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

gap 01-15-13 09:41 PM

Quote:

Originally Posted by volodya61 (Post 1993652)
Thanks.. more clearly.. :up:

PS: I feel like a boy with Down syndrome.. perhaps it's time to go to sleep.. :D

no, it isn't your fault... this system is actually a bit abstruse, but after many tests I am almost sure that it is the one used in game :yep:

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?

volodya61 01-15-13 09:56 PM

Quote:

Originally Posted by gap (Post 1993665)
Have you started testing the effects of tolerance factors?

not yet.. edited files in the mod-pack..

gap 01-15-13 10:03 PM

Quote:

Originally Posted by volodya61 (Post 1993670)
not yet.. edited files in the mod-pack..

Okay, take your time on it :salute:

volodya61 01-15-13 10:17 PM

Quote:

Originally Posted by gap (Post 1993675)
Okay, take your time on it :salute:

If you'll write to me the exact values ​​that we need to test, I think it will succeed faster.. I'll just edit the files and test them.. :yep: :up:

gap 01-16-13 08:03 AM

Quote:

Originally Posted by volodya61 (Post 1993688)
If you'll write to me the exact values ​​that we need to test, I think it will succeed faster.. I'll just edit the files and test them.. :yep: :up:

доброе утро Володя :salute:

I think we can start with the following settings:

Code:

                          WIND SPEEDS
                  _________________________       
                  | 15 kph | 10 kph | 5 kph |
            ______ =========================
          |15 deg| test#1 | test#2 | test#3|
TOLERANCE  ________________________________       
          |8 deg | test#4 | test#5 | test#6|
FACTORS            ________________________________       
          |1 deg | test#7 | test#8 | test#9|
            ________________________________

For the above tests I would select test mission #2 and type VIIC U-boat with Wamphyri's fixed C/30 flak. Other suggested settings:

- 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:

gap 01-16-13 08:55 AM

Quote:

Originally Posted by Rongel (Post 1991725)
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

@ Rongel

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:

rognel 01-16-13 10:53 AM

Quote:

Originally Posted by gap (Post 1993861)
@ Rongel

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:

I'm pretty sure that it's the first level of the upgrades. So when you start your campaign, there is no modifiers. The first upgrade level gives that +6 points.

Rongel 01-16-13 10:56 AM

Oops! My old noob avatar made a comeback... happens once a year it seems! :haha:

volodya61 01-16-13 11:04 AM

Quote:

Originally Posted by gap (Post 1993850)
доброе утро Володя :salute:

Добрый вечер, Габриэль! Первый урок? :O:
Good evening, Gabriele! First lesson?

Quote:

Originally Posted by gap (Post 1993850)
- flak orders: fire at closing targets, medium range (battlestations activated)

Are you sure?
maybe - fire at all targets, close range - would be better?

Trevally. 01-16-13 11:44 AM

Quote:

Originally Posted by Rongel (Post 1993937)
Oops! My old noob avatar made a comeback... happens once a year it seems! :haha:

Ah we meet your alter ego :ahoy:

gap 01-16-13 12:21 PM

Quote:

Originally Posted by rognel (Post 1993935)
I'm pretty sure that it's the first level of the upgrades. So when you start your campaign, there is no modifiers. The first upgrade level gives that +6 points.

Okay, I see. :up:

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:

Originally Posted by Rongel (Post 1993937)
Oops! My old noob avatar made a comeback... happens once a year it seems! :haha:

Quote:

Originally Posted by Trevally. (Post 1993975)
Ah we meet your alter ego :ahoy:

:haha:

Mr. Rongel and Dr. Rognel :O:

Quote:

Originally Posted by volodya61 (Post 1993945)
Добрый вечер, Габриэль! Первый урок? :O:
Good evening, Gabriele! First lesson?

Yes... if only I could figure out how to prononce it :-? :D

Quote:

Originally Posted by volodya61 (Post 1993945)
Are you sure?
maybe - fire at all targets, close range - would be better?

Whatever Flak order you think is more effective will be okay, as long as you retain it throughout all of your testings :up:

volodya61 01-16-13 01:26 PM

Quote:

Originally Posted by gap (Post 1994014)
Yes... if only I could figure out how to prononce it :-? :D

Yep.. unfortunately the online translators don't give a transcription of the words.. :D

Quote:

Originally Posted by gap (Post 1994014)
Whatever Flak order you think is more effective will be okay, as long as you retain it throughout all of your testings :up:

Okay..
Just these orders (fire at all targets & close range) were most effective in my previous tests.. :yep:

gap 01-16-13 02:33 PM

Quote:

Originally Posted by volodya61 (Post 1994055)
Yep.. unfortunately the online translators don't give a transcription of the words.. :D

Some letters are te same, or very similar, to the equivalent greeks ones. Having studied old Greek at school, I can get a vague idea of what Russian written words could sound like... actually a very vague idea :O:

Quote:

Originally Posted by volodya61 (Post 1994055)
Okay..
Just these orders (fire at all targets & close range) were most effective in my previous tests.. :yep:

weird, for me it was just the opposite, but I have also reduced traverse and elevation speeds which, I suppose, are affecting the ability to adjust the aim at close range :03:

volodya61 01-16-13 03:30 PM

Quote:

Originally Posted by gap (Post 1994079)
Some letters are te same, or very similar, to the equivalent greeks ones. Having studied old Greek at school, I can get a vague idea of what Russian written words could sound like... actually a very vague idea :O:

Everything is very simple - http://safalra.com/science/linguisti...pronunciation/

Quote:

Originally Posted by gap (Post 1994079)
weird, for me it was just the opposite, but I have also reduced traverse and elevation speeds which, I suppose, are affecting the ability to adjust the aim at close range :03:

Well.. I'll try different orders for cleanliness of experiment.. :) :03:

gap 01-16-13 06:46 PM

Quote:

Originally Posted by volodya61 (Post 1994102)

доброе утро Володя

dobroɛ utro Volodja :hmmm:

Quote:

Originally Posted by volodya61 (Post 1994102)
Well.. I'll try different orders for cleanliness of experiment.. :) :03:

cleariness above all :up:

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:

volodya61 01-16-13 08:22 PM

Quote:

Originally Posted by gap (Post 1994186)
доброе утро Володя

dobroɛ utro Volodja :hmmm:

I think, so far as it's a phonetic transcription so something like this [dobroɛ utro volodja] :O:

Quote:

Originally Posted by gap (Post 1994186)
- 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?

- Reworked Morale & Abilities
- 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..

gap 01-16-13 08:37 PM

Quote:

Originally Posted by volodya61 (Post 1994220)
- Reworked Morale & Abilities
- 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:

Okay :up:
but are you currently using your revisions in campaign, or what?

Quote:

Originally Posted by volodya61 (Post 1994220)
- no way, I don't know the experience level of my crew

I wonder if it is possible at all to know it :hmmm:

Quote:

Originally Posted by volodya61 (Post 1994220)
- 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..

Are these the values you are reading from the sim files? I need to know the measured reload times :yep:

In a nutshell, I need to compare your set reload times with your measurement of them in campaign :03:

volodya61 01-16-13 08:58 PM

Quote:

Originally Posted by gap (Post 1994225)
but are you currently using your revisions in campaign, or what?

Not yet.. I want to include my revision in the mod-pack..
Last time I played a month ago..

Quote:

Originally Posted by gap (Post 1994225)
Are these the values you are reading from the sim files? I need to know the measured reload times :yep:

from the .sim files :oops: :oops:

Quote:

Originally Posted by gap (Post 1994225)
In a nutshell, I need to compare your set reload times with your measurement of them in campaign :03:

Okay, I will measured them.. results will be reported in the evening..
:salute:

gap 01-17-13 04:52 AM

Quote:

Originally Posted by volodya61 (Post 1994239)
Okay, I will measured them.. results will be reported in the evening..
:salute:

Okay, in the meanwhie I will measure them at campaign start :salute:

gap 01-17-13 10:58 AM

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]
ID=Ability-Reduce-Guns-Reload-Time
NameDisplayable=Ability-Reduce-Guns-Reload-Time-Name
Description=Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description
Levels= 5
AbilityType=GunsReloadTime        ;reduce gun reload time (in percents)
AbilityValue= -4, -8, -12, -16, -20

Stock settings
Code:

[SpecialAbility 34]
ID=Ability-Reduce-Guns-Reload-Time
NameDisplayable=Ability-Reduce-Guns-Reload-Time-Name
Description=Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description, Ability-Reduce-Guns-Reload-Time-Description
Levels= 5
AbilityType=GunsReloadTime        ;reduce gun reload time (in percents)
AbilityValue= -10, -20, -30, -40, -50

In both cases I started a new campaign, and in I've obtained the same result:

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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