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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Jul 2012
Location: Montenegro
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Yes,lol.It is nice fun to hiting specific places and targets at ship with gun and watching parts falling off.
Flak gun also can make damage to an "light armored" targets,like life boats,trucks,light armored vehicles... I played this mission again,same conditions.Enemy was very precision with deck machine gun.I have been hit with first tracer.Than second and third.I had few man wounded,heavy flooding,periscope damage,diesel engines damaged,electic motors damaged,main pump damaged,under surface propulsion not funkcional...All that at 2 500 meters distance. It is interesting that enemy made it to see 0,5 meters extended periscope at 2500 meters,estimate range in second and bee so precision. I think Russian are not able to do it with BMP-2 infatry fighting vehicle with A42A canon and laser range finder. Watch at youtube how soldiers firing at somalian pirates from close range and how thay missing.We are talking abouth 2012 year,compuers,lasers,hi teck weapons and aiming systems.
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Smrt fašizmu,sloboda narodu! |
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#2 |
Eternal Patrol
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You are correct. Naval gunnery has been described as extremely imprecise. Machine guns are also noted for missing a lot. Combine the two and you've got only a tiny chance of hitting anything at more than 500 meters, and even that's going to have more to do with luck than skill.
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#3 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Interesting topic. Obviously SH5 wepaons/armor system requires a general rebalance.
Out of curiosity, Sova, wich kind of machine gun made that much damage to your sub? |
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#4 |
Stowaway
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sh4 and sh5 the "sniper" accuracy of all guns is and has been rediculous
the sad thing is a lot of modders dont care because they like it to be hard to survive things but IMO its better to be as realistic with damage as you can get which includes weapon damage and accuracy |
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#5 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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I've been digging in past threads of SHIII-IV forums for an explaination on what these parameters actually do, but couldn't find any clear answer. If anyone got time for fiddling with them, I can provide quick instructions on how to edit them in goblin editor, if needed. Quote:
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#6 |
Ace of the deep .
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What if you add some sort of controller to the sim like sinking effects ?
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#7 | ||
Captain
![]() Join Date: Oct 2010
Location: Oz
Posts: 507
Downloads: 33
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Serial pest |
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#8 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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![]() As far as I know the sinking of whatever unit is controlled by its .zon file, and by its respective zones in zones.cfg ![]() Quote:
![]() Before you start, beware that there's a couple of extra settings which for sure affects global AI guns aiming, separately for cannons and AA guns. These parameters are found in sim.cfg (data/cfg folder), respectively under [AI Cannons] and [AI AA guns] headers, and they are called 'Max error angle'. In stock game they are set respectively to 3 and 4.5 deg, but IRAI changes this figure to 4.5 for both, which apparently is still not enough, despite the fact that, not taking in consideration elevation, an error of 4.5 deg should lead enemy ships to a maximum traverse error as high as 118 m to the right or to the left @ a range of 1.5 km ![]() For editing sim.cfg you only need notepad, but later today I will draw up a short tutorial on modding the remaining parameters in the sm file. ![]() Quote:
Your partecipation in it could give it a new impulse ![]() |
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#9 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Here we are
![]() for a start, you will need for one or more test missions, to test your changes in game. At first, you can use one of the historical missions coming with the game, or one of the test missions included in many mods available for SH5. At some point you will probably need for a mission especially designed. You can ask me to create it for you, or you can do it by yourself using Mission Editor. Following the tutorial posted in this thread you will learn all you need to know in order to create a simple mission in 5 minutes. ![]() The second step is locating the ships featured in the test mission you have picked, and identifying their guns. Surface units are located in the data/Sea folder. Each subsfolder in that path is a single unit. Their names are often quite unequivocal on the unit that they are standing for: there is a prefix, describing the unit type (see below), followed by the name of the unit/class. Code:
NAGC = Amphibious ship NAMC / NTR = Merchant raider / Auxiliary cruiser NAO = Supply vessel NBB = Battleship NBC = Battlecruiser NCA = Heavy cruiser NCL = Light cruiser NCO = Corvette NCV = Aircraft carrier NCVE = Escort carrier NDD = Destroyer NDE = Escort destroyer / Frigate NFF = Sloop NK* / NLL / NVV = Cargo ship NLS = Landing craft NO* = Oiler / Tanker NPC = Patrol boat / Torpedo boat NPH / NPL / NPP = Ocean liner / Troop transport Nrtw = Naval trawler NSC = Submarine chaser ![]() In order to know which guns each unit is equipped with, you should open its .eqp file with notepad, and take note of LinkNames under NodeNames that are starting with a 'M' (main guns), with a 'A' (secondary guns), or with a 'L' (light guns and, more often, searchlights). Each NodeName stands for a single bone in the 3dmodel, i.e. a set of coordinates designing a single gun platform aboard the unit. StartDate and EndDate (in yyyymmdd format) will tell you the time span that each platform is equipped with that given gun (outside this timespan the platform will be either empty or occupied by another gun). It is now time to open Goblin Editor. Before doing it, create a new mod, containing the following files: guns_radars_01.GR2 and guns_radars_01.sim (path: data/Library/ShipPart). Remember to reproduce the same path in your mod, if you want to enable it using JSGME. After doing it, follow the below steps:
In game: you might want to test your changes under different conditions. New UIs lets you to set many mission related parameters (date, hour, rain, fog, etc.). Rememeber to backup the mission, if you want to retrieve it to its previous settings (especially important for stock historical missions). NOTE: if Goblin Editor's selection boxes are flickering, close the program, right click on GoblinEditorApp.exe => Compatibility window => Disable visual themes. The above instructions are relative to stock ships/guns. Things are slightly different for imported units, but for the moment I suggest you to stick to GR2 units/guns only. ![]() Last edited by gap; 11-27-12 at 05:36 PM. |
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#10 | |
Captain
![]() Join Date: Oct 2010
Location: Oz
Posts: 507
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So is this to say that if I'm the target, the AI could accidently aim up to 4.5 deg off to the right of my actual position and if so, the shell would land 118m away from me (if I was 1.5 k's away)? I'm too lazy to do the trigonometry. ![]() Is a modifyer applied over this factor to reflect crew skill level? My stock file is showing 5deg for AA btw. Cheers! At least it doesn't say anything derogatory like.. 'serial pest' or something ![]()
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Serial pest |
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#11 | ||
Captain
![]() Join Date: Oct 2010
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Now, on to guns_radars_01.sim
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Serial pest Last edited by troopie; 12-09-12 at 05:17 AM. Reason: clarification |
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#12 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
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![]() D40
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Dogfish40 |
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#13 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() When creating a test mission, there are five possible crew rankings that can be assigned to each unit (in Mission Editor, Properties window, under Performance, VeterrancyLevel): Poor, Novice, Competent, Veteran and Elite. I don't remember if it is possible to modify these rankings in game through mission options panel, but there is a quick way to do it with notepad: open mission's mis file, and look for CrewRating entries. There is one of them for each unit (incuding plyer's sub). 0 stands for Poor, 1 for Novice, and so on. By altering these values, it is possible to check how units' rating affects their gun's aiming, letting any other parameter unaltered ![]() |
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#14 | |
Swabbie
![]() Join Date: Jul 2012
Location: Montenegro
Posts: 14
Downloads: 13
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Not deck gun,machine gun.
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Smrt fašizmu,sloboda narodu! |
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#15 |
Eternal Patrol
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Oh, well, that's different then. Everybody knows Americans do everything better. That machine gun should have sunk your sub at 200 meters!
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“Never do anything you can't take back.” —Rocky Russo |
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