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Nonetheless AI sonars are set to stop working above 8 mt below the sea level. It is possible that: - the bone where the sonar is attached on the ship model is misplaced (above the 8 mt depth, thus rendering the sensor unoperative); - some other setting in sensors_AI.sim needs to be adjusted; - enemy subs are lacking a setting/property needed for making them detectable underwater; - friendly ship's AI is flawed/unable to follow submarine target. In the latter case there is little I can do without TDW's help. In order to avoid confusion I prefer facing a problem at a time, but I will take a mental note of the issue, and I will look further into it at the right moment. Please keep this mission in a safe place for future testing. :) |
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we are about to make an important discovery here that will greatly improve the realism of surface to surface and surface to air engagements. Your tests seem to confirm my hypothesis that the two tolerance factors are combined with the 'Max error angle' parameter in Sim.cfg for affecting guns' accuracy. If that was true, it would mean that we can individually adjust horizontal and vertical dispersion for each gun: in other words, no more millimetrically accurate AI guns or, on the other hand, totally dumb gunners on our boat. It makes me wonder why no one looked in these parameters before, since there were many complaints on this subject :up: Quote:
Now my remarks to your individual reports:
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In any case, before I start finetuning the settings, I need to know wether the aiming of AI ships/sub's guns is affected by crew experience, weather, ambien light, etc. or not. Can you make some tests on this subject? :D Quote:
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Concerning the AI guns and submarine crew: I think also that the AI ships seem to be too good, they shoot airplanes down pretty easily. And I don't know what was the historical percentage that destroyers and battleships hit enemy ships, right now they are also very good at it, almost every shell hits their target. And one last point, remember that the sub crew gains experience, gunner at the start of the game doesn't seem to hit anything, but after few campaigns, there is a significant change in it. There's my thoughts of the day! :D |
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Regarding your reading, yes indeed that David Wright, author of the essay, should be awarded with the Nobel Prize in videogaming :D If I can give you a suggestion, for ease of access I would start arranging the information contained in it into a worksheet. Quote:
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What is especially cool about the two tolerance factors is that, by playing with them, we can give each gun its characteristic dispersion values based on historical specs (some guns had unusal vertical and/or horizontal dispersion values compared to "average guns). Quote:
By any chance, is there a way to set our crew's experience in custom mission? Does it work as for other units? And do you happen to know if AI-unit's guns are likewise affectet by crew ranking? :hmm2: |
I have some connection issues today, so I can't responding right away :nope:
All tests were on the sub with only one gunner on board. Maybe later I'll try to test a sub with several gunners. On the other hand we are on board the sub rather than on the destroyer.. :D Quote:
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Although the accuracy of the shots in both tests was good but most shots off target Quote:
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In these tests was the task force (6 DD's and 2 Dido) and they downed the planes too long, I think, in reality, they would have done it a bit faster.. Quote:
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On the other hand, I am using Sober's bad weather deck gun for inaccuracy during the storm :hmmm: Quote:
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By the way: as suggested by Rongel, the aim accuracy of our gunner is greatly affected by crew experience. Did you made your tests in campaign or in a custom mission? What did you set as crew experience for your sub? Quote:
Several weeks ago I found this video by a country mate of you, where he is firing a 40 mm automatic gun :o If you like, in his youtube channel you can preview his whole arsenal in action :rotfl2: Quote:
By the way, the intent of this mod was to decrease AI guns' accuracy to the level of stock sub guns, keeping the latter unchanged. Quote:
On the other hand, I am curious to know the crew ranking of that taskforce, if you can provide this information... Quote:
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In any case I think that the aim of our crew should be comparable to the one of the player: a bit worse than ours at their lowest ranking, and slightly better than ours when they gain the maximum experience. :yep: Quote:
I appreciate your valuable help, but take your time on it: I don't want to burden you, and I know you have another important work is waiting for you ;) In any case, I plan to join you in carrying the extra tests. From now on, if possible, they should be carried out in custom missions. Moreover, in our reports, we should take notes of: approximate time of the day (dawn/sunset, morning/afternoon, noon, or night); moon visibility and moonphase (for night missions) wind speed, cloud coverage, precipitations, fog ships included in the mission and their ranking sub crew ranking |
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I have no idea what kind of experience in my crew.. third campaign.. probably veterans.. Quote:
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These were taskforces around Malta.. May-June 41 Quote:
Don't remember exactly.. I'll retest it.. Quote:
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Ok.. I just thought that a month of such correspondence and my English will be much better.. :D
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I noticed that the best communication is obtained with people for whom English is not their native language.. We are not so much focusing on the possible errors because we didn't notice them.. :up:
EDIT: and we use mostly simple words.. |
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:hmmm:
did some new tests.. results differ from the previous ones.. you were right.. we need some custom missions to check.. if the initial conditions are identical it will be easier.. in a dynamic campaign is difficult to properly evaluate the result.. different aircrafts, different crew experiences, different weather conditions etc.. :salute: |
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:hmmm: so, for beginning we need two different missions (I think so) -
1. the sub with two/three AA-guns on board and several different enemy planes 2. the enemy task-force and several different our and friendly planes weather conditions, time of day etc. we can change in the mission's settings window before mission start.. |
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