limit
Cannon range 2=3000 ;[m] medium range limit
Cannon range 3=5000 ;[m] long range limit
AA guns range 1=500 ;[m] close range limit
AA guns range 2=1000 ;[m] medium range limit
AA guns range 3=1500 ;[m] long range limit

;selection
Cannon Selection Range=8000 ;[m] max range to contact
AAGuns Selection Range=1500 ;[m] max range to contact
Recomended Torpedo Range=2000 ;[m] max range to contact
Recomended Deck Guns Range=2000 ;[m] max range to contactmodified into :

[CrewAI]
; Weapons.
Cannon range 1=1000 ;[m] close range limit
Cannon range 2=5000 ;[m] medium range limit
Cannon range 3=10000 ;[m] long range limit
AA guns range 1=500 ;[m] close range limit
AA guns range 2=1000 ;[m] medium range limit
AA guns range 3=1500 ;[m] long range limit

;selection
Cannon Selection Range=12000 ;[m] max range to contact
AAGuns Selection Range=1500 ;[m] max range to contact
Recomended Torpedo Range=3000 ;[m] max range to contact
Recomended Deck Guns Range=5000 ;[m] max range to contact


and in sim.cfg :

[AI Cannons]
Max error angle=5 ;[deg]
Max fire range=6000 ;[m]
Max fire wait=12 ;[s]

now :

[AI Cannons]
Max error angle=5 ;[deg]
Max fire range=10000 ;[m]
Max fire wait=12 ;[s]



d/l Long Range AI guns :

http://www.mediafire.com/file/7lldnsh7bd53j0l/long%20guns.7z



keltos

I'm goin' down
01-27-11, 06:19 PM
my gunners cannot hit target's that are 3,000 yds, yet alone at great distance.

Jan Kyster
01-27-11, 06:27 PM
my gunners cannot hit target's that are 3,000 yds, yet alone at great distance.Yeah, but the cannons Keltos are modding, are the enemies. Those shooting at you!

You do know he's japanese, right? :D

keltos01
01-28-11, 03:19 AM
Yeah, but the cannons Keltos are modding, are the enemies. Those shooting at you!

You do know he's japanese, right? :D
:arrgh!:

:har:

I'm goin' down
01-28-11, 12:15 PM
just what we need!! long range firing at US ships when our sailors cannot hit the broad side of a barn.

Hylander_1314
01-28-11, 08:07 PM
just what we need!! long range firing at US ships when our sailors cannot hit the broad side of a barn.

Yeah! And with the broadside of another barn at that! I think Mr. Magoo could do a better job! Especially in calm seas, they get maybe 1 out of 6 to 8 shots on target at anything beyond 2,000 yds.

Armistead
01-28-11, 10:32 PM
Are the cannon ranges based on gun size, as larger warships with bigger guns have the most distance.....

another damn case of bigger is better.....lose again.

Work with TMO...don't see why it wouldn't.

keltos01
01-29-11, 01:56 AM
[QUOTE=Armistead;1585415]Are the cannon ranges based on gun size, as larger warships with bigger guns have the most distance.....
yes

another damn case of bigger is better.....lose again.
yep ! ;)

Work with TMO...don't see why it wouldn't.

me neither, though I play WDAD atm and it works there too :)

keltos

wslhsc
02-02-11, 09:31 AM
:rotfl2:I made a small mod so that AI attacks from further away with their guns :

what is changed :



in Data\Cfg\CrewAI.cfg :

modified into :

[CrewAI]
; Weapons.
Cannon range 1=1000 ;[m] close range limit
Cannon range 2=5000 ;[m] medium range limit
Cannon range 3=10000 ;[m] long range limit
AA guns range 1=500 ;[m] close range limit
AA guns range 2=1000 ;[m] medium range limit
AA guns range 3=1500 ;[m] long range limit

;selection
Cannon Selection Range=12000 ;[m] max range to contact
AAGuns Selection Range=1500 ;[m] max range to contact
Recomended Torpedo Range=3000 ;[m] max range to contact
Recomended Deck Guns Range=5000 ;[m] max range to contact


and in sim.cfg :



now :

[AI Cannons]
Max error angle=5 ;[deg]
Max fire range=10000 ;[m]
Max fire wait=12 ;[s]



d/l Long Range AI guns :

http://www.mediafire.com/file/7lldnsh7bd53j0l/long%20guns.7z



keltos