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-   -   Can't change ammo type for my flak gun ? (https://www.subsim.com/radioroom/showthread.php?t=208059)

plj 10-07-13 09:19 AM

Replacing Sober's mod with yours NOW :)

Cant wait to test mah new gun ^^

volodya61 10-07-13 09:38 AM

Quote:

Originally Posted by gap (Post 2124729)
I don't remember if Volodya has somehow adjusted my settings for the current version, but our mod used even harder deck gun settings that the one by sober, reducing traverse as well as elevation speed.

No.. or almost no.. I just adjusted a little bit start/stop animation.. that's all..

Quote:

Originally Posted by gap (Post 2124729)
Moreover, our mod fixes AI crew's aiming, which was broken for most Flak guns. Due to their harder handling and to the randomization happening in game, they are still not 100% accurate, but I can guarantee you that by now our gunners will strive aiming at their designed target, instead of shooting regularly below or above them. ;)

Perhaps you wanted to say all of the Flaks were broken :03:..

Quote:

Originally Posted by gap (Post 2124729)
Due to its simplicity, the present version won't cause any CTD, I can guarantee it, and for sure has lesser compatibility issue than the one I have on the making. :yep:

For some reason our work is in my list of 'heavy' mods.. sometimes I got CTD on campaign start when tried to include it in some my lists :hmmm:..

Mikemike47 10-07-13 10:10 AM

Quote:

Originally Posted by gap (Post 2124729)
Thank you for your nice words and for your offer of assistance guys, they are much appreciated. :salute:
If you can help? Of course you can: by clicking on that download link and letting us know your impressions

I have integrated reworked U-boat guns into my mod list. I can not tell if anything is wrong. What should I look for? I haven't looked for any faults. Need a little direction here unless my comments are sufficient. Probably been using it within a few days of seeing the download link posting.

gap 10-07-13 11:50 AM

Quote:

Originally Posted by volodya61 (Post 2124735)
No.. or almost no.. I just adjusted a little bit start/stop animation.. that's all..

I remember you telling me something on deck gun's traverse speed, but I am probably wrong :up:

Quote:

Originally Posted by volodya61 (Post 2124735)
Perhaps you wanted to say all of the Flaks were broken :03:..

In other words, yes. You for sure can say more than me in this respect :03:

Quote:

Originally Posted by volodya61 (Post 2124735)
For some reason our work is in my list of 'heavy' mods.. sometimes I got CTD on campaign start when tried to include it in some my lists :hmmm:..

That's strange. You have included only gun's sim files in the present version, don't you? I don't see how their changed settings could conflict with any other mod, or burden the game engine :hmmm:

Quote:

Originally Posted by plj (Post 2124731)
Replacing Sober's mod with yours NOW :)

Cant wait to test mah new gun ^^

Thank you plj :yeah:

please see below...

Quote:

Originally Posted by Mikemike47 (Post 2124750)
I have integrated reworked U-boat guns into my mod list. I can not tell if anything is wrong. What should I look for? I haven't looked for any faults. Need a little direction here unless my comments are sufficient. Probably been using it within a few days of seeing the download link posting.

Man the guns and tell us how do they "feel". Tell us if you manage shooting-down any aircraft using them, and how your plane killing ability compare to the one of your crew. Check if/how yours and AI's aiming accuracy is affected by various weather conditions (day/nigh, low/medium waves, etc). Tell us to which extent promotion points spent on gun crew will actually effect their performance. At some point I and Volodya worried about the fact that AI-manned guns could have become way too effective, rendering air attacks a lesser deadly threat than they historically were.

We are highly interested in your comments on how overall balanced you think our mod is. We don't expect you to carry on all the tests today or tomorrow. I would rather prefer that you base your remarks on a wide variety of gaming circumstances. All we are asking is: the next time(s) you meet a lonely merchant or spot an aircraft on the horizon, just click on the 'save' button before ordering crash dive, and cannon them down for us :arrgh!:

volodya61 10-07-13 12:12 PM

Quote:

Originally Posted by gap (Post 2124804)
I remember you telling me something on deck gun's traverse speed, but I am probably wrong :up:

No.. just animation intervals..

Quote:

Originally Posted by gap (Post 2124804)
That's strange. You have included only gun's sim files in the present version, don't you? I don't see how their changed settings could conflict with any other mod, or burden the game engine :hmmm:

Yes that's strange.. and yes, there are only .sim files.. not less strange behavior of SubFlags mod that is in my 'heavy' list too..

PS: in a few days I'll reinstall my OS and will test all these mods again.. there is a small/micro chance that I messed up the library files when editing the last install.wim of my Win7.. because I got the same error when I tried to play Half-Life2 modded right now..
PPS: but CTD on campaign start with our mod I saw running WinXP also :hmmm:..

gap 10-07-13 12:32 PM

Quote:

Originally Posted by volodya61 (Post 2124817)
No.. just animation intervals..

Okay, my bad :88)

Quote:

Originally Posted by volodya61 (Post 2124817)
Yes that's strange.. and yes, there are only .sim files.. not less strange behavior of SubFlags mod that is in my 'heavy' list too..

:doh:

Quote:

Originally Posted by volodya61 (Post 2124817)
PS: in a few days I'll reinstall my OS and will test all these mods again.. there is a small/micro chance that I messed up the library files when editing the last install.wim of my Win7.. because I got the same error when I tried to play Half-Life2 modded right now..
PPS: but CTD on campaign start with our mod I saw running WinXP also :hmmm:..

Never had such a problem in historical mission. Did you notice anything like this when loading the campaign designed on purpose by Trevally, for your extensive gun tests? And also: is it a recurrent problem on your rig, or it only happens randomly and just on campaign load?

volodya61 10-07-13 01:05 PM

Quote:

Originally Posted by gap (Post 2124836)
Never had such a problem in historical mission.

As I am..

Quote:

Originally Posted by gap (Post 2124836)
Did you notice anything like this when loading the campaign designed on purpose by Trevally, for your extensive gun tests? And also: is it a recurrent problem on your rig, or it only happens randomly and just on campaign load?

I didn't notice this in my tests because I used there not all my mods, much less..
When my list contains too many 'heavy' mods then I got CTD on campaign start loading.. even if the first campaign starts fine, then some other campaigns don't start using silentotto..

gap 10-07-13 01:32 PM

Quote:

Originally Posted by volodya61 (Post 2124851)
I didn't notice this in my tests because I used there not all my mods, much less..
When my list contains too many 'heavy' mods then I got CTD on campaign start loading.. even if the first campaign starts fine, then some other campaigns don't start using silentotto..

Okay, I see. This excludes that our reworked guns may contain any per se wrong settings. Could be a compatibility issue, but going by memory the one "big mods" which might conflict with our mod are IRAI and Equipment Upgrades Fix. Our sim files are based on them, and even if they weren't I don't see how they could cause a crash on campaign loading :hmm2:

volodya61 10-07-13 01:47 PM

Quote:

Originally Posted by gap (Post 2124863)
Okay, I see. This excludes that our reworked guns may contain any per se wrong settings. Could be a compatibility issue, but going by memory the one "big mods" which might conflict with our mod are IRAI and Equipment Upgrades Fix. Our sim files are based on them, and even if they weren't I don't see how they could cause a crash on campaign loading :hmm2:

It's SH5.. and it's beyond logic as I said yesterday..
I tested our mod with EUF and IRAI enabled of course.. all the 'main' mods were enabled.. but when I installed a lot others small mods I got CTD.. disable our mod and campaign starts fine.. out of logic.. :shifty:

gap 10-07-13 02:12 PM

Quote:

Originally Posted by volodya61 (Post 2124865)
I tested our mod with EUF and IRAI enabled of course.. all the 'main' mods were enabled.. but when I installed a lot others small mods I got CTD.. disable our mod and campaign starts fine.. out of logic.. :shifty:

Unrelated mods, I suppose... That is silly :haha:

plj 10-07-13 05:04 PM

I love the deckgun .. but it didnt get any harder to hit... you need to time when to fire, that's all :p

gap 10-07-13 05:50 PM

Quote:

Originally Posted by plj (Post 2124975)
I love the deckgun .. but it didnt get any harder

For sure harder than stock, but not to the point of its fitting aboard pointless, indeed. Do you think it should be even harder?

Quote:

Originally Posted by plj (Post 2124975)
to hit... you need to time when to fire, that's all :p

yes, but having to wait, especially on medium waves, will worsen fire rate. Have you tried ordering AI crew to man the gun, by the way?


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