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-   -   Deck gun damage. (https://www.subsim.com/radioroom/showthread.php?t=106504)

Reece 02-27-07 08:00 AM

Thanks
 
Jim, I have actually installed 3 times now & all are the same, & I always aim just below waterline, so that you see an explosion as well as sea spray.:-?
Dan, Since I have tried everything else It is probably the ship zon file, the testing I did was to use JSGME testing with various stock SH3 1.4b files, but I didn't know about a backup in the same folder will cause the new edited version not to work, so even though it's a different name the game will still go for the old one? - Crazy!!:doh:
Do you know how I can edit the zon file, in particular the hit points?:D
Thanks again for the help guys!:up:

Cheapskate 02-27-07 08:08 AM

Realised after several abortive and frustrating attempts at the Naval Artillery mission that my mistake was firing until I got the " she's going down" message.

With the new damage model in GWX, the target has often taken critical damage much earlier...maybe after as few as 5 or 6 waterline hits... and will sink if given enough time.

Have given up trying to fire the gun myself, now delegate this to 1WO and the gun crew. I just concentrate on observing the results and steering the vessel into a reasonable range - 1000/1500 metres seems OK. If the target shows any signs of slowing, listing, or settling down at bow or stern, I instruct WO to cease fire. Then change to another target (if one is in range) or go after it if isn't.

This works just fine and I never fail to sink all 5 targets...sometimes with as many as 40 (or more), shells left in the magazine,

danlisa 02-27-07 08:10 AM

Quote:

Originally Posted by Reece
Dan, Since I have tried everything else It is probably the ship zon file, the testing I did was to use JSGME testing with various stock SH3 1.4b files, but I didn't know about a backup in the same folder will cause the new edited version not to work, so even though it's a different name the game will still go for the old one? - Crazy!!:doh:

I'm afraid so, the only way to make your changes stick is to remove the backup.

Quote:

Originally Posted by Reece
Do you know how I can edit the zon file, in particular the hit points?:D
Thanks again for the help guys!:up:

Ok, there should be .zon files supplied with Mini-Tweaker for each vessel. The tricky part is that they may or may not be GWX compatible. I'm not that sure so I will have to defer to someone else. Maybe VonHelsching as he reworked all the GWX damage files.

Reece 02-27-07 08:30 AM

Ah .... so VonHelsching is to blame for all my frustrations!:D You are probably right cheapskate (gee I'd change this name if I were you), due to dd's around at the time I couldn't wait! I had to leave, so no renown!:cry: Dan, I didn't think minitweaker had the zon files for any of the ships, only those found in the Library folder, trying to dig up standard zon files for each new ship would be quite a job, but what of the other files, sim etc!!:roll: Hmmm may be not doable!:damn: Boo Hoo!!

Morts 02-27-07 08:42 AM

Quote:

Originally Posted by Reece
Summing up, I have edited the following:
Shells.zon
zones.cfg
guns.zon
GUNS_SUB.zon
None of these seem to have any effect on the damage to a ship, a coastal tanker will still take around 60 shots to sink and a C2 around 100 shells!!:cry: Most frustrating!!:cry:

coastel tanker 60 shells? fire 5-20 shells below the waterline and it will sink
C2 100 shells ?
fire 10-30 shells below the water line and it will sink

danlisa 02-27-07 08:44 AM

MT does have .zon files for ships.

http://img263.imageshack.us/img263/4271/mtfv2.th.jpg

I'm no expert with these damage zones, but I'm pretty sure that certain class merchants share files. I think you need to find the proper designation for the vessels you want to change. For example - NKC3.zon might be for the C3 Cargo (Large Cargo) *shrug*

Reece 02-27-07 09:00 AM

Oh the pain - Oh the pain!!:rotfl:You must have a later version of mini tweake, I don't have listings for any ships, I will check with timetravellers site!:up:
Cheers.

danlisa 02-27-07 09:01 AM

Only one vesion of MT mate.:up:

But you need the Tweak Files which you can get from TT's site.(just below the MT d/l)

Mush Martin 02-27-07 01:40 PM

Quote:

Originally Posted by Cheapskate
Realised after several abortive and frustrating attempts at the Naval Artillery mission that my mistake was firing until I got the " she's going down" message.

With the new damage model in GWX, the target has often taken critical damage much earlier...maybe after as few as 5 or 6 waterline hits... and will sink if given enough time.

Have given up trying to fire the gun myself, now delegate this to 1WO and the gun crew. I just concentrate on observing the results and steering the vessel into a reasonable range - 1000/1500 metres seems OK. If the target shows any signs of slowing, listing, or settling down at bow or stern, I instruct WO to cease fire. Then change to another target (if one is in range) or go after it if isn't.

This works just fine and I never fail to sink all 5 targets...sometimes with as many as 40 (or more), shells left in the magazine,

Reece I think from the symptoms your doing everything right
it just seems like you havent clicked on the ammo icon like they said.
you should be working

Cheapskate 02-27-07 02:47 PM

Yes MM, I reckon you're right there :up:

Seem to remember that I had to click on the shell to get any ammo.. but that was a while ago. I only tried using the gun myself about twice before realising that the gun crew got better results than I did. They did miss more but seemed to get more decent waterline shots in.

The "wait and see what happens" technique works in exactly the same way with torpedos.... although I do still fire them myself.

If you can get about 6 telling shots home with the gun, or a torpedo hit or two, chances are something favourable is going to happen. The target will almost definitely slow down and become a straggler. Maybe it'll stop or, if you're really lucky, sink.

Anyhow, Reece why the devil were you doing surface gunnery with DDs in the offing?? Wouldn't catch me doing that :rotfl:

Mush Martin 02-27-07 03:49 PM

Thats the other thing reece back as long ago as Silent service on 8 bit nintendo I would put in a single fish to soften the target and finish with
guns as a major technique of ammo extension I just never think about
it anymore.

Reece 02-27-07 08:11 PM

Unless it's rough seas then 2 fish!:smug: Had to say that MM!:rotfl:
About the ammo, right through SilentHunterIII, on a campaign, I have never had to click on ammo before, it always worked, maybe this is only in Artillery tutorial.:roll:
Cheapskate, I don't have the gods eye on and although I knew there were DD's in the area after four days & this being the only contact, I was going to sink this mother!:D
Dan, I probably would have grabbed the wrong thing again!:yep:
Thanks all!:rock:

Mush Martin 02-27-07 08:18 PM

Quote:

Originally Posted by Reece
Unless it's rough seas then 2 fish!:smug: Had to say that MM!:rotfl:
About the ammo, right through SilentHunterIII, on a campaign, I have never had to click on ammo before, it always worked, maybe this is only in Artillery tutorial.:roll:
Cheapskate, I don't have the gods eye on and although I knew there were DD's in the area after four days & this being the only contact, I was going to sink this mother!:D
Dan, I probably would have grabbed the wrong thing again!:yep:
Thanks all!:rock:

Its not like that in vanilla but it is a gwx thing you should also have less
ammo icons showing now only the ammo you have on each station shows
an Icon.
in vanilla it would have showed all four types but highlighted what you have.

Reece 02-27-07 10:33 PM

Yes I did notice that the HE shell is all that is shown, I haven't checked but AA guns now only show their ammo!:up:
I checked the ships zon files & they are the same as stock (except new ships) so nothing to change here, am doing some changes to the the hit points in Shells.zon file now (mustn't forget the backup), see what that does!:yep:

Reece 02-28-07 12:23 AM

Done!!
 
Atlast, it was the Shells.zon, replacing with stock (hit points weren't really that much different) has reduced the ammo used from 60 shells on a coastal merchant to 40 (roughly) shells, many below waterline, before getting the "NA! She's going down", even then it still takes a while to sink, now I like that!!:D:up:
Thanks all.


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