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

volodya61 02-24-13 06:24 PM

Quote:

Originally Posted by gap (Post 2015490)
Keep in mind that airplanes have limited bomb loadouts. But imo just one bomb hit should be devastating.

If the boat is on the move and the planes come from the starboard/port side, all the bombs explode astern.. we unfortunately can't do anything with it.. these are plains' scripts.. :shifty:

gap 02-24-13 06:30 PM

Quote:

Originally Posted by volodya61 (Post 2015510)
If the boat is on the move and the planes come from the starboard/port side, all the bombs explode astern.. we unfortunately can't do anything with it.. these are plains' scripts.. :shifty:

What about increasing damage radius? :hmmm:

volodya61 02-24-13 06:39 PM

Quote:

Originally Posted by gap (Post 2015516)
What about increasing damage radius? :hmmm:

Yes, I think now it's acceptable.. now we have a miracle weapon (only need a little to spoil :D I'm already working on it)..
Because now seems they explode in 5-10 meters astern and without any damage..

EDIT: IIRC bombs also included in IRAI :06:

volodya61 02-25-13 04:55 PM

Hi Gabriele!

Everything fine with the last deckgun mission.. tests are.. hm.. testing :D with the exception one small issue.. after the mission start, liner immediately slows speed to 4 knots..
Is there a way to avoid it?

gap 02-25-13 05:27 PM

Quote:

Originally Posted by volodya61 (Post 2016013)
Hi Gabriele!

Everything fine with the last deckgun mission.. tests are.. hm.. testing :D with the exception one small issue.. after the mission start, liner immediately slows speed to 4 knots..
Is there a way to avoid it?

I think this behaviour is connected with the issue reported by Rongel in IRAI thread:

Quote:

Originally Posted by Rongel (Post 2013016)
When I attack a convoy and they spot me or are alerted by a torpedo explosion, all the ships start to make evasive manuevers and slow down to 5 knots.

Unfortunately, as stated by TDW in his reply: :-?

Quote:

Originally Posted by TheDarkWraith (Post 2014624)
We have no control over how the AI uses evasive maneuvers when a torpedo is spotted. There is one function that takes care of it and I have no control over it :nope: Same thing with the AI collision detection. No control.


gap 02-27-13 12:14 PM

it seems I am going to have a quiet afternoon...
time to start bringing my tweaks over Volodya's reworked guns :sunny:

Volodya, have you made any progress since the last time you sent me your files?

volodya61 02-27-13 12:21 PM

Quote:

Originally Posted by gap (Post 2016894)
Volodya, have you made any progress since the last time you sent me your files?

Nope.. :)

I have time for laziness.. last days.. :D

gap 02-27-13 12:29 PM

Quote:

Originally Posted by volodya61 (Post 2016901)
Nope.. :)

I have time for laziness.. last days.. :D

Enjoy your laziness, then. :D
You have already done a lot: it is my time to work on our mod now :salute:

P.S: has anyone dared to test Rongel's Torpedo malfunctions test v 2?

gap 02-27-13 02:30 PM

This is a list of shells that could fired by 20mm Flaks, with their specs.

http://en.wikipedia.org/wiki/2_cm_Fl...ing#Ammunition

I am thinking to give single guns the following ammo outfit:

AP: 280 (ca. 25%)
HE: 280 (ca. 25%)
AA: 540 (ca. 50%)
total: 1,100

which specs, among the ones stated by Wikipedia, should we give to each shell type? :hmm2:

volodya61 02-28-13 10:20 AM

Quote:

Originally Posted by gap (Post 2016952)
This is a list of shells that could fired by 20mm Flaks, with their specs.
I am thinking to give single guns the following ammo outfit:

AP: 280 (ca. 25%)
HE: 280 (ca. 25%)
AA: 540 (ca. 50%)
total: 1,100

:hmmm: Hey mate, I set the number of rounds in my files based on that your post - http://www.subsim.com/radioroom/show...&postcount=227

and total (I think so) should be 2200 for single and 4400 for twin because of this -

Quote:

Originally Posted by volodya61 (Post 2007339)
Unfortunately we can set only the total number of bullets for each type of guns.. regardless of their number on board.. I mean, if we set 1000 bullets to type C/38 then we will have only 1000 bullets for C/38, regardless one or two or three C/38 we have..


gap 02-28-13 11:24 AM

Quote:

Originally Posted by volodya61 (Post 2017369)
:hmmm: Hey mate, I set the number of rounds in my files based on that your post - http://www.subsim.com/radioroom/show...&postcount=227

and total (I think so) should be 2200 for single and 4400 for twin because of this -

For a start, thank you for this reminder: I couldn't find that post anymore :D

but please read it with care: it states ca. 1,100 shells per muzzle (20mm Flaks). It is 1,100 for single mounting guns, 2,200 for twin guns and 4,400 for quad mountings :03:

The loadouts you are trying to pack into our Uboats is a bit excessive, in my opinion. I know for sure that Trevally and TDW are an example of patriotism. You can notices it from the care they have put into making Allied defences stronger, and Allied crews more trained. On the other hand, I start thinking that you are a Nazi spy in the heart of Russian Mother Motherland... :huh:

Have you heard that Molotov–Ribbentrop Pact is not effective since June '41? :O: :haha:

volodya61 02-28-13 11:51 AM

Quote:

Originally Posted by gap (Post 2017398)
The loadouts you are trying to pack into our Uboats is a bit excessive, in my opinion.

Okay.. we have VIIC, two single C30 on top of the conning and one C30 on the wintergarden.. so, we have only 1100 rounds to the three flaks.. will it normal, in your opinion?

gap 02-28-13 12:00 PM

Quote:

Originally Posted by volodya61 (Post 2017418)
Okay.. we have VIIC, two single C30 on top of the conning and one C30 on the wintergarden.. so, we have only 1100 rounds to the three flaks.. will it normal, in your opinion?

Why do you think so? SH5 ammo loadouts are gun-based. We would have 1,100 rounds per each gun, which is a lot more than the stock 240 rounds...

volodya61 02-28-13 12:06 PM

Quote:

Originally Posted by gap (Post 2017428)
Why do you think so? SH5 ammo loadouts are gun-based. We would have 1,100 rounds per each gun, which is a lot more than the stock 240 rounds...

I don't think, I just know..
We would have 1,100 rounds for each type of gun.. not for each gun..

gap 02-28-13 12:29 PM

Quote:

Originally Posted by volodya61 (Post 2017432)
I don't think, I just know..
We would have 1,100 rounds for each type of gun.. not for each gun..

Have you tested it? Not that I don't believe you (for sure you have fiddled much more than me with Flak guns in game), but having individual ammo_storage settings when loadouts are relative to gun type, makes little sense to me: a global setting in UPCDataGE would have been enough. :hmmm:

In any case, afaik the maximum number of guns of the same type which can be fitted on the conning tower is two light Flaks (the wintergarten accepts only one heavy flak); I would prefer having only 1,100 shells available for 2 single Flaks (which would be anyway ca. 5 times more than stock loadout) than 2,200 for just one Flak. My usual two cents :)


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