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Thanks Gap! :salute: All right! Sorry that I missed this information! :hmmm: |
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Nice experiment, V13dweller, can you please upload somewhere your mission and post here the link? :up:
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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:
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Looking forward gap.
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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) |
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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:
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:
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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:
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. |
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http://www.german-navy.de/kriegsmari...mfp/index.html Quote:
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? |
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. |
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This patch should:
The patch includes as well my 'undestructible searchlights fix'. Follow this link for further details: http://www.subsim.com/radioroom/showthread.php?t=197680 |
You can change the crew from "poor, novice, competent veteran to elite" all within the editor.
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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 |
And also, good work on the getting the guns to work on our good friends, the pocket battleships :D
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Here is another mission:up:
http://www.subsim.com/radioroom/showthread.php?t=190978 |
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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:
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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.
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what about the 28 cm guns? Are they firing now? Quote:
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:
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