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View Full Version : How to fix godlike escort gun accuracy


Niume
02-04-22, 01:36 PM
Hello, I am tweaking KSD II bit by bit and I have faced a problem that escorts are insanely accurate they very rarely ever miss how to change that? I have already looked at sim.cfg file


these are the current settings
[AI Cannons]
Max error angle=5 ;[deg]
Max fire range=7000 ;[m]
Max fire wait=10

Bubblehead1980
02-04-22, 02:10 PM
Hello, I am tweaking KSD II bit by bit and I have faced a problem that escorts are insanely accurate they very rarely ever miss how to change that? I have already looked at sim.cfg file


these are the current settings
[AI Cannons]
Max error angle=5 ;[deg]
Max fire range=7000 ;[m]
Max fire wait=10


In TMO, I increased max error angle to 20 degrees, max fire range to 31000.


The 31000 permits AI ships like crusiers, BB etc to actually engage one another at range aside from what are unrealistic point blank engagements every time they battle.

Subs are difficult to detect so no worries being fired on at that range.

The error angle set above 15 also makes for more realistic surface engagements between AI ships. Also prevents the "sniper" like gunfire from from escorts.


Of course, will have to test to see how it does as mod you are using likely have different visual sensors, environment etc, they all interact together, so 15 degrees may work better than 20 degrees or vice versa. However, definitely want the max error angle higher than 5, prob even 10.

Niume
02-05-22, 09:50 AM
I changed the mentioned value but now escorts frequently shoot very close to themselves.

Bubblehead1980
02-05-22, 02:21 PM
I changed the mentioned value but now escorts frequently shoot very close to themselves.


Interesting, does not happen in TMO. Well, reduce it to say 19 or 18 degrees, lower until get desired result. Settings interact different in different mods, with different sensors, environments etc. Things always have to be balanced as they are all interconnected in some way.

Niume
02-05-22, 02:50 PM
I will look into it more. I have another question.
Currently in KSD II, my crew spots aircraft too late.
While taking a look at sensors.cfg I have found these modifiers how do they exactly work?
Visual enemy speed=0.2( Does higher value makes fast objects(Aircraft) harder to spot or it's vise versa?

Visual sensor height factor=0.2

LUKNER
02-06-22, 06:19 AM
I will look into it more. I have another question.
Currently in KSD II, my crew spots aircraft too late.
While taking a look at sensors.cfg I have found these modifiers how do they exactly work?
Visual enemy speed=0.2( Does higher value makes fast objects(Aircraft) harder to spot or it's vise versa?

Visual sensor height factor=0.2




The visual sensor of the observation periscope is responsible for the detection of aircraft.


За обнаружение самолетов отвечает визуальный сенсор наблюдательного перископа.