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Old 08-13-10, 08:29 PM   #1
Kapitan Franz-Josef Lemml
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Default Is there a mod that alters the ridiculous accuracy of merchant gunners?

They are snipers in this game! As soon as I surface, they blast me from so far away it's crazy. I have read a lot of U-boat books...and never have I read of the deadly pinpoint accuracy of the guns on a merchant ship. Quite the opposite in fact. Is there a mod to change this to make it more realistic...or if not, what file do I change to do it myself?

Thanks!
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Old 08-13-10, 09:08 PM   #2
THE_MASK
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C:\Ubisoft\Silent Hunter 5\data\Cfg\Sim maybe ?
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Old 08-13-10, 11:47 PM   #3
Sailor Steve
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There are, on the other hand, many accounts of merchants opening fire and the u-boat immediately dived and wasn't heard from again. The guns may not have been that accurate, but historically if the merchant was armed at all the u-boat didn't fight it out.

Maybe that's the result they were going for.
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Old 08-14-10, 10:38 AM   #4
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I'm really not seeing this in-game. I've duked it out with a few armed Merchants and even an armed unescorted convoy (had to eventually dive on than one) but there is far more lead flying overhead then hitting my boat.

Their accuracy seems to be in the 10-20% range to me.
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Old 08-14-10, 12:27 PM   #5
Kapitan Franz-Josef Lemml
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Quote:
Originally Posted by Los View Post
I'm really not seeing this in-game. I've duked it out with a few armed Merchants and even an armed unescorted convoy (had to eventually dive on than one) but there is far more lead flying overhead then hitting my boat.

Their accuracy seems to be in the 10-20% range to me.
Wow. I have to say even at VERY long range, they are hitting me a solid 50% of the time...and that is traveling at full speed trying to run and gun! Maybe the last poster was right...the game is trying to force you to dive.
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Old 08-14-10, 12:43 PM   #6
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IRAI made them a little less accurate.
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Old 08-14-10, 01:41 PM   #7
Kapitan Franz-Josef Lemml
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Originally Posted by sober View Post
C:\Ubisoft\Silent Hunter 5\data\Cfg\Sim maybe ?

Here is the file you were referring to. You seem to be right. Maybe alter the Max error angle? The way it is now...does it mean that the merchant gunners will be maximum 3 degrees either way from hitting their mark? 3 degrees is pretty darn good shootin'!

[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=6000 ;[m]
Max fire wait=12 ;[s]

[AI AA guns]
Max error angle=5 ;[deg]
Max fire range=1500 ;[m]
Max fire wait=7 ;[s]

[AI detection]
Lost contact time=15 ;[min]
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Old 08-14-10, 01:48 PM   #8
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Quote:
Originally Posted by Kapitan Franz-Josef Lemml View Post
Here is the file you were referring to. You seem to be right. Maybe alter the Max error angle? The way it is now...does it mean that the merchant gunners will be maximum 3 degrees either way from hitting their mark? 3 degrees is pretty darn good shootin'!
3 degrees at 500m is not the same as 3 degrees at 2000m. The resultant width of the cone is much bigger at 2000m. So all together 3 degrees isn't that accurate.
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Old 08-14-10, 03:08 PM   #9
Kapitan Franz-Josef Lemml
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Quote:
Originally Posted by TheDarkWraith View Post
3 degrees at 500m is not the same as 3 degrees at 2000m. The resultant width of the cone is much bigger at 2000m. So all together 3 degrees isn't that accurate.
True...but it certainly seems more accurate than merchantmen would have been on rolling seas. And it certainly seems accurate enough to smoke my boat in a short amount of time!
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Old 08-14-10, 08:57 PM   #10
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Oh yeah.. I forgot to mention... I have a soup of mods running and a few of my own changes. So I'm sure somewhere, somebody monkeyed with their accuracy.
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Old 08-16-10, 01:00 PM   #11
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i would suggest you try a 5 degree error and see what that does, i wouldnt go beyond 5 or it would be too unrealistic and just look silly

i would also suggest reducing max range to 5000 from 6000
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