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-   -   Power of the machine gun? (https://www.subsim.com/radioroom/showthread.php?t=200077)

THE_MASK 11-26-12 07:35 PM

What if you add some sort of controller to the sim like sinking effects ?

troopie 11-27-12 06:49 AM

Quote:

Originally Posted by gap (Post 1966666)
If anyone got time for fiddling with them, I can provide quick instructions on how to edit them in goblin editor, if needed.

I'll have a crack at this gap; it's about time I made a meaningful contribution. I'll be needing those instructions though, I'll send you a PM.

Quote:

Originally Posted by gap (Post 1966666)

I'll try and get involved in this one too, if you're still looking fo help. :up:

gap 11-27-12 10:49 AM

Quote:

Originally Posted by sober (Post 1966723)
What if you add some sort of controller to the sim like sinking effects ?

What do you mean, sober :06:
As far as I know the sinking of whatever unit is controlled by its .zon file, and by its respective zones in zones.cfg :hmm2:

Quote:

Originally Posted by troopie (Post 1966801)
I'll have a crack at this gap; it's about time I made a meaningful contribution. I'll be needing those instructions though, I'll send you a PM.

Excellent resolution, troopie :up:

Before you start, beware that there's a couple of extra settings which for sure affects global AI guns aiming, separately for cannons and AA guns. These parameters are found in sim.cfg (data/cfg folder), respectively under [AI Cannons] and [AI AA guns] headers, and they are called 'Max error angle'. In stock game they are set respectively to 3 and 4.5 deg, but IRAI changes this figure to 4.5 for both, which apparently is still not enough, despite the fact that, not taking in consideration elevation, an error of 4.5 deg should lead enemy ships to a maximum traverse error as high as 118 m to the right or to the left @ a range of 1.5 km :hmmm:

For editing sim.cfg you only need notepad, but later today I will draw up a short tutorial on modding the remaining parameters in the sm file. ;)

Quote:

Originally Posted by troopie (Post 1966801)
I'll try and get involved in this one too, if you're still looking fo help. :up:

Indeed I need for help, though being working on some improvements of Dynamic Environment, I have temporarily left aside this project.

Your partecipation in it could give it a new impulse :yeah:

=SE=Sova 11-27-12 12:23 PM

Quote:

Originally Posted by gap (Post 1966610)
Interesting topic. Obviously SH5 wepaons/armor system requires a general rebalance.

Out of curiosity, Sova, wich kind of machine gun made that much damage to your sub?

Machine gun from Cimaron clas tanker.Historical missions,Convoy AI testing.
Not deck gun,machine gun.

Sailor Steve 11-27-12 12:39 PM

Quote:

Originally Posted by =SE=Sova (Post 1966933)
Cimaron clas tanker.

Oh, well, that's different then. Everybody knows Americans do everything better. That machine gun should have sunk your sub at 200 meters! :sunny:

gap 11-27-12 04:40 PM

AI guns modding quick tutorial
 
Here we are ;)

for a start, you will need for one or more test missions, to test your changes in game.
At first, you can use one of the historical missions coming with the game, or one of the test missions included in many mods available for SH5. At some point you will probably need for a mission especially designed. You can ask me to create it for you, or you can do it by yourself using Mission Editor. Following the tutorial posted in this thread you will learn all you need to know in order to create a simple mission in 5 minutes. :up:

The second step is locating the ships featured in the test mission you have picked, and identifying their guns.
Surface units are located in the data/Sea folder. Each subsfolder in that path is a single unit. Their names are often quite unequivocal on the unit that they are standing for: there is a prefix, describing the unit type (see below), followed by the name of the unit/class.

Code:

NAGC = Amphibious ship
NAMC / NTR = Merchant raider / Auxiliary cruiser
NAO = Supply vessel
NBB = Battleship
NBC = Battlecruiser
NCA = Heavy cruiser
NCL = Light cruiser
NCO = Corvette
NCV = Aircraft carrier
NCVE = Escort carrier
NDD = Destroyer
NDE = Escort destroyer / Frigate
NFF = Sloop
NK* / NLL / NVV = Cargo ship
NLS = Landing craft
NO* = Oiler / Tanker
NPC = Patrol boat / Torpedo boat
NPH / NPL / NPP = Ocean liner / Troop transport
Nrtw = Naval trawler
NSC = Submarine chaser

Should you need for further evidence on the identity of any ship, open its cfg file (within its respective folder), copy her ClassName (in the first row), and search for it in Names.cfg (located id data/Roster): the name after the '=' sign is the one shown in game, when you identify the unit ;)

In order to know which guns each unit is equipped with, you should open its .eqp file with notepad, and take note of LinkNames under NodeNames that are starting with a 'M' (main guns), with a 'A' (secondary guns), or with a 'L' (light guns and, more often, searchlights). Each NodeName stands for a single bone in the 3dmodel, i.e. a set of coordinates designing a single gun platform aboard the unit. StartDate and EndDate (in yyyymmdd format) will tell you the time span that each platform is equipped with that given gun (outside this timespan the platform will be either empty or occupied by another gun).

It is now time to open Goblin Editor.
Before doing it, create a new mod, containing the following files: guns_radars_01.GR2 and guns_radars_01.sim (path: data/Library/ShipPart). Remember to reproduce the same path in your mod, if you want to enable it using JSGME. After doing it, follow the below steps:
  • run GoblinEditorApp.exe (found in SH5main folder);
  • if it is the first time you are using Goblin Editor, you should set it according to the instructions in this tutorial;
  • menu file => open => select guns_radars_01.GR2;
  • menu file => merge => select guns_radars_01.sim (pointing to the file you had previously put into your test mod);
  • at this point, the project tree (Tool => Show Project Tree, if it is not visible from the beginning) should display the guns coming with stock game. Double click on any of them for editing its properties;
  • in the next window (existing behaviors), select the wpn_Cannon controller, for displaying its properties in Edit behavior window (on the right);
  • the restr_dist parameter is found under obj_turret => Debug (click on the + symbols for expanding the tree). On top of it there's another parameter called show_restr. By default it is set to No. Try setting it to yes. Once in game it should show graphically the effect of restr_dist; :up:
  • the trav and elev_tolerance parameters are found under Fire;
  • once fininished with your changes close the edit behaviors window. You will notice that guns_radars_01.sim entries have become red, meaning that there are unsaved changes on this file;
  • repeat the same steps for each gun you want to edit;
  • for saving the changes, right click on any red entry in Project Tree, under guns_radars_01.sim, and selcet 'Save'. That's all :sunny:

In game:
you might want to test your changes under different conditions. New UIs lets you to set many mission related parameters (date, hour, rain, fog, etc.). Rememeber to backup the mission, if you want to retrieve it to its previous settings (especially important for stock historical missions).

NOTE:

if Goblin Editor's selection boxes are flickering, close the program, right click on GoblinEditorApp.exe => Compatibility window => Disable visual themes.

The above instructions are relative to stock ships/guns. Things are slightly different for imported units, but for the moment I suggest you to stick to GR2 units/guns only. ;)

Trevally. 11-27-12 05:10 PM

Great post Gap:up:
Could be a new tutorial (TEC) thread in the workshop forum for easy searching :hmmm:

:D

gap 11-27-12 05:25 PM

Quote:

Originally Posted by =SE=Sova (Post 1966933)
Machine gun from Cimaron clas tanker.Historical missions,Convoy AI testing.
Not deck gun,machine gun.

That ship is equipped with both Oerlikon (20 mm) machine guns, Bofors (40 mm) autocannons, and 2 pounder (40 mm) "pompom" autocannons. In game, they are firing the following ammunitions:

Oerlikon machine gun: 20mmAA (Maximum Armor Piercing: 5 mm)
Bofors autocannon: 40mmAA (MAP: 10 mm) and 40mmAP (MAP: 20 mm)
2 pounder autocannon: 2pdrAA (MAP: 5 mm) and 2pdrAP (MAP: 10 mm)

Main armor setting for human playable subs is 10 mm, so the Oerlikon machine gun shouldn't be capable of damaging anything but the equipment protruding from the hull (periscope, guns, antennas, etc). :yep:
I suspect that the damage you suffered was caused by one or both the autocannons, though considering the distance, the angle, and the fact that you were at periscope depth, you shouldn't have suffered that much damage.

I ignore wether/how SH5 damage system takes into account the above mentioned factors. I wish TDW was around :-?

Nonetheless, ammunition settings can be easily altered using Goblin Editor. As far as I can see, we can even introduce new ammo definitions, and assign them to any gun. Each gun can fire up to 4 types of shells, 1 for each of these categories: AA, armor piecing, explosive and starshells.

Shell damage parameters editable in Shells.zon are:

MinEF: the min hit points this ammunition worths
MaxEF: the max hit points this ammunition worths
AP: The armor level it penetrates
MinRadius: the minimum radius of splash damage. The ammunition takes all its hitpoints util this distance
MaxRadius: the maximum radius of splash damage. The ammunition takes no hitpoints beyond this distance. If 0 no splash

Quote:

Originally Posted by Sailor Steve (Post 1966940)
Oh, well, that's different then. Everybody knows Americans do everything better. That machine gun should have sunk your sub at 200 meters! :sunny:

:rotfl2:
The usual American boasting attitude. I thought that this forum was immune from it... so far :D

gap 11-27-12 05:41 PM

Quote:

Originally Posted by Trevally. (Post 1967082)
Great post Gap:up:
Could be a new tutorial (TEC) thread in the workshop forum for easy searching :hmmm:

:D

Thank you Trev :) :salute:

More or less the same method apllies, indeed, to any aspect of the game editable through Goblin Editor.

When can we expect for your "Easy guide for remoulding the SH campaign in 5 minutes"? :D

THE_MASK 11-28-12 02:06 AM

You dont have to exit the game to check the changed parameters . Just go back to the main screen , change a parameter and then load the single mission again .

gap 11-28-12 08:33 AM

Quote:

Originally Posted by sober (Post 1967206)
You dont have to exit the game to check the changed parameters . Just go back to the main screen , change a parameter and then load the single mission again .

Good tip :up:

I am wondering wether playing the game in windowed mode/full screen mode does matter when testing mods the way you are suggesting :hmm2:

Dogfish40 11-28-12 09:34 AM

Quote:

Originally Posted by gap (Post 1966666)
In guns_radars_01.sim there are 3 parameters per gun that could affect their dispersion/accuracy. They are:
  • Restr_dist (in meters): stock settings range from 100 to 1000; in general, bigger figures are applied to bigger calibers.
  • Trav. tolerance and Elev. tolerance (in degrees?): stock settings for AI guns are invariably 1 for both parameters. U-boat's Flak guns got 15/15. U-boat's Deck gun: 0.75/0.75.
I've been digging in past threads of SHIII-IV forums for an explaination on what these parameters actually do, but couldn't find any clear answer. If anyone got time for fiddling with them, I can provide quick instructions on how to edit them in goblin editor, if needed.



http://www.subsim.com/radioroom/show...29#post1935329 ;)

This is also interesting, that the guns in question hit his boat submerged so very accurately yet, in a surface battle, I have been closer, say 1000 + mtrs and lasted quite a while before I started to take on damage. This makes me think of the Elite units in SH4 that were much more accurate than their peers. So, is it possible that some of this accuracy is on a ship by ship basis? :06:
D40

gap 11-28-12 01:17 PM

Quote:

Originally Posted by Dogfish40 (Post 1967349)
This is also interesting, that the guns in question hit his boat submerged so very accurately yet, in a surface battle, I have been closer, say 1000 + mtrs and lasted quite a while before I started to take on damage. This makes me think of the Elite units in SH4 that were much more accurate than their peers. So, is it possible that some of this accuracy is on a ship by ship basis? :06:
D40

Yes, what you are suggesting is plausible and worth further testing :yep:

When creating a test mission, there are five possible crew rankings that can be assigned to each unit (in Mission Editor, Properties window, under Performance, VeterrancyLevel): Poor, Novice, Competent, Veteran and Elite.

I don't remember if it is possible to modify these rankings in game through mission options panel, but there is a quick way to do it with notepad: open mission's mis file, and look for CrewRating entries. There is one of them for each unit (incuding plyer's sub). 0 stands for Poor, 1 for Novice, and so on. By altering these values, it is possible to check how units' rating affects their gun's aiming, letting any other parameter unaltered ;)

=SE=Sova 11-28-12 02:12 PM

Quote:

Originally Posted by Sailor Steve (Post 1966940)
Oh, well, that's different then. Everybody knows Americans do everything better. That machine gun should have sunk your sub at 200 meters! :sunny:

HI hi hi,yes we have that same problem in flight simulation.Russain and other countries missiles are stupid,but US AIM 120C can find you and hit you from eny angle and far distance.:haha:

Thanks for the help Gap and the others.This is litle far beyond my knowledge.I can open scripts and do some changes,but i will need some time to translate this accurately and do step by step.I have never done enythig in SH5 mission editor,so i soppose i cant do the test mission.Have no so much time for this stuff.I will thry,but cant guarantie i will made it ,thry it and give you results from testing.
I was expecting that some of you will recognise the problem and sugest an mod or single script changes.

Thank you guys,one more time.

GT182 11-28-12 10:01 PM

Hear is another question that I've asked before on the sub's guns.

Is it possible to change settings to make the flak guns on the subs do damage to shipping too? It would be great to have the extra protection while you're trying to sink that ship that returns fire on you.


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