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Old 12-30-13, 11:55 PM   #1
anavel_gato2004
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Default long range gunnery questions

what file need to be edited to increase the Accuracy of a player control ship?

also what need to be edited to make it so a player can target and destroy a coastal artillery emplacements?
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Old 12-31-13, 01:49 AM   #2
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Quote:
Originally Posted by anavel_gato2004 View Post
what file need to be edited to increase the Accuracy of a player control ship?

also what need to be edited to make it so a player can target and destroy a coastal artillery emplacements?
I don't know the answer to your first question, but as to the second, coastal guns, searchlights, bunkers, etc., and related things cannot be destroyed. That is to say, they are not destructible in the way the game works.

Someone did figure out a way to emplace ship objects onto land locations so as to make destructible "buildings", but I think that was an involved undertaking, and I can't tell you how to do this.



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Old 12-31-13, 10:57 AM   #3
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Yeah I think Traveller added Fuel Depots on land to be targeted by the deck guns.
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Old 12-31-13, 09:57 PM   #4
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Yes, but someone figured it out before Traveller, a few years ago. I wish I could remember who, so I could give him credit. I thought it was a clever idea.
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Old 01-09-14, 05:44 PM   #5
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I find that user control is the best method for long range gunnery. I've actually sunk a couple ships outside 10,000 yards. I don't think AI normally fires beyond 5000. In real life Tang fired on shore batteries off Truk as they were picking up downed aviators, from about 4000 yards. They were only really able to keep them ducking, as they were not able to clearly see the batteries. Read Clear the Bridge! by Richard O'Kane for the actual account.
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Old 01-10-14, 01:17 PM   #6
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I never use the deck gun unless I am the one controlling it. I have a better hit percentage than my crew does. With the mods I'm running using the deck is very risky. I think the damage model for the user control boat is much more realistic. It wouldn't take much from a merchant deck gun to sink you.

I very rarely use it and when I do it is to ventilate a ship that just wont seem to sink.

It did save my arse one day however. I had come upon a convoy of six ships escorted by a sub chaser and a Momi patrol boat. I had hit two ships sinking one very quickly but got a good depth charge attack from the two escorts.

I was taking on water and I really feared that if I had stayed submerged that I would have sunk. I put some men in place at the deck gun slots and blew ballast all ahead flank.

Both escorts were within 2000 yards when I surfaced and I opened up quickly on the closest one scoring three hits and a large explosion on the sub chaser. I then turned and opened up on the Momi. The sub chaser while not sunk steer a course away from me while the Momi and I traded shots.

I was surprised to get enough hits that she finally slowed down and I managed to get away on the surface. The DC crew were hard at work but at least we were afloat. I kept them on radar and as the sun was setting noticed the merchant I had hit earlier had come to a stop and so had the Momi. I used the radar and TDC and at 7,000 yards I began to fire on the Momi. It tried to fire back but her rounds were mostly hitting the water after traveling 3000 yards. She sank after four more hits. I then turned to the merchant and finished her off with the deck gun.

The sub chaser reentered the area and would fire at me but never got closer than 8000 yards before veering away. We traded fire until I ran out of ammunition for the deck gun and then I left the area. I still couldn't risk running submerged until we got the flooding under control.

======================


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