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Old 02-12-09, 02:53 AM   #1
magicsub2
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Default (WIP)Battle Of Brittain

I am going to make a mod about the battle of britain. first of all, i need to know how airbases work and spawn aircraft.

right now i am working on it, every little bit of historical accuracy will be in it. so you will see bombers flying overhead and being shot at by RAF fighters.

also, can anyone tell me how to script units into airbases. and how do you increase the rate of fire of the u boats flak guns to historical levels. thoses people say that it was lowered in gwx to have historical levels are wrong. because, how hard is it to get a mate to carry some clips up? its not like they are 5 kilogram shells!
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Old 02-12-09, 03:39 AM   #2
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Quote:
Originally Posted by magicsub2
.....every little bit of historical accuracy will be in it. so you will see bombers flying overhead and being shot at by RAF fighters.
Thats a big promise! How have you managed to alter the AI routines of the planes so that they will attack/avoid each other?



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and how do you increase the rate of fire of the u boats flak guns to historical levels. thoses people say that it was lowered in gwx to have historical levels are wrong. because, how hard is it to get a mate to carry some clips up?
Only the Deck Gun would be subject to this argument as it was a single action weapon, so they have been adjusted by GWX to account for this.

The Flak's would have cases of ammo at the ready, possibly refreshed by a fellow crew member as needed, but the point is, the Flak only requires a cartridge to be changed and these cartridges would have probably been brought to the deck in bulk. If you are experiencing slow loading times on any flak weapon, perhaps it's SH3C's malfunction/sabotage mods coming into play.

At the end of the day, weapon loading times have been made as historically accurate as possible based on reports/documents and then further assessed by a person with real life gunnery experience.

You promise a lot but have no idea how to accomplish it. Perhaps, as all of this has been discussed before, using the SEARCH function here at Subsim may prove informative.

Good luck.
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Old 02-12-09, 04:38 AM   #3
magicsub2
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what? how hard is it to script in aircraft?

Type
Name
Clip Size (rounds)
Reload rate (secs)
Cyclic firing rate (rounds/minute)19
Average firing rate (rounds/minute)20
Historical
GWX
Historical
GWX
Deck Guns
10.5cm SK C/3221
1
6
N/A
N/A
15
12
8.8cm SK C/3522
1
5
N/A
N/A
15
10
Heavy Flak
3.7cm Flak M42 zwilling23
5 x2
1-2
500
200
360
140
3.7cm Flak M4224
5
1-2
250
200
180
135
3.7cm SK C/30U25
1
2
N/A
N/A
30
30
2cm Flakvierling 38
40 x4
30
1900
540
880
270
Light Flak
2cm Flak C/38 zwilling XXI
40 x2
8
960
540
440
320
2cm Flak C/38 zwilling
40 x2
8
960
540
440
320
2cm Flak C/3826
40
4
480
540
220
300
2cm Flak C/30 zwilling
20 x2
8
560
220
240
140
2cm Flak C/3027
20
4
280
220
120
140





there is the bit in the manual about the flack guns! WHY ARE THEY SLOW?

table does not work, but they are on page 55 of the gwx manual.
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Old 02-12-09, 04:46 AM   #4
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Quote:
Originally Posted by danlisa
At the end of the day, weapon loading times have been made as historically accurate as possible based on reports/documents and then further assessed by a person with real life gunnery experience.

You promise a lot but have no idea how to accomplish it. Perhaps, as all of this has been discussed before, using the SEARCH function here at Subsim may prove informative.

Good luck.
so someoe you know has fired a C/38?????????

and i do jot use sh3 commander because i was scared i might install it wrong and stuff my compuetr.

the mod is getting on fine, it might be ready in a few monthes. lots of detail, like bombers flying to britain and such. its nice to think that people might use this mod........... and i have seen aircraft to aircraft battle battes
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Old 02-12-09, 09:07 AM   #5
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Reload rates will also vary by crew experience and fatigue
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Old 02-12-09, 11:22 PM   #6
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Quote:
Originally Posted by magicsub2
and i have seen aircraft to aircraft battle battes
Nooo, you've seen two aircraft happen to cross each other and have a quick shot with guns that have been pointing to the enemy A/C. AFAIK, SHIII's A/C's dont engage in dogfight. I've heard that they do, but have never seen it happen, not even with doing a mission just to test it.
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Old 02-12-09, 11:58 PM   #7
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i have and hell, is thier ai good!

they will dodge between planes and turn around for another shot. try putting some bf 109s against k ships.
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Old 02-13-09, 12:32 AM   #8
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I don't see the point in working so hard to script dogfights that we probably won't see. Don't the aircraft in SH3 go directly for you anyways?

I suppose scripting aircraft is similar to ships. The "height" thing has to be done though. Stick it somewhere reasonable, the distance is the same as your U-boot's depth. At this point, I'm completely lost. I've no clue about how to get aircraft to act reasonably and not fly directly in a straight line.

And for flak guns, if you dislike the reload rate, and you've found the files, just change it to whatever you want! Having some guy carry them up is pretty hard work, since he has to go below quarters to the bow or something, run past the crowded aisles and tiny portholes, climb up a ladder through a porthole, while the sub is busy being shot at. Just saying.

Oh, and I think there is a little drag box where you select the aircraft you want to be able to spawn in the base.
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Old 02-13-09, 12:38 AM   #9
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thanks for giving a positive comment.
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Old 02-13-09, 05:18 AM   #10
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hang on, do i have to ask the gwx team if i can modifie the campaign folder?

its a honour to talk to them, they make so much and dont sell it. thoses bad people who released battle in the mediteranean should be ashamed!

please can i modifie the contents of the campaign folder?

magicsub2
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Old 02-13-09, 07:42 AM   #11
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[quote=A Very Super Market]I don't see the point in working so hard to script dogfights that we probably won't see. Don't the aircraft in SH3 go directly for you anyways?

I agree with A Very Super Market, but if you want to proceed, try to fix the SHIII
stock bug first ( planes of the same side shooting at each other)
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Old 02-13-09, 08:24 AM   #12
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Only gun turrets shot to other planes. Wing guns shot to ships but not to enemy planes. I tried a mission (FW-190 against B-17) and fighters got away from B-17 in pursuit!!
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Old 02-13-09, 11:47 AM   #13
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Quote:
Originally Posted by magicsub2
thanks for giving a positive comment.
What you see as negative comments are usually from experience. Not that you might not find a solution others have missed, as that does happen all the time. It's just that we've been having this same conversation for almost four years now.

I know you're talking about the flak guns, but your chart also mentions the deck guns. They did indeed fire quite rapidly in testing, but actual combat experience was quite a bit different. As for the flak guns, mine reload quite quickly, and I haven't done anything to change them.
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Old 02-13-09, 11:55 AM   #14
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Quote:
Originally Posted by Sailor Steve
Quote:
Originally Posted by magicsub2
thanks for giving a positive comment.
What you see as negative comments are usually from experience. Not that you might not find a solution others have missed, as that does happen all the time. It's just that we've been having this same conversation for almost four years now.
Ditto to that.

If you are going to attempt to mod, you have to be prepared for all sorts of comments,
the good, bad and yes, sometimes the ugly.


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Old 02-13-09, 11:57 AM   #15
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Default Flak & Deck Gun...

Reload times can also be altered very easily using Sh3 Commander .

ok
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