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

gap 02-21-13 10:43 PM

Quote:

Originally Posted by TheDarkWraith (Post 2014138)
yep, still defaults to AP. I can find hidden menu items no problem but I've never figured out how to call their events (click, mouse over, etc.). If I can figure this out this it will open up lots of things I've wanted to do along with solving your 'problem'.

More curiosity than a real 'problem' in this case. Let us know if you find anything new on this subject :salute:

Rongel 02-22-13 02:56 AM

Couple of quick questions concerning cannons and AA guns!

I have noticed that ships start to fire at you with AA guns from about 2 kilometers. But the actual bullets have range of 1,5 km or so, so they dissappear before hitting my boat. Looks kind of weird. There is some cfg file (sim.cfg?) that says from what range they are shooting at you, but is there a way to actually increase the bullets range? Or maybe you are already on it?

The other is that is u-boats deck gun damage must be lowered, I just recently sunk a Cimmeron tanker with 7 shells (not using critical hits or stuff like that). But is that something that is going to be added later?

Anyway can't wait for the first version! :yeah:

V13dweller 02-22-13 05:03 AM

You can edit the detonation range in the Shells.dat, you can also set the attack distance of the AI AA guns in the SIM.cfg.

gap 02-22-13 08:26 AM

Quote:

Originally Posted by Rongel (Post 2014200)
I have noticed that ships start to fire at you with AA guns from about 2 kilometers. But the actual bullets have range of 1,5 km or so, so they dissappear before hitting my boat. Looks kind of weird. There is some cfg file (sim.cfg?) that says from what range they are shooting at you, but is there a way to actually increase the bullets range? Or maybe you are already on it?

Hi Rongel,

maximum range and its respective elevation angle are set through the wpn_Cannon controller, individually for each gun. This mod will feature realistic values for both of them, but in general stock settings are fairly close to historical guns specs. As it is obvious, the bigger gun's caliber, the longer its range.

As for distance at which AI controlled AA guns will start firing, there are two settings in Sim.cfg file: one for cannons and one for AA guns. If you are using IRAI, they are respectively set to 7,000 and 3,500 m. Unfortunately, these settings are global. This implies that, unless we find another setting affecting guns behaviour (Restr_dist [?] :hmm2:) individually for each of them, we got to find a compromise between big and small caliber guns. :-?

Quote:

Originally Posted by Rongel (Post 2014200)
The other is that is u-boats deck gun damage must be lowered, I just recently sunk a Cimmeron tanker with 7 shells (not using critical hits or stuff like that). But is that something that is going to be added later?

Exactly!
at this moment we are sticking to gun's specs. But for sure we will deal with ammo damage and ships armours/hit points :up:

Quote:

Originally Posted by Rongel (Post 2014200)
Anyway can't wait for the first version! :yeah:

Me too!

volodya61 02-22-13 08:55 AM

Wow.. my idle question (specified from nothing) was the catalyst for the debate.. :D

gap 02-22-13 09:06 AM

Quote:

Originally Posted by volodya61 (Post 2014311)
Wow.. my idle question (specified from nothing) was the catalyst for the debate.. :D

Yes, you planted the seed, I irrigated it, TDW put in a good dose of fertilizer and then... no plant germinated :doh: :O:

but as said by TDW, it was worth a try :up:

volodya61 02-22-13 09:58 AM

Quote:

Originally Posted by gap (Post 2014315)
...no plant germinated :doh: :O:

I don't think that was a 'Problem'.. just a trifle :)
I left it "as is" :yep:

PS: missions?

gap 02-22-13 12:20 PM

Quote:

Originally Posted by volodya61 (Post 2014343)
I don't think that was a 'Problem'.. just a trifle :)
I left it "as is" :yep:

I agree. After a second thought, I think that the decison of getting rid of the AP shells at all was a bit too drastic. :up:

Quote:

Originally Posted by volodya61 (Post 2014343)
PS: missions?

From which one do you want me to start?

volodya61 02-22-13 12:45 PM

Quote:

Originally Posted by gap (Post 2014392)
From which one do you want me to start?

I set 'cannon range' in the CrewAI.cfg to 700/2100/3500 (default 1000/3000/5000) so I need mission(s) with single unarmed merchant (all stop or docked) at the range(s) 600/2000/3400..

and later our test mission with VIIC/41 and more different aircrafts (8-10)..

gap 02-22-13 01:39 PM

Quote:

Originally Posted by volodya61 (Post 2014400)
I set 'cannon range' in the CrewAI.cfg to 700/2100/3500 (default 1000/3000/5000) so I need mission(s) with single unarmed merchant (all stop or docked) at the range(s) 600/2000/3400..

I will prepare the mission you are requesting but, as with the Flaks, I feel more in line with the stock settings which by the way are in agreement with "my" usual source (Admiralty Records).

By shortening the maximum range setting, you will essentially reduce player's freedom.

I don't pretend the 5 km range to be always effective, but depending on sea state, crew training, profile offered by the enemy target, etc. it should be made a viable though azardous option. In one phrase, I think we should be set free to take this chance, even if it was a mistake :yep:

Quote:

Originally Posted by volodya61 (Post 2014400)
and later our test mission with VIIC/41 and more different aircrafts (8-10)..

:up:

volodya61 02-22-13 02:08 PM

Quote:

Originally Posted by gap (Post 2014422)
I will prepare the mission you are requesting but, as with the Flaks, I feel more in line with the stock settings which by the way are in agreement with "my" usual source (Admiralty Records).

Maybe these settings (1000/3000/5000) are historically accurate, I don't dispute..
But in my opinion these settings are inaccurate for this game..
Seeking to historical accuracy, we should not forget about the comfort of gameplay.. again IMO..

gap 02-22-13 02:25 PM

Quote:

Originally Posted by volodya61 (Post 2014431)
Maybe these settings (1000/3000/5000) are historically accurate, I don't dispute..
But in my opinion these settings are inaccurate for this game..
Seeking to historical accuracy, we should not forget about the comfort of gameplay.. again IMO..

I think I missed something. What is the comfort in gameplay in having the maximum range reduced by 30%? :hmm2:

Retaining the longer range, nothing would force us not to hold fire until we are within 3,500 m from the target. On the contrary, by shortening the stock range we loose the opportunity to attack at longer distance without having to man the gun manually :03: :O:

I could only accept your reasoning if the longer range made surface engagements unfairly easy :yep:

gap 02-22-13 03:43 PM

first deckgun test mission ready: disarmed, stationary target at 600 m range; you can see inside its portholes without need of binoculars... not that crew quarters are an exciting view :D

http://www.mediafire.com/?lzssr4dbh2albvp

start playing with it while I am preparing the other two missions :03:

THE_MASK 02-22-13 03:47 PM

Anyone tried my latest gun mod yet in a mission ?

http://www.subsim.com/radioroom/down...o=file&id=3521

volodya61 02-22-13 03:58 PM

Quote:

Originally Posted by gap (Post 2014439)
Retaining the longer range, nothing would force us not to hold fire until we are within 3,500 m from the target. On the contrary, by shortening the stock range we loose the opportunity to attack at longer distance without having to man the gun manually :03: :O:

Okay.. I give up :D.. do as you think is right.. :up:

Quote:

Originally Posted by gap (Post 2014463)
start playing with it while I am preparing the other two missions :03:

Thank you..
Well.. make them for the stock range values.. I mean 900m and 2900m..
I think mission for long range is not needed.. :yep:


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