SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [WIP] Historical Guns Specs (https://www.subsim.com/radioroom/showthread.php?t=198510)

volodya61 01-17-13 11:28 AM

Quote:

Originally Posted by gap (Post 1994376)
Okay, in the meanwhile I will measure them at campaign start :salute:

Well.. I've tested and measured..

- 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

Trevally. 01-17-13 12:43 PM

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:


[CrewMember 16]
ID=Crew-Jr-NCO-Rank-1-Torpedo-TRA
NameDisplayable=Max Bauer
DescriptionDisplayable=Born and raised in Wilhelmshaven to a father who worked in the docks. An amateur boxer, he is like a force of nature. Not the sharpest tool in the shed, but very physical, strong, and athletic. Before he joined the navy he dreamed of becoming a professional boxer, but he got a girl pregnant, had to marry her and needed to make money, so he joined the navy. He is rather quiet, and only comes to life when talking about boxing. He is a skilled gunner, though politically unmotivated, but doesn’t feel like he has a choice about the war.
CrewMemberNameIDLinks=NULL
DateOfBirth=0000-00-00 00:00:00
Head=10
Voice=0
Tatoo=0
Rank=Jr-NCO-Rank-1-TRA
CurrentExperience=0.000000
SpecialAbilities=Ability-Boost-Guns,-1,Ability-Reduce-Guns-Reload-Time,-1
SpecialAbilityTimers=100000000,100000000,100000000,100000000,100000000,100000000,100000000,100000000,100000000,100000000
SpecialAbilityDurations=1,1,1,1,1,1,1,1,1,1
SpecialAbilityOldDurations=0,0,0,0,0,0,0,0,0,0
SpecialAbilityCooldowns=30,30,30,30,30,30,30,30,30,30
SpecialAbilityOldCooldowns=0,0,0,0,0,0,0,0,0,0
Morale=5.000000
MoralePool=5.000000
PointsInvestedIn=0
Medals=
Patrols=0
Notes=
Hitpoints=5.000000
RenownCost=250.000000
Health=1.000000
CurrentStatus=OFF_DUTY
Efficiency=1.000000
PotentialEfficiency=1.000000
HumanEfficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
CurrentActivities=0
DamageDescription1=NULL,0,0.2,1,Minor Wound,NULL,0.2,0.3,42.2892
DamageDescription2=NULL,0,0.2,1,It's just a scratch,NULL,0.05,0.1,4.75713
DamageDescription3=NULL,0.2,0.5,1,Broken Arm,HumanDamageArmwound,0.6,0.5,109.588
DamageDescription4=NULL,0.4,0.8,0.1,Liver wound,HumanDamageArmwound,1,0.7,260.095
DamageDescription5=NULL,0.6,1,1,Sucking chest wound,HumanDamageLegWound,1,0.8,250.281
Selected=false
 
[CrewMember 16.Rank]
ID=Jr-NCO-Rank-1-TRA
Level=4
TreeType=Kriegsmarine
NameDisplayable=Matrosen Gefreiter
ShortNameDisplayable=Gefr
Image=4
XPRequirement=2500.000000
MoralePoolAdd=0.000000
MoraleRefill=false
LeadershipAdd=0.000000
LevelUp=Base
MaxSpecialAbilities=0
AvailableSpecialAbilities=
GetSpecialAbilityChance=0.000000
EfficiencyMod=1.000000
DescriptionWhenPlayerHasTheRank=NULL
DescriptionWhenPlayerDoesntHaveTheRank=NULL


gap 01-17-13 01:42 PM

Quote:

Originally Posted by volodya61 (Post 1994527)
Well.. I've tested and measured..

- 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

I don't understand :hmmm:

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:

Originally Posted by volodya61 (Post 1994527)
PS: now start to test the trav/elev tolerance angles

Hopefully these will be a lot easier to understand :up:

Quote:

Originally Posted by Trevally. (Post 1994545)
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?

I am a total blind at this matter... what I've done is reported in my previous post. In a nutshell, I measured gun reload times at the beginning of the career, and compared them with the settings stored in gun's sim file.

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:

volodya61 01-17-13 10:21 PM

Quote:

Originally Posted by gap (Post 1994559)
Hopefully these will be a lot easier to understand :up:

It was a damn long evening/night :nope:

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:

gap 01-18-13 06:33 AM

Quote:

Originally Posted by volodya61 (Post 1994849)
It was a damn long evening/night :nope:

Each test was run three times.. and a thousand tests are not included in this list.. :D

:D

Volodya, you are my hero!
just give me the time to put your results in a chart :up:


Quote:

Originally Posted by volodya61 (Post 1994849)
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:

Those parameters are the speed at wich the gun is aimed, and they also affect gun's stabilization :yep:

Rongel 01-18-13 07:06 AM

Quote:

Originally Posted by gap (Post 1994559)
I don't understand :hmmm:

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

Yep, my morale/efficiency mod is based on stock settings, so I haven't explored that much actual effects of the commands. I'm basically hoping that they work, in some cases I have found that entry doesn't make any difference and I have removed it. But I don't wan't to go deeper there now!

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!

gap 01-18-13 08:29 AM

Quote:

Originally Posted by Rongel (Post 1994942)
Yep, my morale/efficiency mod is based on stock settings, so I haven't explored that much actual effects of the commands. I'm basically hoping that they work, in some cases I have found that entry doesn't make any difference and I have removed it. But I don't wan't to go deeper there now!

Ok, no problem :up:

Quote:

Originally Posted by Rongel (Post 1994942)
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!

Yes it is. :nope:
Take your time on it

gap 01-18-13 09:19 AM

Quote:

Originally Posted by volodya61 (Post 1994849)
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

I calculated the average numbers of shots, and put them on graph:

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:

Originally Posted by volodya61 (Post 1994849)
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

It is unbelievable how much sensitive is gun's accuracy to these parameters: +/- one tenth of second and their effectiveness gets totally compromised :yep:

volodya61 01-18-13 11:48 AM

damn.. I have a bad connection to the net again.. :nope:

Quote:

Originally Posted by gap (Post 1994986)
Repeating our tests with higher wind speeds (10 or 15 m/s)

unfortunately it's impossible.. at least for the AI-gunners.. the dive trigger turn on and AI-gunner leave his station at these wind speed values..

Quote:

Originally Posted by gap (Post 1994986)
and tolerance angles (up to 30 deg)

I'll test it later tonight..

Quote:

Originally Posted by gap (Post 1994986)
did you use any environmental mod affecting waves heights or sub's pitch and roll during your tests?

stock SH5 + New UIs + IRAI + Cameras ratio + your single mission #2 + test mod (.sim).. That's all folks © :D

gap 01-18-13 04:23 PM

Quote:

Originally Posted by volodya61 (Post 1995067)
unfortunately it's impossible.. at least for the AI-gunners.. the dive trigger turn on and AI-gunner leave his station at these wind speed values..

This is also true for conning tower mounted guns? :hmmm:
What is the maximum wind speed at which deck crew won't leave their stations?

Quote:

Originally Posted by volodya61 (Post 1995067)
I'll test it later tonight..

Take your time, Volodya ;)

Quote:

Originally Posted by volodya61 (Post 1995067)
stock SH5 + New UIs + IRAI + Cameras ratio + your single mission #2 + test mod (.sim).. That's all folks © :D

Okay :up:

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 :)

volodya61 01-18-13 09:06 PM

Quote:

Originally Posted by gap (Post 1995227)
This is also true for conning tower mounted guns? :hmmm:

:yep: :nope:

Quote:

Originally Posted by gap (Post 1995227)
What is the maximum wind speed at which deck crew won't leave their stations?

5-6 m/s.. but already sometimes they must be sent back to their place..

Quote:

I'll test it later tonight..
...
Take your time, Volodya ;)
a bit later..
------------------------

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

gap 01-18-13 09:38 PM

Quote:

Originally Posted by volodya61 (Post 1995316)
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..

It probably is: :up:

Code:

        avg.        std.dev.
test1*        111        91
test1a        155        56
               
test2        91        30
test2a        119        95
               
test3        102        63
test3a        175        90

* 107 / 74 putting together the results of your previous tests and the new ones

Quote:

Originally Posted by volodya61 (Post 1995316)
to be continued.. :D

I think you deserve some rest now! ;) :)

volodya61 01-19-13 10:59 AM

Quote:

Originally Posted by gap (Post 1995330)
I think you deserve some rest now! ;) :)

rest? :hmmm:

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..

gap 01-19-13 11:52 AM

Quote:

Originally Posted by volodya61 (Post 1995521)
rest? :hmmm:

Rest in peace to all the pilots of the hundreds downed Hurricanes :haha:

:D

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:

Originally Posted by volodya61 (Post 1995521)
new portion

....

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..

at low wind speeds the high tolerance factors you have set won't make any difference. Try doing some more tests with tolerance set to 1 (like AI guns) and wind speed as high as possible.

Quote:

Originally Posted by volodya61 (Post 1995521)
I think it's time to test the obj_Turret/Elevation/speed and obj_Turret/Traverse/speed...

A suggestion: set low train/elev speed and tolerance and high wind speed, and try manning the gun manually :03:

Quote:

Originally Posted by volodya61 (Post 1995521)
...and then move on to testing the deck gun.. and I'll need a new single mission for this..

Okay, no problem :up:

volodya61 01-19-13 01:00 PM

Quote:

Originally Posted by gap (Post 1995552)
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:

:D

Quote:

Originally Posted by gap (Post 1995552)
Try doing some more tests with tolerance set to 1 (like AI guns) and wind speed as high as possible.

OK.. I'll test it..

Quote:

Originally Posted by gap (Post 1995552)
A suggestion: set low train/elev speed and tolerance and high wind speed, and try manning the gun manually :03:

I saw these changes in the Sober's gun mod but I think we need to make more fine-tuning of these values.. :up:

gap 01-19-13 01:15 PM

Quote:

Originally Posted by volodya61 (Post 1995597)
I saw these changes in the Sober's gun mod...

yes, sort of, but I think sober limited himself to tweak gun's aiming speeds, leaving tolerance factors unchanged

Quote:

Originally Posted by volodya61 (Post 1995597)
...but I think we need to make more fine-tuning of these values.. :up:

Now we are just experimenting what the various settings are doing in game. Once we get a clearer picture we will finetune them. But we should do it over a set of suggested mods which might affect how guns settings are applied. :yep:

By the way: which wave mod is your mod pack based on?

volodya61 01-19-13 02:00 PM

Quote:

Originally Posted by gap (Post 1995610)
yes, sort of, but I think sober limited himself to tweak gun's aiming speeds, leaving tolerance factors unchanged

:yep:

Quote:

Originally Posted by gap (Post 1995610)
By the way: which wave mod is your mod pack based on?

My own.. I mixed it from several mods: your from DE, Sober's several versions, MadMax's etc.
If you want I can upload it for you..

gap 01-19-13 02:14 PM

Quote:

Originally Posted by volodya61 (Post 1995627)
My own.. I mixed it from several mods: your from DE, Sober's several versions, MadMax's etc.
If you want I can upload it for you..

:up:

volodya61 01-19-13 02:47 PM

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

gap 01-19-13 03:58 PM

Quote:

Originally Posted by volodya61 (Post 1995639)

Thank you mate :up:

Quote:

Originally Posted by volodya61 (Post 1995639)
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

yes, settings contained in seaparameters.cfg not only affect visual waves, but they also have an impact on waves physics.

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:

[Mech]
Waves amplitude=0.4                                        ;[0,1]
Waves attenuation=0.65                                        ;>=0

This is why I told you tha gun specs finetuning should be done having in mind a set of "background" mods :know:


All times are GMT -5. The time now is 11:14 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.