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Thanks for the citations :yeah: Skwiot also indicates that the re-siting of the 20cm occurred in early 1940:
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As for the MG151, it's not really imperative that we model it, as I have only ever found reference to its installation aboard U553, and then only for trials. Skwiot also mentions that there was some experimentation as early as 1936 with a twin C/30 mount for destroyers, but that these tests were unsatisfactory and were discontinued. Maybe BdU thought of reviving a Dopp. C/30 mount in June 1942, but then gave up on the idea when the C/38s became available. All of our sources seem to be in relative harmony about the dates and composition of the turm upgrades, so I don't think it will be too difficult to set renown cost and availability for them. But on the same subject, do you know how the game handles replacing the tower in relation to replacing the flak guns? It seems that upgrading the tower and the flak guns happened simultaneously. For example, upgrading to Turm II should not just change the tower arrangement, but it should also add a second C/38 mount on the wintergarden. Will the game automatically add a second gun, or will we need to purchase it with renown? I don't think a boat would have been upgraded to Turm II unless a second C/38 was available and ready to be installed. |
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Even so, the available conning towers are visible in the Submarine Parts folder of each playable U-boat type: type VIIA got only one of them, VIIB got three, two for VIIC and again two for the VIIC/41. Subtracting the standard towers which each U-boat is issued with, it means respectively 0, 2, 1 and 1 upgrades. Each configuration got a number of "slots". I didn't look in depth into the way these slots are set yet, but I think each of them can accept only some guns. UnitParts*.upc files might play a role in assigning the standard gun mounted on each slot of each conning tower, and in setting the ones which can be accepted as upgrades. I am currently dealing with other stuff, but investigating the aforementioned settings before dealing with dates and renown costs might be opportune, if you get time for it. :yep: |
Little request: can someone send me an unmodded copy of UpgradePacks.upc, found in data\UPCDataGE\UPCUnitsData?
Seems that I have overwritted it with by mistake... :-? |
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more discrepancies LOL :doh:
uboatarchive lists some typical specifications pertaining to U-boat armaments. Practical rates of fire reported for deck guns and 2 cm FlaKs are in line with our settings, but not the ones relative to 3.7cm guns: SK C/30U: 12 rpm (slower than the 10.5cm deck gun!) vs. 30-40 rpm reported by other sources; M42 U: 40 rpm vs. 150 Moreover, it is specified an M42 clip size of 8 rounds which, even considering the trick of loading one or two loose shells in advance, doesn't add up with the 5 rounds reported by most other sources :hmm2: Changing of argument, the U Bootskunde für U Boote Bauart VII C reports in the ammunition section (p. 56): Quote:
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quick update
first trials with menu editor successful :up:
http://imageshack.us/scaled/thumb/83...0324033910.jpg I tried to keep the screen as clean as possible, grouping most of the FlaK camera items toward the right edge of the screen (notice the scaled down ammo loading progress bar). Round selection icons represent the Long Solothurn cartridges, really used by C/30 and C/39 FlaK's: http://www.questmasters.us/sitebuild...6s-397x296.jpg The remaining guns will get as well their own ammo selection icons, representing as closely as possible their real counterparts. Moreover, tooltips for each round were customized, so to have different designations for each caliber; I used the British/American designation followed, for immersion, by the German one: :|\\ http://img839.imageshack.us/img839/8...0324033827.jpg On a slightly unrelated note, I have tried playing with 'AmmunitionIntervalOptions' and 'AmmunitionIntervalOptionCurrent' settings (Ammunition.upc), for having different ammo outfits at different stages of the war (see below): Code:
[Ammunition 1] Unfortunately, it didn't work: all the round types assigned to each gun in its sim file are loaded onboard, both in campaign and in single mission, no matter the availability dates I had set. I wonder if the Ammunition setting are applied at all, when it comes to shell ammo :hmmm: EDIT: I have just accomplished another test: I have created some new shell definitions in a custom dat file (I have called it 'Shells_1.dat'), and assigned the new shells to the C/30 FlaK and... guess what? I was able to fire the new shells in game flawlessy. It means that we can have as many shell dat files as we want, as far as they are located in te correct folder. Good finding for compatibility with other mods affecting the stock file. I am going to do the same test with Baza_FX and particles.dat now :sunny: |
Good work there Gap:woot:
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I have created a custom dat file, where I have placed a trace particle generator with tweaked color settings; I then assigned the new tracer effect to one of the new shell definitions. This is the result: :cool: http://img823.imageshack.us/img823/9...0324134000.jpg Now I want to try making tracers trails longer and adding some white smoke to them. Any suggestion on how they would have actually looked, guys? |
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http://www.missing-lynx.com/library/...ourtizsen.html One suggestion, which might be impossible given pixel limitations, would be to make the tracers "thinner." They always seemed a little bit too thick to me. At around 0:50 of this video, you can see an example of Flakvierlings firing at night. The tracer pattern seems a bit sleeker than what we have in stock SH5: http://www.youtube.com/watch?v=PCYiIKa1w1g |
Thank you for your feed-back keysersoze :salute:
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By the way, here's another good video (original color footage!), showing U-boat's armamaments in action: torpedoes, deck gun, and what I think is a single Flak C/30. Just skip to 2:16 :03: http://www.youtube.com/watch?v=f-2JH_uBuyg |
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What about getting rid of tracers altogether like i did with my latest gun mod . Reasons for this were . Increase the suspense by a massive amount during game play by the player not knowing which ship is firing at you unless you can see the muzzle flash . The player is more likely to not attack a convoy surfaced unless early in the war , which is more realistic i think . Its harder to use the deck gun yourself which is more realistic , thats the crews job . No gun tracers combined with the smoke screen mod bring the suspense to a whole new level (no external cameras) .
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In general, information reported by uboatarchive is directly derived from first hand sources; they even publish their sources, when possible. :up: The best first hand documents I was able to access from their website so far, are the Cumulative Edition - CB 04051(103) of British Interrogation Reports and, even better, the U-boat Information for U-boat Type VII C, directly issued by Kriegsmarine. They are respectively dated June '44 and July '40, which is also good, because they account for both early and late war specifications, thus complementing each other. Unfortunately, the German U-boat manual doesn't make reference to any rate of fire, but it provides precious information on early ammo outfits (p. 56): Quote:
Moreover, in the table at p. 18, under the 'Ready use rounds carried' column, it is said "21 containers on deck each holding 25 clips of 5" and, in a note the first table: Quote:
Summing up, in our settings I would reduce M42's practical RoF to 60 rpm (maximum) by altering reload times, and I would keep the 5-round clip size. As for the SK C/30, I am tempted to use the same RoF as the 88mm deck gun: 18-20 rpm. Lastly, please note that nowhere it is said that the new 40-round magazines entered service in Ubootwaffe. 20 rounds is the figure stated by most sources relative to U-boat armaments; I start wondering if we shoudn't revise our settings accordigly though it would suck indeed :-? Quote:
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Sad as they are, let's share this sort of visual documents, whenever we can. Talking about it, this is another video I had previously shared in another thread: http://www.youtube.com/watch?v=48Mvy7uNHxY Despite the silly background music, quite making it to resemble an ILS-2 video capture (I usually don't disdain trance music, but in other contexts), it is actual wwii footage showing some P-47 Thunderbolt as they are shooting their tracer ammo on enemy targets :-? Quote:
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This mod will feature tracer ammunition in limited stocks. Where possible, the tracer/no tracer proportion will reflect historical usage. Currently I am more concerned about giving tracers a lesser gamey look, but I don't exclude the development of an optional patch removing tracers at all, as per your suggestion :up: |
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