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P.S: tomorrow I will start testing with crew experience settings. I want to see wether/how they are applied to guns. Have you started testing the effects of tolerance factors? |
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I think we can start with the following settings: Code:
WIND SPEEDS - crew experience: elite - flak orders: fire at closing targets, medium range (battlestations activated) You can start fro test #1 (wind speed 15 kph, trav/elev tolerance: 15 deg). If you notice that at these settings, the Flak cannot hit anything, try reducing the maximum wind speed or increasing the maximum tolerance so to enhance gun's aiming. If you do so, remember to adjust accordingly speed and/or tolerance settings of the remaining tests, so to keep a constant spacing between them (i.e. 15/10/5, 13/9/5, etc.) Since the game is randomizing things a lot, the best would be carryin on as many tests of the same type (#1, #2, etc) as possible. Results from each set of test should be reported as average number of bullets required to shoot down the hurricane. Standard deviation from average could be another useful indicator. :yep: I remember you that we want to test wether tolerance factors are applied as maximum gyroscopic stabilization or not. If our assumption was true, we would espect tests #3, #6, and #9 (low wind speed and waves) to give similar results. On the other hand, at higher wind speeds, gun's accuracy should decrease for decreasing tolerance factors. :up: |
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I was reviewing this information by you, and I got a doubt: is the 1st level (+6% in the above example) the standard level applied to sub crew when a new campaign is started, or rather it has to be attained similarly to other levels? :hmmm: |
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Oops! My old noob avatar made a comeback... happens once a year it seems! :haha:
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Good evening, Gabriele! First lesson? Quote:
maybe - fire at all targets, close range - would be better? |
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From my first tests with reload time (in single mission), it appears that at the highest crew experience level, the setting stored in sim file is used, whereas at the lowest level, reload times were 5 times longer. I have still to discover if crew abilities settings are applied in mission as well as in campaign :hmmm: Quote:
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Mr. Rongel and Dr. Rognel :O: Quote:
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Just these orders (fire at all targets & close range) were most effective in my previous tests.. :yep: |
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dobroɛ utro Volodja :hmmm: Quote:
Can you please make me another favour? You told me that you have already made some progress in your campaign, and that your crew might already be at its highest experience level. I need to know: :) - are you sing any morale/abilities mod? If yes, which one? - are you using any mod dealing with U-boat guns specs? If yes, which one? - is there a way that you could know the actual experience level of your crew? If yes, what is it? - what flak/deck guns is your U-boat equipped with and, by watch, which is the reload time of each of them? P.S: indeed, I won't get upset if someone else who is reading this post will answer the above questions. The more information I gather, the better I can figure out what is going on with gun specs and crew experience in campaign :up: |
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- AMMO SH5 by Raven2012 & Sober's bad weather deck gun v1 (my edition) but currently I'm working on my revision of gun's specs and specs in my revision will be based on our tests results :up: - no way, I don't know the experience level of my crew - two C/38-twin on top of the conning tower and 88mm deck gun reload time: C/30 - 5 seconds, C/38 - 10 seconds, 37mm - 1.5 seconds, Vierling - 20 seconds, 88mm gun - 10 seconds and I have no idea how less reload time with the gunner abilities.. |
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but are you currently using your revisions in campaign, or what? Quote:
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In a nutshell, I need to compare your set reload times with your measurement of them in campaign :03: |
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Last time I played a month ago.. Quote:
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:salute: |
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I have made some more testing about the effect of passive abilities on guns' specs, using as reference gun reload times, which can be easily estimated in game, and increasing them a bit in order to minimize measurement errors.
Basically I played with crew veterancy levels (in single mission) and with 'Reduce Guns Reload Time' ability settings (both in single mission and in campaign) and, while keeping gun's specs (in sim files) fixed throughout my tests, I measured with a stopwatch how reload times changed. Here are the results: In single mission: apparently, actual reload times don't rely on 'Reduce Guns Reload Time' settings. They are nonetheless linked to their setting in gun's sim file, and to crew's veterancy level set in ME, according to the following fixed ratios: rt0 = RT * 5.00 rt1 = RT * 2.50 rt2 = RT * 1.67 rt3 = RT * 1.25 rt4 = RT where rt0 to rt4 are the measured times at different veterancy levels from 'poor' to 'elite', and RT is the standard reload time (sim file setting). During a test with crew competence level set to 2 (competent), enabling battlestations halved the reload times, but during other tests, the battlestations order seemed irrelevant (in both cases Rongel's RM&A was enabled). :hmmm: in campaign: after looking at the crew management interface, I have found a scale which apparently displays curret gunner ability levels. This is how it looks like at the beginning of the campaign: http://img838.imageshack.us/img838/2...rabilities.jpg so, when a new campaign is started, either crew abilities are set to a median level (among the levels defined in SpecialAbilities.upc) or, most probably, we start from a standard level, and crew abilities can be decreased as well as increased. :yep: Talking about my tests, I carried out two of them: one with Reworked Morale and Abilities by Rongel enabled, and one without it. This mod got different 'Reduce Guns Reload Time' than stock: RM&A settings Code:
[SpecialAbility 34] Code:
[SpecialAbility 34] rt observed = RT * 1.25 This finding is compatible with the assumption that at the beginning of the campaign our crew is assigned standard abilities (thus not affected by SpecialAbilities.upc settings). What I don't get, is this factor +25%. Shoudn't sim's RT setting be applied as it is? Is there any other factor affecting it? :hmmm: |
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