![]() |
What if you add some sort of controller to the sim like sinking effects ?
|
Quote:
Quote:
|
Quote:
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:
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:
Your partecipation in it could give it a new impulse :yeah: |
Quote:
Not deck gun,machine gun. |
Quote:
|
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 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:
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. ;) |
Great post Gap:up:
Could be a new tutorial (TEC) thread in the workshop forum for easy searching :hmmm: :D |
Quote:
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:
The usual American boasting attitude. I thought that this forum was immune from it... so far :D |
Quote:
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 |
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 .
|
Quote:
I am wondering wether playing the game in windowed mode/full screen mode does matter when testing mods the way you are suggesting :hmm2: |
Quote:
D40 |
Quote:
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 ;) |
Quote:
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. |
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. |
All times are GMT -5. The time now is 06:25 PM. |
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.