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-   -   Playable NML Okinoshima (US Side) (https://www.subsim.com/radioroom/showthread.php?t=188786)

chrysanthos 11-11-11 02:36 AM

....anyway another thing about bridge view...in my old downloads i cant see a thing...how can i move a bit forward so i can watch the bow with the guns of battleship

chrysanthos 11-11-11 02:37 AM

as for the gun crew hold on to show you what i mean.....i think is this one

[CrewAI]
; Weapons.
Cannon range 1=5000 ;[m] close range limit
Cannon range 2=8000 ;[m] medium range limit
Cannon range 3=17000 ;[m] long range limit
AA guns range 1=2000 ;[m] close range limit
AA guns range 2=3000 ;[m] medium range limit
AA guns range 3=4900 ;[m] long range limit

;selection
Cannon Selection Range=17000 ;[m] max range to contact
AAGuns Selection Range=5000 ;[m] max range to contact
Recomended Torpedo Range=2000 ;[m] max range to contact
Recomended Deck Guns Range=15000 ;[m] max range to contact

cdp44 11-11-11 02:55 AM

You can´t move in Bridge view, to move it, you need to alter ship´s dat file, Dummy_deck_watch node controls placement of Bridge view.

This is my CrewAI.cfg

[CrewAI]
; Weapons.
Cannon range 1=5000 ;[m] close range limit
Cannon range 2=15000 ;[m] medium range limit
Cannon range 3=30000 ;[m] long range limit
AA guns range 1=1000 ;[m] close range limit
AA guns range 2=2500 ;[m] medium range limit
AA guns range 3=5000 ;[m] long range limit
Max error angle=0 ;[deg]
;selection
Cannon Selection Range=30000 ;[m] max range to contact
AAGuns Selection Range=5000 ;[m] max range to contact
Recomended Torpedo Range=2000 ;[m] max range to contact
Recomended Deck Guns Range=30000 ;[m] max range to contact

Cdp44

chrysanthos 11-11-11 02:58 AM

ok i got that....now about the AI ise turrets...you dont answer:/

chrysanthos 11-11-11 03:28 AM

hey...are you in here?

chrysanthos 11-11-11 03:35 AM

:DL

cdp44 11-11-11 03:36 AM

They are in guns_radars.sim, node 6. In obj_Turret/Traverse change speed value, but I think what is there is realistic, these are not some small calibre guns, this is a turret that weights several tonnes, so it won´t turn very fast.

Cdp44

cdp44 11-11-11 03:40 AM

Upon further testing, values in CrewAI.cfg seem to affect accuracy more than I thought. With the values I posted above accuracy decreased quite significantly.

Cdp44

chrysanthos 11-11-11 03:40 AM

anyway sorry for keep asking but its shame you dont have skype or msn...

steve_the_slim 11-11-11 04:06 AM

Thanks. I'll mess around with different accuracy values and see how it goes. There are some other ships that need accuracy tweaking; the Brooklyn for example seems okay at long range but doesn't improve its aim at close range like you'd think it should. It has a horrible time hitting ships that are almost right on top of it. Does the accuracy of deck guns vary depending on the range, or is it pretty much a constant ratio of misses to hits? I could see the need to setting the accuracy values a bit higher than they really should be if the range to the target doesn't affect it.

EDIT: Oh, and by the way, the Omaha is awesome. Thanks very much for that. The only issue I noticed is a texture bug on the main turrets where part of the turret is black.

chrysanthos 11-11-11 04:15 AM

hehe for the first time i was right about crewAI....maybe i begin to learn something afterall...

cdp44 11-11-11 04:23 AM

To steve the slim

Screenshot of that issue would be helpfull, since in my game there are none.

Cdp44

chrysanthos 11-11-11 04:31 AM

i dont know how to add images...i forgot:/ can you help me?

cdp44 11-11-11 04:52 AM

To steve the slim

This is how my turrets on the Omaha look like

Rear

http://img850.imageshack.us/img850/6...1104448328.jpg

Front

http://img854.imageshack.us/img854/3...1104439156.jpg

Whole ship

http://img18.imageshack.us/img18/899...1104504562.jpg

Cdp44

chrysanthos 11-11-11 07:08 AM

got it !! hehe

http://imageshack.us/photo/my-images...ositionon.png/


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