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Old 01-13-13, 07:15 AM   #1
Rongel
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Originally Posted by gap View Post

Another point blank question: Do you know if there are similar (crew veterancy depandant) settings for AI guns?

No idea again, I guess picking veterancy level in mission editor affects it, but now idea how.

Regarding the date-specific damage settings not being apllied, and your suggestion to duplicate the existing torpedoes, I know Silentmichael is currently attempting to do the same (cloning a GR2 file). I asked him to keep in touch whenever he discovers anyhing new, and I am sure he will assist us when it will be our turn to do the same

Ok, good to hear!

Talking about it, are torpedo malfunctions applied in outside the campaign? Testing them in custom mission could speed up a bit the whole process...

Yep, testing malfunctions in custom missions!
I have now gathered some info on the malfunctions. Bottom line seems to be that in the start of the war the torpedoes were really unreliable, G7e was even worse than the old G7a. Both magnetic and contact pistols were faulty, but magnetic pistol was almost unusable. Malfunction percent was something like 30%-40%. Magnetic pistol torpedoes detonated prematurely or passed the ships bottom, and contact pistol torpedoes had serious depth keeping problems. Some torpedoes steered of course or in rare cases were "circle runners". Actual duds weren't the biggest issue. Torpedo problems culminated in the Operation Weserubung where almost every torpedo failed. At this time Germans worked hard to figure out the problems and some real improvements were made.

During the "Happy Times" (late may - the end of 1940) things were better, magnetic pistol was abandoned completely (and not used before 1942 again) and AZ impact detonation was used. AZ pistol was improved by now and the depth keeping problem was reduced.

Thats what I have learned now! So at start of the war we need to have really lousy torpedos, and improve them already in the middle of 1940! To be continued...
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Old 01-13-13, 09:43 AM   #2
gap
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Originally Posted by Rongel View Post
I have now gathered some info on the malfunctions. Bottom line seems to be that in the start of the war the torpedoes were really unreliable, G7e was even worse than the old G7a.
Really? I was convinced that the opposite was true

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Originally Posted by Rongel View Post
Both magnetic and contact pistols were faulty, but magnetic pistol was almost unusable. Malfunction percent was something like 30%-40%. Magnetic pistol torpedoes detonated prematurely or passed the ships bottom, and contact pistol torpedoes had serious depth keeping problems. Some torpedoes steered of course or in rare cases were "circle runners". Actual duds weren't the biggest issue.
Excellent, or rather... awful
By chance could you extract from your readings some approximate percentage figures for each specific malfunction type?

Quote:
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Torpedo problems culminated in the Operation Weserubung where almost every torpedo failed. At this time Germans worked hard to figure out the problems and some real improvements were made.
Regarding Operation Weserubung, I remember having read that German magnetic deonators didn't like the vicinity to the polar north; in addition, the disturbance on magnetic fields by the Norwegian Fjords could have contributed as well. But indeed there is no way that we can simulate it in game.

Quote:
Originally Posted by Rongel View Post
During the "Happy Times" (late may - the end of 1940) things were better, magnetic pistol was abandoned completely (and not used before 1942 again) and AZ impact detonation was used. AZ pistol was improved by now and the depth keeping problem was reduced.

Thats what I have learned now! So at start of the war we need to have really lousy torpedos, and improve them already in the middle of 1940! To be continued...


I am eagerly looking forward for the next chapter. Keep on your great work, Rongel!
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Old 01-13-13, 11:56 AM   #3
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Yesterday took a break and didn't test anything..
Now started a single mission and noticed that the sub is equipped with two C/38-twin guns and one 37 mm.. so I decided to set the Ammo=0 for the 37mm gun and test only the couple of C/38.. then will test the contrary..

to be continued..
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Old 01-13-13, 12:05 PM   #4
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Now started a single mission and noticed that the sub is equipped with two C/38-twin guns and one 37 mm..
two C/38 twin in a single mission?!!



Pass them on immediately!
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Old 01-13-13, 12:24 PM   #5
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but.. it was your single mission #2.. VIIC/41.. two C/38-twin at the top platform and one 37mm with the shield at the bottom one..
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Old 01-13-13, 12:42 PM   #6
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but.. it was your single mission #2.. VIIC/41.. two C/38-twin at the top platform and one 37mm with the shield at the bottom one..


I think I was so pissed to look for that damn gun, that when I finally managed to get in in a custom mission, I forgot to have a closer look to it, and mistook it for a flakvierlig...
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Old 01-13-13, 12:02 PM   #7
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I have just tested the AA gun's fix by Wamphyri (actually I've just tested just the 20 mm standard flak), and I got to say that it is working. It sufficed changing the obj_Turret => Elevation => gun_anim => start_index setting from 4.8 to 5.8.

Thank you Trevally for putting me in the right direction!

Fixing other guns, where required, shouldn't be a problem now. Provided that we manage to get our U-boat fitted with one of them in game...

Volodya, when you want we can keep on our tests now

A bit offtopic: I was trying to adjust maximum and minimum elevation angles to historical values, and I've noticed that when manning the gun manually, the camera doesn't follow gun's aim, which gets therefore out of view at the most extreme angles. Is there anyone who knws how to fix this problem?

I suppose that adjusting camera's angular angle or angular range should do the trick, but I don't know where to find these parameters. Both Gun Station Controller (in 20mm_C30.sim) and Cam User Data controller (in 20mm_C30.cam) make reference to 'Cam_A01Gun'. I looked for it in cameras.cam, but with no joy
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