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- Reworked Morale & Abilities - AMMO SH5 by Raven2012 - C/38-twin and 88mm deck gun - reload time: C/38 - 10 seconds, 88mm gun - 10 seconds in the .sim files All gunner's special abilities fully enabled.. reload time should be decreased by 20%.. but.. C/38 - 10 seconds, 88mm gun - 10 seconds in the game :o PS: now start to test the trav/elev tolerance angles |
How are you testing the crew Gap:06:
When out on patrol and you give them promotion point have you checked to see the effect of their stats? Here is my crewman 16 - as you can see he is not a very good shot and is poor at reloading the gun:D Perhaps he needs motivating Code:
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Too many interactions... I am afraid these settings are too complicated for us to understand them in a reasonable time frame without the help of someone who already messed with them... :-? Rongel, have you finished sabotaging those torpedoes yet? :D Quote:
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Unfortunately, I cannot go beyond this point, because I have not old campaign savegames, and currently my gpu is overheating a lot if I play for more than 10 minutes... :nope: Anyway, what I am trying to do is making sure that sim/zon file settings are not increased or decreased by morale factors beyond reasonable and realistic limits :yep: |
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1. stock C/30, obj_Turret/Elevation/gun_anim/end_index 5.8, reload time 5, ammo 500, ahead standart, battlestations activated, close range, fire at all targets test1: trav/elev tolerance 15, wind 0, shots to shoot down 80,73,233 test2: trav/elev tolerance 15, wind 5, shots to shoot down 120,40,160 test3: trav/elev tolerance 11, wind 0, shots to shoot down 185,112,63 test4: trav/elev tolerance 11, wind 5, shots to shoot down 120,120,147 test5: trav/elev tolerance 7, wind 0, shots to shoot down 193,173,192 test6: trav/elev tolerance 7, wind 5, shots to shoot down 215,22,33 test7: trav/elev tolerance 3, wind 0, shots to shoot down 110,213,111 test8: trav/elev tolerance 3, wind 5, shots to shoot down 111,120,66 2. stock C/30, trav/elev tolerance 15, reload time 5, ammo 500, ahead standart, battlestations activated, close range, fire at all targets test1: obj_Turret/Elevation/gun_anim/end_index 5.70, wind 0, shots to shoot down 230,no hits,no hits test2: obj_Turret/Elevation/gun_anim/end_index 5.75, wind 0, shots to shoot down 376,215,138 test3: obj_Turret/Elevation/gun_anim/end_index 5.80, wind 0, shots to shoot down 92,67,134 test4: obj_Turret/Elevation/gun_anim/end_index 5.85, wind 0, shots to shoot down 272,146,180 test5: obj_Turret/Elevation/gun_anim/end_index 5.90, wind 0, shots to shoot down no hits,464,no hits Each test was run three times.. and a thousand tests are not included in this list.. :D also there are two interesting settings in the .sim: obj_Turret/Elevation/speed and obj_Turret/Traverse/speed.. I'll look at them more closely tomorrow/today..:D :03: :salute: |
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Volodya, you are my hero! just give me the time to put your results in a chart :up: Quote:
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The torpedoes have to wait until weekend! But maybe when I get it together, I'll post a test mod. It's a real pain to test random values! |
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Take your time on it |
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http://img607.imageshack.us/img607/2889/graph1j.jpg from your tests we should deduce that there isn't a linear relationship between set tolerance angles and gun's accuracy neither at 0 m/s wind speed, nor at 5 m/s. More surprisingly, the accuracy seems sensibly higher at 5 m/s than it is at 0 m/s (which is exactly the opposite of what one would expect) though this difference tends to attenuate at higher tolerance settigs. What is interesting is that the two graphs seem specular, but this fact could be a mere cohincidence. Summing up, being standard deviation values deduced from your data very high, we need for much more tests of each type before we can come to a conclusion. Repeating our tests with higher wind speeds (10 or 15 m/s) and tolerance angles (up to 30 deg) might help as well. I will join you in doing it. Since we are at it, did you use any environmental mod affecting waves heights or sub's pitch and roll during your tests? I want to make sure to test under the same conditions than you :up: Quote:
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damn.. I have a bad connection to the net again.. :nope:
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What is the maximum wind speed at which deck crew won't leave their stations? Quote:
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P.S: perhaphs I have found a way to force any kind of flak gun in single mission: http://www.subsim.com/radioroom//sho...d.php?t=180669 This was with SHIII. Let's hope that with SH5 it is the same :) |
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------------------------ a few new tests.. 1. stock C/30, trav/elev tolerance 15, reload time 5, ammo 500, ahead standart, battlestations activated, close range, fire at all targets test1: obj_Turret/Elevation/gun_anim/end_index 5.80, wind 0, shots to down 170,7,23,248,119,100 test1a: obj_Turret/Elevation/gun_anim/end_index 5.80, wind 5, shots to down 170,178,190,105,217,70 test2: obj_Turret/Elevation/gun_anim/end_index 5.81, wind 0, shots to down 48,80,78,120,89,129 test2a: obj_Turret/Elevation/gun_anim/end_index 5.81, wind 5, shots to down 96,37,305,68,120,90 test3: obj_Turret/Elevation/gun_anim/end_index 5.82, wind 0, shots to down 46,140,165,44,169,46 test3a: obj_Turret/Elevation/gun_anim/end_index 5.82, wind 5, shots to down 280,96,125,220,260,68 were tested also: 5.75-5.79, 5.83-5.85.. results don't deserve attention.. Each test was run six times.. I think this value (5.81) as the most stable might be used as a base value for the new tests and future stand alone mod.. to be continued.. :D |
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Rest in peace to all the pilots of the hundreds downed Hurricanes :haha: new portion stock C/30, obj_Turret/Elevation/gun_anim/end_index 5.81, reload time 5, ammo 500, ahead standart, battlestations activated, close range, fire at all targets test1: trav/elev tolerance 10, wind 0, shots to down 200,196,9,170,32,220 test1a: trav/elev tolerance 10, wind 5, shots to down 55,100,91,155,117,130 test2: trav/elev tolerance 15, wind 0, shots to down 209,123,69,91,100,77 test2a: trav/elev tolerance 15, wind 5, shots to down 140,93,6,8,157,129 test3: trav/elev tolerance 20, wind 0, shots to down 140,196,243,9,91,188 test3a: trav/elev tolerance 20, wind 5, shots to down 157,91,68,178,140,300 test4: trav/elev tolerance 25, wind 0, shots to down 167,120,49,96,76,136 test4a: trav/elev tolerance 25, wind 5, shots to down 135,42,111,43,140,172 I don't see any regularities.. so I suggest leave these values/angles as they are for the future mod.. I mean trav/elev tolerance 15.. I think it's time to test the obj_Turret/Elevation/speed and obj_Turret/Traverse/speed and then move on to testing the deck gun.. and I'll need a new single mission for this.. |
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If during your tests you used like me Fx Updates, you would have given those poor aviators at least a tiny chance to survive :03: http://www.subsim.com/radioroom/pict...pictureid=3959 Quote:
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By the way: which wave mod is your mod pack based on? |
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If you want I can upload it for you.. |
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My waves - http://www.mediafire.com/download.php?8k3jc8bwj4csy0c
another thought: the only way we can test the trav/elev tolerance angles at high wind speeds is ask TDW to make some fix the crew did not leave their stations.. what do you think? EDIT: or maybe it already exists.. because with my settings the gunners at stations until the wind speed of 10-12 m/s |
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Drag, mass, etc. coefficents in U-boat's sim files also have an indirect effect on our crew leaving the deck or not. Moreover, two other parameters in Sim.cfg might affect our sub as well as AI units: Code:
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