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View Full Version : Howto change the effectiveness of flaks and deck gun?


Cpt Vincent
10-19-13, 11:29 AM
Easy enough to change change the ammo loadout in cfg files. And lately I have changed a few things like the light in water, as I like to be able to see my sub under water alsomixing some stock files along with GWX.

GWX seems like it have made deck gun almost unusable and evenwith a full with gunnery skills, they shoot like blind bats. Even worse are the flak gunners where i can see it is constantly shooting above the targets.

So do anyone know what cfg files/lines to change the values for hit probability for flak and deck gun?

the dark knight
10-19-13, 02:58 PM
Maybe my crew is a bit better with their flak guns, but they shoot planes down fairly often. My deck gun crew is worthless though. What I do, I take over the deck gun manually to be more effective. It might take a bit of practice, but I gave up on the AI deck gunners long ago.

desirableroasted
10-19-13, 10:05 PM
I am far better on the deck gun than my gun crew, but then I don't ever let them practice... why should they have all the fun in the fresh air?

But the only time I have the flak gun manned is when I am stopped and moving external torps down below.

Cpt Vincent
10-20-13, 03:17 AM
Well early in the war the flak gun took some kills, now late 41 and flak crew with more experience waste endless of ammo but cant hit anything. Because of that I get a feeling something is seriously wrong and I know for example that GWX changed the deck gun probability to hit and I suspect the same is done to flak guns.

GWX adds so much more fun to the game and I dont mind the deck gun so much, but I really would like to change the flak a bit. And I am pretty sure there is just some values at som cfg file that takes care of it.


Did a test yesterday and had manned both light and heave flak with experienced and trained crew vs a hurricane plane. After more then ten attacks my sub was down to 30% and the pilot didnt have to worry about anything as I could see flak gun fire was constantly aimed above the plane.

Aras
10-20-13, 05:33 AM
From uboat.net :

In the beginning of the war U-boats had little to fear from allied aircraft. Only 2 U-boats were lost to aircraft during 1939-1941 but in 1942 alone 31 boats were lost to them. A sign of things to come.

http://www.uboat.net/history/aircraft_losses.htm

A reminder from Bdu "Beware of aircrafts !"

Cpt Vincent
10-20-13, 05:41 AM
From uboat.net :



http://www.uboat.net/history/aircraft_losses.htm

A reminder from Bdu "Beware of aircrafts !"


Yes of course aircrafts is to be feared, but what I dont understand is that the same guns now is useless or the skill of the crew have become worse, much worse. We know that if they drop a bomb on your ship its good night and over, but the guns should still be as good as earlier. This is what I am trying to fix :-)

desertstriker
10-21-13, 08:50 AM
They may actually be hitting the target and you just don't know it. the shells do very little damage in fact.

Regarding DG shells in GWX they don't rely on hull damage so much as flooding YOU MUST AIM FOR THE WATER LINE.

To edit any part of these you need to go in the Shells.zon IIRC in data/library but be careful you may inadvertantly give your enemies better guns as well

sublynx
10-21-13, 09:13 AM
The AI makes this thing difficult. If one watches gun camera footage of attacks against shipping, you do notice a couple of things:

1. the AA is usually accurate, you see tracers very close to the attacking plane
2. the aircraft don't make themselves easy targets - they turn into attack, fly straight only when they aim and then shoot very quickly, then turn away

The Flak guns should probably be more accurate in SH3, but the airplanes behaviour should also be more complicated.

(Not that I'm an expert on SH3 airplanes. I've faced two airplane attacks without crash diving immediately. At both times the airplanes dived pretty much straight at me making themselves very easy targets - not that they weren't dangerous.)

I've solved this problem by just diving everytime I see an airplane. There is a time in 1943 when BDU gives an order to shoot it out with the planes, though :dead:

Aras
10-21-13, 11:05 AM
2. the aircraft don't make themselves easy targets - they turn into attack, fly straight only when they aim and then shoot very quickly, then turn away

The Flak guns should probably be more accurate in SH3, but the airplanes behaviour should also be more complicated.


:yep: That's very true. A gun's, a rifle's, any weapon's main threat depends how much fear it cause when it’s directed to you. When there is an AA gun, I doubt any air units can behave that courageous (except Kamikazes :haha: )

Cpt Vincent
10-21-13, 04:11 PM
Well about the deck gun I can live with the shooting beside a 150 m long ship on distance around 1000 m, even though I would like to see more of to short or to high aiming. Also of course its important how the waves are moving, but generally when shooting with deck gun its dead calm with no wind/waves.

But its the flak guns that bothers me. I have used the free cam to see from the plane view and on attack dive and after the guns are constantly aiming to high even tho i expected them to be to low when planes are moving away and upwards.

The test was done with an IXB with one 37 mm heavy flak and ahmm the twin barreled 20mm flak. A few months ago, they were lethal and I took down several planes. Now its late 42 and the flak gunners have about 28 missions and of course all of them are trained for flak. Now they have started shooting like drunken pigdogs, they should be sent back to flak academy :-)

So I was hoping to find a simple solution and check their values in some cfg files. Or if its some file that I can just bring from vanilla game. Like I didnt like how dark it was under water so i just pasted in the old environment files (the three for different oceans)while leaving the skies GWX:ed. I see so many mods are just changing cfg files, like ammo and loadout and when everything gets available. So instead of getting to many mods I like to tweak things to fit my personal liking.

Another thing i found out, my first install of GWX made game incredible dark during nights. I then one time did a fresh install of game + GWX and then all of a sudden the nights are so much brighter. Only under water that was to dark for my taste.

desertstriker
10-21-13, 06:00 PM
well unfortunately it is the AI at the heart of most of your problem. If you want you can make your shells do more damage for when they do hit. and what you are experiencing with the DC is realistic as most any crew can hit a target at 1000m and if they cant well they need some remedial training :har:.

the CFG files are easy to edit as you know but contain little to no information/ data on the environment and shell damage etc. If you want to edit those files you need Skwas silent3ditor.

I also woud like to point out (unlike call of duty) that the bullets/shells in this game are slightly affected by environment and do not immediately hit what they are aimed. so for aircraft you have to "lead" the target.

Vince82
10-21-13, 09:51 PM
SIM.cfg

[AI AA guns]
Max error angle=20 ;[deg]
Max fire range=3500 ;[m]
Max fire wait=11 ;[s]


Planes are difficult targets, try to shoot them yourself in the academy and you will know. Solution to your problem could be to change the crewmember while he's shooting. Could be that poor morale is affecting his skills.

Cpt Vincent
10-22-13, 04:01 AM
SIM.cfg

[AI AA guns]
Max error angle=20 ;[deg]
Max fire range=3500 ;[m]
Max fire wait=11 ;[s]


Planes are difficult targets, try to shoot them yourself in the academy and you will know. Solution to your problem could be to change the crewmember while he's shooting. Could be that poor morale is affecting his skills.


Oh I´ve been trying to shoot them down myself and fighters are really a pain to hit.

From my SIM.Cfg

[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=31000 ;[m]
Max fire wait=6 ;[s]

Stock SIM.CFG (from clean install with no started game)

[AI AA guns]
Max error angle=5 ;[deg]
Max fire range=1000 ;[m]
Max fire wait=7 ;[s]

But what does the numbers here really mean, I take it max error angle is better the lower the number is? But yours is really high?