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I've been collecting information about escorts recently, most of it dealing with sensors and depth charges. I have a couple questions:
First, is it possible to mod destroyer behavior to get them to drop depth charges in patterns? I have some good information about the procedure for dropping five, ten, and fourteen depth charge patterns using stern rails and K-guns. Is this worth looking into, or is destroyer behavior hardcoded? Second, does the game treat all depth charges as universally the same, or is it possible to have different types of charges, each with a different kill radius, sink time, and depth setting? This would be especially important for the implementation of depth charge patterns, since the ten and fourteen charge patterns used a combination of regular Mk. VII DCs (sink rate of 3 m/sec) and Mk. VII Heavy DCs (sink rate of 5.1 m/sec) to create a three dimensional diamond pattern for the largest possible kill radius. |
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Talking about WWII ASW tactics, have you ever seen this nice educational flash game by BBC: http://www.bbc.co.uk/history/worldwa...atlantic.shtml Quote:
Each can be given the following properties: fall_speed (the under water falling speed [m/s]) detonate_depth (the detonating depth [m]) depth_precision (the depth sensor precision [m]) explosion_range (the explosion range [m]) explosion_impulse (the explosion impulse [t*m/s] + the usual damage properties, seen also in other weapons: MinEF (the min hit points this ammunition worths) MaxEF (the max hit points this ammunition worths) AP (the armor level it penetrates) MinRadius (the minimum radius of splash damage. The ammunition takes all its hitpoints util this distance) MaxRadius (the maximum radius of splash damage. The ammunition takes no hitpoints beyond this distance. If 0 no splash) If, needed, I think we can add new depth charge types, but there could be some technical limitation, as I never actually tried to do it. Each DC rack/DC thrower is set in game to drop only one type of depth charge (either the standard ones or the MK9); multiple DC types assigned to the same trower are theoretically possible, but not used in stock game. I ignore if, in case of multiple DC type outfits, the type of depth charge currently used by each unit can be controlled through IRAI scripting. We should ask TDW on it :salute: |
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- If you haven't ever messed with Goblin Editor, navigate to SH5's main folder, locate GoblinEditorApp.exe, right click on it, select the Compatibility tab and check 'Disable visual themes'. This will get rid of flickering selection boxes when you run the application. - Run Goblin Editor, again, if it is the first time you use it, you should make it to point to the correct SH5 installation folder. Have a glance to this tutorial for more details on how to do it. - Now Goblin is ready for use: from the File menu, select Open, and open the DC_barrels.GR2 file. In the preview window you should see the two DC barrels featured in game. - From the File menu, select Merge, and merge DC_barrels.sim into the project. - Merge similarly the DC_barrels.zon file. - At this time, both DC_barrels.sim and DC_barrels.zon should be diplayed in the Project Tree vindow. Expand them for seeing their controllers. Each DC type got its own controllers. Double click on any of them, and select then the controller whose properties you want to edit from the 'Edit Behavior' window. - When you have done with the changes, close the 'Edit Behavior' window. You will notice that DC_barrels.sim and/or DC_barrels.zon controllers listing in 'Project Tree' window have become red, meaning that there are unsaved changes to these files. Right click on the red file names, and select 'Save file'. That's all :up: Quote:
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Keep us informed on any progress, please :up: |
Flak guns manual training/elevation speeds?
@ keysersoze
I have been looking into historical specifications document for guns elevation/training rates, and I have noticed that for 37mm Flaks you reported speed of 3 and 4 deg/s respectively. I understand that these guns had no motorized drive gear and that they had to be aimed manually, but the above figures seem a bit too low to me. What is your source for them? Can you confirm that there was no mistyping? :hmm2: On this topic, I am also looking for likely elev/train rates of the 20mm guns, including the vierling. Unfortunately it is very hard to find this kind of information :-? P.S: as demonstrated by Sober, train/elev rate settings greatly affect aiming accuracy, and should be selected with care ;) |
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On a related note, I've been going back through the sources and adding references for all the information contained in that document. When I started the project, I didn't realize there would be so many discrepancies in the sources. When I am done with the next version (soon, I hope), it should be much easier to cross-reference data, identify problems, and come to a reasonable consensus. Quote:
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single and double 20mm Flaks train rate: I think that 20mm pedestal guns were trained directly by the gunner by means of their backrests. Nothing would have limited their training speed but their weight and impediment. A figure of 60 deg/sec seems reasonable to me, maybe a bit lesser for the C/38 twin due to the extra weight and inpediment given by its shield (50 deg/s). single and double 20mm Flaks C/30 elevation rate: for what I can see from their SH5 models and from some histrorical pictures, these guns had to be elevated by means of an handwheel which would have limited their elevation rate. I am proposing a speed of 10 deg/s. Is it too low? single and double 20mm Flaks C/38 elevation rate: acccording to German 20mm Flak in World War II by Werner Müller: "...[C/38's] rates of traverse and elevation were improved [over Flak C/30], through the addition of an overdrive to each mechanism. One turn of the elevation handwheel raised the barrel 4 degrees, 12 degrees in overdrive...". This quote seems to suggest that C/38 elevation (and traverse) rates could have been 3 times faster than C/30 ones. This is probably referred to Wehrmacht models, but I don't see why it wouldn't apply as well to the naval mountings. By assuming it, I propose a figure of 30 deg/sec, which by the way is in accordance with the Flak C/38 twin elevation rate reported into your document. Flakvierling's train and elevation rates: 30 deg/sec for both of them. Flak 37 mm train and elevation rates: waiting for your answers :03: Quote:
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Since we are at it, can you look if your library can help us with deckgun's traverse/elevation rates? :03: Quote:
For my calculations I have supposed that 5 complete turns of the elevation handwheel would have taken 2 seconds, which may appear a bit too much considering the harsh operational condition of Atlantic boats. On the other hand, the resulting speed of 10 deg/s (8-8.3 considering your calculations) seems slow enough to me. Imo, reducing it further would render C/30 Flaks almost useless, but indeed the final decision will be taken after a serious test in game. Volodya, are you there, what do you think? :D BTW: stock traininig/elevation rate settings for light Flak guns are respectively 360 and 180 degrees per second :o :O: |
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In my experience, decrease in the accuracy of guns occurs only when elevation speed less than 6-7 deg/sec.. if elevation speed is lower than 4 deg/sec then hit the target becomes impossible.. this is only true for the AA-guns and planes (as a target).. for deck guns all slightly different.. |
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EDIT: I mentioned earlier, we can't adjust the accuracy using this setting (trav/elev speed).. |
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Since the stock setting is 180 deg/s, I thought we had still some margin, but lol 6 deg/s is 30 times slower :doh: By the way, have you checked yet if the effect of tolerance factors gets more obvious at reduced trav/elev rates? :hmm2: EDIT: could you have imagined when we started working on the flaks, that reducing their accuracy would have been an harder task than increasing it :rotfl2: |
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