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Old 08-27-12, 03:36 AM   #76
Rongel
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Okay, this is really off-topic but here goes!

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Originally Posted by gap View Post

Anyone interested in a SH5 guns/DC overhaul mod

Noone

Do you guys mean that there is another mod around here, dealing with historical guns specs?

Yet I clearly rememeber recent complaints about unrelistically accurate enemy gun's aim, incorrect min and max ranges, shells doing too much or too little damage, etc
I think that is a very good idea gap! There are many mods that change the torpedo damage/deck gun specs and so on, but they are all scattered around and many of them outdated. Ddrgn's U-boat Historical Specifications was the most complete package, but it seems outdated too.

I think we really need one mod that has torpedo damage/deck gun damage/torpedo dud values/DC damage/AI ship spotting values combined and made to resemble realistic values. It isn't even very hard to do modding-wise, just change some values to .cfg and .sim files. More challenging is to test the values and gather the historical data. Also there is ofcourse some compatability issues ahead, but I think some solution can be found.

SH 5 is come a long way from the release, and is almost a new game now, but still most of the captains are sailing with the stock values and sinking whole convoys with the deck gun! nonono....

One example from my previous patrol. I spotted a large unescorted convoy and got in to perfect attack position. It was night and a medium fog. The attack went well (too well infact, I had forgotten to activate my dud value mod, so there were no duds, stock value is 1 %!) and I sunk three ships. I was feeling brave and surfaced to continue the hunt. So spotted the convoy again and opened fire with my deck gun. Ships turned on the lights and the closest ships to me spotted me. Some of the merchants had cannons, but didn't open fire because they couldn't spot me even with the deck gun blazing away all the time. So I sunk three big freighters before my ammo depleted. I'm guessing that kind of situation isn't very realistic. The AI night/fog visual values seem to be too high, the merchants should have seen my deck gun firing and responded to it. And what I have understood is that the deck gun was used only against small vessels...

I'm pretty busy now, but if there is interest in this and other people joining the cause too, I think I could find some time for it... Shouldn't have said that....
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Old 08-27-12, 03:48 AM   #77
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Lets see how you go with this mod then . I read on the net (everythings true ) that there was no elevation on the deck guns
http://www.subsim.com/radioroom/down...o=file&id=3521

also if you play with my mod list intact on 100% with all the TDW patches enabled there is no way it is easy . Nights are realistacally dark IE on a dark night you cannot see where the horison meets the sea . lets see you work out what ship it is , and the flag . No crew spotting from scopes , pitch black , no under water views from the scopes , no external camera .
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Old 08-27-12, 05:26 AM   #78
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Quote:
Originally Posted by Rongel View Post
Okay, this is really off-topic but here goes!
My bad

Quote:
Originally Posted by Rongel View Post
I think that is a very good idea gap! There are many mods that change the torpedo damage/deck gun specs and so on, but they are all scattered around and many of them outdated. Ddrgn's U-boat Historical Specifications was the most complete package, but it seems outdated too.
Besides being outdated, U-boat Historical Specifications deals only with U-boat's equipment and specs. My idea is to completely rebalance general specs/used equipment/armament's specs/armour level/used shell's penetrations of every single submarine/naval/air unit, in order to make them to reflect historical figures as closely as possible.

Quote:
Originally Posted by Rongel View Post
I think we really need one mod that has torpedo damage/deck gun damage/torpedo dud values/DC damage/AI ship spotting values combined and made to resemble realistic values.


It isn't even very hard to do modding-wise, just change some values to .cfg and .sim files. More challenging is to test the values and gather the historical data. Also there is ofcourse some compatability issues ahead, but I think some solution can be found.
I agree

Quote:
Originally Posted by Rongel View Post
I'm pretty busy now, but if there is interest in this and other people joining the cause too, I think I could find some time for it... Shouldn't have said that....
I've already started collecting information. Get in touch with me whenever you want.

Quote:
Originally Posted by sober View Post
Lets see how you go with this mod then .
http://www.subsim.com/radioroom/down...o=file&id=3521
downloaded it, thanks

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Originally Posted by sober View Post
I read on the net (everythings true ) that there was no elevation on the deck guns
Where did you read it sober?
How would they aim if elevation is fixed
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Old 08-27-12, 06:07 AM   #79
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@ Gap and Rongel

If you guys are going to create it, it will be a big step forward!

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Old 08-27-12, 06:24 AM   #80
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Quote:
Originally Posted by gap View Post

I've already started collecting information. Get in touch with me whenever you want.
I could start checking at the torpedo sim settings (also dud values). Maybe later their actual damage. I have been now looking at uboataces.com and uboat.net, if somebody knows more good sites, please tell.

I think that the modifications should be made keeping in mind TDW's works and patches. For example, some torpedo malfunctions can be enabled with the patcher.
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Old 08-27-12, 07:00 AM   #81
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Quote:
Originally Posted by Rongel View Post
...I think that the modifications should be made keeping in mind TDW's works and patches. For example, some torpedo malfunctions can be enabled with the patcher.
And don't forget about .sim changes in the
Quote:
Magnetic detonators set to 4m for all torpedoes that use magnetic detonators
Please

Thanks
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Old 08-27-12, 08:12 AM   #82
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Quote:
Originally Posted by Rongel View Post
I could start checking at the torpedo sim settings (also dud values). Maybe later their actual damage. I have been now looking at uboataces.com and uboat.net, if somebody knows more good sites, please tell.
talking about torpedo failures, you can dig precious information from this essay:
http://eaglescholar.georgiasouthern...._201005_MA.pdf

Not exactly a quick reading, but it is the most complete document on the subject I was able to find so far.
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Old 08-29-12, 04:11 AM   #83
Rongel
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Quote:
Originally Posted by gap View Post
talking about torpedo failures, you can dig precious information from this essay:
http://eaglescholar.georgiasouthern...._201005_MA.pdf

Not exactly a quick reading, but it is the most complete document on the subject I was able to find so far.
Wow, that seems like an interesting read (for example, captains almost never used full speed in the first torpedo types as it caused malfunctions)!

But now the real world has caught up with me again, so i'm out of the picture for week or so. I have already done quite a lot of dud tests and not suprisingly found out that it is not as easy as it might seem. The angles defined in the .sim file have somewhat complicated mechanic, and probably don't work fully. And it seems that .dat ships calculate them in a different way compared to GR2 ships. But testing goes on!
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Old 08-29-12, 11:30 AM   #84
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Quote:
Originally Posted by Rongel View Post
Wow, that seems like an interesting read (for example, captains almost never used full speed in the first torpedo types as it caused malfunctions)!


Quote:
Originally Posted by Rongel View Post
But now the real world has caught up with me again, so i'm out of the picture for week or so.
take your time mate!

Quote:
Originally Posted by Rongel View Post
I have already done quite a lot of dud tests and not suprisingly found out that it is not as easy as it might seem. The angles defined in the .sim file have somewhat complicated mechanic, and probably don't work fully. And it seems that .dat ships calculate them in a different way compared to GR2 ships. But testing goes on!
yes, we need a lot of testing. Even having correct historical figures doesn't help if we don't "convert" them to SH5 format somehow.
I hope we can disturb TDW on some settings and on the units/maths behind them
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Old 09-09-12, 05:22 PM   #85
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Gap, I reinstalled SH5, and your searchlight mod among others yesterday. It works!
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Old 09-09-12, 05:54 PM   #86
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Quote:
Originally Posted by GT182 View Post
Gap, I reinstalled SH5, and your searchlight mod among others yesterday. It works!
Glad to know that you got it working

@TheGeneral

Did you manage to improve serchlight's beam?
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