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-   -   [WIP] Historical Guns Specs (https://www.subsim.com/radioroom/showthread.php?t=198510)

volodya61 01-12-13 06:54 AM

Quote:

Originally Posted by gap (Post 1991747)
here it is:

OK.. I took it..

the .sim files to edit are 37mmM, 37mmSA, 37mmTSA and Vierling.. am I right?

gap 01-12-13 06:59 AM

Quote:

Originally Posted by volodya61 (Post 1991756)
OK.. I took it..

the .sim files to edit are 37mmM, 37mmSA, 37mmTSA and Vierling.. am I right?

absolutely :up:

volodya61 01-12-13 07:20 AM

Quote:

Originally Posted by gap (Post 1991758)
absolutely :up:

will report the results later.. :salute:

:D

gap 01-12-13 08:38 AM

Added Reworked Morale & Abilities by Rongel to the compatibility list in post #1 :up:

Moreover, I added a list of "dinosaurs", whose features could be partly ported to the present mod, if permission is given by their authors. They include:

Anyone wanting to have a closer look at them? Their download links are mostly inactive, but I have all of them on my HD :cool:

THE_MASK 01-12-13 06:55 PM

off topic , would you know which cam is for your avatar ?
Silent Hunter 5\data\Library\cameras.cam

gap 01-12-13 07:04 PM

Quote:

Originally Posted by sober (Post 1992165)
off topic , would you know which cam is for your avatar ?
Silent Hunter 5\data\Library\cameras.cam

No idea :hmm2:

Rongel 01-13-13 04:03 AM

Quote:

Originally Posted by gap (Post 1991738)
Thank you Rongel, it helps a lot indeed! :up:

By the way: where are these settings found? :hmmm:

I guess you have found them already, but in data/UPCDataGE/UPCCrewData/SpecialAbilities.upc

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...

No idea, sorry!

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....

Ugh, that was my first attempts at modding, didn't work out, and can't remember anything, maybe the old thread will be more helpful!

About the torpedo malfunctions... yesterday I tested different values like crazy and got good results. It seems all the other malfunction types work like they should, so there is a point making this mod.

Torpedo can prematurely explode when using magnetic detonation, it can be a dud (hit and not detonate), it can deviate from it's course or it can be a circle runner. I haven't tested the depth keeping, but I hope it works too.

It seems also that the different date-settings work on all other malfunctions except TDW's duds. Only problem is now that duds don't work on imported ships, and that the dud values don't change when war progresses. Otherwise it looks alright, except that testing these is sooo slowwww.... :/\\!!

Back to reading!

gap 01-13-13 05:28 AM

Quote:

Originally Posted by Rongel (Post 1992283)
I guess you have found them already, but in data/UPCDataGE/UPCCrewData/SpecialAbilities.upc

No, I didn't. Thank you! :)

Quote:

Originally Posted by Rongel (Post 1992283)
No idea, sorry!

Another point blank question: Do you know if there are similar (crew veterancy depandant) settings for AI guns?

Quote:

Originally Posted by Rongel (Post 1992283)
About the torpedo malfunctions... yesterday I tested different values like crazy and got good results. It seems all the other malfunction types work like they should, so there is a point making this mod.

Torpedo can prematurely explode when using magnetic detonation, it can be a dud (hit and not detonate), it can deviate from it's course or it can be a circle runner. I haven't tested the depth keeping, but I hope it works too.

Definitely good news! :up:

Quote:

Originally Posted by Rongel (Post 1992283)
It seems also that the different date-settings work on all other malfunctions except TDW's duds.

That's good news also: it means that TDW could possibly fix his patch when, hopefully, he will be back. Fingers crossed...

Quote:

Originally Posted by Rongel (Post 1992283)
Only problem is now that duds don't work on imported ships, and that the dud values don't change when war progresses.

Wonder if the dud-immune dat ships issue can be fixed either. On the other hand I wouldn't worry too much about it, since one day these ships will be converted into GR2 units... or at least we hope so ;)

Regarding the date-specific damage settings not being apllied, and your suggestion to duplicate the existing torpedoes, I know Silentmichael is currently attempting to do the same (cloning a GR2 file). I asked him to keep in touch whenever he discovers anyhing new, and I am sure he will assist us when it will be our turn to do the same :D

Quote:

Originally Posted by Rongel (Post 1992283)
Otherwise it looks alright, except that testing these is sooo slowwww.... :/\\!!

Yes, I can understand you. I hate like you the long waiting times. :shifty: :nope:
Talking about it, are torpedo malfunctions applied in outside the campaign? Testing them in custom mission could speed up a bit the whole process...

Rongel 01-13-13 07:15 AM

Quote:

Originally Posted by gap (Post 1992303)

Another point blank question: Do you know if there are similar (crew veterancy depandant) settings for AI guns?

No idea again, I guess picking veterancy level in mission editor affects it, but now idea how.

Regarding the date-specific damage settings not being apllied, and your suggestion to duplicate the existing torpedoes, I know Silentmichael is currently attempting to do the same (cloning a GR2 file). I asked him to keep in touch whenever he discovers anyhing new, and I am sure he will assist us when it will be our turn to do the same :D

Ok, good to hear!

Talking about it, are torpedo malfunctions applied in outside the campaign? Testing them in custom mission could speed up a bit the whole process...

Yep, testing malfunctions in custom missions! :up:

I have now gathered some info on the malfunctions. Bottom line seems to be that in the start of the war the torpedoes were really unreliable, G7e was even worse than the old G7a. Both magnetic and contact pistols were faulty, but magnetic pistol was almost unusable. Malfunction percent was something like 30%-40%. Magnetic pistol torpedoes detonated prematurely or passed the ships bottom, and contact pistol torpedoes had serious depth keeping problems. Some torpedoes steered of course or in rare cases were "circle runners". Actual duds weren't the biggest issue. Torpedo problems culminated in the Operation Weserubung where almost every torpedo failed. At this time Germans worked hard to figure out the problems and some real improvements were made.

During the "Happy Times" (late may - the end of 1940) things were better, magnetic pistol was abandoned completely (and not used before 1942 again) and AZ impact detonation was used. AZ pistol was improved by now and the depth keeping problem was reduced.

Thats what I have learned now! So at start of the war we need to have really lousy torpedos, and improve them already in the middle of 1940! To be continued...

gap 01-13-13 09:43 AM

Quote:

Originally Posted by Rongel (Post 1992315)
I have now gathered some info on the malfunctions. Bottom line seems to be that in the start of the war the torpedoes were really unreliable, G7e was even worse than the old G7a.

Really? I was convinced that the opposite was true :88)

Quote:

Originally Posted by Rongel (Post 1992315)
Both magnetic and contact pistols were faulty, but magnetic pistol was almost unusable. Malfunction percent was something like 30%-40%. Magnetic pistol torpedoes detonated prematurely or passed the ships bottom, and contact pistol torpedoes had serious depth keeping problems. Some torpedoes steered of course or in rare cases were "circle runners". Actual duds weren't the biggest issue.

Excellent, or rather... awful :dead:
By chance could you extract from your readings some approximate percentage figures for each specific malfunction type?

Quote:

Originally Posted by Rongel (Post 1992315)
Torpedo problems culminated in the Operation Weserubung where almost every torpedo failed. At this time Germans worked hard to figure out the problems and some real improvements were made.

Regarding Operation Weserubung, I remember having read that German magnetic deonators didn't like the vicinity to the polar north; in addition, the disturbance on magnetic fields by the Norwegian Fjords could have contributed as well. But indeed there is no way that we can simulate it in game.

Quote:

Originally Posted by Rongel (Post 1992315)
During the "Happy Times" (late may - the end of 1940) things were better, magnetic pistol was abandoned completely (and not used before 1942 again) and AZ impact detonation was used. AZ pistol was improved by now and the depth keeping problem was reduced.

Thats what I have learned now! So at start of the war we need to have really lousy torpedos, and improve them already in the middle of 1940! To be continued...

:up:

I am eagerly looking forward for the next chapter. Keep on your great work, Rongel!

volodya61 01-13-13 11:56 AM

Yesterday took a break and didn't test anything..
Now started a single mission and noticed that the sub is equipped with two C/38-twin guns and one 37 mm.. so I decided to set the Ammo=0 for the 37mm gun and test only the couple of C/38.. then will test the contrary..

to be continued.. :D

gap 01-13-13 12:02 PM

Success!
 
I have just tested the AA gun's fix by Wamphyri (actually I've just tested just the 20 mm standard flak), and I got to say that it is working. It sufficed changing the obj_Turret => Elevation => gun_anim => start_index setting from 4.8 to 5.8. :yep:

Thank you Trevally for putting me in the right direction! :up:

Fixing other guns, where required, shouldn't be a problem now. Provided that we manage to get our U-boat fitted with one of them in game...

Volodya, when you want we can keep on our tests now :)

A bit offtopic: I was trying to adjust maximum and minimum elevation angles to historical values, and I've noticed that when manning the gun manually, the camera doesn't follow gun's aim, which gets therefore out of view at the most extreme angles. Is there anyone who knws how to fix this problem?

I suppose that adjusting camera's angular angle or angular range should do the trick, but I don't know where to find these parameters. Both Gun Station Controller (in 20mm_C30.sim) and Cam User Data controller (in 20mm_C30.cam) make reference to 'Cam_A01Gun'. I looked for it in cameras.cam, but with no joy :hmmm:

gap 01-13-13 12:05 PM

Quote:

Originally Posted by volodya61 (Post 1992411)
Now started a single mission and noticed that the sub is equipped with two C/38-twin guns and one 37 mm..

two C/38 twin in a single mission?!! :sunny:

:Kaleun_Salivating:

Pass them on immediately! :D

volodya61 01-13-13 12:24 PM

:o
but.. it was your single mission #2.. VIIC/41.. two C/38-twin at the top platform and one 37mm with the shield at the bottom one..

gap 01-13-13 12:42 PM

Quote:

Originally Posted by volodya61 (Post 1992426)
:o
but.. it was your single mission #2.. VIIC/41.. two C/38-twin at the top platform and one 37mm with the shield at the bottom one..

:oops: :har:

I think I was so pissed to look for that damn gun, that when I finally managed to get in in a custom mission, I forgot to have a closer look to it, and mistook it for a flakvierlig...

volodya61 01-14-13 12:50 PM

To make sure decided to test the old plan of tests.. here are the results:

ahead standard, battlestations activated, ammo 20mmC38Twin AA-500 AP-500, ammo 37mmSA-0

test 1: SH5 + IRAI + ErrAng 0.00 test mod (AA Max error angle=0)
close range - 240/20/110

test 2: SH5 + IRAI + ErrAng 2.25 test mod
close - 80/30/190

test 3: SH5 + IRAI (AA Max error angle=4.5, this is our "blank" that any other test will be copared with)
close - 40/20/20, battlestations deactivated - 70
medium - 280/600/1000(were hits but not downed), battlestations deactivated - 480
long - 270/140/430, battlestations deactivated - 1000 (no hits)

test 4: SH5 + IRAI + ErrAng 6.75 test mod
close - 120/30/80

test 5: SH5 + IRAI + ErrAng 9.00 test mod
close - 70/60/30

Hits mainly have a random character and occur most often in the vicinity of the sub.. still often gunners shoot below the target especially at long range..
But now we can with confidence answer the following question -

Quote:

Originally Posted by gap (Post 1990771)
is the Max error angle (Sim.cfg) applied to player's guns, or not?

No it is not..

Maybe you have any new plans/thoughts for tests that I could make?

gap 01-14-13 01:14 PM

Quote:

Originally Posted by gap (Post 1990771)
is the Max error angle (Sim.cfg) applied to player's guns, or not?

Quote:

Originally Posted by volodya61 (Post 1992844)
No it is not..

Thank you Volodya, :yeah:

We were prepared to this answer but, quoting you, better making it sure :03:

Quote:

Originally Posted by gap (Post 1990771)
Maybe you have any new plans/thoughts for tests that I could make?

Yes, please matey,

I am currently trying to adjust max/min Flak elevations (it requires using different start_index/end_index gun_anim settings than the ones found by Wamphyri).

In the meanwhile you could test the effect of the tolerance factors on the standard C/30 Flak gun. I would test it using test mission #2 and selecting the type VIIC, which is equipped with a Flak on top of its conning tower (useful for testing in rough seas).

Before running the mission you should set the elevation end_index of the ested gun to 5.8, in order to make it to aim correctly. :yep:

For your tests, try using different wind and both trav and elev settings. If required, you might want to adjust crew veterancy leve as well. If possible, try reporting the results of your tests in numerical form.

That's all, I think. Keep up the great work, and thank you again for your time! :sunny:

volodya61 01-14-13 01:33 PM

Quote:

Originally Posted by gap (Post 1992867)
I am currently trying to adjust max/min Flak elevations (it requires using different start_index/end_index gun_anim settings than the ones found by Wamphyri).
....
Before running the mission you should set the elevation end_index of the ested gun to 5.8, in order to make it to aim correctly. :yep:

Could you give me an example to what extent/limit change these values ​​(start_index/end_index) please?

Quote:

Originally Posted by gap (Post 1992867)
If possible, try reporting the results of your tests in numerical form.

What exactly do you mean?

gap 01-14-13 02:34 PM

Quote:

Originally Posted by volodya61 (Post 1992877)
Could you give me an example to what extent/limit change these values ​​(start_index/end_index) please?

I really don't know how these settings work and what their range should be, but it seems they are strictly related to gun's min/max elevation and train. A few examples:

-Reducing the minimum elevation from -10 to -20 (with no other changes), resulted in the gun aiming on top of its target.

-Reducing the maximum elevation from 75 to 10 (again, no other changes made), had an opposite result than expected: the gun was always extended all the way, very high on the horizon) and thus unable to aim to anything.

The visual range of gun's camera (when it is manned by the player), is also affected by the start_index/end_index factors: when I tried changing the min/max elevation angles respectively to -11/+85 (as per historical specs), not only the crew's aiming was affected negatively, but when I tried to use the gun manually and I zoomed in, at extreme angles the aim of the gun was out of the screen. When I increased the elevation end_index factor to about 6.55, gun's camera started again following the aim, and crew's aim got better, though the gunner was still quite bad at shooting down planes.

Stock settings for the two parameters are as follows:

- both of them set to 0 (both for traverse and elevation) for AI guns.

- start_index of sub flak guns normally 0, except for elevation start_index of 37 mm and 88 mm guns, where it is equal to the traverse end index.

- elevation start/end index settings identical to Training settings for all the other flak guns

As I wrote in my previous post, at stock elevation settings the best end_index factor for the standard C/30 gun is, no doubt, 5.8 (no other changes required). Optimal settings for other guns can be deduced from Wamphyri's plane mod.

Quote:

Originally Posted by volodya61 (Post 1992877)
What exactly do you mean?

number of shots required to down the plane, or number plane's dives, before it gets shot down ;)

In order to reduce randomness, you could also reduce hurricane's hit points to 1 (1 shot=1 kill) in its zon file :up:

TheDarkWraith 01-14-13 02:44 PM

remember crew experience and how many points you have put into the gunner determine his accuracy also. It would be best to set your crew to elite and max out the gunner's points then you have something to test from (you have a solid reference point to gauge changes against).


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