Accuratizing Guns
I've been playing around with variables to accuratize my deck guns.
I need some help in deciphering the variables. Below is a snapshot from my activeuserplayerunits.upc I dont know and am guessing the relationships of the humany coefficents related to the deck gun coefficients. I also see an efficiency denominator. I wonder if that is cutting the efficiency required, or the efficiency of the crew? I tried to up my gunners efficiency and as you can see its well above 1.2 And the weapon in weapon slot 1 has a human coefficent of zero. I take it to mean that anything above zero for the crewmember improves accuracy, but I'm guessing. Can anyone explain the best method of accuratizing the deck gun and crew? I think I screwed it up since at 1800 yards they hit one out of 3 shots, most going long. It was better before I made the mods. BTW there are two crewmember, but for brevity I only posted crewmember 1 Any help appreciated. Code:
[UserPlayerUnit 1.Compartment 8] |
You might want to look at the sim for said Gun.
trav_tolerance and elev_tolerance under Fire. The 105 was a .75 for both If we say that that is 3/4 of a degree both ways? You could have 1.5 degrees of slop. Longer the shot? The more error. Remember that the Sub is rocking on the waves also! |
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Makes sense. The SIM is at .75 for both. So do any of the efficiency params I posted above have any impact on accuracy? If I take the gun myself I can nail the target with every shot, so its not the gun per se, its the crew. Would looking through the binoculars and using the crosshairs there improve the gunners? I just want my crew to perform well. |
Efficiency=0.000000
Maybe boost that to 1.000000 |
Is that one of those settings Jeff, that uses the "-1" value as the "Use crew efficiency", such as "Poor-Elite", aka: 0-4? Or is is just multiplier from 0-1? :salute:
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I don't know. If all else fails? Adjust the hell out of it!
But 0.00000 does equal don't do nothing. :haha: |
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Efficiency in the ActiveUserPlayerUnits affects the cumulative skill necessary to properly operate the weapon/compartment. So, if Efficiency says .70, the crew has to have a combined GUN Skill skill of at least 70. if you change Efficiency to 1.0 the Gun Crew will need combined skill of 100. next, the Gun.sim file. i thought the same as Jeff and others that the tolerances would be a factor...so i changed them to .00001. it had no noticeable effect for the gun crew. increasing the Gun Crew skill for Guns helps your grew fire more accurately a little bit but only close in...but that is very dangerous because everyone shoots back and they are VERY accurate at close range. the only conclusion that i could make is that increasing Gun Skill and lowering gun tolerances seems to make YOU more accurate (and deadly) when YOU fire the weapon. which is somewhat disappointing because you want to be in Control and not on the weapon.:hmmm: so, i make the changes to the Gun.sim and increase the Gun Skill of the Gun Crew.... but me, personally, i try not to use the deck gun very much BUT when i absolutely, positively need a gun kill, i will man the weapon and stay out about 7000-8000 yds and never, ever take on a warship with guns. if i ever break through the fog, you-all will be the second person to know about it.:D:up: good luck. and good hunting. :Kaleun_Salute: |
That zero in efficiency is normal when the gun is unmanned.
Once manned the efficiency is calculated based on all the coefficients and values associated with them for the weapon and the crew. When I manned the gun with crew it shot to 0.99654 I lowered the gun coeficient in the weapon back to standard. I think I may have messed that up a few patrols ago when I got screwed up with the sub upgrade and had to re-tweak the files. The efficiency of the compartment and weapon are auto calculated. I lowed the weapon gun coeff back to 0.2 I had it at 0.5 and I think what that represents is the minimum needed to be at 1.0 total. I originally thought the weapon coefficients were added to the crew, instead I now think they are divided into the crew to make the total efficiency. We'll see. I havent had a chance to try the gunners yet, but on return to home port I'll target some junks from about 1600 yeards and compare their success. By any chance do you know what these two do? EffciencyDenominator=2 EffciencyDenominatorBS=2 |
Just had my first shootout since the changes. The gunners were stellar.
Torpedoed an 8150 ton cargo ship with two torpedos. One to the bow one to the mot. Slowed her down but still ran. No sign of taking on water I see. No other ships. So emergency surface and have gunners target the waterline at 1600 yards. First shot was long but other shots were on the money. So it appears the coefficients in the weapon and compartment are meant to be used somehow as minimum guides or a calculation against the humans coefficient to derive the total efficiency. Efficiency clearly affects accuracy (and so do other things) The denominator values appear to based on number of crewmen needed to man the weapon. So all humans efficient total is probably devised by this number. |
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so 2/2 means the compartment needs 2 crew for both normal and BS. if those values were 4/9 you will need four crew for normal conditions and nine crew for battle stations in order to adequately man the compartment. so, if you have only 4 crew during BS, your compartment would run at 4/9th efficiency. :Kaleun_Wink: |
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Thanks for the answer.:Kaleun_Salute: |
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