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but I promise one day I will put myself at it. How much do you charge for private classes, Trevally? :D |
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http://img687.imageshack.us/img687/4...ytutorials.png |
I can do it for you - send me your mission and let me know what date you want it to take place:up:
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http://img32.imageshack.us/img32/114...nsualdesir.jpg
Don't mind Helga - she comes in to clean the board for me. :Kaleun_Salivating: |
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as their name is suggesting, the two tolerance factors are probably the angular deviation from the ideal trajectory to the target, at which the AI will think that its aim is good enough to start firing... I will carry one some more testing after dinner Quote:
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0 - hold fire, but follow target 1 - no hits, all shots below the target, as in previous tests :/\\!! :rotfl2: |
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wait, I want to see what the restr_dist property (under obj_Turret => Debug) does. Setting show_restr to 'Yes' should display in game what this setting is for... or at least I hope so... |
I'm currently translating into Russian the files for Equipment Upgrade Fix and came across the text of the special abilities.. :hmmm: how the special abilities may affect to AA-guns accuracy?
All my tests in campaign were done using the crew with the gunner's special abilities.. :hmmm: |
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P.S: I've found this old post from a thread in SHIII Mods Workshop: Quote:
I think tomorrow another hard testing session is waiting for us :-? |
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I correctly understand that now we should increase the values rather than decrease them? |
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:k_rofl::Kaleun_Applaud: |
Want me to create the mission for you? just tell me what to do, and ill see if I can do it. :)
And a bit of info relating to the Auxiliary cruisers guns, yes, they do get them based on the year. |
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What I've understood is that the two tolerance settings are sort of maximum gyroscopic stabilization angles, and that they affect the guns' aim for both AI and human player. If that was true, it would imply that: 1. the higher their value, the steadier the gun, the more accurate its aim; 2. the higher the wind speed, the bigger more noticeable their effect 3. by playing with train/elevation tolerance and speed settings, we can destabilize deck and flak guns without fiddling with trickier parameters ;) Quote:
Right now I would be happy enough if I could test the improved C/30 and the twin C/38 flak guns in custom mission. I want to see if they are affected by the same systematic error as the "regular" C/30. I don't know if Volodya has other requests, though :) |
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There are two passive abilities, boost guns and reduce reload time. Boost guns is like this: AbilityType=GunsAccuracy, GunsDamage, GunsRange, ShellDrag, ShellSpeed ;increase gun accuracy, damage and range (in percents) AbilityValue= 6, 6, 6, 6, 6, 12, 12, 12, 12, 12, 18, 18, 18, 18, 18, 24, 24, 24, 24, 24, 30, 30, 30, 30, 30 So when maxed out, it gives +30 % to all aspects of gunning (if all of them work or not is a mystery to me). Stock Reduce reload time drops the time to -50 % when at max. My special abilities mod uses -20 % value. I guess these affect both the deck gun and the AA gun. Hope this helps! |
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If I didn't misunderstood your explications, they would entail that gun specific parameters (in their respective sim files), should be set for the lowest possible performance. In any case, we will have an hard time finetuning guns specs and passive ability settings, but it is something we have to deal with, I think. By the way: where are these settings found? :hmmm: Do you happen to know if the crew veterancy settings in custom mission do have the same effect as passive abilities in campaign? I am induced to think so, since there are 5 ability levels in campaign and 5 veterancy levels in mission... P.S: have you seen what I said about gun's stabilization in my previous post? I know you have fiddled a lot in an attempt to destabilize player's guns.... |
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Another parameter that could affect crew's aiming effciency:
GunsCoef, found in: data\UPCDataGE\UPCUnitsData\UnitParts?VII?.upc (one file for each playable sub) |
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Out of jokes, I think my work plan collapsed due to the total unreliability (or I should better say: due to the systematic inefficency) of the C30 gun we are testing, even under the most favourable conditions we could think of for it to hit its target. From what I have seen, under the same conditions, higher caliber guns are by far more efficient (1 shot 1 hit!). If you want, you can start testing on them about the effect of different tolerance settings on their stabilization. In a matter of minutes I will send you a mission where your U-boat is fitted with two 37 mm flak guns (I don't remember which model though) and 1 flakvierling. :up: EDIT: here it is: http://rapidshare.com/files/20022559...20Missions.rar select the type VIIC/41 for your tests, and try playing with diffrent tolerance factors and wind speeds/directions. Try also adjusting crew rating, if needed. IIRC, it is currently maxed out... |
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