View Full Version : DG-AA_Destabilized_v1.02
Cdre Gibs
03-29-06, 08:37 PM
This is a Merger of the GW and the NYGMod DG/AA tweaks.
From the Readme:
This contains a Destabilized DG @ AA update :
Install:
Copy Paste Data Folder into */Silent Hunter III
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This is a merger of the original Destabilized DG @ AA mod by Cdre Gibs and the NYGMod's version with some extra tweaking by Cdre Gibs. Thx Teddy for sharing on what you changed.
If any other Mods/skins/Tools are included in this Mod or were used to create this Mod and has been omitted by accident, all credits for those said Mods/Skins/Tools goes to the original creater of those Mods/skins/Tools.
Cdre Gibs
VTC
Link:
http://www.git.com.au/~voyager_tek/DG-AA_Destabilized_v1.02.zip
Pls feel free to try it and report back any feedback you may have. Thx
Cdre Gibs
03-30-06, 09:29 AM
Let me know what you think Rubini.
Kpt. Lehmann
03-30-06, 10:16 AM
Thanks Cdr Gibs! :up:
Der Teddy Bar
03-30-06, 05:36 PM
Was there another version? Never mind...
The version I looked at had these changes that I am aware of
AA
Changed the speedTraverse from 90 to 70
Changed trav_tolerance & elev_tolerance from 15 to 0.5
Changed speedElevation from 90 to 25 as per NYGM
DG
Changed speedTraverse from 10 to 5
Changed trav_tolerance & elev_tolerance from 5 to 0.75
Changed speedElevation from 10 to 1.25 as per NYGM
My comments are based solely upon my own testing and are not done with your file, however, the AA's speedTraverse value I am about to discuss does not require me to have used your mod.
It was my view that the AA was already well represented in its ability to hit or miss an aircraft when the aircraft was flying left/right or right/left.
As such, I feel that the change to the speedTraverse from 90 to 70 is not warranted.
Could you explain your decision to change this?
Cdre Gibs
03-30-06, 11:43 PM
After our lil discussion a while ago, I made a test mission just to watch the DG an AA in action. What became apparent to me, was how unnatural the speed traverse was when training onto a target for the first time. I went and looked at the weaps spec's and saw that the train speed was not overlay fast. Not wanting to make it impossible, but at least get rid of the commical snap to target look of the AA when an AC is first detected and the gunners traverse to towards the target, so I slowed them down just a tad.
1 thing I did notice is that with the tolarance values and the above combined, now have a bigger impact on ROF and looks closer to a more natural ainimation of the DG/AA Gunners.
The rest is based of v1.01 and further tweaked too help correct an issue I have in the LRG Mod. v1.01 was however, never made a public D/L but handed out to those who asked for it (due to an issue with rub). That's why you would be unaware of it. As always with any mod, ppl can either choose to use or not use any mod made by any1.
As always with something of this nature its not going to be for every 1. Plus feedback on ppls impressions is always welcome to help fine tweak settings, as its not possible to test every type of encounter 1 may have as a sole tester. More ppl testing/using helps to get a better data base on what needs readdressing and either nerfing or beefing up. But since I dont expect this to be picked up by any major mod I dont have any high hopes of much in the way of feedback.
As always with something of this nature its not going to be for every 1. Plus feedback on ppls impressions is always welcome to help fine tweak settings, as its not possible to test every type of encounter 1 may have as a sole tester. More ppl testing/using helps to get a better data base on what needs readdressing and either nerfing or beefing up. But since I dont expect this to be picked up by any major mod I dont have any high hopes of much in the way of feedback.
Not tried your file so far, but using nearly the same settings since you posted the first time about solving the too accurate guns.
Together with NYGM Aircraft Damage system used the game feels right to me.
Havn´t succeded in shooting down a single plane and i like it! :P
Reducing the traversal speed sound good to me, the gunners horizontal movements feels a little fast to me too. Will try out you file tonight...
On thing about the planes: I´m not using the speed decreased cfg files that came with many mods aeround here.
Stock files make them even harder to hit.
To me it was never a good thing making them slower (easier to hit) even if the modified speeds are closer to reallife than stock ones. Who knows if the developers havn´t mixed up some miles km/h and seamiles...
Der Teddy Bar
03-31-06, 06:44 PM
Gibs,
Thanks for the reply.
Cdre Gibs
04-02-06, 05:10 AM
Thx Gammel, let me know what you think.
Np's Teddy.
Sorry about the deleay in replying, I was Instructing on a Sailing Course over the weekend.
Thx Gammel, let me know what you think.
I´m using your file Cdre Gibs, and the traversal speed reduction feels just right...
I was thinking about increasing the reload rate a little bit and decreasing the fire rate but maybe it´s not neccessary any more...
Edit:
What about the shell speed? maybe a little reduction? 750 / 815 /835 is the muzzle speed, when the bullets hit the plane they should have lost some speed. don´t think the ballistic model of the engine has that in...bullets have 835 even after 2 miles travelled i´ll bet...
Together with the NYGM aircraft damage model and the stock plane speeds it´s perfect to me.
Now the naval academy AA part is a challange. I can complete it succesfully, but have never managed to shot down one of the fighters.
On patrol you won´t seek for an AA engagement, diving is always the better choice.
Now how about making those hurricanes firing their cannons?
I´m sure It can be done, but sure not by myself...
I once saw one firing the guns so it can´t be totally broken
Cdre Gibs
04-02-06, 08:00 PM
The thing is shell speed effects ROF (as does reload times), plus if shell speed was reduced it would be slower from muzzel to target, shell speed drop off is not modeled in game. ie: Gun fires at 700mps, but the shell would travel at say 678mps from muzzel to target. ROF now waits till each round reach's travel end at 678mps rather than at 700mps. Also gravity is modeled in game, you reduce shell speed and it will have a more pronounced arch in its trajectory. Which is rather odd when you think about it, to have gravity modeled on shell flight trajectory but not have any impact on shell speed! :-?
Also since wind is not really modeled in game either you can see why there is no reduction or drift on rounds. The other thing that is modeled correctly is lead. Lead is governed by direction of weapon mount's direction of travel and speed as well as direction and speed of target, as it should be (this looks like the shell has arched to the left or right when fired at a target in flight).
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