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#1 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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-Reducing the minimum elevation from -10 to -20 (with no other changes), resulted in the gun aiming on top of its target. -Reducing the maximum elevation from 75 to 10 (again, no other changes made), had an opposite result than expected: the gun was always extended all the way, very high on the horizon) and thus unable to aim to anything. The visual range of gun's camera (when it is manned by the player), is also affected by the start_index/end_index factors: when I tried changing the min/max elevation angles respectively to -11/+85 (as per historical specs), not only the crew's aiming was affected negatively, but when I tried to use the gun manually and I zoomed in, at extreme angles the aim of the gun was out of the screen. When I increased the elevation end_index factor to about 6.55, gun's camera started again following the aim, and crew's aim got better, though the gunner was still quite bad at shooting down planes. Stock settings for the two parameters are as follows: - both of them set to 0 (both for traverse and elevation) for AI guns. - start_index of sub flak guns normally 0, except for elevation start_index of 37 mm and 88 mm guns, where it is equal to the traverse end index. - elevation start/end index settings identical to Training settings for all the other flak guns As I wrote in my previous post, at stock elevation settings the best end_index factor for the standard C/30 gun is, no doubt, 5.8 (no other changes required). Optimal settings for other guns can be deduced from Wamphyri's plane mod. number of shots required to down the plane, or number plane's dives, before it gets shot down ![]() In order to reduce randomness, you could also reduce hurricane's hit points to 1 (1 shot=1 kill) in its zon file ![]() |
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#2 |
Black Magic
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remember crew experience and how many points you have put into the gunner determine his accuracy also. It would be best to set your crew to elite and max out the gunner's points then you have something to test from (you have a solid reference point to gauge changes against).
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#3 | ||||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Nonetheless, I doubt we can increase gunner's points during a single mission. Once finished with these preliminary tests, we will finetune the settings in campaign ![]() P.S: when you get time for it, can you please have a look to the following conversation between me and Rongel, about some possible flaws of your torpedo dud patch, and the possibility to clone the existing torpedoes: Quote:
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![]() Last edited by gap; 01-14-13 at 04:03 PM. |
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#4 | |
Ocean Warrior
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Like here? - http://www.subsim.com/radioroom/show...&postcount=216
Quote:
![]() data\Air\AF_HurricaneMkI or data\Air\AFB_HurricaneMkIIc
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#5 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#6 |
Ocean Warrior
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There is no .zon file in this folder (data\Air\AF_HurricaneMkI).. only .cfg, .eqp, .sns..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#7 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#8 |
Ocean Warrior
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Gap, do you have accurate data of the number of shells/bullets on board subs for the deck and AA guns?.. want to make a complete revision of the weapon files for my mod-pack..
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#9 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
According to "Warship Pictorial 27 - Kriegsmarine Type VII U-Boats", some typical U-boat's AA armaments would have been as follows: - types VIIA, VIIB and VIIC: 1 x 20 mm C/30 gun with 1,100 rounds; - type VIIC/41: 1 x 37 mm SK C/30U gun with 1,200 rounds and 2 x C/38 twin mount guns with 4,400 rounds I don't know how corrected is this information. For sure it is not complete. Anyway, I would assign 1,100 rounds to each 20 mm gun (2,200 for twin mountings and 4,400 for quad) and 1,200 rounds to each 37 mm gun (2,400 for twin mountings), though I admit that these loadouts could result a bit excessive if the player equipped his boat with multiple twin and quad flak guns. Unfortunately, afaik there's no way to limit the maximum number of rounds of a given type which can be carried aboard the sub (in game the total loadout is determined by the sum of the rounds assigned to each gun), whereas the small space aboard a real U-boat would have posed serious limitations. Regarding outfits, Navweps reports about 25% of AP incendiary and 75% of HE incendiary rounds, for the 20 mm flaks. Nonetheless, according to "Naval Weapons of World War Two" by John Campbell, early outfits might have included HE rounds alone. As for 37 mm guns, according to the above sources, outfits were only HE with tracer for the SK C/30U gun, and 2/3 HE incendiary, 1/3 AP with tracer for Flak M42. In respect to the 88 mm deckgun, the loadout reported by Warship Pictorial is 160 shells for the type VIIA, and 220 for the remaining models. According to Campbell, outfits for U-boats included exclusively HE and HE incendiary, with AP and starshells carried onboard minesweepers and subchasers alone. ![]() Last edited by gap; 01-14-13 at 09:43 PM. |
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