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

V13dweller 02-19-13 08:59 PM

I managed to give my U-boat starshells as ammunition, by changing the AA shell to the starshell effect, but then all AA round fired from all ships became starshells, and I think you might be able to tell, that caused massive lags.
When you give you 8.8cm deck gun starshells it doesn't show up as a selectable ammo type, so I had to change the AA round.
And is it possible to change the ammo type, that each gun fires?
At the moment, I do not know how to do that.

gap 02-20-13 05:39 AM

Quote:

Originally Posted by V13dweller (Post 2012579)
I managed to give my U-boat starshells as ammunition, by changing the AA shell to the starshell effect, but then all AA round fired from all ships became starshells, and I think you might be able to tell, that caused massive lags.
When you give you 8.8cm deck gun starshells it doesn't show up as a selectable ammo type, so I had to change the AA round.
And is it possible to change the ammo type, that each gun fires?
At the moment, I do not know how to do that.

I don't understand why you are so fond of arming your guns with starshells: I doubt that they were ever used as ordnance aboard Uboats. :03: :)

Anyway... if I understood your question, the answer is yes, you can assign any type of shell to any gun:
  • open the GR2 of the gun you want to edit, be one of the U-boat guns (data/Objects/Guns/*.GR2) or ship guns: (data/Library/ShipParts/guns_radars_01.GR2);
  • merge its sim file;
  • merge Shells.dat (data/Library);
  • merge Shells.sim;
  • at this point you can double click on the wpn_Cannon controller of the gun you want to edit;
  • expand the ammo_storage group;
  • expand any of its sub-groups (AP, HE, AA, SS) for changing type and amount of shell used.

The one starshell set in stock game is the 88mm_S_shell. You can assign any type of shell, unrespective of gun's caliber or designation (AP, HE, etc.) to any gun/ammo_storage subgroup. For instance, you could set 20mm_AA_shell as AP ammunition fired by the 88mm gun, but obvously the AI crew would keep using AA rounds as if they were AP shells. And the damage would be the one done by an AA shell, ideed. ;)

You can also create new shell definitions, and assign them to the existing guns, but I think this goes beyond your question, and it would take a lot longer that one would expect from a quick tweak.

Notice also that for human playable guns things are a bit more complex than for AI guns, because when manning a gun manually you need to select the desired type of ammunition, and not all the types are available for each gun. I think that you could add the missing types by messing with UPCDataGE/UPCUnitsData/Ammunition.upc, but for the moment I suggest you to assign the starshells to one of the ordnance types (ammo_storage subgroups) yet available.

THE_MASK 02-20-13 06:18 AM

So i could fire a star shell off from the sub deck gun ?.

gap 02-20-13 06:21 AM

Quote:

Originally Posted by sober (Post 2012721)
So i could fire a star shell off from the sub deck gun ?.

yes, I don't see why not :yep:

THE_MASK 02-20-13 06:31 AM

Quote:

Originally Posted by gap (Post 2012723)
yes, I don't see why not :yep:

It might come in handy with real navigation now and again .

gap 02-20-13 06:41 AM

Quote:

Originally Posted by sober (Post 2012728)
It might come in handy with real navigation now and again .

I see :03:

I think you ar thinking of the extra light made by them.

Unortunately coding German tugboats to be summoned and to tow you safely to port, wouldn't be as easy.
On the other hand, enemy destroyers summoned and coming to harass you, don't need for any extra code :D

THE_MASK 02-20-13 06:47 AM

Quote:

Originally Posted by gap (Post 2012730)
I see :03:

I think you ar thinking of the extra light made by them.

Unortunately coding German tugboats to be summoned and to tow you safely to port, wouldn't be as easy.
On the other hand, enemy destroyers summoned and coming to harass you, don't need for any extra code :D

The starshells are hardly realistic on a uboot , forget my idea .

gap 02-20-13 06:50 AM

Quote:

Originally Posted by sober (Post 2012733)
The starshells are hardly realistic on a uboot , forget my idea .

yes, I think so,
but if you want I can send you a modified 88mm gun equipped with starshells, for you to test your idea near Scapa :O: :D

gap 02-20-13 07:16 AM

Two discussions on the topic of starshells (and AP shells) usage aboard Uboats, and on how to make any ammo type selectable when manning guns manually: :03:

http://www.subsim.com/radioroom/showthread.php?t=156610
http://www.subsim.com/radioroom/show...=147932&page=2

P.S: Notice that those discussions are relative to SHIII, i.e. some of the suggested settings may not apply to SH5.

volodya61 02-20-13 12:48 PM

Gap, could you make three single missions for deck gun tests?
the ranges for single unarmed merchant from the boat - 600m, 2000m and 3400m.. speed 0..
it's not urgent because I'm still figuring around C38 Twin Shield :nope:

gap 02-20-13 01:06 PM

Quote:

Originally Posted by volodya61 (Post 2012990)
Gap, could you make three single missions for deck gun tests?
the ranges for single unarmed merchant from the boat - 600m, 2000m and 3400m.. speed 0..

Okay, no problem, but as soon as the merchant ship will spot you, I think she will start evasive maneuvers, no matter what initial speed she is set to.

I don't know if setting her 'is docked' property to true would help. If not, I could try removin her cmdr_AI controller to dumb her down :hmmm:

Quote:

Originally Posted by volodya61 (Post 2012990)
it's not urgent because I'm still figuring around C38 Twin Shield :nope:

what's the probelm with it?

volodya61 02-20-13 01:25 PM

Quote:

Originally Posted by gap (Post 2013004)
what's the probelm with it?

it's shooting wherever it want except the target.. :)

gap 02-20-13 02:15 PM

Quote:

Originally Posted by volodya61 (Post 2013024)
it's shooting wherever it want except the target.. :)

:haha:

What if I send you my guns with the modified specs, for you to test them? :03:

EDIT: have you seen Wamphyri's start/end elevation indices? He used 0.8/6.1 :hmmm:

volodya61 02-20-13 03:05 PM

Quote:

Originally Posted by gap (Post 2013065)
:haha:

What if I send you my guns with the modified specs, for you to test them? :03:

modified specs? what kind of modification?

Quote:

Originally Posted by gap (Post 2013065)
EDIT: have you seen Wamphyri's start/end elevation indices? He used 0.8/6.1 :hmmm:

I know.. and his values excellent works with C38 Twin (I left hard way :)).. and not works for Twin Shield..

volodya61 02-20-13 04:45 PM

Quote:

Originally Posted by volodya61 (Post 2013024)
it's shooting wherever it want except the target.. :)

solved


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