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Yeah leave it the same way, just add some playable guns. (AA and deck gun, but not the main battery)
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what?
no main battery? really?
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Did any of you ever play Great Naval Battles of the North Atlantic? You had the option of allowing the gun crews to automatically fire using the fire control directors or optics or you could manually take over one of the turrets. Basically, the turret view looked sort of like the TBT/UZO with settings for type of ammo, range, rate of fire, and spread (narrow, wide, or normal). I think it also had a counter to show how long it would take to reload the guns. Animation of the overhead view of the ship would show the gun barrels lowering to load and then raising again to firing position. If the ship was listing too much, the guns were no longer able to see their targets or fire. Pretty good for a 2D DOS game.
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Sounds like a good idea Sarsfield, i wonder what Xan think about it? :hmm:
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GNB
Great simulation - second best to TF1942 since there were no true 3d views but amazing nonetheless.
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In my opinion, the AI control of the 280mm's and 150mm's guns is the best way...crap! i am Kapiten zur See! I want stand on the bridge watching my guns firing:D ! And then, there will be a way to allow the firing of the 150s but not the 280s or vice-versa:hmm: ?
Keep up the good work:up: |
Unluckily AI gun crews lack this certain ability to line up ships in the crosshairs. Often enough they shoot either right or left of the target. Which is a real pest. Human controlled it makes up for much better and precise shooting. Back then all what mattered was getting the range.
So yes, player controlled main batteries would raise your chances of survival and success much higher. Now I am aware of the problems coming with modelling of the main guns, so I am certainly not pressing the issue. Fun it will be anyways ; ) |
Yea, i agree on the huge inaccuracy hit ratio of the main gunners... Maybe if i'd readjust the medium/close ranges much closer to the long range maximum. Then i'd see is there any difference in gun spreads.
I'll test it out in a moment and report here.. |
I've been trying to figure out a way to make the 11" guns fire at a longer range than the 5,9" guns but they always fire at the same range.
I'm not sure if its possible to we'll have to hope there's a way somewhere. |
Just finished on the spread test, and even though i setted the close range into 11km, while longest is 15km, the spread is still horrible, although at 8km range, lot more hits were done then before..
But regarding the different ranges, readjusting the maximum range on the 5.9s and adjusting their max range to 8km, while the 11" can keep their standard range (was that like 27km or so?). At least that's what i thought out. |
During warships engagements at long range only a minimal percentage of shells hit the targets. Usually, pocket battlehips sank lone freighters only using torpedoes and medium guns,(or scuttling them), at very short ranges and after evacuating them. When KMS Admiral Scheer attacked the HX ## convoy, in a 4 hours time she managed to sink only 5 freighters and the auxiliary cruiser Jervis Bay ( she damaged six others vessels) using two thirds of her 280mm ammunition.
Firing and aim these monster guns was not easy at all! A very needed trick would be the possibility of holding/allowing the fire of the main/secondary battery. |
Don't forget these raiders usually put the crew on lifeboats and then sank those merchants from close range, The only exceptions are warship fights like in the Battle of the River Plate or the Battle of the Barents Sea, Or when they were fighting Auxiliaries with guns
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During long range encounters, only a minimal percentage of the shells fired hit their targets...the ability of a raider captain is closing the distance with his target as much as possible before opening fire, to eliminate any possibility of escape for the poor merchant ship:dead:
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Talking about close range, I was roughly 500km south of India's coast when i hit pea soup fog. My sensor laddie picked up an signal from an merchant vessel roughly 20km to south east from my location, i kept sailing towards it in that fog.. I ended up being parked 100m from the ship's portside until my crew was able to identify the target ^^' that ship was literally munched in 2 salvos.
Those 5"ers (Fubuki) can really do some nasty damage at PBR range... |
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Just PE 2.1, and some smaller tweak mods but nothing like that.. It just happened to be the "worst" fog there can be. I couldn't even see end of my Fubu clearly from the other end. Maybe to half or so. But then again, that area has junkload of airpatrols due to the Allied airfield located at the small island SE from India.
I hope that was last time the higher up's send my fubu to patrol there, since only 1 ship sunk in the 2 days and every 2nd hour had airstrikes on my ship.. And the Type 90's turn soo slowly that they cant even kill a long range bomber.. But luckily got my ship routed to the convoy path from western australia to India. Sank 34 ships in 3 days of straight travel :arrgh!: |
AI gun crew effience
In my oppinion the worse rate of hits is realistic.
I am not working on a fun killer ship, I am working on the KMS Admiral Scheer:lol: As linekiller said, these guns were not easy to coordinate. U can't say, the AI gunners are stupid or so; you got simply a easy steering with a mouse and a space button. I want to bring it out with AI guns and then someone makes playable guns:up: I can't make a perfect boat, but the community can. (and I guess mikhayl will) I want to make a couple of ships playable. I am happy Skwasjer got his supertool importing 3d models, so it would be possible to create completly new boats like hovercrafts or new subs:up: |
Well, we gotta figure out how to get the DP Cannonade systems to be able to fire on Ships AND aircraft. Since those 3x Type 90 Trips are useless against aircraft because of the horrible turn ratio, compared to like the Dual C/46 you can use as flak on Krieg subs.
But i got the gunnery AI and "hostile" AI on ranges changed. Now even those transports with guns shoot to 9km and anything else hostile within that 9km radius. Btw, once you get the Tertiary gun data done (or do you use the ones from stock as replacement, give me the gun info so i can adjust it so that it wont have same range as the 11" main cannonade :arrgh!:) |
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Then we have to see if it manage to hit something:D |
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