....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
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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 |
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 |
ok i got that....now about the AI ise turrets...you dont answer:/
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hey...are you in here?
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:DL
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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 |
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 |
anyway sorry for keep asking but its shame you dont have skype or msn...
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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. |
hehe for the first time i was right about crewAI....maybe i begin to learn something afterall...
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To steve the slim
Screenshot of that issue would be helpfull, since in my game there are none. Cdp44 |
i dont know how to add images...i forgot:/ can you help me?
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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 |
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