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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: |
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.
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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:
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:
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Wow.. my idle question (specified from nothing) was the catalyst for the debate.. :D
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but as said by TDW, it was worth a try :up: |
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I left it "as is" :yep: PS: missions? |
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and later our test mission with VIIC/41 and more different aircrafts (8-10).. |
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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:
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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.. |
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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: |
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: |
Anyone tried my latest gun mod yet in a mission ?
http://www.subsim.com/radioroom/down...o=file&id=3521 |
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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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