SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-19-06, 01:12 AM   #1
602Sqn_Puff
Ensign
 
Join Date: Apr 2002
Location: Saltcoats, Ayrshire, Scotland
Posts: 233
Downloads: 322
Uploads: 0
Default AI gunnery skills?

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
602Sqn_Puff is offline   Reply With Quote
Old 06-19-06, 02:15 AM   #2
Seminole
Ace of the Deep
 
Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
Uploads: 0
Default

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.
Seminole is offline   Reply With Quote
Old 06-19-06, 05:04 AM   #3
CB..
Ace of the Deep
 
Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
Uploads: 0
Default

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--
__________________
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
CB.. is offline   Reply With Quote
Old 06-19-06, 06:18 AM   #4
Myxale
Admiral
 
Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
Default

Quote:
Originally Posted by CB..
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--

Would the changes mess-up the DD or BB gunner? Or just the Merchant?
Myxale is offline   Reply With Quote
Old 06-19-06, 08:13 AM   #5
CB..
Ace of the Deep
 
Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
Uploads: 0
Default

im guessing it's all or nothing unless you work up something a bit more specific to alter it all--
__________________
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
CB.. is offline   Reply With Quote
Old 06-19-06, 08:37 AM   #6
Seminole
Ace of the Deep
 
Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
Uploads: 0
Default

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.
Seminole is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:41 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.