SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
-   -   Deck Gun Sight (https://www.subsim.com/radioroom/showthread.php?t=241526)

Red Devil 06-18-19 06:10 AM

Deck Gun Sight
 
Firing at the enemy and sight was spot on; eg: straight. Next ship and sight has 'moved' to the left so I have to compensate by firing off left to hit target. Its off to the left more than correct. Do we have a mod that ensures sight is correctly aligned?

propbeanie 06-18-19 10:23 AM

Not that I'm aware of, but I've noticed that with distance, and I always put it to "windage", though I'm sure they never intended to model that - did they?... surface pitch from sea conditions is another good excuse... don't wanna call it "bad training", 'cause then it reflects on the skipper... :arrgh!: :salute:

Mios 4Me 06-18-19 12:07 PM

Does this happen on more than one patrol? I ran into that issue once with the 5" gun; only once we approached home port did the crew announce that the deck gun had been fixed. Apparently it, and it alone, took some mystery damage sometime after the first gun engagement.


It's interesting watching the 5" shells curve in flight sometimes.

propbeanie 06-18-19 12:27 PM

You can "tighten-up" the aiming of the AI deck gun crew in the cfg files, but I'm not sure about the "look" of the aim... It somewhat varies by the speed of your boat, and the speed of the target boat, along with the heading of both, as well as angle-on-bow involved, and the distance the shot has to travel. ie:, if they're going west, and you're going east, more "lead" (with a long "EE" sound - and "lead" with a short "EH" sound) is needed when they're perspectively moving faster. So, coming straight on from a distance, you might not have to "lead" them so much, but if they turn away as they get closer, you might have to lead them more to keep up with their forward movement, against your forward movement. You'd be somewhat "side-arming" the shot, like a pitcher in baseball might, or a US football quarterback might, going across his body with the receiver going the opposite direction... I am awful at concise explanations... sorry 'bout that. But it does "look" like the game tried to "model" that phenomenon, but it might be inconsistent... ?? :salute:

Red Devil 06-18-19 02:00 PM

this can happen even if stationary. It happens all the time, in all scenarios and all weathers and all the war. More often than not it is out. I would say 90% or more at a guess. Gun is bow mounted 4 inch.

von Zelda 06-19-19 09:03 AM

Hash Marks for aiming
 
There is a mod that helps by adding hash marks on the deck gun sight:

CSL Deck Gun Optics

Hope this is helpful.

Red Devil 06-19-19 10:59 AM

Cheers von - loaded it into JSGME; will see if it works later

Sniper297 06-20-19 10:34 PM

I've found that leading the target is necessary, if he's moving left to right I have to aim to the right so the shell arrives when he does. There's also a momentum built in, firing on either beam while running at high speed means the shell travels forward while going out to the side. I doubled the muzzle velocity in the cannon's .sim file, not sure if it makes a difference or not. Using this mod;

http://www.subsim.com/radioroom/down...do=file&id=666

it's easier to see the actual trajectory.

KaleunMarco 06-21-19 10:22 AM

Quote:

Originally Posted by propbeanie (Post 2614715)
You can "tighten-up" the aiming of the AI deck gun crew in the cfg files,

this is an interesting statement because there does not seem to be any parameter dealing with aiming in the CrewAI.cfg file. is there a parameter missing in this RFB 2.0 file? if yes, that could explain the wild-a## shooting the gunners have displayed from the very start of RFB 2.0.

[CrewAI]
; Weapons.
Cannon range 1=2000 ;[m] close range limit
Cannon range 2=6000 ;[m] medium range limit
Cannon range 3=10000 ;[m] long range limit
AA guns range 1=1000 ;[m] close range limit
AA guns range 2=2000 ;[m] medium range limit
AA guns range 3=4000 ;[m] long range limit

;selection
Cannon Selection Range=10000 ;[m] max range to contact
AAGuns Selection Range=4000 ;[m] max range to contact
Recomended Torpedo Range=3000 ;[m] max range to contact
Recomended Deck Guns Range=10000 ;[m] max range to contact

propbeanie 06-21-19 01:03 PM

I meant more in the sim.cfg "Max error angle", which would also affect the enemy AI. This is what FotRSU has, with "Stock" values after the ";" comments:
[AI Cannons]
Max error angle=5 ;[deg]3
Max fire range=10000 ;[m]6000
Max fire wait=5 ;[s]12

[AI AA guns]
Max error angle=2 ;[deg]5
Max fire range=1600 ;[m]1500
Max fire wait=7 ;[s]7
You could also maybe noodle in the CrewMember and other upc files in the Save folder, and increase the crew's skill (I'd probably mess the game up), or just have them do gunnery practice. Every time you go to surface, battle surface and shoot a few rounds... Put the best people on the guns, and show 'em how to do it every once in a while - just don't lose track of the situation... Was it lurker or Traveller that had a practice target?... :hmmm:


All times are GMT -5. The time now is 10:35 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.