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Old 01-10-13, 10:10 AM   #151
gap
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Quote:
Originally Posted by volodya61 View Post
so, for beginning we need two different missions (I think so) -

1. the sub with two/three AA-guns on board and several different enemy planes

2. the enemy task-force and several different our and friendly planes

weather conditions, time of day etc. we can change in the mission's settings window before mission start..
For a start, I think we need still to answer the following questions:
  1. is the Max error angle (Sim.cfg) applied to player's guns, or not?
  2. are the two gun-specific Trav and Elev tolerance affecting aiming accuracy?
  3. if yes, how are they combined with the above Max error angle setting (multiplied, adde, etc.)?

By saying that we need to answer these questions, I mean that we got to remove any possible doubt about them. We have already discussed them, but so far we have only unconfirmed hypothesis

With this premise in mind, I am proposing the following method:
  • creating a basic mission with standard settings and just an U-boat, a ship and an enemy airplane: the more stuff we put in it, the more the unpredictable interactions between various elements, whereas we want to do things as simple as possible.
  • changing just one single setting at a time, no matter if it is a mission related parameter or a gun setting.
  • answering just one question at a time: again it will make things a lot easier.
  • ignoring any realism consideration: right now we should be only concerned about the game mechanism. Finetuning it will be the second (...or third ) step.

If you agree with this method, I would like to find an answer to the first question:

is the Max error angle (Sim.cfg) applied to player's guns, or not?

for doing it we need for the above mentioned mission (an U-boat with a single Flak and an airplane without bombs), IRAI, and a set of modifications of the 'Max error angle' parameter. Here's the plan of our tests:
  • test 1: SH5 + IRAI + ErrAng 0.00 test mod (AA Max error angle=0)
  • test 2: SH5 + IRAI + ErrAng 2.25 test mod
  • test 3: SH5 + IRAI (AA Max error angle=4.5, this is our "blank" that any other test will be copared with)
  • test 4: SH5 + IRAI + ErrAng 6.75 test mod
  • test 5: SH5 + IRAI + ErrAng 9.00 test mod

If our assumption (that the AA Max error angle is not affecting our Flaks) was true, we would expect the precision of our AI gunners not to change from a test to another test. On the contrary, if we were wrong, their precision should decrease from test 1 to test 5

How to "measure" and report the results of our tests? Two ways come to my mind; we can:
  • adopt a subjective method by expressing the performance of our gunner in comparison the blank test (much worse, worse, slightly worse, slightly better, better, much better)
or (preferably) we can:
  • adopt a numeric reporting: number of salvos required for downing the plane, or times the plane dived to attack us before it got shot down, or (even better) number of bullets left after downing it. In order to make things even easier, I think I will give the plane abundance of harmless dummy shells, and I will also increase our ammo storage.

What do you think? Can I go on preparing the mission and the test mods?
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