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-   -   [REQ] Better accuracy for merchant turrets (https://www.subsim.com/radioroom/showthread.php?t=117289)

kv29 06-24-07 04:33 PM

[REQ] Better accuracy for merchant turrets
 
As it is now, merchant gunners cant hit a damn thing beyond 1000 meters, which I suspect is not very realistic. I know they are not supposed to man the guns as good as hard trained navy sailors, but I believe they should be able to score at longer ranges provided they have a better and more stable firing platform than subs.

Does anyone know what files are involved to tweak that?

tater 06-24-07 04:52 PM

The stock game doesn't have a single merchant crew set past "novice" bumping a few up would be a good start.

kv29 06-24-07 05:03 PM

ok, how do I do that?

tater 06-24-07 07:43 PM

mcoca's automated editor would do the trick, though from experience I can tell you there is a bit of a learning curve to coding for it for the programming impared (hard to believe I had to write fortran code back in the day...)

tater

Stew U-582 06-24-07 08:15 PM

I created my own config files that improve the accuracy
and increase the range of AI guns,
if you would like to give it a try your wellcome
it JSGME compatible

http://www.mediafire.com/?7asyjxmgglg

[AI Cannons]
Max error angle=4 ;[deg]
Max fire range=9000 ;[m]
Max fire wait=7 ;[s]12
[AI AA guns]
Max error angle=5 ;[deg]
Max fire range=1500 ;[m]1000
Max fire wait=3 ;[s]7

this is the section from the sim cfg that controlls AI guns
the highlighted figures are what your interested in I actually run lower angles of error in my game but this is what I uploaded.
you can open and edit this file with notepad.

hope this helps

Stu

Julius Caesar 06-25-07 07:25 AM

I use this values :cool:

[AI Cannons]
Max error angle=1
Max fire range=8000
Max fire wait=5

It will give you more chalenging enemy deck guns

kv29 06-25-07 09:39 AM

thanks guys, I will give it a try. :up:

tater 07-02-07 03:14 PM

Punt!


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