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Old 03-20-08, 11:32 AM   #22
NonWonderDog
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Join Date: Feb 2007
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Quote:
Originally Posted by castorp345
Quote:
Originally Posted by tater
Destabilizing the gun is intimately tied to combat ROF, IMO.
bingo!
as usual, tater's right on the money.


KV29's mod solution was excellent and went a long way (imho) towards squaring things with rof (at least for the 4"/50.
his solution was (from the Real_Deck_Gun_1.0 readme):

***

"In Deck_Gun_4_50.cam
Modified: Elevation Speed from 5 to 0.1
Modified: Traverse speed from 35 to 25 (the gun was turning a little too fast for me)

In Cameras.dat
(Added missing parameter in minitweaker file "Cameras_dat.txt")
Added line in "DeckGunZoom" category: absolute,single,5398,lookathorizon
Modified: set value to 0

This mod is not presently working with other guns because there seems to be some problems related to the gun elevation and the cameras. Im still working on it, and I hope it will be fixed in future releases.

Since the 4" is available for all subs and all campaign years, I´ve deleted the 3" and 5" gun files until I find a fix.

I provided two sets regarding ROF: "unreal 4s" stock and tweaked 25s reloading times."

***

unfortunately, that seems to be where things were left with the real_gun mod, so it sure would be nice if someone were to take-up where kv29 appears to have left off and get into addressing the gyro-stabilization "issue".

cheers
hc
So, if I'm reading this right, the main thing that destabilized the deck gun camera was setting "lookathorizon=0"? And this only worked for the 4" gun?

I'm going to take a wild guess and say that setting "lookathorizon=0" for the other guns caused the zoomed-in view to pitch with the gun, rather than with the ship, right?


It sounds like the problem might not be too hard to solve. It seems to me that the 4" gun has the viewport attached to the telescope, while the other guns have the viewport attached to the gun itself. All you might have to do to fix this is switch some node inheritances around.


I did do some digging through the .dat files in order to change the elevation angles of the deck guns, but I'm still not sure how the viewpoint is defined. (It's not enough to change elevation in the sim file, you have to edit the animation keyframes as well).

Actually, what does "ochitor" mean? This might not mean anything, but while "Dmy_cam_Ochitor_4_50" is a child of "4_50_Ochitor", "Dmy_3_50_Cam_Ochitor" is instead a child of "3_50_Body". If "ochitor" means something like "telescope," all you probably have to do is shuffle a couple things around in the .dat file.

EDIT: According to an online translator, "ochitor" means something like "eye" in Romanian. I think I might take a stab at this sometime tonight.


EDIT2: Yep, now the sight looks to the horizon like it should. There's a bit of hitching, though, when the gun hits min elevation. For some reason, min and max elevation are defined relative to the horizon, not relative to the sub.

The elevation animation still seems to be inaccessible to S3D, but I was able to increase the 5"/25 elevation to the proper 40 degrees by telling it to use the other (legacy?) animation in the .dat file. This doesn't work for the other guns, because -- and I hadn't noticed this before -- it disables the sight animation. This doesn't mean much for the 5"/25, but it locks the sight to the gun barrel for the others. In case you were wondering, this has absolutely no effect on stabilization. I'm not so sure about effect on AI.

Last edited by NonWonderDog; 03-21-08 at 07:19 PM.
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