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Old 06-30-08, 02:25 PM   #1
peabody
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Default [wip] Maya gun range

I have the Heavy Cruiser Maya working but have a couple problems, Hope you can help.

1. Range. The DDs and Merchant ships are hitting me with their deck guns before I am "in range". Apparently I need to be less than 5000Yds. But he merchants are hitting me quite a ways before that. How do I increase the range? The guns on the side were set to obj_Turret they are 5in_AA_Double_turret_base_Jp so I changed to obj_Cannon so they would also shoot at the ships. But the main guns 8 inch won't fire unless I'm inside 5000yds. Also they are not very accurate even with the same gun as the DD (I changed it for a test)

2. On the Pocket Battle Ship it start firing immediately, and when a target is destroyed it automatically goes to the next target, the Maya does not. I have to manually select every target. (which sometimes is a good thing to attack the 'dangerous' ones first)

3. When I do attack and the targets are on the starboard side, the port guns shoot off into empty ocean. If I was with a Task Force they would probably shoot my own ships. In other words, when I do start shooting ALL guns shoot whether they can hit the target or not. Any idea on this?

Other than that most of it is working, need to import the conning info for the AA guns and deck watch crew, TBT, and move the torp doors. I tested the torp to make sure things were working, it was inside the hull and I blew myself up.:rotfl:. But it works.

Any help appreciated, just doesn't seem right that the merchant deck gun can outrange my 8 inch turrets.

Peabody
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Old 06-30-08, 03:00 PM   #2
Xantrokoles
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When you have one gun completely playable with gun crew, you have the same AI settings like on your sub.

For the range look at:

Data/cfg/sim.cfg

;AI surface ships sensors cfg file

[Mech]
Waves amplitude=0.2 ;[0,1]
Waves attenuation=0.75 ;>=0

[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=6000 ;[m] ^^^^^^ push it up
Max fire wait=12 ;[s]
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Old 06-30-08, 03:08 PM   #3
W4lt3r
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No xan, THAT alters ONLY AI Ships, if you want longer firing range for you'r gunners, thy must edit the crewAI.cfg and at least adjust max AA Gun range and Max Cannon range (values 3).

I have those setted for 15 000 meters and about 14 000 with AI Guns, i get to do quite fierce battles. Also you might want to readjust the values for sensors CFG and adjust visual (so you can actually lock the target from longer range).

Then you're good to go in #1
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Old 06-30-08, 04:11 PM   #4
peabody
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Thanks Xantro and W4lt3r, I will check those out. No idea why the guns on the wrong side of the ship are also firing? They can't even see the target, and they are not even turned to the max value in an attempt to point at the target, they just shoot.

@ W4lt3r: I can get a lock and the yellow arrow but as soon as they say 'man the deck guns' (which is already on) it loses the lock. So the visual may be a problem as well as the range, thanks.

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Old 07-01-08, 05:37 AM   #5
W4lt3r
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Peabody, the gun firing problem might be found in AI or the gun's crew AI files.. I think all gun crews in the game fire even if the target is misalinged looking at the ship (most of the time, enemy ships start to fire at 3-5 degree error with guns) so propably there is a modifier for player guns aswell...

But wait a minute, are you putting the 4.7" duals to surface combat? They were designed to engage aerial targets most of the time.

But i think there is an error in the ship's gun AI files, wich would determine at how big degree/Angle error the guns start to fire.. I have no other idea then.
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Old 07-01-08, 07:26 AM   #6
Ishigami
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Off Topic:

Quote:
Originally Posted by peabody
I have the Heavy Cruiser Maya working
I just wanted to say that I will build a shrine and will worship you
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Old 07-01-08, 12:16 PM   #7
peabody
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Quote:
Originally Posted by W4lt3r
Peabody, the gun firing problem might be found in AI or the gun's crew AI files.. I think all gun crews in the game fire even if the target is misalinged looking at the ship (most of the time, enemy ships start to fire at 3-5 degree error with guns) so propably there is a modifier for player guns aswell...

But wait a minute, are you putting the 4.7" duals to surface combat? They were designed to engage aerial targets most of the time.

But i think there is an error in the ship's gun AI files, wich would determine at how big degree/Angle error the guns start to fire.. I have no other idea then.
Thanks for the info, appreciate it.

Yes the guns are changed according to the gunsradar.dat which has them as obj_cannon which will fire at both if it has the right ammo. In the game they were obj_Turret and had only AA ammo. I did find the 3 degree for AI, I haven't found the setting in player settings yet. (Because I wasn't looking for it until you told me)

There is a different 5 inch Jap but the shield around it is too big for the platforms. And I figured my subs 5" deck gun does a good job on merchants, don't know why it wouldn't work here in addition to the four 'big' guns. But I am a beginner and there is a lot I don't know. And the 6 inch was way too big!!! There is a 4.7 US but this is 5 inch Jap. Don't imagine there is much difference. Do you think I should NOT use them as cannons?

As for AAs there are 17- 25mm and slots for more (35) that are set to NULL, they used the same epq file as Takao (sister ship) I think, but someone else is working on that one so I picked the Maya (I think it's Miner). So if 17 guns can't shoot down a few planes, then we are in big trouble. I think the biggest problem is they all shoot at the same target.

The bridge is not where I want it but it need some 3D work and I can't get it to work, too many bars in the way, can't see anything. So for now it is in the highest platform, I did get the bars out of the way up there. But not much room up there.

@ Ishigami never mind the shrine until you see the ship, I am a beginner.:rotfl:.

Thank you again for your help.

Peabody
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Old 07-02-08, 03:21 AM   #8
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Just to let you know, the 25mm triplets suck as aa guns, because their turn ratios are around 8-12" gun speeds i wouldnt be suprised if all their shots would miss at planes, they suck that much.
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Old 07-02-08, 02:55 PM   #9
peabody
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Quote:
Originally Posted by W4lt3r
Just to let you know, the 25mm triplets suck as aa guns, because their turn ratios are around 8-12" gun speeds i wouldnt be suprised if all their shots would miss at planes, they suck that much.
I know, I had them on a Sen Toku once, they didn't last long!! I tried boosting the speed but it didn't go any faster. I haven't seen any planes yet so I don't know, but most are singles, I haven't tried them, not a lot of triples. If they are no good "close the door on the way out!". Need to set the torp doors (like anyone is ever going to get close enough to use them) , try the AA, position the watch crew and it's about ready to go for sea trials.
I still would like to move the bridge but haven't been able to make it happen. The 3D model is two objects and when I remove the bars so you can see and export I lose the second object (railings and ladders) and becuse the vertices count is different then the textures it won't import into S3D. Still working at different settings, don't know *****about what I'm doing, but I don't know what I'm doing with modding either.:rotfl:.

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Old 07-04-08, 02:52 AM   #10
keltos01
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@Peabody : I'll look into your 3d tower thing, but I'll only send you the revised obj+mtl+uv2 then you'll have to see if it fits ?
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Old 07-04-08, 03:07 AM   #11
keltos01
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Ok, I imported the ship in 3ds along with your "cabina" :


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Old 07-04-08, 03:19 AM   #12
keltos01
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there are no corners....

it's a cut-corners shape !!!




top left view is fron top : the remaining triangles are the bars barring the windows


Left side :





and finally :




or




Download link new cabin .obj file:

http://files.filefront.com/Maya+towe.../fileinfo.html
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Old 07-04-08, 03:34 AM   #13
keltos01
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Default Gangway

shouldn't you remove it ? same with the pontoons on your Sen Toku I I think..




creates drag if you leave port like that...:rotfl:
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Old 07-04-08, 10:08 AM   #14
peabody
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Default Cabina 01

Thanks for trying Keltos but it didn't work. Same kind of problems I was having. It has two objects in it and it messes up. I did the top one with no problem but I can't do this one. As you see, all black and parts of it are missing and I didn't get any UV so I tried the originals and the verticies count is off by a lot. I think that is why I didn't have a problem with the top one. It was one object I didn't delete the bars just pushed them into the ceiling and the veritices count stayed the same. I had this one with all the bars gone in front, but it was black and no railing or ladders. You got the railing and ladders but it messed up other stuff. Thanks for trying.



You can see where the watchman is stuck in the roof. That is the compartment I am going to have to use. Very narrow. Can see forward fine, just can't see to the side without using the binoculars.

Thanks for the attempt.

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Old 07-04-08, 10:15 AM   #15
keltos01
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will try again somtimes this weeknd
i guess i exported using channel 1 not 2 then it's all black sorry went too fast
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Last edited by keltos01; 07-04-08 at 10:46 AM.
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