Quote:
Originally Posted by volodya61
(Post 2002081)
EUF contain shells.zon (SS type for 105mm) and 105mm.sim.. Realistic ammo amount is too old.. it isn't contain 105mm.sim..
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Yes you are right, nonetheless I had a look into EUF, and the 105 mm deckgun isn't assigned starshells in its sim file; or, more exactly, it is assigned 88 mm caliber starshells, but their loadout is set to 0. :hmmm:
Quote:
Originally Posted by volodya61
(Post 2002081)
EDIT:
@V13dweller
Gap Armaments & equipment patch v 0.2 isn't working in your list.. IRAI overwrites it..
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I don't think so: nothing in IRAI overwrites Armaments & equipment patch v 0.2 :yep:
Quote:
Originally Posted by V13dweller
(Post 2002301)
I use the Auxiliary cruiser mod because Cerberus's mod only give the Pinguin one gun on the Stern because he thinks int's ugly when the barrels clip through the side, but I don't mind, but that ships needs its four guns.
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Okay :up:
Talking about it, I have found some nice charts showing the gun positioning of all the auxiliary cruisers ;)
Quote:
Originally Posted by V13dweller
(Post 2002334)
Also Gap, have you made a breakthrough relating to the starshells yet? because I encountered the Admiral Hipper in the Baltic during Baltic operations, so I stayed near it, and it found a Merchant, so it fired it's starshells and then it's 105mm guns had to sink it.
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no, not yet.
Quote:
Originally Posted by V13dweller
(Post 2004436)
I have noticed a problem that should be addressed, the Dido Class light cruiser's turrets seem to rotate and clip through the ship and fire through the super structure, also all the guns on the Scharnhorst Battle cruiser also fire through the ship.
Could this be addressed?
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Might have to do with the restr_dist parameter (obj_Turret => Debug). In general its numeric value increases with the caliber of the gun, but for some guns it is unusually small... just guessing.
If adjusting those settings doesn't work, we can always restrict guns' min/max train angle to historical values. Currently they are set to 0-360 deg, no matter the gun :yep:
Quote:
Originally Posted by V13dweller
(Post 2004438)
Also, the triple turrets on the Scharnhorst and the Deutschland class battlecruisers only fire two rounds per salvo, so one of the barrels is inactive.
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This problem could be easy to fix. I think those guns are actually firing 3 shells, but 2 of them have the same x/y/z coordinates (Muzzle => entry => position).
I suspect that those coordinates are representing two factors:
- gun axes distances
- shell dispersion
If two muzzles have exactly the same coordinates, we won't be able to discern their shells: they will be spawned one inside the other, and they will follow exactly the same trajectory :know:
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