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If not, never mind than, I wont bother you any more with this issue...:-? P.S. And yes, to capsize a ship is very possible in SH5...They don't capsize with current settings probably because of the strange/low flotability values in damage zones description, like 13,6 ect... http://s6.postimg.org/rf0sanje9/SH5_...2_21_34_48.jpg |
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Thxs for link
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I don't ignore the problem you are trying to address Vecko, and I appreciate your efforts but, believe me, the path you want to follow leads to a blind alley, and it might cause more oddities than it solves. My usual two cents, indeed :salute: |
I never said that i will use same elev. values for AA guns, no way...They are not so much problematic because they are not used from large distances...
OK, here we go...:) Gryf test mission, destroyer skill veteran, guns elev values (not AA guns) 0.5! Recording is very choppy due large stress on my PC with Fraps... :nope: What is important is a hit/miss ratio which can be tuned to match historical data as much as possible... http://www.youtube.com/watch?v=nOeYB...ature=youtu.be |
Okay cool. :cool:
I am still of the idea that gun's accuracy must be addressed through wave settings, ship physics settings, AI scripts or better through a combination of the former factors. Since you are convinced of the contrary, go on with your project; I am sure many SH5 players will enjoy your mod :up: |
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