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-   -   [WIP] Historical Guns Specs (https://www.subsim.com/radioroom/showthread.php?t=198510)

Captain73 09-18-12 09:21 AM

Quote:

Originally Posted by gap (Post 1935764)
In other words you are asking if enemy ship's AA guns can be destroyed? If so, the answer is yes, they can. :yep:

Even DP guns and big cannons on battleships can be theoretically destroyed though, due to their thicker armor, doing it can take many lucky shots of armor pierceng rounds.

The only equipments that couldn't be detroyed in vanilla game were the searchlights and a couple of guns (cannot remember wich ones exactly right now), but this flaw is now fixed. See this thread :up:

:yep:
Thanks Gap! :salute:
All right! Sorry that I missed this information! :hmmm:

gap 09-18-12 11:10 AM

Quote:

Originally Posted by Captain73 (Post 1935775)
:yep:
Thanks Gap! :salute:
All right! Sorry that I missed this information! :hmmm:

Better asking than remaining in doubt :up:

gap 12-31-12 01:11 PM

Nice experiment, V13dweller, can you please upload somewhere your mission and post here the link? :up:

Quote:

Originally Posted by V13dweller (Post 1986069)
I was experimenting with the Mission editor again, and I have found that the Scharnhorst and Deutschland Pocket battleships main guns actually don't fire:hmmm:
They track the targets, but they don't fire, the ship only uses it's secondary weapons, like the smaller single barrel cannons.

good finding :up:

both the Scharnhorst and the Deutschland do use 28 cm/54.5 (11") SK C/34 triple guns as main battery. Unlike other guns, they are equipped with an 'unknown' type of shells, i.e. a shell type not listed in Shells.dat. Evidently a blunder by devs, but it won't be difficult fixing it. I will post a fix here as soon as possible ;)

Quote:

Originally Posted by V13dweller (Post 1986069)
It's quite strange, I put all of the German battleships in a line, and some British battleships in a line, the Germans won, after a long battle, the Schleswig-Holstien seemed to have been attacked the least, and made most of the kills (Strange for a per-dreadnaught)
The Bismarck charged in and make short work of the destroyer screen guarding the battleships, took some damage but came out alive.

Yes, I am not surprised of that: SH5 weapons/armors system requires a general rebalance :yep:

Quote:

Originally Posted by V13dweller (Post 1986069)
If you want the statistics of battle, the British had HMS Suffolk, Hood, Barham and Ark royal. 3 Kent heavy cruisers, 2 A class destroyers, 4 flower corvettes, and 2 Black swan sloop's. The Germans had KM Tirpitz, KM Scharnhorst, KM Deutschland, KM Konigsberg KM Koln 4 type 34 destroyers AMC Penguin AMC Komet and KM Emden.
What a battle it was. :)

I can imagine :D

Quote:

Originally Posted by V13dweller (Post 1986069)
I did my best to make it as fair as possible, because the pocket battleships don't use their main guns.

Also the Auxiliary cruisers did not maneuver to attack the enemy :stare:
They just did that zig-zag course non-destroyers do when enemies are nearby.

That's correct. In real life auxiliary cruisers wouldn't have standed a chance against the big pieces of the British Navy. What was left to them is to run away as fast as they could :haha:

Sepp von Ch. 12-31-12 01:20 PM

Looking forward gap.

V13dweller 12-31-12 01:27 PM

I have also noticed, that the AI seems to prioritize what it aims for, for example, I had the Bismarck, the Scharnhorst, and the Schleswig-Holstien and the Deutschland battleships lined up against some battleships of the British, and while the Bismarck (As we know has a lot of armour and health) was taking all the hits while the old Schleswig-Holstien was using it's powerful 28cm SK L/40's to take out the enemy battleships at a distance.

Also, do ships have limited ammunition, and can they guns get 'destroyed' as in, not functional?
Because in my mission, the Konigsberg light cruiser got it's 3 round salvo right near the turret on a Hood Battle cruiser, an explosion occurred, and the front turrets seemed to stop tracking, while the rear cannons are still spitting out 15 inch'ers at a faster than life speed. (Real speed being 2 rounds per minute)

gap 12-31-12 02:44 PM

Quote:

Originally Posted by V13dweller (Post 1986179)
I have also noticed, that the AI seems to prioritize what it aims for, for example, I had the Bismarck, the Scharnhorst, and the Schleswig-Holstien and the Deutschland battleships lined up against some battleships of the British, and while the Bismarck (As we know has a lot of armour and health) was taking all the hits while the old Schleswig-Holstien was using it's powerful 28cm SK L/40's to take out the enemy battleships at a distance.

Seems to me the plot of Sink the Bismarck! :haha:
Have you read this book or watched the movie that was based on it?

Out of jokes, AI strategies are outside my reach. You should ask TDW on it, when he will be back. By the way, did you have IRAI enabled when you carried out your test?

Quote:

Originally Posted by V13dweller (Post 1986179)
Also, do ships have limited ammunition, and can they guns get 'destroyed' as in, not functional?

Yes ammunition outfits are limited and fully configurable from guns_radars_01.sim => ammo_storage, and guns can be destroyed (if not, let me know and I will try and see to fix any idestructible gun).

Also notice that shell counters are reset once an unit gets outside visual range. In other words, any unit get an automatic refit if it gets temporarily outside your world :03:

Quote:

Originally Posted by V13dweller (Post 1986179)
Because in my mission, the Konigsberg light cruiser got it's 3 round salvo right near the turret on a Hood Battle cruiser, an explosion occurred, and the front turrets seemed to stop tracking, while the rear cannons are still spitting out 15 inch'ers at a faster than life speed. (Real speed being 2 rounds per minute)

Yes, more realistic rates of fire are something I want to attain with my upcoming mod. I see you are well-versed in warhips and their armaments. If you like it, I'll send you a spreadsheet I've created with all the information I was able to collect from the web and from the game, for you to check its data :)

V13dweller 01-01-13 01:09 AM

Quote:

Originally Posted by gap (Post 1986233)
Seems to me the plot of Sink the Bismarck! :haha:
Have you read this book or watched the movie that was based on it?

Out of jokes, AI strategies are outside my reach. You should ask TDW on it, when he will be back. By the way, did you have IRAI enabled when you carried out your test?


No, not at that time, I as the player was not actually taking part, I was just using external camera, usually when im at periscope depth im rammed by a friendly ship or hit by a rogue 15 inch'er :haha:, plus there is an army if Corvettes a Sloops and Destroyers.

Quote:

Yes ammunition outfits are limited and fully configurable from guns_radars_01.sim => ammo_storage, and guns can be destroyed (if not, let me know and I will try and see to fix any idestructible gun).
Because in this situation, the Bismarck seemed to have caused a massive explosion on the deck of the Hood, and after that the front guns were no longer tracking the enemy, but the rear guns were still trying to, so they ship pulled to it's side so it's secondary weapons could do their work.
Also when it come to the AI stratergy, they seem to want to sink the most valuable ship first, the Germans seem to make the Ark Royal Swiss cheese before attacking the Hood who is trying to sink the Bismarck, (Good thing the ark Royal goes down so quick)
Another statement along the lines of strategy, the Carl Peters Fleet Tender, (I put there because I was convinced it was a warship until a closer inspection :haha:) charges in and seems to not be attacked, and makes quite alot of damage because the other ships are after the Bismarck or Scharnhorst.
More important info, I just found out that the 'Admiral Hipper' is the same as the Scharnhorst, it doesn't use it's main guns. :hmmm:
I found this when I was comparing heavy cruisers, the Kent beat the Hipper, because the Hipper would not use it's main guns, "Scandal, Corruption!":stare: I will call a re-match if that problem gets fixed.

Off topic a bit, do you have any idea what the LSMFPD ship is? I spawned one in the editor, and it was this tiny little rectangular motor boat that is unarmed, I am not sure what it is, if anyone could clarify, that would be helpful.

gap 01-01-13 02:59 AM

Quote:

Originally Posted by V13dweller (Post 1986415)
Because in this situation, the Bismarck seemed to have caused a massive explosion on the deck of the Hood, and after that the front guns were no longer tracking the enemy...

This s okay: your test proves that big guns are taking damage, as supposed :up:

Quote:

Originally Posted by V13dweller (Post 1986415)
...but the rear guns were still trying to, so they ship pulled to it's side so it's secondary weapons could do their work.

So ships change their tactic depending on the guns they have available. Cool, but you didn't answer my question: are you using IRAI during your tests?

Quote:

Originally Posted by V13dweller (Post 1986415)
Also when it come to the AI stratergy, they seem to want to sink the most valuable ship first, the Germans seem to make the Ark Royal Swiss cheese before attacking the Hood who is trying to sink the Bismarck, (Good thing the ark Royal goes down so quick)
Another statement along the lines of strategy, the Carl Peters Fleet Tender, (I put there because I was convinced it was a warship until a closer inspection :haha:) charges in and seems to not be attacked, and makes quite alot of damage because the other ships are after the Bismarck or Scharnhorst.

Okay, maybe I am not the best strategist around, but leaving out the "Carl Peters accident", AI strategy makes sense to me :yep:

Quote:

Originally Posted by V13dweller (Post 1986415)
More important info, I just found out that the 'Admiral Hipper' is the same as the Scharnhorst, it doesn't use it's main guns. :hmmm:
I found this when I was comparing heavy cruisers, the Kent beat the Hipper, because the Hipper would not use it's main guns, "Scandal, Corruption!":stare: I will call a re-match if that problem gets fixed.

After having a look at her main gun's settings, I am quite sure that the Admiral Hipper was returning fire, but you couldn't notice it: those 4.1" german guns are missing their muzzle flash effect. Another oversight by devs that I hope to fix with the upcoming patch :yep:

Quote:

Originally Posted by V13dweller (Post 1986415)
Off topic a bit, do you have any idea what the LSMFPD ship is? I spawned one in the editor, and it was this tiny little rectangular motor boat that is unarmed, I am not sure what it is, if anyone could clarify, that would be helpful.

http://en.wikipedia.org/wiki/Marinef%C3%A4hrprahm
http://www.german-navy.de/kriegsmari...mfp/index.html

Quote:

Originally Posted by V13dweller (Post 1986179)
the Konigsberg light cruiser got it's 3 round salvo right near the turret on a Hood Battle cruiser, an explosion occurred, and the front turrets seemed to stop tracking, while the rear cannons are still spitting out 15 inch'ers at a faster than life speed. (Real speed being 2 rounds per minute).

The above remark by you prompted me to check Hood's main guns. Are you sure that it was firing at such an high rate?

Reload time of 15" Mk. I guns, fitted aboard the Hood, is set to 30 sec. This figure should be consistent with the expected rate of fire of ca. 2 rounds per min per muzzle :hmmm:

What crew ranking was the Hood given in your mission? Can you post that mission?

V13dweller 01-01-13 03:22 AM

I was not using IRAI, and the mission is hardy complete, it has no objectoves, it is just two lines of opposing faction ships set to charge at each other, and all the ships were set to the default "Veteran" except the Auxiliary cruisers, they were set to elite, I was expecting a different response from them if i changed the difficulty, and I do not know how to upload a mission.
And thanks for the info on the landing craft.
I can not be sure on the fire speed from the Hood I was focused on the Konigsberg at that time, and to the distance I saw multiple explosions coming from the guns, but for all i know, that could have been one gun firing slower maybe? I will look into that later, as with the Hipper.

gap 01-01-13 03:39 AM

Quote:

Originally Posted by V13dweller (Post 1986440)
I was not using IRAI...

You should ;)

Quote:

Originally Posted by V13dweller (Post 1986440)
...and the mission is hardy complete, it has no objectoves, it is just two lines of opposing faction ships set to charge at each other...

Your mission is more than we need for testing purposes. I could create one myself, but I want to make sure that we are talking about the same stuff :yep:

Quote:

Originally Posted by V13dweller (Post 1986440)
and all the ships were set to the default "Veteran" except the Auxiliary cruisers, they were set to elite, I was expecting a different response from them if i changed the difficulty...

Can you make me a favour? You should disable your mission, open its misge file in notepad, and downgrade Hood's crew ranking (look for the CrewRating setting within Hood's section). After doing so, reenable the mission, load it and check if the rate of fire of her guns is affected by your changes :)

Quote:

Originally Posted by V13dweller (Post 1986440)
and I do not know how to upload a mission.

https://www.rapidshare.com/ :up:

gap 01-01-13 04:13 AM

Quote:

Originally Posted by Josef von Posorschitz (Post 1986174)
Looking forward gap.

here it is: gap - armaments & equipments patch

This patch should:
  • add 3 new types of shell to game: 11" AP, 11" HE and 11" AA; the new shells were given intermediate settings between their homologue of 8 and 14 inches of caliber;

  • fix the issue with the 28 cm (11") SK C/34 guns mounted on Scharnhorst and Deutschland pocket battleships, that in stock game were set to use an "unknown" type of shell; the wrong shells are now replaced with the new 11" AP and HE shells;

  • replace the 14" AP and HE shells so far fired by the 28 cm (11") SK L/40 guns (Deutschland class battleships), with more appropriate 11" shells;

  • fix the issue with the 10.5 cm (4.1") SK C/33 gun, mounted on many German capital ships and cruisers, that was missing its muzzle flash effect.

The patch includes as well my 'undestructible searchlights fix'. Follow this link for further details:

http://www.subsim.com/radioroom/showthread.php?t=197680

V13dweller 01-01-13 04:14 AM

You can change the crew from "poor, novice, competent veteran to elite" all within the editor.

gap 01-01-13 04:16 AM

Quote:

Originally Posted by V13dweller (Post 1986463)
You can change the crew from "poor, novice, competent veteran to elite" all within the editor.

Yes, either method is okay :up:

V13dweller 01-01-13 05:00 AM

I hope this works, it will appear in Historical Missions as a mission with no name and the date will be the 1st of the 1st 1940.

Link;
https://rapidshare.com/files/8171507...t%20(3).misge;

I hope it works, also do not try and alter the outcome of the fight, because both the convoy's speeds are set to 15 knots, and I have not tried or tested what happens if you do so, because it is a test, there are no objectives or ways to finish.

Hope it works, if it does, enjoy the fight.:D

V13dweller 01-01-13 05:11 AM

And also, good work on the getting the guns to work on our good friends, the pocket battleships :D

Trevally. 01-01-13 05:19 AM

Here is another mission:up:
http://www.subsim.com/radioroom/showthread.php?t=190978

gap 01-01-13 07:23 AM

Quote:

Originally Posted by V13dweller (Post 1986476)
I hope this works, it will appear in Historical Missions as a mission with no name and the date will be the 1st of the 1st 1940.

Link;
https://rapidshare.com/files/8171507...t%20(3).misge;

I hope it works, also do not try and alter the outcome of the fight, because both the convoy's speeds are set to 15 knots, and I have not tried or tested what happens if you do so, because it is a test, there are no objectives or ways to finish.

Hope it works, if it does, enjoy the fight.:D

Thank you V13dweller, I'll have a look at it later today :salute:

Quote:

Originally Posted by V13dweller (Post 1986478)
And also, good work on the getting the guns to work on our good friends, the pocket battleships :D

It is a test, like your mission. Try it and keep us informed on the outcomes, please :)

Quote:

Originally Posted by Trevally. (Post 1986480)

Good one, Trevally :up:

V13dweller 01-01-13 07:58 AM

I installed your mod, and it looks much better with the 105mm guns on the Germans ships having muzzle flash and the sound effects, but the Dido light cruiser's turrets do not have muzzle flash, and because the King George V ship shares that turret, they also do not have muzzle flash our a sound, seeing your good work on the German guns, I think you could make the Dido's guns work properly. :up:

V13dweller 01-01-13 11:03 AM

One note for my scenario, it is NOT complete, it has no objectives, no victory conditions, it is just a demonstration used for testing mods for the ships involved.

gap 01-01-13 11:16 AM

Quote:

Originally Posted by V13dweller (Post 1986547)
I installed your mod, and it looks much better with the 105mm guns on the Germans ships having muzzle flash and the sound effects...

Good :up:
what about the 28 cm guns? Are they firing now?

Quote:

Originally Posted by V13dweller (Post 1986547)
but the Dido light cruiser's turrets do not have muzzle flash, and because the King George V ship shares that turret, they also do not have muzzle flash our a sound, seeing your good work on the German guns, I think you would make the Dido's guns work properly. :up:

Yes, I suspected it :know:

I've copied all the SH5 guns' stock settings into a spreadsheet, and I can see the (many :-?) mistakes made by devs, without need of actually playing the game. Nonetheless, you are providing me with valuable empiric evidences of what I can only guess being broken. Keep up you great testing work. :up:

The first patch was sort of a proof of concept, since it was focused into fixing a variety of different bugs, rather than fixing all of them. The remaining bugs will be hopefully fixed with the next patch.

Talking about the 5.25" Mark I guns, fitted aboard Dido class cruisers and, as secondary armaments, on the King George V class battleships, their problem is very similar to the one that was affecting German 105 mm guns: they were assigned a... 5 inch AP shell as muzzle flash effect, instead of a reference to a proper fx (!) :doh:

Exactly the same happens with several other guns. This seem to me too a blatant and recurring anomaly for being considered a simple oversight, and I am still wondering if devs didn't make it on purpose (for what reason? :hmm2:).

We will discover it with the next patch I will release! :salute:

Quote:

Originally Posted by V13dweller (Post 1986620)
One note for my scenario, it is NOT complete, it has no objectives, no victory conditions, it is just a demonstration used for testing mods for the ships involved.

Don't worry about that. The most active forum members here are used to this kind of missions: they are used as tutorial missions and are often included in mods for testing purposes :)


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