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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Apr 2002
Location: Saltcoats, Ayrshire, Scotland
Posts: 233
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I was wondering how the AI was shaped to hitting with every second shell. Here is the scenario, I was of the coast of England when I spotted a warship , I went straight to peri depth and view her as she approached, an armed trawler, read her info and saw that she could only do 12 knots top speed. Being a brave soul I popped to the surface and ordered ahead flank and weaving back and forth between hard port and hard starboard rudder. Now I was travelling at about 15kts, weaving and was at least 8000m away from her, of course she started to fire at me and after about 3 shots she found the range and I took an absolute battering.Just about every shot found it's target.
[I have spoke to a WWII vet who served on the HMS Cossack { they attacked the Bismark } and he told me how hard it was to hit that ship with the guns....hehe I would say its a little larger than a U Boat] The AI targeting seems a little too good, has anyone else found this out? BTW I am now running at 20m silent with me bloody tail between my legs lol |
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#2 |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
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I've been disgruntled by the range and accuracy of the merchant gunnery AI.
After wounding an armed merchantman and needing time to reload , but lacking the underwater speed to stay with the stricken ship, I have tried surfacing at 4,000 m to try to run ahead and re-submerge for the second shot. Even at that distance after 1 or 2 near misses they seem to be able to find the range and pepper my boat but good ....usually with disastrous results. I imagine some naval men o war would be quite happy with that level of gunnery skill. |
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#3 |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
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there are some entrys that allow you adjust the AI gunnery rates etc--in the data/cfg/sim.cfg file (open with notepad)
[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=1000 ;[m] Max fire wait=7 ;[s] i don't know how effective they are--
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#4 | |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
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Would the changes mess-up the DD or BB gunner? Or just the Merchant? |
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#5 |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
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im guessing it's all or nothing unless you work up something a bit more specific to alter it all--
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#6 |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
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Thanks for the tip. I'm keeping a txt doc of all the editable factors so I can fine tweak all the things that don't seem or work just right for me.
That: Max fire range=6000....well... just seems a bit much for a merchant armature gunner.....and explains a lot. |
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