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

TheDarkWraith 01-19-13 06:40 PM

Just as I thought :rock:

The animations are totally screwing with the accuracy of the AA guns. In order to fix you need to delete the mask_name and set the start_index and end_index to 0 for the Elevation gun_anim box. AA gunner is very accurate then :D You have to do this to both 20mm AA guns (20mm_C30 and 20mm_C30_2) for the sub.

http://www.subsim.com/radioroom/pict...pictureid=6255

:|\\

gap 01-19-13 06:44 PM

Quote:

Originally Posted by volodya61 (Post 1995712)
me too.. :D

Be careful with your mental health, Volodya: I don't want to read on the newspapers that a guy in Southern Russia stepped in a supermarked wearing only a German C/30 machinegun under his raincoat :haha: :O:

Quote:

Originally Posted by volodya61 (Post 1995712)
yes, I tried to increase the interval to 96 hours.. no luck..
yes, it's visually noticeable.. sea choppiness visually reduced..

Does it happen from when you enabed your additional mods? :hmm2:

Quote:

Originally Posted by volodya61 (Post 1995712)
EDIT: maybe worth to make two more missions based on mission #2 with initial wind speed of 5 and 10 m/s ??

You can do it yourself in half a minute. If you don't know how to use ME, just open mission #2 in notepad, and look for this entry:

WindSpeed=0.000000

You can set it to any value between 0 and 15. Better doing it on a fresh copy of the mission, in case the one you are currently using got somehow corrupted ;)

gap 01-19-13 06:48 PM

Quote:

Originally Posted by TheDarkWraith (Post 1995729)
Just as I thought :rock:

The animations are totally screwing with the accuracy of the AA guns. In order to fix you need to delete the mask_name and set the start_index and end_index to 0 for the Elevation gun_anim box. AA gunner is very accurate then :D You have to do this to both 20mm AA guns (20mm_C30 and 20mm_C30_2) for the sub.

:|\\

That simple? :huh:

What those mask name settings are supposed to do? Won't deleting them have any side effect? :hmm2:

TheDarkWraith 01-19-13 06:49 PM

Quote:

Originally Posted by gap (Post 1995732)
That simple? :huh:

What that mask name settings are supposed to do? Won't deleting them have any side effect? :hmm2:

Yes, that simple! I haven't spotted any side effects :D Not sure what it does but I know it's part of the animations for moving the gun up/down. It doesn't work correctly so it needs to be disabled :up:

When you all reported that changing the end_index changed the accuracy I knew what the problem was then.

gap 01-19-13 06:56 PM

Quote:

Originally Posted by TheDarkWraith (Post 1995733)
When you all reported that changing the end_index changed the accuracy I knew what the problem was then.

Okay, your tweak will be worth a few more tests :up:

TheDarkWraith 01-19-13 06:57 PM

Quote:

Originally Posted by gap (Post 1995739)
Okay, your tweak will be worth a few more tests :up:

The AA gunner is almost too accurate now :-? My guy can shoot anything out of the sky. I'm also using Elite crew so gonna see what a crap crew does :)

TheDarkWraith 01-19-13 07:04 PM

Made a single mission with just a Biplane in it and the fix for the AA guns. Tried all levels of crew rating for my sub and my AA gunner annihilates the airplane within 10 rounds shot. He never has to reload to take it out. It appears crew rating doesn't have an impact on the AA gunner. He is now WAY too accurate :-?

gap 01-19-13 07:13 PM

Quote:

Originally Posted by TheDarkWraith (Post 1995740)
The AA gunner is almost too accurate now :-? My guy can shoot anything out of the sky. I'm also using Elite crew so gonna see what a crap crew does :)

Quote:

Originally Posted by TheDarkWraith (Post 1995743)
Made a single mission with just a Biplane in it and the fix for the AA guns. Tried all levels of crew rating for my sub and my AA gunner annihilates the airplane within 10 rounds shot. He never has to reload to take it out. It appears crew rating doesn't have an impact on the AA gunner. He is now WAY too accurate :-?

For what I have seen so far, crew experience setting aren't applied in single mission the same way they are in campaign, where it is affected by abilities settings and many more factors. This is at least true for guns reloading times.

This is to say that what works in campaign doesn't necessarily work the same way in mission and vice-versa. :hmmm:

TheDarkWraith 01-19-13 07:15 PM

Quote:

Originally Posted by gap (Post 1995749)
For what I have seen so far, crew experience setting aren't applied in single mission the same way they are in campaign, where it is affected by abilities settings and many more factors. This is at least true for guns reloading times.

This is to say that what works in campaign doesn't necessarily work the same way in mission and vice-versa. :hmmm:

Very true. Someone should test the fix in campaign :yep: I'm playing with another idea currently :D

volodya61 01-19-13 07:21 PM

So.. all the tests that I did a week can be thrown out? :wah:

TheDarkWraith 01-19-13 07:22 PM

Quote:

Originally Posted by volodya61 (Post 1995752)
So.. all the tests that I did a week can be thrown out? :wah:

Look at it this way: your data helped me 'see' the problem :yep: It was not in vain :up:

gap 01-19-13 07:35 PM

Quote:

Originally Posted by TheDarkWraith (Post 1995750)
Very true. Someone should test the fix in campaign :yep: I'm playing with another idea currently :D

:sunny:

I have also noticed that U-boat's guns elevation is limited to their maximum as previewed in goblin editor. I can set higher elevations and adjust proportionally the elevation end_index factor, even beyond the duration of the animation. Doing so makes the gun to aim correctly, but its maximum elevation remains unchanged :hmmm:

Quote:

Originally Posted by volodya61 (Post 1995752)
So.. all the tests that I did a week can be thrown out? :wah:

Quote:

Originally Posted by TheDarkWraith (Post 1995753)
Look at it this way: your data helped me 'see' the problem :yep: It was not in vain :up:

Volodya, in these days you have made something no one had done before for this game. Maybe not everyone can appreciate the importance of your tests, but they are already giving their fruits :yep:

volodya61 01-19-13 07:49 PM

Quote:

Originally Posted by TheDarkWraith (Post 1995753)
Look at it this way: your data helped me 'see' the problem :yep: It was not in vain :up:

Quote:

Originally Posted by gap (Post 1995758)
Volodya, in these days you have made something no one had done before for this game. Maybe not everyone can appreciate the importance of your tests, but they are already giving their fruits :yep:

Okay.. then continue our games.. :up: :03:

If now the sub guns are very accurate then we should reduce their accuracy depending of the weather condition.. I think so..
so.. continuing to test the trav/elev tolerance angles andelevation speed..
what do you think?

TheDarkWraith 01-19-13 07:53 PM

Quote:

Originally Posted by volodya61 (Post 1995765)
Okay.. then continue our games.. :up: :03:

If now the sub guns are very accurate then we should reduce their accuracy depending of the weather condition.. I think so..
so.. continuing to test the trav/elev tolerance angles andelevation speed..
what do you think?

If you don't disable the animations for the elevations of the AA guns you're going to have nothing but problems :yep:

gap 01-19-13 08:01 PM

Quote:

Originally Posted by TheDarkWraith (Post 1995767)
If you don't disable the animations for the elevations of the AA guns you're going to have nothing but problems :yep:

Have you seen these posts:

http://www.subsim.com/radioroom/show...&postcount=237
http://www.subsim.com/radioroom/show...&postcount=239

Our tests demonstrate that, as far as we set start/end index parameters wisely, falk gun's aiming is quite good, though not as deadly good as in your tests ;)


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